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1
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 team. We’re donating the ad revenue from TAZ this week to the Nina Pop & Tony McDade Mental Health Funds, organized by The Okra Project, and would encourage you to consider donating as well if you can. https://www.theokraproject.com/
2
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.
3
Riding solo on a *very* romantic couples tour of Italy, Claire finds herself feeling extra single and sorry for herself as she third wheels around the Uffizi, the Duomo, and a pasta-making class with the other couples on the trip — each one their own special flavor of terrible. At least the tour guide is kind of cute...
4
Meet Claire. She’s got her entire life planned out — husband, kids, adorable townhouse — until she’s *brutally* dumped the week of her wedding. What will she do when she realizes the honeymoon is nonrefundable? Looks like she’s heading to Italy on her romantic “Honeymoon for One”!
5
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 some road snacks.
6
The Thundermen have headed out for another real world assignment. They also have an assignment from Higglemas that they are working on. Plus, a shopping trip!
7
On the eve of another real world mission, the Thundermen finally get the whole story.
8
Investigator Althea Song has some questions for the Thundermen. Meanwhile, each of the fellas has their own missions.
9
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 lucrative -- fantasy fiction franchise. Join in the campaign as Justin (Taako), Travis (Magnus) and Clint (Merle), led by Dungeon Master Griffin, take their first steps into the unknown.
10
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 ward, Barry Bluejeans? Or will they find themselves held up by complicated gerblin office politics?
11
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 Clown-Shoes, and also, a jelly monster.
12
A new semester has begun and with it comes a new guests, new questions, and new mysteries.
13
The Thundermen are moving up in the world! Specifically, to the second floor of the imp filled hospital.
14
After solving a particularly difficult jelly puzzle, our heroes journey ever deeper into Wave Echo Cave. Taako meets a kindred spirit, Merle does some missionary work and Magnus does some really cool stuff with some chains.
15
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 you, but — no, actually, it probably won’t.
16
It's the semester break and the Thundermen are getting paid to do a little exterminating.
17
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 life-changing intel. Magnus does horrible, horrible things to an automaton.
18
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 super weal up in here.
19
Our heroes recover after performing some impromptu emergency surgery on their holiest team member, and then, after kicking it for a while, learn the secrets of the universe. No big deal. Taako tries on a new voice. Magnus does some backseat Regulating. Merle learns about an exciting new plant.
20
Our heroes board their fateful train to Neverwinter, and are rude to just about every single person aboard. Merle strikes out at evangelism. Magnus learns that he may not, in fact, have the biggest muscles. Taako just wrecks some baby carrots.
21
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 personality and spokesperson, and hold him ransom for MaxFunDrive donations. Magnus exhibits his upper body strength. Taako gets charming. Merle takes a stink-bath.
22
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!
23
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 episode? Merle seeks divine intervention. Magnus makes an otherworldly find. Taako's good out here.
24
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 their most fearsome mercantile foe yet. Taako makes a discrete trade. Merle tries on some cool-ass slippies. Magnus finally finds a friend.
25
It's the end of the semester! Time for academic advisement, birthday parties and clandestine meetings.
26
Merle, Taako and Magnus complete their rescue mission, but then completely fail an entirely new, far more important mission. Taako acquires a powerful artifact, and doesn't seem so stoked about it.
27
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 a potential apocalypse. Magnus puts his carpentry to good use. Taako perfects his macaroon recipe. Merle does some re-gifting.
28
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 standing around, debating the names of members of the band U2? Magnus gets caught fibbing. Taako learns about a Grandpa. Merle gets Touched by an Angel.
29
Having passed the Bureau of Balance's punishing test of initiation, our heroes stock up on supplies and learn abilities that will help them immeasurably in the future. Merle finds a new god. Taako has a difficult encounter with a coin slot. Magnus advocates for moon-dogs.
30
Can our heroes achieve a competent victory against three relatively unkillable foes? More importantly: Can they do any sick stunts while doing so? Taako conjures up the ultimate terror. Magnus has a public service announcement. Merle faces a crystal conundrum.
31
In this, the thrilling conclusion to our first Adventure, Merle, Taako and Magnus pursue their engulfed employer into the heart of Phandalin. Will they be able to douse him before things get out of hand? Also, are you going to finish that Luna Bar?
