Role playing and collecting comics since age 10, I'd like to share my experiences and insight of RPG's. I hope that my reader's will also feel free to contribute their thoughts and feelings alongside my own. I'd like to keep the pen-and-paper in roleplaying games. [Formerly known as RPG4EVR] A non-biased place where you can read reviews of graphic novels and trade paperbacks. I also give my opinions and reviews of pop culture and events. [Formerly known as Zanziber's Point of View]
Sunday, April 26, 2026
Stranger Things: Welcome to the Hellfire Club
Sunday, April 19, 2026
Expedition to Castle Ravenloft
Title: Expedition to Castle Ravenloft
Price: $19.99 (PDF), $32.99 (Standard Hardcover)
Publisher/Year: Wizards of the Coast, 2006
Author(s): Bruce R. Cordell, James Wyatt
System: Dungeons & Dragons 3.5
Rating: 3.5/5
Near the end of the life cycle of D&D 3.5 people were beginning to suspect that a new edition was on the way. They were not wrong, but before that happened we saw some changes in the adventure format from Wizards of the Coast. Certainly a trend to more tactical maps. These last few adventures were all mostly re-visions of some of the classic adventures of old. Castle Greyhawk, Queen of the Demonweb Pits, Undermountain, and of course, Castle Ravenloft.
It is not a new edition of D&D unless we have new take on the classic Ravenloft. This adventure sees Ravenloft back in it's original home; not just in terms of the adventure published by Wizards of the Coast after Sword & Sorcery Studios license, but Castle Ravenloft, divorced from the Demi-Plane of Dread. This is the 3.5 revision of the original adventure.
Like the original I6 Ravenloft adventure, this adventure plunges players into the cursed land of Barovia, a realm dominated by a bleak atmosphere and ruled by the vampire lord Strahd von Zarovich. Adventurers take on the daunting mission of navigating Castle Ravenloft, confronting Strahd, and ending his sinister reign over Barovia once and for all.
The revamped (heh) Expedition to Castle Ravenloft expands on the original with enhanced encounters, new rules, and a more comprehensive campaign that immerses players in Strahd’s haunting domain. The new encounter system of 3.5 takes up the later half of the book, but makes it easy for DMs to plan out how they want to do their encounters. Given we are on the eve of 4e, this means which minis to grab and which maps to use.
The adventure is expanded into a mini-campaign of sorts. And really, that has always been one of the strengths of this adventure; its ability to do more. The adventure can cover 20 sessions, raising characters from 6th level to 10th or broken up into smaller sessions. It can even be run exactly like the original adventure as a straight forward 1 or 2 sessions of "Find the vampire and kill it."
While that is a great bit of flexibility for the adventure, I already did that back in the 1980s. It would be a shame not to use all the new great material here that Cordell and Wyatt (two excellent designers) have done here. There are new antagonists and new locations to explore.
Barovia itself is a character in this module: a mist-laden, gloomy land filled with mystery, danger, and spectral beauty. Players are encouraged to explore its towns, ruined abbeys, and dense forests, meeting unique NPCs who add depth and lore to the journey. The encounters are varied and challenging, balancing tense dungeon crawls with narrative-driven encounters that test both the characters' skills and the players' wits. And then finally getting to Castle Ravenloft itself. A locale that has lost none of its "charm" over the years.
We still have the Fortunes of Ravenloft here, among other classic notes expanded for this new adventure. And like the original, Count Strahd von Zarovich is front and center. Not just in the adventure but in the book as well.
I have played and run the original Ravenloft many, many times. I honestly think this version is rather fun. It stays true to the original while updating the adventure is good AND providing more adventure as well. It is rare when a "remake" can improve, but this one does.
Even if I were to run Ravenloft again under the 1st or 2nd Ed of AD&D, I would still import ideas from this version to those, especially all the locales around the castle and in Barovia. The original adventure kinda just drops you in (not a big deal, works fine) but this one gives you more land to explore, more people to interact with.
Strahd is still awful, tragic, powerful and one of the more interesting villains in D&D. Castle Ravenloft is still wonderful to explore filled with dangers both obvious and hidden.
The art is amazing, and really the views of Castle Ravenloft alone in both art and maps makes this must have for any fan of the adventure.
The adventure/book is divided into five major sections, four chapters and an Appendix.
