After 3tenanny comes . . . 5tenanny? Special Guest Aabriya Iyengar steps in at New York Comic-Con to join Hootie and the Nannies as they search the galaxy for the legendary artifact: The Garth Books.
We’re playing …
The much-anticipated sequel to the sequel. We join our heroes, the space band Hootie and the Nannies, for a Space Opry as they journey to fix Treble Clef Station and spread their love of country music.
We’re playing …
While we prepare an exciting new TAZ adventure, we bring you all three episodes of Imbalance, which is available as a video on our YouTube Channel: https://www.youtube.com/watch?v=uBHNtx_JbNM&t=2535s
Our heroes …
While we prepare an exciting new TAZ adventure, we bring you all three episodes of Imbalance, which is available as a video on our YouTube Channel: https://www.youtube.com/watch?v=v9BTK1CCv-M
Magnus rushes in. Taako …
While we prepare an exciting new TAZ adventure, we bring you all three episodes of Imbalance, which is available as a video on our YouTube Channel: https://www.youtube.com/watch?v=UuS1K-Sr3rA
A new DM takes the reins, …
This week we’re answering some questions about The Adventure Zone: Steeplechase, as well as talking a bit about our upcoming projects!
To learn more …
Live from the Balboa Theater in San Diego, Game Mom Brennan Lee Mulligan returns for the third installment of DADLANDS! The Dads discover they are …
Montrose, Emerich, Beef, and the collected workers of Steeplechase unite against the threat of imminent destruction to ensure a future for everyone …
The gang make some risky gambles to deal with both new and old – very old – enemies. Montrose forges familial connections. Emerich severs familial …
With the face of their adversary revealed, the arcade gang and their collected allies hatch a desperate (standard) plan to keep Steeplechase from …
After infiltrating the Bob Davis, the gang are met by someone they had long been trying to meet – and who has long been waiting on them. Beef tries …
The gang seek the help of an old frenemy to stop the Bob Davis and those aboard. Beef tests his negotiation skills. Emerich gets crafty. Montrose …
The gang embark on a rescue mission and infiltrate some scientifically-minded individuals with some not-so-scientifically sound ideas. Beef plots a punch. Montrose secures a ride. Emerich makes an acquaintance.
Opening …
Armed with new allies and new weapons, the gang continue their quest to escape Old Kidadelphia but are met by an oddly familiar obstacle. Beef goes digging. Emerich hits the griddy. Montrose gets nostalgic.
Opening …
Poppy's Pals are on trial for their many, many crimes and must prove that themselves — and all of humanity — are worth saving. Beef presses his luck. …
The gang team up with some unlikely allies, but must make a dangerous deal to gain their trust. Beef offers protection. Emerich tends a wound. …
Danger awaits the arcade employees as they fight strange beasts and a hostile environment to try and navigate back home. Beef hangs ten. Montrose …
The gang find themselves in a strange forgotten layer, and must make allies with people who are neither guest nor employee if they have any chance of escape. Beef simmers. Emerich fashions some fashion. Montrose …
The Pop Patrol cut ties and wrap up loose ends to find favor with the big boss. Beef brings his Beefness to bear. Montrose puts on his business hat. …
Live from Columbus, OH, it's the Adventure Bone! The skeletons of adventurers Melosa, Charn Kickbucket, and Mortimax are reanimated so that they can …
Poppy's Pals are sidelined in their investigation by a strange character with an original IP. Emerich zips down the line. Montrose phones a friend. …
The gang get down to business on their projects and acquire assets as their investigation leads them to an unexpected source. Beef bets on a diamond in the rough. Montrose talks to the press. Emerich does some dire …
The Pop Patrol is on the case! The gang question the definitely alive members of Gravel's gang in order to try and gather more clues on who is really …
It becomes clearer and clearer that something is very wrong in Steeplechase as the arcade employees try to exonerate Gravel. Emerich checks the …
The arcade employees interrogate their colleagues and co-workers to try and crack the case, only to discover another familiar face running the show. …
Live from San Jose, the Spirit Breakers return! Sarah Winchester hires the ghost hunters JonDee, Matilda, Gooper, and Clint McElroy the Planeswalking Janitor to investigate a mystery in her expansive but uncomplete …
The arcade employees barely have time for vice before they're swept up into another mystery – one that's close to home. Montrose gets waxed. Beef …
The boys pull out all the flashbacks, lore knowledge, and assets they have in order to successfully steal an entire building … hopefully. Montrose …
It's time to divide and conquer if the arcade boys have any chance of stealing all the prisms of the Gallspire. Emerich hums with nitrates. Montrose …
The arcade employees take some much-needed downtime to ready themselves for their biggest job yet. Montrose picks up a shady asset. Emerich flexes on …
It’s MaxFunDrive! To celebrate, let’s dive into our first edition of The The Adventure Zone Zone: Steeplechase. We’re answering your most pressing questions about world building, character building, how to spell …
The arcade employees reach the lair of Geltfrimpen, but he's not giving up his heartscale without a fight – or, skirmish. Beef gets ready to rumble. …
The quest for Geltfrimpen’s heartscale begins – but first, the arcade employees must pass many trials, including getting through the front door. Beef gets gassy. Emerich hams it up. Montrose speaks to the manager.
