Published: 21st February 2023
Publisher: First Second
Illustrator: Carey Pietsch
Pages: 352
Format: Graphic Novel
★ ★ ★ ★ ★ – 5 Stars
The Bureau of Balance has located yet another Grand Relic, and this time it’s…time? A small mining town called Refuge has been locked away behind an arcane bubble, and somewhere inside it the Temporal Chalice is causing unknown mayhem. Taako, Magnus, and Merle are launched into their investigation, but they’ve barely had a chance to get their feet under them before the situation literally falls apart. When the town clocktower strikes noon, Refuge and its citizens are destroyed in a sudden chaos of flame and ruin, and our heroes’ relic hunting — along with their lives — comes to an abrupt end.
But woah, what’s this? It’s 11AM, they’re alive again, and Refuge definitely hasn’t just been exploded? Looks like a classic time loop, friends. This town is trapped in its final hour, and so are the three of them. And in order to escape, they’ll not only have to solve the mystery of what happened to the Chalice, they’ll also also have to resist what it offers: the chance to rewrite the worst days of their own pasts.
Every time there is a new book published I have no doubt I’m about to go on an incredible adventure. The team does a fantastic job translating this story from podcast to visual medium and they’ve smashed it once again. This a continuation of The Adventure Zone series and takes our trio of heroes onto their next adventure. For all the goofs, jokes, and magical D&D content, this a powerful story about consequence and how decisions we make impact our lives.
There is a quick and cute catch up if you can’t recall what happened in the previous book, helpful considering the early scenes reflect the events of The Crystal Kingdom. I am always amazed at how the introduction to each book and the reminder of our key players can be so seamless, clever, and funny. It’s a skill of the format and the layout, between McElroy’s adaptation and Pietsch’s illustrations, that creates the winning combination.
The interlude has been woven into the story again and we learn how the characters have levelled up and gained new items, but other interlude moments have also been slotted into other parts of the story is key moments which keeps the original story and character development without taking away from the new arc. More importantly (to me), the greatest scene of the podcast is kept in there, something I wasn’t sure would happen on copyright grounds but it’s there and truly if I got nothing else from the arc I was glad that was there. (Here it is in animation form for your enjoyment).
But I do get a lot more from the arc. Spoiler free but the use of the layout in telling this story is remarkable. You get to keep all the moments that make the learning process and story unfold, each increment and bad choice, every cycle, all with the benefit of not taking up page after page and too much space. This happened with the podcast too, but the summarised version of the graphic novel makes it funnier and saves time without abridging the story.
Pietsch again has phenomenal illustrations. I love the hints and guides to let us know who is talking, with each character designated a symbol to help readers know who is speaking if they aren’t visible on the page. The colours are vibrant and the scale is beautiful. Large double page spreads that show vast caverns, the epic heights of temples, or the power of a detonation. Pietsch’s rough sketches and designs have also been included at the end of the book so you can pour over the process of creating the stunning visuals for the book and how layouts and town planning came about.
This arc has huge reveals in terms of overall story, but also, ironically, is a little patch of time by itself. There is a complicated story being told in between the humour and the stunning visuals which is what makes it such a beloved arc. We’re nearing the end and as more information is uncovered, more questions are asked and the cogs of conspiracy start turning in your brain. If you’re impatient the podcast is ready and waiting, or if you want to catch up previous arcs there’s four phenomenal graphic novels to catch up on.
You can purchase The Eleventh Hour via the following

START YOUR ENGINES, friends, as we hit the road again with Taako, Magnus and Merle, the beloved agents of chaos from the #1 New York Times Bestselling books The Adventure Zone: Here There Be Gerblins and The Adventure Zone: Murder on the Rockport Limited.
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.
Before we have a small crisis that it’s almost the end of the year, let’s celebrate I made a Bingo! It’s a great line to cross off too, many great reads in there. I’ve added six this time on top of my original nine. I read a lot of things that didn’t fit into the categories recently but I am glad some still managed to fit in. I am keen to try and fill some of these other boxes because they are ones I don’t usually read. The poor Play box has been neglected from the beginning except one year so I’m hoping to fill that one at some stage.
How to Train Your Dragon
Play It Again
The Vanishing Stair