- Chapter 1 covers Adventures in Ravenloft. An overview of what one should expect to see (or do since this is a Dungeon Masters' book) in the area. While the demi-plane of Ravenloft is not used here, there are area affects due to Strahd and his evil. This also features our first encounter areas.
- Chapter 2 the Village of Barovia covers D&D's own "Hammer Hamlet."
- Chapter 3 details the Lands of Barovia. We have more encounter areas here and our "Fortunes of Ravenloft" options.
- Chapter 4 is Castle Ravenloft itself.
- The Appendix details some new feats, a new spell, and various magical items.
Of all the Print on Demand products I have bought, this one might be one of the very best. It is the "Hardcover, Standard Color Book" option and it compares very well to the off-set printing ones of the same era.
I am pretty sure the idea to divorce Ravenloft: The Adventure from Ravenloft: The Demi Plane was a.) to get a new generation into the adventure in it's "original" form, and b.) maybe part of their larger plans for it moving away from 3.x to 4e. But I have nothing to back that up.
This is a great adventure by all accounts for D&D 3.x. It has everything the original AD&D adventure had and more.Maybe it is my "nostalgia goggles" (as my son would say) but I still prefer I6 Ravenloft.
Sunday, April 12, 2026
Expedition to the Demonweb Pits
Title: Expedition to the Demonweb Pits
Price: $14.99 (PDF), $21.99 (Standard Hardcover)
Publisher/Year: Wizards of the Coast, 2007
Author(s): Wolfgang Baur, Gwendolyn F. M. Kestrel
System: Dungeons & Dragons 3.5
Rating: 3/5
At the very end of Dungeons & Dragons edition 3.5, Wizards of the Coast surprised the game’s fans with a series of large adventures that returned to old, favorite locations from the game’s history, though always with a twist. All four of these adventures, which I’ll be calling the “Expeditions” series for lack of any more official nomenclature, were written by different authors, but shared a common format (unfortunately) and length. I don’t think any of them ended up as huge sellers, but they’re fondly remembered by fans, especially since they’re one of the last real bursts of life in the game before fourth edition slammed the door shut on so much of its past. Expedition to the Demonweb Pits, by Wolfgang Baur and Gwendolyn F.M. Kestrel, was the second release in this series, following Expedition to Castle Ravenloft and succeeded by Expedition to Undermountain and Expedition to the Ruins of Greyhawk. That last book in particular had a large effect on the game’s ongoing metastory (it revealed Tasha’s full identity as Iggwilv), but even beyond that this was a memorable series of adventures due to both its quality and its surprising nature, given that it came from a company who’d largely abandoned the entire adventure module genre several years earlier.
However, one thing people usually tend to forget when addressing this series is that it used roughly the same terrible format that Cormyr: Tearing of the Weave and all other Wizards modules did during this time period, and that this fights continually against the content of these large, sprawling works. The “encounter” format is not exactly the same as we saw before (read my previous article for more information on this), as now some encounters receive only a single page rather than a pair of them, but the problems of this counterintuitive methodology come far more to a forefront in this adventure than any of the others, so it’s relevant to mention this up front. Expedition to the Demonweb Pits would be a fine adventure to convert to fifth edition and use today… with the caveat that the book’s format makes this a momentously difficult thing to do, for reasons that have little to do with the actual story at hand or any of its possible encounters.
I’m tempted to keep ranting about how much I hate the format—and for that matter, I’ll be doing much more of this below—but I think it’s best to return to it once we have some understanding of the adventure’s content and how much these halves of the work do each other such a disservice. In Demonweb Pits, drow activities have been heating up, and not just on the Prime. Investigating its cause leads players to Sigil, where they meet up with Rule-of-Three from Planescape, and from his prodding end up traveling the planes for a weapon to fight against Lolth. Ultimately, this means that they must head to the Demonweb, which is her layer(s?—it now seems more like the Demonweb Pits are a part of the same plane, but not 100% so?) of the Abyss, multiple times in order to wreck a scheme that involves most of the notable demon lords allying in a fight against the upper planes.