…
The arcade employees survey Ephemera to prepare for their large-scale quest. Beef tries to find a knight. Montrose picks up a wolf. Emerich tries on …
Presented with their most ambitious heist yet, Poppy's Pals head to the most wondrous fantasy-scape that the human mind can conceive of - Ephemera. Beef gets thick. Emerich takes a spell. Montrose haggles for …
The heist payout for the arcade employees is interrupted by someone with an offer they cannot refuse. Emerich goes into a stupor. Beef puts some …
The arcade employees scramble to finish their mission while avoiding the wrath of a murderous automaton. Montrose gets a shock, Emerich goes to bed, …
The arcade employees' romantic vacation-slash-mission is interrupted by a murderous automoton. Emerich gets electric. Beef packs a punch. Montrose …
Following their initial success in Passion's Cove, the arcade employees must now shift their focus to the real target. Emerich makes his move. Beef …
Poppy's Pals try their hand at the clumsy art of seduction. Montrose jams up. Emerich gets familial. Beef locks up the competition.
Opening monologue …
To secure their next target, Montrose, Beef, and Emerich must compete on the tantalizing dating show Passion's Cove. Beef gets spicy. Emerich adds …
Live from Washington, DC, the Dads are BACK! Game Mom Brennan Lee Mulligan returns to continue this rowdy dad-venture with even more dad jokes, …
The gang returns to Ustaben to square up, but are confronted by the consequences of their actions. Beef gets tender, Montrose seeks a thrill, Emerich …
With the Gutter City police in hot pursuit, the gang scramble to get the right truck and make a clean getaway. Beef gets ahead, Emerich cools things …
The gang plays along with the scripted robbery while trying to pinpoint their own target - The Clean. Montrose breaks the facade, Beef takes charge, …
The arcade employees divide and conquer to go after the Stealswell Diamond and their quarry beyond. Montrose says a little prayer, Emerich plays god, …
Sidequest adequately completed, the arcade employees take some much-needed downtime before the big heist. Beef acquires an asset, Emerich makes a …
The gang kicks things up a notch as it gets heated in Gutter City. Beef gets fidgety, Emerich blows the joint, Montrose throws some money around.
…
The arcade employees go undercover in one of the most notorious places in Gutter City – if they can get through the front door. Montrose packs some luggage, Emerich deals with discomfort, Beef takes a swing.
Opening …
The Poppy's Place employees are gently coerced into their next job and head up to Gutter City. Beef figures people out, Emerich flexes his skills, …
Spookington Manor is being haunted by a mysterious Beast! Time to call the Spirit Breakers - Col. Grey Poupon, Flint Hammerborn, Lorraine St. Crash, …
The arcade employees make a name for themselves and take some recovery time. Beef knocks some clunkers around, Emerich checks the score, Montrose …
The race to steal the pin continues with some unfortunate hitches and pratfalls. Montrose makes a connection, Beef takes up a strategic position, …
The employees of Poppy's Place take on their first, unexpected heist. Montrose dabbles in PR, Beef causes some chaos, Emerich reconnects with an old …
It’s a new game and a new world. Welcome to Steeplechase, the immersive theme park experience from the Dentonic Company. On the surface, everything is perfect for the guests to live out their fantasies – but that’s only …
The Graysons make their way through a speeding train to secure the payload and the future of Dry River. Augustus makes a change. Indrid gets a move …
On the night before the train leaves to Stitchton, the Graysons prepare themselves. Augustus starts a new business venture. Indrid has a premonition. …
The Graysons stake out the station to find a way onto their quarry. Augustus finds out some bad news. Indrid talks to an old friend. Callan shows off …
The new ensemble of Graysons are sent to Crescent City to bring back a crucial community member, but it’s not that simple. Augustus manages his …
Travis returns to MC Season 2 of The Adventure Zone: Dust. Special guest Erika Ishii (@erikaishii on twitter) joins the adventure to Wild-West inspired Crescent City. Listen in as we create our characters and give a …
Join the Four Hundred and Two Friends super heroes as they try to navigate the city's biggest convention while concealing their super powers from the masses. Will they manage to win that very specific prize from the …
This week we’re answering some questions about The Adventure Zone: Ethersea, as well as talking a bit about our next two (!) projects.
To learn more about Urban Shadows: https://magpiegames.com/pages/products
To learn …
Is it a dream? Maybe! Tres Horny Boys find themselves in the world’s deadliest cooking competition. They must battle delicious foes, entertain nutritious friends, endure tummy troubles, and impress the judges – or risk …
Finale
Zoox, Devo, and Amber discover the secrets of their world and others as they plan for the new futures they’ve created, as well as the future of Founder’s Wake.
Addition music in this episode: “Space Ambiance” by …
Benefactor's Folly: Part Five
Cracks have formed in the firmament. Past, Present and Future collide, and the Coriolis crew stands at the inflection …
Benefactor's Folly: Part Four
A draconic coral construct poses the greatest challenge the crew of the Coriolis has ever faced. A long dormant god …
Benefactor's Folly: Part Three
The Coriolis crew, with Kodira in tow, infiltrate the coral tower to destroy the infernal machine at its peak. Amber …
Benefactor's Folly: Part Two
The Coriolis responds to an ear-splitting hail seemingly received from a familiar adversary. The Benefactor's ruse is …
Benefactor's Folly: Part One
The crew of the Coriolis, with Ballaster Kodira in tow, set off to hunt down Benefactor Orlean before his plans come to …
Tensions are high after a spirited argument at the Cloaca. A shadowy figure on the periphery of the Coriolis' view steps into the light, and reveals …
It’s MaxFunDrive! To celebrate, let’s dive into The The Adventure Zone Zone: Ethersea edition. We’re answering a whole bunch of your questions about …
CW: Implied suicide by poison.