32
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 change in the payroll and, of course, a visit to everyone's favorite fantasy bulk shopping outlet. Magnus makes a tentacle connection. Merle gets Zone of Truth-blocked. Taako really just wants to get down on some Quiznos.
33
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/
34
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 you can probably guess how well that goes. Merle does some pest control. Magnus makes a token of friendship. Taako enjoys some "Taako time."
35
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, and returns a library book. Argo has a decision to make and some quiet thinking to do.
36
Our heroes reach their journey's end. Additional Music by Reeder: https://iamreeder.bandcamp.com/
37
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 Goldcliff. Can they stop The Raven before her crime spree tears the town apart? I don't know, because we haven't finished playing this part of the campaign yet. Magnus does some chopping. Taako learns to Nightcrawl. Merle has a genuinely upsetting encounter with some vines.
38
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 his collection. Merle learns the basics of the Cleric class.
39
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. Taako summons a new best friend.
40
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 the memories of their dear, forgotten friends? And just how long have they been running away? Taako learns a new language. Merle eats some beans. Magnus trains under an unlikely teacher.
41
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 an acrobatic nursery rhyme. Magnus experiences the magic of flight.
42
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 bathroom aid.
43
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!
44
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 universe where people eat time like snack chips? A genuinely kind of innocuous, rustic town? Whatever it is, one thing's for sure: There's about to be some trouble in that bubble. Merle does some successful evangelizing. Taako gets caught red-handed. Magnus rushes in!
45
In this penultimate chapter in the Rockport Limited murder fiasco, our players deduce the true culprit of the titular heinous crime. Merle runs out of magic. Taako finds more creative applications for Levitation. Magnus gets some fresh air.
46
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 an old friend. Magnus opens a tube.
47
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!
48
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 support our heroes right now; they've got to un-goof this situation themselves. Merle saves a life. Magnus gets new legs. Taako introduces a long-overdue tentacle scene to the show.
49
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 free drink! Roll to enjoy this episode... it's a CRITICAL HIT!
50
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 some VIPs. Magnus takes a swim.
51
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. Magnus does one of the absolute coolest punches ever.
52
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? Magnus makes an invisible friend. Merle charms the crowd. Taako makes 'em laugh.
53
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. BUCKLE UP. Taako holds a coronation. Magnus leaps before looking. Merle gets a face hug.
54
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 go very, very, very poorly, very, very, very often. Merle makes some furry friends. Magnus finds a trap the hard way. Taako flies to Heaven.
55
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 starts himself a convoy. Magnus fights a shark. Taako catches up with an old friend.
56
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 does some sunbathing. Magnus gets shredded. Merle executes the weirdest brag ever.
57
In the final chapter in the Rockport Limited story arc, our heroes have little time to stop their runaway train from colliding with Neverwinter, potentially ruining some other group's D&D session. Magnus takes a tumble. Merle channels Gary Sinise. Taako does some pretty dope magical stuff.
58
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 Boys save the day -- or, at least, one of the days? Merle goes deity shopping. Magnus takes a Chance. Taako lends a hand.
59
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 bakery counter of the Fantasy Costco? Magnus considers a change in careers. Merle dishes out some beard-centric philosophy. Taako takes on a pupil.
60
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 for furniture. Taako practices his interrogation techinques. Merle becomes a robot mom.
61
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 answers they receive? We're almost caught up, now. Taako fights his fears. Merle loses faith. Magnus hears music.
62
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 sorry state. How much catastrophe can they undo in 60 minutes? Certainly they can't make things worse -- can they? Taako burns some spell slots. Magnus goes Over the Top. Merle's evangelism is met with the usual reception.
63
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 Suffering Game," so you can probably piece it together yourself. Merle hangs ten. Taako's like a bird. Magnus drops in on an old friend.
64
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 FASHIONS? Merle exhibits classic Dwarven jealousy. Magnus loves a fish. Taako accidentally saves the day.
65
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 more linger just behind the play button. Taako has a plan. Magnus has a snack. Merle says his prayers.
66
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 god to play ball is to get up to no good. Let's hope that big wheel doesn't stop turning on this rotation, yeah? Magnus hurls a friend. Merle does horse stunts. Taako gets the gold.