How players go about much of this adventure is rather open-ended. Yes, they’ll certainly be headed into the Abyss, at least assuming they don’t abandon the whole plot altogether, but aside from this very little is set in stone. Most likely, players leave the Prime for Sigil, head from Sigil to Yggdrasil, make their way to the Demonweb, then to Graz’zt’s capital city Zelatar, and then finally return to the Demonweb in order to disrupt a council of demon lords… or at least their aspects. That being said, there are also probably some trips to the Beastlands and even another layer of the Abyss, and it’s quite easy for these peripheral areas or Sigil and its factions to be expanded into larger, more important parts of the plot. Demonweb does include many, many possible “encounters,” i.e. fights, and even a true dungeon with its visits to the Demonweb itself, but just as much time should be spent roleplaying and traveling. Dozens and dozens of battles are possible, but the vast majority of these are optional, and many opportunities for stealth or cleverness are considered. This is not a dungeon crawl, it’s a planar romp that happens to feature a strange dungeon for players to tackle.
However, despite Baur and Kestrel’s obvious wish to hearken back to Planescape and move game’s the focus away from battles, that doesn’t mean Wizards was thrilled about this plan. Every single encounter has a nebulously useful map included on its page or pages at the end of each chapter, though as was the style at the time these are labeled and so not something to be used with players (and even if they weren’t, they’re included mid-page with important information). So yes, there are many maps, more than needed or would’ve ever been included earlier in the game’s history, but none of them can be actually used without a ton of extra effort, thereby completely counteracting the ease-of-play goal of this format. Likewise, important information about each “encounter” is included both when it’s introduced within the chapter proper and also during these end sections, meaning that to understand any of these in full you’re going to have to be reading through both and jumping around in frustration.
Beyond this obvious problem, the format adds an additional inconvenience in that it’s organized by location… but many locations will be returned to repeatedly. This makes for a confusing read in which important information for the second session is included adjacent to information needed for the twentieth session. Combining this with the encounter-at-the-end-of-the-chapter format and a lengthy appendix means that any DM is going to be flipping furiously through the pages every single session in order to find what they’re looking for. This is a book that is going to need many, many tabs or bookmarks to make use of, and even so I guarantee there will be situations where you can’t find what you need. If my complaints about the format sound petty, it’s mostly because this is an adventure that I like enough to want to run for the content… but I dislike the format so much that I can’t imagine ever actually doing so when so many accessible and easy-to-use adventures are easily available.
That the actual content here is so enjoyable is really the tragedy of this release, and I realize I keep getting side-tracked rather than going into it with any depth. Baur and Kestrel’s version of the planes is essentially the same that we saw in Planescape, which isn’t a huge surprise given that Baur had a big hand in the setting’s early releases, and even came up with the concept for Zelatar in Planes of Chaos (he’s at the top of my list for other Planescape designers I’d love to interview about their work, the others being Michele Carter who was one of the editors for this book, David “Zeb” Cook, Rob Lazzaretti, and of course Tony DiTerlizzi—admittedly, I haven’t pursued any new interviews in a while, simply because I hate bothering people who have better things to do with their time). There’s a love for the game’s history evident throughout, and while its version of Yggdrasil seemed a bit smaller compared with what we had in Dead Gods, this is my only planar quibble. The Beastlands are what you’d hope for, and layers of the Abyss are filled with references to what was established in older works like the original Queen of the Demonweb Pits module, Cook’s riff on that “The Harrowing,” and the previous adventure into Zelatar For Duty and Deity, as well as Paizo’s more recent material from the Demonomicon and Fiendish Codex I. Rule-of-Three plays a big role here, and while there isn’t as much time and energy spent in Sigil as might be hoped, that fits the adventure itself just fine and is easy enough to flesh out for any Planescape fan. In essence, this is a Planescape adventure in all but branding, and is in fact better than many of the ones actually released during the line’s heyday. These authors also understand what makes high-level adventures (well, high-level to me, mid-level to crazy people) fun and interesting, it’s just a pity that the apparatus around this is so difficult to navigate.
In order to increase usability, every single encounter features a map… none of which explains why they’re all pre-labeled, canted, and tiny. As a result, actually using any of these in a real session seems utterly insane, despite how much good work the book’s cartographers did.
As with the other books in the Expeditions series, Demonweb Pits is a lavish hardcover release with wonderful illustrations by numerous contributors and wave after wave of lovely-though-dubiouly-useful maps. As befits such a vast adventure, its appendix also includes two new prestige classes (…yay?), magic items such as a couple new items of legacy (one of which is honestly pretty bad), and a robust listing of new (at least to third edition) monsters including dabus, cambions, several demon lord aspects, and even a new mephit. Oh yes, this reminds me that the one bit of truly non-Planescape planar material in the adventure is the inclusion of the Planes of Mirrors, though this is done quite well throughout, and as with the other “optional” planes from the Manual of the Planes feels like at this point it’s an established part of the multiverse.