The Coriolis returns from its latest explosive outing, and its crew begins investigating the death of a Founder’s Wake …
The Menagerie: Part Six
The Coriolis crew race to save the animals from a sinking ship. Amber takes up arms against the hunters. Zoox tests his …
The Menagerie: Part Five
Team Coriolis deals with the aftermath of a rash and explosive decision. Zoox sifts through the wreckage. Amber gives ‘em …
The Menagerie: Part Four
The crew of the Coriolis has become just as endangered as the animals they've been tasked with recovering. Amber saddles up. …
The Menagerie: Part Three
Devo, Zoox and Amber infiltrate the headquarters of the Crescendo, separately, and with varying levels of success. Devo goes undercover. Zoox boards a familiar vessel. Amber has an unexpected …
The Menagerie: Part Two
The Coriolis crew investigates the high-profile bovine burglary they've been tasked with solving, bringing them into dangers …
The Menagerie: Part One
After a period of enjoying their newfound infamy, the crew of the Coriolis take on a mission to recover rare animals which …
Cambria's Call: Part Nine
Zoox, Devo and Amber finally go toe-to-toe with an ancient, evolutionary force, leaning on an uneasy alliance with The …
Cambria's Call: Part Eight
Following an unexpected encounter with Amber's sworn foe, the Coriolis arrives at Cambria's deep sea dwelling. Devo, Amber …
Cambria's Call: Part Seven
The crew of the Coriolis search for every advantage they can get their hands on before challenging the entity at the …
Cambria's Call: Part Six
Cambria makes their intentions known as Finneas Cawl's doomed voyage reaches a grisly end. Zoox does some long overdue soul …
Cambria's Call: Part Five
From the bottom of the sea, from the deepest reaches of Finneas Cawl's mind, a voice beckons. Devo, Zoox and Amber cease to be – all in an effort to answer.
Additional music in this episode: …
Content warning: this episode contains themes and depictions of substance use.
Resources:
Content warning: this episode contains themes involving highly contagious diseases
Cambria's Call: Part Three
A completely unnecessary bar fight has …
Content warning: this episode contains themes involving highly contagious diseases
Cambria's Call: Part Two
Founder's Wake has been transformed. As …
Content warning: this episode contains themes involving highly contagious diseases
Cambria's Call: Part One
A once-vanquished threat descends upon …
A holiday party thrown by an old friend takes a turn for the less festive when all the presents and decorations disappear. It’s up to Tres Horny Boys …
Zoox, Devo and Amber take care of some personal business before the start of their next mission. Zoox learns about his birthday. Amber catches up …
The crew of the Coriolis returns from another pseudo-successful mission to gather up their earnings. Unknown collateral damage surfaces, and …
The Abyssal Auction: Part Six
With the auction house's security systems thwarted, the facility's survivors attempt a hasty retreat. Zoox does what Zoox does best: Networking with unidentified, dangerous sea life.
…
The Abyssal Auction: Part Five
The Coriolis crew collect their winnings — among other things — and begin their extraction from a doomed deep sea …
The Abyssal Auction: Part Four
Following a tense exchange of money and merchandise, all heck has broken loose. Can the auction's bidders survive an …
The Abyssal Auction: Part Three
Let the money fight commence! As our turquoise heroes bid to claim their quarry, their opponents move against them, mostly because of the many terrible impressions they made in the …
The Abyssal Auction: Part Two
After an unfortunate journey, the Coriolis arrives at a fancy, clandestine deep sea auction house. Time to do what …
The Abyssal Auction: Part One
The crew of the Coriolis take on a new mission, one that exchanges the slimy hazards of enormous mollusks for the …
With their first proper mission under their belt, the crew of the Coriolis attempt a series of negotiations with mixed results. A night at the Cloaca …
The Infinite Clam: Part Six
Amber, Devo and Zoox face off against foes both tangible and cerebral, within and without, ancient and new. The Infinite Clam's power is harnessed at great cost.
Additional music in this …
New to TAZ and not sure where to start? Start right here! A part of the MaxFun Block Party, Griffin, Travis, Justin, and Clint give the 101 on the different TAZ story arcs and give recommendations on which to listen to …
The Infinite Clam: Part Five
The crew of the Coriolis approach the anomaly that has trapped them in their current bivalve environ. Amber takes a …
The Infinite Clam: Part Four
A surprising revelation about their enlarged environment sends Amber on a trip down memory lane. Unstable energies …
The Infinite Clam: Part Three
The heroes fend off a curious lionfish while getting their bearings within a curious bivalve. A slapdash infiltration brings them face-to-face with the Super Captain. We all love the Super …
The Infinite Clam: Part Two
The Coriolis is visited by an inscrutable little guy whose name definitely does not appear on the manifest. They reach …
The Infinite Clam: Part One
The newly employed crew of the Coriolis take on their first official job with the Bluespan Brokerage. Devo confronts his …
Our heroes take their new ship to a VERY familiar aftermarket vendor, tacking on a few much-needed improvements. We spend a bit of time talking character classes, and finally come up with a name for the crew's new …
The Gallery Job: Part Five
Our three intrepid Etherseafarers have survived their first gig, though, boy howdy, it was a close one. With Lux in hand, they go shopping for a gently used ship to call home.
Join us for the …
The Gallery Job: Part Four
As one crisis interrupts another, the Dreams of Deborah's plucky crew must weigh their priorities. A Brinarr precariously teeters on the brink of death.