67
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. Magnus gets a couple of helping hands.
68
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 healing. Taako gets into cosmetics. Magnus forgets.
69
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? Also: Imagine, for the sake of this hypothetical, that you're a complete goober. Merle runs out for smokes. Taako takes the show on the road. Magnus goes home.
70
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 in there. Magnus makes a new BFF. Merle goes dark. Taako considers a job application. Music: "Storm Top Dog" by Zackery Wilson. You can find his music at soundcloud.com/zackerywilson and at zwmusic.bandcamp.com!
71
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 them. With few other options, they'll have to adopt a new, remarkably costly strategy. Magnus helps out some Losers. Taako eats a fateful meal. Merle makes a powerful new friend.
72
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 y'all, because it's ELEVATOR TIME. YEEEEAAAAHHHHHH ELEVATORS. Merle befriends a crowbar. Taako does a rope trick. Magnus holds on for dear lives.
73
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 -- and where do their allegiances lie? Merle goes along for the ride. Magnus faces a difficult decision. Taako makes one last deal.
74
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!
75
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 full of sentient vines, or the godlike criminal waiting for them at the top of said shaft. Magnus has an embarrassing pants accident. Taako runs out of juice. Merle goes walking in Memphis.
76
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 forever. Also, a beloved character returns. Merle saves his heals. Taako grows a third eye. Magnus clefts.
77
What would you do if you were about to marry your college sweetheart... and three days before your wedding… you caught him singing SENSUAL karaoke… with Melissa from sales?!? Introducing “RomComPods,” a new scripted podcast premiering June 1. Make sure to subscribe, so you’ll be the first to know when it launches.
78
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 franchise? Well, you get this live show. Whether or not that’s something you actually want is up to you. This episode’s game is The Fight Before Christmas by Paul Matijevic (@Ettin64), which is a hack of Lasers & Feelings by John Harper.
79
Our heroes find themselves crossing between strange, deadly, beautiful worlds, pursued by a foe they cannot comprehend. Can they grow strong enough to defeat their cosmic enemy? Or will their journey take them down a road from which they can never return? Magnus leads an expedition. Taako is tempted. Merle leads his congregation.
80
Can our heroes secure their hairy compatriot and their arcane objective while not killing everyone in sight? Also, can they go five whole minutes without making a dildo joke? Merle soothes some anger. Magnus sets his axe to stun. Taako reveals his spirit animal.
81
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 they've sacrificed too much? Magnus goes spear fishing. Merle is the MVP. Taako has a spot of bad luck.
82
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? Will Kravitz claim his undead bounty? More importantly, how are they going to get that big, magic rock out of Magnus' tummy? Merle does prank medicine. Magnus tells a fib. Taako just twerks it out.
83
Our heroes' long, forgotten journey comes to an end.   Music: "Relic" by Reeder - https://iamreeder.bandcamp.com/
84
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?
85
Game Over. Taako makes some fashionable friends. Merle does some wordplay. Magnus remembers.
86
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 solving this, their most deadly mystery yet? Merle leads the group in prayer. Magnus plays hardball. Taako gets on his diamond grind.
87
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 to stay afloat. We’re nearly caught up, now. Merle writes his story. Magnus breaks his bonds. Taako plans a very good day.
88
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 Quest, the origins of Barry Bluejeans and what's in store for future campaigns! And visit maximumfun.org/donate!
89
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 before their year is up? Merle gets academic. Taako borrows some pearls of widsom. Magnus meets a fateful friend.
90
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.
91
Our heroes band together to hunt down the Beast terrorizing the woods outside Kepler. Ned remembers a fateful night. Aubrey receives a letter. Duck feels the weight of destiny.
92
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 reminisces with an old friend. Ned goes on a walk with a new friend. Aubrey threatens a rival.
93
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.
94
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 relic from her past. Duck gets a late night visit from Minerva. Ned gets stuck.
95
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 lucrative -- fantasy fiction franchise. Join in the campaign as Justin (Taako), Travis (Magnus) and Clint (Merle), led by Dungeon Master Griffin, take their first steps into the unknown. If you enjoy this episode, be sure to listen to the FULL first episode! Also, be sure share with friends!
96
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 Theater in Seattle, and everyone who came out to see us!