Expedition to the Demonweb Pits could have been the finest third edition adventure, period, but it comes up short due to the formatting, which sucks up the page count with wasted spaces and delivers nothing but confusion and disorganization in return. Nonetheless, it’s a glorious love letter to Planescape and a worthy one to run, so long as you’re willing to put in the effort and fight against both the edition’s ridiculousness at even these medium-high levels and the aggressively awkward structure. There’s more than a whiff of greatness here, and I’d love to play in a party traipsing through this campaign, exploring the planes on a wild chase led by a duplicitous half-fiend and unearthing a devious demonic plot that threatens the order of the entire multiverse—I just wouldn’t want to run it myself.
Saturday, April 11, 2026
Action Figures - My Story of Collecting
- Sectaurs
- GoBots
- Transformers
- MASK
Sunday, April 5, 2026
Transformers Vol. 1: Robots in Disguise
Title: Transformers Vol. 1: Robots in Disguise
ISBN: 9781534398177
Price: $16.99
Publisher/Year: Skybound, 2023
Artist: Daniel Warren Johnson, Mike Spicer
Writer: Daniel Warren Johnson
Rating: 4/5
Volume One collects the first six issues in a beautifully crafted trade paperback. The cover art is phenomenal, drawing you in immediately with its colors and detail. Inside, we follow the intertwined journeys of two humans and a small group of stranded Autobots and Decepticons. This story feels intimate and grounded, taking place in a quiet corner of America.
If you're not familiar with the history of Transformers outside of perhaps the Michael Bay live action movies, this story does an excellent job of introducing the characters in a way that feels fresh and accessible. Johnson masterfully conveys their personalities, making it easy to forget these are literal talking robots. The writing humanizes them in a way that makes their experiences feel both believable and deeply moving.
One of the top moments for me was a scene where Optimus Prime accidentally crushes a deer. Having only ever walked on metal, he’s unprepared for the fragile life around him, and his reaction to the animal's death is heart-wrenching. The sorrow and shame he feels in that moment are felt in the reader, and it’s one of many instances where the comic explores the Autobots’ vulnerability in this alien world. These moments of humility and introspection add layers to characters who are often depicted as purely heroic or villainous.
The story's emotional depth surprised me, and I found myself rereading it three times over the week, savoring the nuances of Johnson’s writing and artwork. Each read-through revealed new details that deepened my appreciation for the world he was building. From the beautiful art to the quiet, reflective moments between battles, this comic is crafted with respect for both longtime fans and newcomers.
If you’re looking for a Transformers story that goes beyond explosions and battles, this one is worth picking up. Johnson has created something truly special here, blending action with emotion in a way that feels both fresh and timeless. I’m genuinely excited to see where he takes this story next.
Sunday, March 29, 2026
Void Rivals, Volume 1: More Than Meets the Eye
Sunday, March 22, 2026
V20 Anarchs Unbound
Title: V20 Anarchs Unbound
Price: $14.99 (PDF), $42.99 (Premium Hardcover)
Publisher/Year: Onyx Path Publishing, 2014
Author(s): Justin Achilli, Alan Alexander, Jason Andrew, Bill Bodden, Sarah Roark, Matthew Sanderson
Rating: 3.5/5
As one might guess from the title, Anarchs Unbound is dedicated to the Anarch Movement – it’s history, philosophy, reality, and technology. It was originally released through Kickstarter, but remains available on DriveThruRPG.
The usual more detailed stuff will follow, but the short review is that Anarchs Unbound is great. I can’t say that Anarchs Unbound is the best V20 supplement, because Beckett’s Jyhad Diary exists, but that seems like a really unfair comparison, given the massive size of the love-letter to the pre-V5 metaplot that was the Diary. So I’ll just say that Anarchs Unbound is the best ‘normal’ supplement for V20.