From now through the end of September, …
The Gallery Job: Part Three A brief diversion during their first undersea voyage has proven to be far more arduous (and far more dangerous) than our heroes initially expected. A race for the prize breaks out with a new, …
The Gallery Job: Part Two
Three prospective contractors for the Bluespan Brokerage embark on their first, questionable voyage in the waters surrounding Founder’s Wake. A lucrative, outrageously spicy opportunity …
The Gallery Job: Part One
A Finner, an Orator, and a Brinarr walk into a bar. Well, first they walk into a job interview, and it doesn’t go so great, so THEN they walk into a bar.
Join us for the start of a new …
Didn’t have time for all five episodes of our world-building miniseries for the next TAZ campaign? Fear not: This extremely abridged version has everything you need to know about the city of Founders’ Wake, and the …
Winter arrives. The shoreside community begins the arduous process of migrating to their new undersea home. A suspiciously dormant kingdom plays its …
New dangers loom over the shoreside community as the rest of the mortal world retreats from the storm.
Join us as we build our next campaign while playing The Quiet Year, a brilliant mapmaking game designed and written …
The shoreside community stands divided over their priorities as the storm looms ever closer.
Join us as we build our next campaign while playing The Quiet Year, a brilliant mapmaking game designed and written by Avery …
Forgotten relics from the past are unearthed and put to use as the shoreside community continues plotting their undersea departure.
Join us as we build our next campaign while playing The Quiet Year, a brilliant …
Travelers from four war-torn kingdoms congregate at the edge of a fearsome storm, following a divine invitation emanating from deep within the …
We’re answering some questions about The Adventure Zone: Graduation, both listener questions and questions we had for each other. We also talk a little bit about the next season and how we’re changing things up in terms …
Where have all the good folks gone? Where is all of HOG? We need a streetwise thunderman to stop these scheming gods. Isn't there a Firbolg upon a …
The Thundermen race to stop the machinations of the gods. But first, they have to make it past an army of demons and settle some unfinished …
With all the hustle and bustle of life, it's so easy to lose touch. That's why it's nice when there's an important life event (two gods trying to open a rift to hell) to bring us all together! So, let's get connected!
…
[CW: Heavy Drug Use] Everyone has questions and no one seems to have the answers. Everyone wants to know what the Thundermen are planning. Including …
We didn’t get to record at our usual time due to weather and power outages, so in lieu of a regular episode this week, we dug into the archives and …
Having more or less made it to the Archives, it's time for the Thundermen to get down to business. It's a simple job: do something to the filing …
It's the day of the show y'all. The planning is done, and now it's time to move. The Thundermen are (more or less) ready to infiltrate the Heroic …
Has this ever happened to you? You're in the middle of planning a heist when who should show up, but your mortal enemy? Then, one of your friends has …
It's time for the boys to get down to business of planning a heist. Job interviews, eating scones, and getting haircuts. Pretty standard stuff, …
Upon arriving at the Drip n' Sip, the Thundermen have to deal with a very chilly reception. Then, it's time to get high in the HOG. The boys waste no time before slipping a crab and angering a friend.
Sometimes, the …
The enemy of my enemy is REALLY ANGRY. The boys are headed to the principal's office and beyond. Before they head out for adventure, they check in with a few friends and set some plans in motion.
Time to dig deep and …
In lieu of a regular episode this week, we've got something truly buckwild (and almost timely) for you: A live, extra scary Halloween installment of …
Time to answer some questions. Time to make some plans. Time for everything to change.
The time has come for a climbing adventure! Better yet, a falling adventure. But first, we should check and make sure our allies are okay. Is it just …
Fitzroy, Argo and Rainer rush to save the captive students from a pack of hellhounds. Is help on the way? Things look grim, luckily some accessories brighten up everyone's day. Then, the Thundermen meet a new advisor.
…
Fitzroy has been taken to the Crypt and has to rely on some new friends to make it through. Rainer and Argo rush to... save him? Does he need saving? …
This is not an episode of The Adventure Zone! We’ve got a quick trailer for The Besties, a gaming podcast featuring Justin, Griffin, and their pals …
Training has been going smoothly for the Thundermen. Plus, Sabour has some new and important information for them about Gray! Seems like everything is going... oh, spoke too soon!
Friends become enemies. Enemies remain …
It's hard to maintain order in the court when a Demon Prince disrupts proceedings. Everyone knows that. The Thundermen have to deal with the uninvited guest and then things just get worse. Like, WAY WORSE.
A perilous …
The Thundermen have been brought before an Unbroken Chain tribunal. They need to prove that they are worthy of membership or they will lose the chance to win the group's help in the upcoming war. Winning them over might …
Thunderman, LLC continue their war efforts. After a tense run-in with the Commodore, Argo spills the beans. Then, he spills the beans about spilling the beans. The Unbroken Chain higher ups are not pleased. The boys …
Happy MaxFunDrive 2020 everyone! It's time for another The The Adventure Zone Zone! We answer a whole bunch of your questions! But the real question …
A new day is dawning and it's time for Thunderman, LLC. to get down to business. The boys set out to interview some potential candidates for associate positions, but not before seeking to acquire some new assets.
…
It's a very special episode for week one of MaxFunDrive 2020. The Thundermen are shown what could be. We learn about crimes, both past and future. We …
The Thundermen have escaped the demons and have flown to safety on the backs of their equine friends. Time for a rest and a briefing from a new ally. Seems that a rescue is in order. Stealth mode engaged!
The Unknown …
Having more or less successfully completed their mission with the Centaurs, the Thundermen are headed back to school. But first, a night out on the …
The Thundermen's time with the centaurs has come to a close. While Fitzroy recovers from his recent cursing, a new and present danger threatens the …
Fitzroy is not doing well. The curse is consuming him from the inside out. Argo does his best to comfort him. The Firbolg is on the hunt.
