56. Days of Thunder: The S.S.S.S.S.

Endless knowledge is available within the halls of Tothian Library, but our heroes are quickly sidetracked by liquor and ice cream.
Endless knowledge is available within the halls of Tothian Library, but our heroes are quickly sidetracked by liquor and ice cream.
This episode is brought to you by the Orthguard Army Standard Issue Tiny Teapot: “Now you can sit and sip, with the S.I.T.T.”
Fake Yenry transports our holey trinity (plus bear) to a parley with Commander Harlow Wells.
First you take a bear. Put it in a hole. Then you take the hole. Put it in a book.
Perry spills the beans on his dad (figuratively), and our trio hits a wall in Toth (literally).
Things get a little cuckoo at the Forehammer’s.
It’s our two year anniversary! We take a look back at the journey so far, and announce the winners of our Brotherversary giveaway!
Sage and the gang return to share their newfound discovery, and learn more about the sacred history of the Talismans (Talismen? Have we made this joke before?).
With the pompous prince imprisoned in the pit of a portable repository, Puff portrays the puny potentate to prevent apprehension.
With a suit-and-a-half of shiny new armor, our trio devises a half-baked scheme (as is tradition) to infiltrate the castle.
Holy trash man, king of the gutter, we thank you for this pile of hot garbage. Amen.
Pop some candy corn and cozy up by the campfire; it’s time for a spooky Boooootherverse Halloween special!
Our trio employs a floofy guide for their journey to the capital, but in exchange for her services, they must first take a little trip into the Deep Woods.
Wait… first we jumped ahead one year; now it’s 20 years in the past? What is this, Lost?
This episode is kinda like that time in Harry Potter when Gandalf drank the liquid, and Captain Kirk was like “No, don’t do it!”
Three gems remain after successfully collecting Water, Wind & Fire. (If the first one had been Earth, I could’ve made a sick joke about remembering the first night of September.)
Our heroes reach the source of The Great Shiny and boldly don their diapers for what lies ahead.
Feesh, Feesh, Feesh, Feesh, Feesh, Feesh, Feesh, Feesh, Feesh, Feesh, Feesh, Feesh, Feesh, Feesh, Feesh, Feesh, GREG
A year has passed since the great Mardinian airship battle. While the Keepers lay low and plan their next move, our heroes have been hard at work on… a musical theater performance?
Is this battle still going on?? As we near the end, will our heroes escape or meet an untimely demise at the hands of the Guardians? (hopefully the first or this podcast is toast)
The airship battle rages on! Battles are won, lives are lost, Swayzes are stanked, but who will prevail?
The fate of Mardinia hangs in the balance as an epic airship battle ensues between Keepers and Guardians.
Yenry, Ork, and Puff leave the festival and return to the Valkyrie to warn the Keepers of an imminent attack. (So… no Salamander Man concert?)
After a minor setback (and a major understatement), the Guardians now have the intel they need to locate the Keepers’ secret hideout (thanks a lot, HANZ).
This was the easiest boss battle ever: Vlog croaked as soon as we walked in the room! (Get it? He’s a toad… but for reals, this is a tough fight).
With all four keycards in hand (or wherever they keep things), our trio heads back to the Stake House to further infiltrate the Rectron base.
With the Rectrons’ suspicion rising, our heroes pull off a brilliantly stupid disguise to escape being captured.
Part two of the epic (and juvenile) showdown with the mouse kingdom mech.
Welcome to The Brotherverse late night, where we get a little too familiar with a giant rat controlled mech suite.
Hickory, dickory, dock. With mice, we now can talk. Their city is cool, but the king is a fool. Hickory, dickory, dock.
Before continuing their search for key cards, our heroes learn more about why the city of Vanguard is so obsessed with light.
Our “heroes” follow their new “friends” to the “Stake House” for some “friendly” gambling (and our “writer” is including too many “air quotes”).
Yenry, Ork, and Puff explore the Festival of Light in search of seedy gangster members of the… Rubicons? Retcons? Dis… rectal… cons?
Our heroes learn more about the city of Vanguard’s Festival of Light and set forth on their quest for the next talisman.
Dragon slayers! Talisman collectors! City saviors (slash destroyers)! Our heroes return to the Valkyrie feeling quantifiably accomplished and ready for their next mission, but not before some more shenanigans with Grimm.