Anarchs Unbound opens with a ~15 history of the movement (from a strident Anarch point of view, of course). Maybe a third of this is the ‘ancient history’ part of the tale (the Anarch Revolt, the Convention of Thorns, and onto the relative disappointment of Anarch activity in the New World) one third on the 20th century up until about 1990 (the not-really-anarch Soviet vampires and the rise of the Anarch Free States), and then a third beyond that. The material in the modern era primarily focuses on some terrorism and technology-related matters – the effect of the security state after 9/11, the internet, the distribution of the digital manifesto Anarchs Unbound (“WHY DO YOU OBEY?”), and the use of economic warfare by the Red Question collective to force the Camarilla to call of their hounds. It’s a good presentation, with sharp writing and enough detail to weave an interesting tale without so much that it gets bogged down.
The second chapter, “The City Upon the Hill,” talks generally about how Anarch domains are run in modern nights – their aspirations and how they often fail to live up to them (as they quote from the Devil’s Dictionary, “REBEL, n. A proponent of a new misrule who has failed to establish it.”). It’s mostly told from the point of view of what passes for an older vampire among the anarchs, speaking to her childe. She knows that her childe hates her for being the sort of controlling “I know better than you” sort of vampire the anarchs are supposed to be against. And she believes that her childe is generally right in concluding this. Although at least, she thinks, she is aware of it and isn’t as far gone as most of the ‘anarchs’ who have been around for decades. Her commentary is entertaining and biting. The difficulties of supposedly treating mortals better and giving vampires freedom while still having to maintain the Masquerade. How to keep order in a society that reflexively objects to central authority. The failings of community voting and communal responsibility. How the way Anarchs cultivate favors and political goodwill is shaped by the need to avoid the appearance of elder-style prestation games. The general tendency of it all to fall into autocracy anyway. And, in my favorite bit in the book, a rather self-aware discussion of members of the various clans are seen in the Anarch Movement, despite the Movement’s supposedly post-clan ideology. That broad survey is followed by a rundown of particular territories either in the hands of the Movement, or with a significant presence – Boston, California, Madison, Saskatchewan, Venezuela, Krakow, Scandinavia, Liverpool/Manchester, Perth, and Mombasa.
Turning back to the Red Question and Anarchs Unbound, there’s a bit of a strategy guide for how to succeed as an Anarch (or is it all just a trap to prompt elders into overreaction in order to increase support for the Movement?). Strong, violent prince? Provoke them to overreact. Weak Prince? Set the Primogen (the real power) against each other. In Sabbat territory? Good luck with that. All with tongue planted very firmly in cheek. After this POV presentation, there is the usual switch to third-person, this time for a more detailed history of vampires and technology – iterating Shrecknet, Fangster/Fangbook (encoding Thaumaturgy rituals into software to let those with Auspex see vampires-only messages on social media), and then Bloodspot, which let used unknown magic to let any vampire create websites only vampires could read (all of this presumably blown away in the post-V5 metaplot).
Finally, there’s the usual crunch in the back. New backgrounds mostly include links to Anarch social structures, although there’s also one for always having guns on hand (isn’t that what Resources and/or Streetwise are for?). Similarly, the merits and flaws focus on having a good or bad reputation in the Anarchs, although you can also pick up a Sugar Daddy in another sect. More space, however, is dedicated to Disciplines, with 11 combination Disciplines and 6 Elder Disciplines (*insert snide comment about what kind of ST lets players run around as 7th generation ‘anarchs’*). I apparently like Combination Disciplines with witty names, as some of my favorites are Internet Famous (a combo Presence/Thaumaturgy power that issues commands to everyone who follows the vampire on social media) and Suck It Up (a combo Animalism/Protean power that allows the vampire to draw a pool of blood into themself without doing something so crass as crouching down to lick it off the ground).
In addition to the really fun contents, if you’re lucky you might still find around one of the deluxe versions, with ‘stickers’ (“my sire was at Thorns and all I got was this blood bond”) and blood spatter (“Liberté, Egalité, Fraternité ou la mort“) on the back. But the part I got the biggest kick out of was the bookmark which, instead of the usual satin ribbon affair, is a rope – keeping it real, Anarchs.
But whatever the details, I just really liked reading Anarchs Unbound. It had a great mix of hope and humor and pathos. It had characters and situations that were interesting and ideas that could readily spark ideas on how to use Anarchs in a game. I highly recommend it to anyone looking into V20.
Stranger Things: Welcome to the Hellfire Club
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