Chaos rears …
The Thundermen work with the Centaurs to find a solution to the apple issue. They encounter a spirit and make a bad first impression. Also, they eat …
The Thundermen have headed out for another real world assignment. They also have an assignment from Higglemas that they are working on.
Before they reach the centaur camp, they need to level up and deal with some new …
On the eve of another real world mission, the Thundermen finally get the whole story.
Major questions are answered, everything is on the line and …
Investigator Althea Song has some questions for the Thundermen. Meanwhile, each of the fellas has their own missions.
A friendship is forged in favors, allegiances are questioned and a letter is sent. Also, the …
A new semester has begun and with it comes a new guests, new questions, and new mysteries.
The Thundermen have moved into their new dorm. The Firbolg …
The Thundermen are moving up in the world! Specifically, to the second floor of the imp filled hospital. A new friend is made and a major(?) enemy is defeated.
It's the semester break and the Thundermen are getting paid to do a little exterminating. Birds and rats and imps, OH MY!
It's the end of the semester! The Thundermen meet with some teachers, trick a counselor and look for poison. When the sun goes down, it's party time. For some that means presents and dancing. For others, oaths and …
The buddies return to get their evaluations as well as some big news for Fitzroy. The Firbolg checks on a friend, gets some troubling information, …
The dorm-mates are dispatched on their first mission, squaring off against magma monsters, interplanar behemoths and a child’s word puzzle. You’ll never guess which one of those gives them the hardest time!
What do you get when you cross the North Pole, Jason Statham, A Christmas Carol, and the wildly inscrutable plotting of the Metal Gear Solid …
The fellas are out in the world and things get real. Real litigious that is! Also, everyone goes shopping and gets stronger! Plus, Fitzroy scams a …
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 …
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 …
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 …
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 …
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 …
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 …
The defenders of Kepler, West Virginia continue their desperate struggle for survival. A world away, a softly spoken truth reverberates down a …
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 …
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 …
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. …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
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 …
A new threat to Kepler, West Virginia makes itself known — both to the Pine Guard, and to a group less patient with its wanton destruction. Duck plays detective. Aubrey does some counseling. Ned gets seen.
A Lunar Interlude. The Pine Guard catch their breath after a hectic, fateful hunt. Ned goes car shopping. Aubrey confesses to her misdeed. Duck meets …
Angus McDonald had but one item on his Candlenights list: A very special action doll of his very favorite wrestler. Unfortunately for him, Tres Horny …
With an apocalyptic calamity looming over Kepler, the Pine Guard make their final preparations, and march to battle against a stationary, reality-twisting foe. Aubrey speaks to oblivion. Ned gets a taste of his own …
The Pine Guard are dialing into the identity of the abomination that's been terrorizing Kepler with accidental mayhem. But will prying eyes and woodland brawls prevent them from finally cracking the case? Duck …
BOO! That's us jumping out and surprising you with an episode that is A) One day early and B) An exquisitely spooky live adventure! It's our Halloween Special, and boy howdy, is it a wild one. Thanks to the Paramount …
The Pine Guard welcomes and interrogates their new companion, and has another brush with the intangible, unlucky forces that seem to be conspiring against them. Duck teaches talking. Aubrey throws a drink. Ned threatens …
With another accidental catastrophe averted, The Pine Guard catch their breath and split up to take care of some mid-Hunt business. Aubrey takes some magic lessons. Ned reflects on his larcenous past. Duck makes use of …
We're running behind on the next episode of Amnesty, so in it's stead, here's our most recent live show from Atlanta, GA! Follow Tres Horny Boys and …
The Pine Guard meet the voice on the other end of the prophetic phone calls, and receive a new, even more dire warning of impending disaster. Duck makes some friends in the forest. Aubrey eyes some eyeglasses. Ned hits …
A mysterious caller has warned the Pine Guard of a disaster that will befall Kepler's citizens in mere minutes. Will they be able to prevent this impending calamity? And just who was on the other end of the telephone …
We're headed back to the Pacific Northwest this September! Find out how to get tickets for our Seattle TAZ show (and MBMBaM in Seattle and Portland) here, and grab ticket links at mcelroyshows.com/tours! All tickets go …
The holidays have descended upon Kepler, West Virginia. While the town prepares for its annual festivities, the Pine Guard prepares for the coming …
Our heroes receive a letter from an old friend requesting their aid on the open seas. Spurred on by the promise of incredible treasures, Tres Horny …
A Lunar Interlude. The Pine Guard and the residents of Amnesty Lodge take a well-earned break at a local winter recreation hotspot. Aubrey meets the Hornets. Duck reveals soupy secrets. Ned logs onto the InterNed.
The Pine Guard arrive at an unlikely battleground, and face off against their shapeshifting foe. With an ominous vision predicting catastrophe, can they conquer the abomination before meeting their end in a watery …
With Amnesty Lodge and its residents in peril, the Pine Guard sets out to plan their next hunt post-haste — but can they find the strength to do so without the guidance of their absent leader? Aubrey does some recon. …
In order to defeat the abomination plaguing the waters of Kepler, the Pine Guard must first take an otherworldly field trip. Duck becomes a flyboy. Aubrey wants to touch a crystal. Ned makes his television debut.
