A pleasant sleep is interrupted by an unsettling messenger, but leads to a delicious meal. Then, the fellas get some fake real world experience.
Welcome back! Please enjoy!
We’re off on holiday this week, but we’ve got a special treat to tide you over. See, earlier this year, we developed an ambitious one-page RPG titled Dadlands, a post-apocalyptic dad-based survival sim. Then, in July, we convinced Dimension 20 DM Brennan Lee Mulligan to run a game for us. What you’re about to hear is the impossibly rowdy result of that experiment.
Class is in session. The gang enjoys a nice breakfast. Argo takes the blame while the Firbolg struggles to keep it together. A friendly game goes off the rails. Fitzroy makes a new friend, literally.
Welcome back! Hope you enjoy TAZ:Graduation Episode 2!
It’s the first day of school! There are new friends to be made and plenty to explore! The teachers and staff are here to help with any problem that may arise! Just be sure to steer clear of Groundsy’s hut…
Please enjoy the first episode of The Adventure Zone: Graduation!
We’re answering some questions about The Adventure Zone: Amnesty in this bonus episode, and talking very, very briefly about our next season! It’s called Graduation, and it launches next week!
Travis takes the reins in this not-remotely-canonical prequel to our recently concluded Appalachian supernatural drama. This is the wildest live episode of any podcast we’ve ever done. We’re still not entirely sure what happened up there.
As we ready ourselves for the next season of Adventure Zone, we’ve got some special programming lined up for you! The first is this: Our live show from this past summer, live at the Ryman Theater in Nashville! It’s a country western space opera, or, if you will: A Space Opry. Enjoy!
The curtain rises, and the machine is exposed. The Pine Guard stands in judgment of judgment itself. Two doors — two choices — illuminate the darkness.
The final episode of The Adventure Zone: Amnesty.
Thank you for listening.
The defenders of Kepler, West Virginia continue their desperate struggle for survival. A world away, a softly spoken truth reverberates down a subterranean chasm. The Pine Guard’s destiny waits below.
The penultimate episode of the Amnesty campaign.
Storm and fury overtake Kepler, West Virginia. Pieces of an ancient puzzle move closer together. The survivors of Sylvain’s fall take shelter. The source of an unimaginable power is revealed.
The Department of Unexplained Phenomena’s grip on Kepler’s topside begins to loosen as The Pine Guard attempts to infiltrate their compound. A deadline approaches. The Quell is waiting.
The allied forces of Kepler, WV finish their preparations for the daunting task that lies before them. As the sun sets over the shattered mountain above, wheels are put into motion.
In the wake of prophetic new information, the Pine Guard’s plan to save both of their worlds undergoes an ambitious revision. To pull it off, they’ll have to forge more than a few uneasy alliances.
As the town of Kepler recovers from an environmental disaster, the Pine Guard catch up with a long absent former member. A harrowing vision propels them into one final hunt; but can they bring potential allies together in time to stave off annihilation?
One last Lunar Interlude. As Kepler recovers from the devastation of the last hunt, the Pine Guard reflects on the events that brought them to their final confrontation.
The shadow of war looms over Kepler, West Virginia. A troubled Pine Guard must race to thwart a hundred insidious plans, all of which appear to be reaching toward a single, horrific conclusion. Duck opens the way. Aubrey takes a deadly risk. Ned writes his confession.
THE YEAR IS 20XX. Organic organisms have all but been erased from the face of Faerun. Today, a small band of resistance fighters will execute their final operation to topple their robot overlords. They will be joined by three goobers who have no idea where they are, or what’s going on, or anything, really.
The Pine Guard is scattered, in more ways than one. Kepler’s long-held secrets are coming to light over the course of a single evening. Their foe is beginning to take shape, but how much farther will they fall before they can stop it? Duck pushes the panic button. Aubrey confronts her past. Ned holds onto what little he has left.
The Pine Guard continue to chase down their target — but when said target can look or sound like anyone, how do they tell friend from foe? Duck goes on a field trip. Aubrey discovers a treasure trove. Ned makes a startling announcement.
Our heroes try to contain the spread of information through the citizens of Kepler, and try to keep their overeager allies in check. Aubrey gets stonewalled. Duck fights destiny. Ned says farewell to an old friend.
We’re back with everyone’s favorite podcast-within-a-podcast-about-the-original-podcast, as hosted by the people in said podcast! We’re answering your questions about Amnesty, Live Shows and all the other pies we’ve stuck our fingers in over the years.
The Pine Guard are scattered to the wind as their shape-shifting target wreaks havoc around Kepler. Duck tells the truth. Aubrey wields her mightiest magic yet. Ned just tries to stay alive.
Join the original rowdy boys on a quest to hold off the apocalypse — again — by confronting a deity whose machinations are too sinister to truly behold. Or, maybe, he really just wants to throw a bangin’ party. One of the two.
The Pine Guard face off against their shapeshifting quarry in precariously tight quarters, while their long-guarded secret inches closer toward the light. Aubrey joins the feds, Duck puts his board to work. Ned goes digital.
The Pine Guard negotiate with their would-be monster-hunting rivals, while the true nature of their quarry continues to elude them. Duck wears a belt. Aubrey has a tough conversation. Ned reaches out beyond the grave.