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.
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 a kindred spirit.
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 Boys were assigned to acquire said toy. Can our three heroes fulfill the boy detective’s Candlenights wish? Or will the forces of outrageous consumer demand prove an unbeatable foe?
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 medicine. Duck says goodbye.
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.
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!
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 a book.
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 the In-fur-mary.