…
Travis is on vacation, so here's our live show in Dallas from earlier this year! Tres Horny Boys reunite to help out some old friends who've run into …
The Pine Guard’s prey proves too elusive for them to take down with their usual methods, forcing them to turn to outside help. Like … FAR outside. Ned fights his reflexes. Aubrey flames out. Duck gets his victory …
The Pine Guard heads to the scene of last night's attack to gather valuable intel about the latest abomination -- but end up finding much, much more than they bargained for. Aubrey sees the unseen. Duck helps with the …
A new menace encroaches on Kepler, West Virginia. Have our heroes kept up with their training in the months since their last monstrous encounter? Or has this latest abomination caught them unawares? Aubrey takes a dip. …
Everyone's favorite Talk Show About a Podcast Hosted By The People Who Do the Actual Podcast is back, just in time for the MaxFunDrive! We're answering your questions about the experimental arcs, and discussing our …
SEASON TWO APPROACHES. Find out what our plans are for the future of The Adventure Zone in this announcement-filled episode! Also discussed: The MaxFunDrive! Our book tour for the graphic novel (tickets go on sale very …
Sunlight creeps over the horizon. The Graysons are one big break away from cracking their case wide open -- but will they find their quarry before Dry River wakes up? Augustus does some spectral recon. Gandy cracks open …
The Graysons find an unexpected collaborator in their investigation of Jeremiah Blackwell's murder, but with slivers of sunrise shining down on the …
Do you live in Dallas, Atlanta or San Francisco? Do you live ... like, AROUND there? You should come see The Adventure Zone Live! We're doing …
The Graysons continue their quiet investigation into the killing of Jeremiah Blackwater -- but outside interests are starting to take notice. Gandy …
The Graysons set out to solve a murder in the streets of Dry River before sunrise. Augustus pulls some spectral pranks. Errol follows his nose. Gandy …
Travis takes the wheel as we create our characters for our next mini-arc, The Adventure Zone: Dust! We're playing the supernatural RPG Urban Shadows this time around. Listen in to get a brief primer on the game, our …
Our heroes band together to hunt down the Beast terrorizing the woods outside Kepler. Ned remembers a fateful night. Aubrey receives a letter. Duck …
Our heroes learn the whole truth of Mama's endeavors while recovering from a strange evening, and begin planning their first hunt. Aubrey remembers a …
Fate draws our heroes towards the same spot in the Monongahela National Forest, where, at long last, their destinies entwine. Ned has a remarkable dream. Duck travels to a strange land. Aubrey starts a fire.
Our heroes take one step closer toward their joined destinies, and learn the truth about the woods outside Kepler in their own ways. Aubrey visits …
Our heroes begin a fateful day in the unassuming, rural ski town of Kepler, West Virginia. Duck answers a peculiar distress call. Aubrey puts on a …
We're moving on to a new game, new genre and new world as we continue our run of experimental mini-arcs! This time around, Griffin's back in the saddle as GM as we play the Horror-Lite RPG Monster of the Week! Join us …
Our heroes reconvene at an important site from their storied past to traverse a perilous dungeon. What awaits them is far more deadly than they could …
Our heroes are joined by a familiar face as they take on a dangerous heist in another reality. ALSO: Some news about the next few experimental arcs!
Our heroes come face-to-face with the King of America in the climactic finale of our Commitment arc. Remy does those good flips. Nadiya causes some …
Our heroes face their first test of combat with their newfound superpowers, with … mixed results. Kardala tells a painful joke. Remy keeps the peace. …
Our heroes are empowered by a somewhat gross and dangerous scientific process, and are dispatched on their first mission. Remy tries to keep the peace. Nadiya picks her favorite movie. Kardala breaks free.
Our new heroes attend a corporate mixer for the Do-Good Fellowship that will change the course of their very lives. The first chapter in Clint's superhero story, taking place inside of the Fate system. Remy embarks on a …
As we prepare for Season Two of The Adventure Zone, we're going to be doing a handful of short-form, experimental arcs, taking turns running new …
The Tres Horny Boys are dropped into a deadly virtual training program modeled after a classic D&D adventure. With the help of the Chat, can they make it through Lucas' trap-filled dungeon before their lives run out?
Earlier this year, Tres Horny Boys rolled up on Austin, Texas, and wove a tale of demons, dreamscapes and High School Drama. THIS IS THAT TALE.
Everyone’s favorite talk show about a podcast hosted by the participants in said podcast is back! This time, we’re talking about the end of the Balance campaign, answering a bunch of listener questions and talking about …
Our heroes reach their journey's end.
Additional Music by Reeder: https://iamreeder.bandcamp.com/
Two lights shine down from the sky. Their story passes through reality. His song fills their hearts.
The world fights back.
Music: "Voidfish (Plural) by Rachel Rose Mitchell - https://rachelrosemitchell.bandcamp.com/
Our heroes' memories have returned. At the end of everything, will they stand together against the encroaching darkness? Or will their past sins leave them irrevocably driven apart?
Our heroes' long, forgotten journey comes to an end.
Music: "Relic" by Reeder - https://iamreeder.bandcamp.com/
The Hunger pursues, and our heroes escape. They’ve been keeping up the chase for decades now, evading without fail. But the Hunger’s getting faster. The journey’s getting harder. The team must take drastic steps, just …
Our heroes find themselves in a strange world where artists compete for national pride, submitting their works to a mountain that can make them known throughout the land. Can the team create satisfactory masterpieces …
We're fairly deep into our trip down memory lane, but our heroes are no closer to figuring out how to stop the ever-evolving force that's pursuing …
Are you planning on going to San Diego Comic Con this year? Clear some time for Tres Horny Boys! We're going to be doing a live TAZ (and MBMBaM!) this year -- listen in for more details! Tickets go on sale THIS …
Our heroes have earned a break, don't you think? Merle finds a place to settle down. Magnus keeps 'em on their toes. Taako dispenses some beach wisdom.
