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/

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@theadventurezone
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 to stay afloat. We’re nearly caught up, now. Merle writes his story. Magnus breaks his bonds. Taako plans a very good day.
On The Adventure Zone Graphic Novel, Blue Taako, and Representation
 Yesterday, we revealed some pages for our graphic novel adaptation of the first Adventure Zone arc, and received some criticism of the direction we went with for Taako’s coloring. This artwork reveal came some months after the first reveal of some of our characters, for which we also received criticism of our three leads, all of whom were white in these initial designs. Us and the graphic novel team realized that, yes, that is extremely bad, went back to the drawing board, and had several long discussions about how to best rectify this situation, resulting in the artwork revealed yesterday.
More or less all of the criticism we’ve received centers on Taako, whose skin is a pale blue color in these designs. What we’ve heard most is disappointment that Taako is not realized in these pages as a person of color — or, to be more specific, a Latinx or explicitly Mexican character. There was concern we had failed to follow through on an opportunity to get better representation for Latinx listeners, instead opting to take a safe route, and make Taako a fantasy color without any kind of real-world connection. Much of the criticism also focuses on how that color (or, to be more specific, green skin) has anti-semitic connotations.
This conversation was happening in certain corners of our fandom long before the graphic novel art reveal took place yesterday. We’ve heard criticism from some folks over our policy of not having canonical visual representations of any of our characters — a policy that has resulted in a genuinely humbling ocean of fan art, but also some instances of in-fighting between members of the community who take umbrage with one another’s disparate interpretations of these characters. Another criticism of that policy is that it inherently does not foster good representation, and in fact represents a noncommittal way of handling racial representation on this show.
Here’s the truth of the matter: I think all of this comes from this underlying friction between where The Adventure Zone and us, its creators, were when we started doing the podcast, and where we, the show, and you, the community, are at now.Â
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.
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.
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 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.
We're nearly at our journey's end -- but before we can truly 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.
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 premiere The Adventure Zone fancast, hosted by the people who make The Adventure Zone. Listen in as we answer fan questions and talk about what's next after this campaign wraps up!
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.
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.
(Sorry for forgetting to post this earlier!)
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. Magnus gets a couple of helping hands.
About The Suffering Game
I’ve seen some folks talk about being exhausted by the structure of The Suffering Game, which I completely get — thematically, it’s meant to exhaust the players. I hoped to toss enough variety into the different challenges to engage everyone, but I can also appreciate how seeing the boys go through so much crap every episode can be a bit tiring for some folks. Without giving too much away, things are very much going to come to a head on the next episode, so to those folks: hang in there!
There’s some narrative stuff happening in The Suffering Game that won’t make sense quite yet, but the earliest inspiration I had for it was as a means of endangering the heroes in a real, tangible way without just hanging the threat of death over their heads. It’s something we’ve struggled with a lot in this show, mostly because of how we play — D&D has lots of rules about health management, about treating Hit Dice like a non-renewable resource mid-adventure. And a lot of that stuff clashes with how we play the game to make a good radio show. As a result, the boys are kind of untouchable, with health pools that may diminish, but never enough (or permanently enough) to be a serious threat. The sacrifices done at the wheel are permanent, and largely non-mechanical, skirting those systems altogether. Again, something that may upset folks who wish we followed those rules a bit more closely — though I hope those folks can understand that this is simply the balance that works for us as a podcast.
The arc was also designed to treat a problem that every D&D campaign I’ve ever participated in or tuned into suffers from — power creep. By this point, the boys are armed enough to be, essentially, demigods. It’s a power I’ve given them freely, but it’s impossible to prevent that creep while still offering them cool carrots and a functional economy, which I’ve tried to inject into the Fantasy Costco and other systems. It’s another really difficult balance, and they’ve taken advantage of it in a way that they’ve become immensely powerful, able to easily handle any problem I throw in their direction. The Wheel was intended to perhaps pull them back down to earth a bit, so to speak, though most of the sacrifices they’ve made have been more narrative rather than mechanical. (Which I’m totally fine with, because again, it’s another way of dealing damage.)
Anyways, I just wanted to get some of my thoughts down, because the last thing I wanted people to think is that I actually harbored some sort of sadistic enjoyment out of just straight-up hurting my players. (That’s a certain archetype of DM that I don’t really understand.) I’ve seen some folks characterize this arc as Saw-like torture porn, which I think is mostly unfair, but I can understand their exhaustion. I’d hoped to move through this arc a bit faster, but as is always the case, things have run a bit long. I really hope you enjoy what happens next, because I am very, very excited to get there.
- Griffin
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.