Our fiercest battle yet continues against the powerful dragon Zu: The Golden One.
Yenry, Ork, and Puff confront the ominous creature at the top of the central tower in an effort to save the city (or what’s left of it) and locate the Talisman of Darkness.
Was it hubris? Or perhaps apathy? We’ve made our mistakes in the past, but the burdensome cloud of regret may long loom over our heads as we look back on this day and ask “Why?”
Our heroes arrive in a new dimension, where they are quickly attacked by a trio of greedy Zamtal zombies (Zam-bies?). The battle would be swift, if only we could remember how to play DnD.
With the capable Captain Kudos at the helm, our crew follows their map to the potential location of the Pillar of Darkness, where they are ultimately met with more perplexing puzzles, enraged enemies, and juvenile jokes.
Yenry, Ork, Puff, and the Dusty Britches Gang celebrate their newfound friendship with a good ol’ fashioned drinking game, so grab yourself a goat and play along at home! (Please milk responsibly.)
The sandy seafaring adventure continues as our heroes attempt to out-man, outmaneuver, and out-mouse the pursuing pirate ship.
Avast, mateys! A vast sea of sand stands between us and the Pillar of Darkness, so avast-en your seat belts (oof); it’s gonna be a vastly bumpy ride!
Time for some bonus content that didn’t make it into an actual session. We’re calling these special episodes The Bonusverse (wow). This time around, the Brotherverse chats about an important figure in their lives.
It’s that time again! The Brotherverse is leveling up! (’cause what’s more fun than a bunch of numbers and math?) Feeling freshly plus-one-ified, our crew sets forth on their mission to find the next talisman.
After a brief celebration, the Keepers turn their attention to finding the next Talisman (real party poopers over here). While top minds decrypt the ancient puzzles, bottom minds are left with some time to kill, so our heroes challenge Grimm to a “friendly” competition.
Evil plots are revealed and weak stomachs are emptied as our heroes confront Esther in the ultimate showdown for the fate of the spa and the Talisman of Water.
With determination in their hearts (and diapers on their butts), our trio dives deeper into the belly of the spa, where they slowly piece together the seemingly nefarious puzzle (emphasis on slowly).
Yenry, Ork, and Puff hatch a bizarre ploy to further infiltrate the spa and continue their search for the Talisman of Water.
Our crew begins their reconnaissance mission at Spa Fjorg, where they’ll have to go undercover as spa guests and do things like bask and rejuvenate (tough day on the job).
Freshly equipped with mechanical Ravens, the gang takes flight toward the illustrious Spa Fjorg. But it’s not about the destination . . . actually the destination sounds pretty great. The journey’s probably gonna suck.
Our heroes finally have an objective! Our story has a plot (and it only took 6 episodes). What better way to start a new adventure than with a new whip, some fresh wheels, a mint ride (we get it, you’re hip).
Our heroes try to PARSE(LY) out their current predicament after being summoned by the mysterious General SAGE. But will their tendency to eat, drink, and be (ROSE)MARY get them into more trouble this THYME? (Wow, sick Simon & Garfunkel reference.)
Yenry, Ork, and Puff awaken from their unconscious state (yet again) to find themselves shackled in a dingy basement. Can they prove their innocence and gain favor with the Bellionians? (Or is it Bellionites? Bellionaires?)
What? The Brotherverse is evolving! The gang advances to level 2 and learns everything there is to know about tomatoes (sounds thrilling), before finally arriving in the great city of Bellion.
Look at all those “B”s in the title! You know this episode’s gonna be good with that much alliteration (seems like overkill). Yenry, Ork, Puff, and Patches continue their quest to rescue Charlotte from the deranged Annabelle.
Yenry, Ork, and Puff enjoy the John family’s sandwich-laden hospitality before some much needed rest (maybe they can sleep away the trauma), but young Charlotte is in danger! The lines between dream and reality are blurred as our heroes (debatable) are called upon to help restore order.
With no memory of the last 20 years (talk about FOMO), Yenry, Ork, and Puff awaken to find themselves traveling in a humble sandwich-maker’s wagon, bound for the city of Bellion. What dangers await them on the rocky road ahead?