Our heroes find themselves crossing between strange, deadly, beautiful worlds, pursued by a foe they cannot comprehend. Can they grow strong enough …
We're nearly at our journey's end -- but before we can understand what lies ahead, we must first return to this story's true beginning. What brought our heroes together to the crisis they face today? What happened to …
Hey folks! In honor of the MaxFunDrive, we decided to put out an extra episode on the off week: It's another The The Adventure Zone Zone, the world's …
Our heroes are out of time, out of options, out of places to hide. The holes in their history are starting to fill in; but are they going to like the …
Our heroes' party has just undergone a fairly shocking expansion. They're now tasked with an infiltration mission that hits close to home. As the pieces move into place for the endgame, what do our heroes hope to find …
Game Over.
Taako makes some fashionable friends. Merle does some wordplay. Magnus remembers.
Our heroes are forced to square off against their deadliest former foes -- but their real challenge comes in the form of a danger the likes of which they've never experienced. Taako gets primal. Merle gets disconnected. …
Strange things are afoot in Wonderland as our heroes find themselves aided by an invisible accomplice -- but will their secret plan pop off before the boys lose something precious to the Wheel? Merle does some costly …
After Round One of The Suffering Game, our heroes aren't doing too great -- and with another turn of the Wheel ahead, the future's not especially bright, either. Can they keep their heads up (and on) to power through? …
We're all on holiday break as we spend some time with our recently expanded families, but instead of skipping a biweek, our friends at The Flop House …
Wonderland has revealed itself as a genuinely unsafe place for our heroes to be. Can they make forward progress in a cyclical game designed to extract raw anguish from them? Can they reach their distant goal before …
Griffin and Rachel had a baby! But that's not the only bundle of joy being delivered this week! We have a very special episode recorded live at MaxFunCon East! Our adventurers have been through a lot together, but they …
Our boys survived their first encounter in The Felicity Wilds -- but will they survive the perils that await them inside of Wonderland? Or like, maybe it's not so bad in there? No, I'm just goofin'. It's pretty dang bad …
Travis and Teresa had a baby! We're so excited for them, but we're also very excited for YOU! Because you're about to hear a live episode we recorded …
After a summer spent tirelessly training, our heroes are finally prepared to take on their next, harrowing mission. What horrors -- or fortunes -- await them in Wonderland? I mean, this arc is literally titled "The …
Our heroes have some well-earned free time between missions, although some of their sidequests are a bit more relaxing than others. Enjoy it while it lasts, fellas. Taako has a date with death. Merle spends time with …
Their prize secured, our heroes look to close out their final loop in Refuge by doing something unprecedented: They try to keep everyone in town from exploding, for once. Merle does some stargazing. Taako encounters …
Could you resist the power to go back and change your very worst mistake? What if it meant unraveling some of the non-mistakes you've made since? …
With a fairly rowdy loop behind them, our heroes come face-to-face with divinity, and try their darndest not to make complete asses of themselves. With the Big Clock winding down and their prize in sight, can Tres Horny …
If our boys want to get out of this time-locked quagmire, they're going to need some divine intervention -- and the only way to get this particular …
Now that Refuge's destroyer has been revealed, our heroes work together to discover a way to stop it. But how many more attempts will they get at …
Our heroes explore an extremely deadly derelict mine in an attempt to find out what's happening to Refuge every time the clock strikes noon. They do so with the usual amount of caution and grace, which is to say things …
Our heroes start to get a hang of the difficult business of repetition as they learn more about Refuge and the events that led the town to such a …
What waits for our heroes on the other side of the time-stuck barrier? Seriously, what could be in there? A dragon made out of time? A parallel …
After a fairly morose start to the episode, our heroes are launched -- with great speed -- into a new adventure. What awaits them inside of the time-stuck anomaly? More important question: Who's ready for SUMMER …
The Adventure Zone is doing its first open-to-the-public live show! We'll be at the Wilbur Theater in Boston, MA, on Fri. July 15. Tickets go on sale …
That last adventure was a tough one. Our heroes have earned some time off -- both from mortal danger, and from each other. But how do adventurers spend their downtime between jobs? Also, what's hot and fresh at the …
After a climactic victory, our heroes have a few loose ends to tie up before moving on to their next adventure. Will Lucas and Maureen get Regulated? …
It's time for the final confrontation. Who's been hunting our heroes all throughout this campaign? What's Lucas really after? Why is Merle getting just completely boned in every fight? Answers to these questions and …
It's going down. Our heroes have a thrilling showdown with three of their most deadly, most dead foes -- but will they fare as well in Round Two as they did the first time around? Taako defies gravity. Magnus adds to …
Hey, things aren't really going that great for our heroes right now, but on the plus side -- it's MaxFunDrive time! You can support our show by going to maximumfun.org/donate, though unfortunately, you can't really …
Happy MaxFunDrive, everybody! To celebrate, we're doing a between-weeks episode of The The Adventure Zone Zone, an informal chat show about the rest of the podcast that we do. Join us for a discussion of Taako's Taco …
Our heroes recover after performing some impromptu emergency surgery on their holiest team member, and then, after kicking it for a while, learn the …
Can our heroes achieve a competent victory against three relatively unkillable foes? More importantly: Can they do any sick stunts while doing so? …
