In the second Adventure Zone graphic novel (adapted from the McElroy family's wildly popular D&D podcast), we rejoin hero-adjacent sort-of-comrades-in-arms Taako, Magnus, and Merle on a wild careen through a D&D railroad murder mystery. This installment has a little of everything: a genius child detective, an axe-wielding professional wrestler, a surly wizard, cursed magical artifacts, and a pair of meat monsters. You know, the usual things you find on a train. Hot on the heels of 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 -- and where do their allegiances lie? Merle goes along for the ride. Magnus faces a difficult decision. Taako makes one last deal.
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.
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.