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...
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. [more inside]
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.
Our heroes receive a letter from an old friend requesting their aid on the open seas. Spurred on by the promise of incredible treasures, Tres Horny Boys set sail -- but what dangers await them beneath the ocean's waves?
With Amnesty Lodge and its residents in peril, the Pine Guard sets out to plan their next hunt post-haste — but can they find the strength to do so without the guidance of their absent leader? Aubrey does some recon. Duck gets the hard questions. Ned goes for a drive.
Travis is on vacation, so here's our live show in Dallas from earlier this year! Tres Horny Boys reunite to help out some old friends who've run into some stiff competition with their small business, and perform more than a few explosive stunts along the way.
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.
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!
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.
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.
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.
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.
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.
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.