Our heroes face a series of challenges while exploring Lucas' lab that are, admittedly, all pretty adorable. But still super deadly! Just, like, huggably deadly. Merle performs a random act of kindness. Taako remembers …
We may have finally found a challenge that our heroes cannot overcome: Math-based trivia. Can our heroes stump their animatronic captor before turning extra crispy? Can they stave off a crystalline death for one more …
Having survived an encounter with their deadliest foe yet, our heroes take a moment to reflect on some of Faerun's most prodigious scientific achievements. Later, the trio is forced into a deadly test of intellect, and …
Our heroes make their way into Lucas' floating, crystallized lab, and face off against their deadliest foe yet. Will they thrive under the pressure of an apocalyptic time limit? Or will they waste too much time just …
A new adventure begins! Join our heroes as they host a relatively successful office holiday party, and mourn as that party gets totally sidelined by …
Our heroes return to the Bureau of Balance's moonbase after a job kind-of well done. They've got a lot waiting for them: A heated debrief, a major …
This is it. Our heroes are in a dead heat with The Raven, the finish line in sight. Who will emerge victorious? Who will end up with the mighty Gaia Sash? More importantly, is there any prize money for this thing? Taako …
In this penultimate installment of a race that has gotten wildly, profoundly out of hand, our heroes take on a trio of automotive threats. Merle …
This episode is basically a self-contained Fast and the Furious movie, if that film franchise incorporated actual arcane magicks, rather than just "movie magic." Magnus does some risky jumping. Merle takes a tumble. …
You didn't think our heroes were the only adventurers in the world of The Adventure Zone, did you? In this episode, the hysterical folks from The …
BWAAAAAAAAHHHHHHHH! That's the sound of a horn, meaning it's time for the Battlewagon Races we've been building up to for six episodes to begin. …
Can our heroes secure their hairy compatriot and their arcane objective while not killing everyone in sight? Also, can they go five whole minutes …
Our heroes attempt a sneaking mission to retrieve a vital Battlewagon component, and end up doing something ghoulish that they'll have to keep secret …
Having straight-up embarrassed themselves in their first encounter with The Raven, our heroes look for alternative methods of defeating her. Merle channels a Train God. Magnus makes a fishy deal. Taako receives some …
In this installment, the question isn't 'Will our heroes survive,' it's, 'What's going to kill them first?' Our money's on either the elevator shaft …
Our heroes attempt to reconcile with Trent the Treant; a task made difficult by the fact that one of them just cut him in half. After that, buckle up …
In this first chapter in a new Adventure Zone story, Merle, Taako and Magnus are in hot pursuit of a master criminal in the metropolitan city of …
In this brief interlude between adventures, our heroes attend an office party — well, a carnival — at the Bureau of Balance’s lunar headquarters. They also hit up the Fantasy Costco, where they must match wits with …
In the final chapter in the Rockport Limited story arc, our heroes have little time to stop their runaway train from colliding with Neverwinter, …
In this penultimate chapter in the Rockport Limited murder fiasco, our players deduce the true culprit of the titular heinous crime. Merle runs out …
The game is afoot! The game of murder-solving, I mean. The game of Dungeons & Dragons has been afoot for a while. Magnus finds unorthodox uses …
As you might have guessed from the title of the past few episodes, our heroes' journey isn't going to be an especially calm one. Because of all the murder, I mean. Taako mourns the dead. Merle finally plays his part. …
Our heroes board their fateful train to Neverwinter, and are rude to just about every single person aboard. Merle strikes out at evangelism. Magnus …
Our heroes attempt to make the best out of a swampy situation, and race to Rockport before they miss a fateful train. They also meet a beloved radio …
Our heroes are sent out on their first mission as Reclaimers for the Bureau of Balance. Their initial task is an impossible one: Do they possess the competence required to be on time for a train? The answer may surprise …
Having passed the Bureau of Balance's punishing test of initiation, our heroes stock up on supplies and learn abilities that will help them …
Now that they can finally understand like, anything that anybody important is saying, our heroes seek employment in the Bureau of Balance. Merle brags about how smart he is. Taako accidentally encounters some …
In this interlude chapter to the Adventure Zone saga, the mysteries of the universe are revealed to our heroes. Magnus has a good cry to some elevator music. Taako further unravels The Eldritch Riddle. It's about to get …
In this, the thrilling conclusion to our first Adventure, Merle, Taako and Magnus pursue their engulfed employer into the heart of Phandalin. Will …
Merle, Taako and Magnus complete their rescue mission, but then completely fail an entirely new, far more important mission. Taako acquires a …
After solving a particularly difficult jelly puzzle, our heroes journey ever deeper into Wave Echo Cave. Taako meets a kindred spirit, Merle does …
With one half of their former employers effectively rescued, our party begins the hunt for Gundren Rockseeker in earnest. There are just a few things standing in their way: They don't know where he is, they're all Level …
Our heroes’ first job is not going especially well. Taako, Merle and Magnus are hot on the trail of their employer’s kidnappers, leading them into a perilous gerblin den. Will they discover the fate of Gundren and his …
In this, the pilot episode of The Adventure Zone, the McElroys create the characters with which they'll build a new -- and hopefuly very, very …
In this, the pilot episode of The Adventure Zone, the McElroys create the characters with which they'll build a new -- and hopefuly very, very …
Are you the creator of this podcast?
and pick the featured episodes for your show.
Connect with listeners
Podcasters use the RadioPublic listener relationship platform to build lasting connections with fans
Yes, let's begin connectingFind new listeners
Understand your audience
Engage your fanbase
Make money