Original Story by: Clint McElroy, Griffin McElroy, Justin McElroy, & Travis McElroy
Adaptation by: Clint McElroy & Carey Pietsch
My rating: 5 of 5
The Adventure Zone, vol. 2
Warning: Mature Audience, mostly for language
Adventurers Taako, Magnus, and Merle have just been recruited by a secret organization based on the moon and dedicated to protecting the world from dangerous magical artifacts. Their first mission to retrieve a magic item naturally spinwheels into mayhem, ending up on a train ride through the mountains, complete with murder, a monster crab, a kid detective, an axe-wielding pro-wrestler, and the requisite amount of snark and dirty jokes. Who knew train rides could be so perilous?
In this fabulous follow-up to Here There Be Gerblins, the McElroys once again invite us on a D&D campaign of mayhem and grand fun. This really is one of those experiences that I think would be weird to read for anyone who isn’t a D&D player, but for those of us who do play, it resonates, truly capturing the experience of playing the game once you get past all the piddly mechanical stuff. All the fun and snark of playing with people you know well, the fourth-wall breaking and present-day references, the plot’s randomly going off the rails (okay, the train is actually pretty apropos), and just the general flow of gameplay is well represented here in a way that gamers can both relate to and find highly amusing. Add to that some larger-than-life characters–the sort that would never fly in a normal fictional story but that are completely at home in something this absurd–and a fabulous graphical representation by Carey Pietsch, and you really have a fabulous, wacky, delightfully nerdy story. Highly recommended.