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Sunday, May 17, 2026

G.I. Joe A Real American Hero: The Silent Missions Vol. 1

Title: G.I. Joe A Real American Hero: The Silent Missions Vol. 1



ISBN: 9781534333505

Price: $16.99

Publisher/Year: Skybound, 2025

Artist: Larry Hama, Phil Hester, Dani, Dan Waters, Leonardo Romero, Andrew Krahnke, Wes Craig

Writer: Leonardo Romero, Dan Watters, Wes Craig, Andrew Krahnke, Larry Hama, Dani, Phil Hester


Rating: 4.5/5

If you are a fan of the original G.I. Joe A Real American Hero Marvel series, then you know what the "Silent Interlude" is. This groundbreaking 1984 comic features a complete, action-packed story told entirely through sequential art, without any dialogue, thought bubbles, or captions. It is a landmark in comic book history, proving that a complex narrative with action and emotion could be effectively conveyed through visual storytelling alone.

Skybound decided to not only reprint this classic issue, but expand on it in a series on one-shots that featured Beach Head, Jinx, Spirit, Roadblock and Duke.

I'll admit, this was a very quick "read" through. In all honesty, this is the first time I have read a trade and written a review on it in the same day. I wanted to make sure that my thoughts were expressed while they were still fresh in my mind.

When I was a kid, I missed out of the original silent issue, but was able to get it after I became a more avid collector and reader of the series. The story impressed me back then, and it still has that same effect on me so many years later. Here's a link to an interview with Larry Hama regarding the original Silent Interlude. 

I feel that the writers from Skybound did an excellent job in their attempt to recapture the feeling that Hama brought to readers back in the 80's.

Each chapter focuses on a different Joe in a visual, cinematic style that relies solely on art and action rather than speech bubbles:

  • Beach Head battles to survive in a demilitarized zone while protecting innocent war orphans.
  • Jinx must fight and escape from a deadly Cobra base in a sequence of tense, real-time panels. 
  • Spirit and Freedom uncover a sinister Cobra experiment amid a mysterious forest disappearance. 
  • Roadblock brings overwhelming firepower to bear against a Cobra convoy. 
  • Duke stalks a traitor across hostile terrain, pushing himself to the limit. 

Together these stories form a dynamic, wordless narrative experience that highlights the combat prowess, grit, and silent heroism of the G.I. Joe team, letting the art tell the story of each mission without a single line of dialogue. 

Sunday, May 10, 2026

Daggerheart Corebook Set

Title: Daggerheart Corebook Set




Price: $29.99 (PDF), $59.99 (Hardcover Set)

Publisher/Year: Darrington Press, 2025

ISBN: 9798991384100

LEAD GAME DESIGNER: Spenser Starke

ADDITIONAL GAME DESIGNERS: Carlos Cisco, Rowan Hall, John Harper,

Matthew Mercer, Alex Uboldi, Mike Underwood

ADDITIONAL WRITING: Layla Adelman, Meguey Baker, Banana Chan, Chris

Davidson, Rue Dickey, Felix Isaacs, Erin Roberts, Deven Rue, Rogan Shannon,

Mark Thompson, Eugenio Vargas, Chris Willett

System: Daggerheart

DriveThruRPG Link


Rating: 3.5/5

Daggerheart is a standout tabletop roleplaying game that puts narrative, emotion, and collaboration front and center. Developed by Darrington Press, it offers a fresh fantasy experience powered by a unique system designed to create cinematic moments, meaningful choices, and shared storytelling. Everything about the game—from its mechanics to its physical components—supports dramatic, character-driven play.


At the heart of Daggerheart is its dual-dice resolution system, which uses a Hope die and a Fear die. Instead of simple pass-or-fail results, every roll creates narrative momentum. Rolling higher on Hope grants players advantages, heroic twists, or extra narrative control, while Fear introduces complications, consequences, or opportunities for the Game Master to escalate tension. This system ensures that even setbacks push the story forward in interesting ways rather than bringing play to a halt.


The boxed set includes a richly illustrated core rulebook that explains the system, setting, and play philosophy in a clear and welcoming manner. Character creation is guided and flexible, allowing players to define not just abilities but also relationships, motivations, and emotional stakes. Characters are built using modular domains and abilities, giving players room to customize without overwhelming complexity.


A major highlight of the system is its use of cards and tokens. Ability cards, domain cards, and condition trackers help keep mechanics visible and easy to manage at the table. Physical tokens represent Hope, Fear, Stress, and other narrative resources, reinforcing the game’s emotional economy and making abstract concepts feel tangible and intuitive.


The set also includes custom dice, quick-reference materials, and Game Master tools focused on scene framing, pacing, and collaborative worldbuilding. Rather than positioning the GM as an adversary, the system encourages them to act as a facilitator of drama, responding dynamically to player choices and the flow of Hope and Fear.


Overall, Daggerheart is an innovative, story-forward RPG system that excels at creating memorable moments and emotionally resonant adventures. With its elegant mechanics, strong thematic focus, and high-quality components, it’s an excellent choice for groups seeking a more narrative-driven alternative to traditional fantasy roleplaying games.


Wednesday, May 6, 2026

YouTube Recommendation - Pointy Hat

I don't have traditional television at home. The only reason we pay Xfinity is for internet access. Fortunately, my TV is smart and allows me to access YouTube, and this is how I am able to find and watch the great "DungeonTuber" videos of so many creators such as Pointy Hat.

Pointy Hat, and his "human familiar", are a great resource of TTRPG ideas and information. I especially enjoy his video series entitled "D&D with a Twist". These videos are always very informative, imaginative and give me ideas.

I highly recommend giving Point Hat's videos a watch. As always, like and subscribe to their channel as well. You'll be glad you did.


Sunday, May 3, 2026

Dungeons & Dragons – Starter Set: Heroes of the Borderlands

Title: Dungeons & Dragons – Starter Set: Heroes of the Borderlands




Price: $49.99 (Boxed Set) / $19.99 (Digital)

Publisher/Year: Wizards of the Coast, 2025

System: Dungeons & Dragons 5E


Rating: 4/5


Dungeons & Dragons – Starter Set: Heroes of the Borderlands is a fantastic entry point into tabletop roleplaying, offering everything you need to start playing with confidence and excitement. Designed with new players and first-time Dungeon Masters in mind, this set delivers a polished, welcoming introduction to the world of D&D while still being engaging for more experienced fans.


Inside the box is a clearly written, beginner-friendly rulebook that walks players through the core mechanics of the game step by step. It explains character actions, combat, spellcasting, and roleplaying in a way that feels approachable without sacrificing the depth that makes D&D so rewarding. The included adventure book provides a complete, story-driven campaign set in the classic Borderlands, filled with exploration, memorable NPCs, and exciting encounters that naturally teach the flow of the game as you play.


The set also includes a collection of pre-generated character sheets, allowing players to jump right into the adventure without the complexity of building characters from scratch. Each character is distinct, flavorful, and well-suited to help players learn different playstyles. A full set of polyhedral dice is included as well, so there’s no need to purchase anything extra to get started.


Additional components, such as maps, reference materials, and helpful player and Dungeon Master aids, make running the game smooth and intuitive. These tools do a great job of reducing setup time and helping new groups stay focused on storytelling and fun rather than rules lookups.


Overall, Heroes of the Borderlands succeeds brilliantly at what a starter set should do: lower the barrier to entry while capturing the magic of Dungeons & Dragons. It’s an inviting, well-designed box that encourages creativity, teamwork, and adventure, making it an excellent choice for families, friends, or anyone curious about stepping into the world of D&D for the first time.

Sunday, April 26, 2026

Stranger Things: Welcome to the Hellfire Club

Title: Stranger Things: Welcome to the Hellfire Club


Price: $49.99 (Boxed Set) / $19.99 (Digital)
Publisher/Year: Wizards of the Coast, 2025
Designer: Justice Ramin Arman
System: Dungeons & Dragons 5E

Rating: 4.5/5

Stranger Things: Welcome to the Hellfire Club is an absolute delight, perfectly capturing the spirit of both Dungeons & Dragons and the beloved Netflix series. From the moment you open the box, it feels like you’re stepping into Mike’s basement alongside the Hawkins crew, ready to roll dice and face down dark forces from the shadows.

What really elevates this boxed set is how complete and inviting it is right out of the box. Inside, you’ll find a streamlined rulebook that introduces the core mechanics of D&D in an easy-to-understand way, making it perfect for new players. The set includes a ready-to-play adventure inspired by the Hellfire Club’s style of high-stakes storytelling, along with pre-generated character sheets so players can jump straight into the action without any prep.

The box also comes with a full set of polyhedral dice, sturdy reference cards to help guide gameplay, and high-quality handouts that enhance immersion and keep the game moving smoothly. The artwork and layout throughout the materials are packed with Stranger Things flavor, striking a great balance between nostalgic ’80s vibes and classic fantasy adventure.


The adventure itself is engaging and flavorful, blending classic D&D tropes with the tone and themes that Stranger Things fans will instantly recognize. The characters, story hooks, and encounters feel authentic, as if they were lifted straight from the show’s universe.

Overall, Welcome to the Hellfire Club is a fun, approachable, and charming boxed set that truly earns its place at the table. Whether you’re a longtime Dungeon Master, a curious beginner, or a fan of the Hellfire Club itself, this set is a critical hit and an excellent way to start—or relive—your D&D journey.

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

DriveThruRPG Link


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

DriveThruRPG Link


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.

G.I. Joe A Real American Hero: The Silent Missions Vol. 1

Title: G.I. Joe A Real American Hero: The Silent Missions Vol. 1 ISBN: 9781534333505 Price: $16.99 Publisher/Year: Skybound , 2025 Artist: L...