WHEN THE BLOOD HAS DRIED #2, by Mad Cave Studios on 5/15/24, sets Meabh against her former allies when the Adventurers’ Guild comes to town to make a deal.
Credits:
- Writer: Gary Moloney
- Artist: Daniel Romero
- Colorist: Daniel Romero
- Letterer: Becca Carey
- Cover Artist: Marco Rudy
- Publisher: Mad Cave Studios
- Release Date: May 15, 2024
- Comic Rating: Teen
- Cover Price: $4.99
- Page Count: 28
- Format: Single Issue
Covers:

Analysis of WHEN THE BLOOD HAS DRIED #2:
Plot Analysis:
Now we’re getting somewhere… sorta. Gary Moloney’s classic fantasy tale about a former adventurer who’s content to live a trouble-free life until trouble finds her was long on character work but short on plot in issue #1. Issue #2 goes a long way toward making up for the first issue’s lack and sets the stage for deadly conflicts on the horizon.
In issue #1, readers were introduced to Meabh – a boisterous, hard-drinking woman who runs The Lough Tavern & Inn. Through a brief flashback, we learn Meabh used to be a member of the Adventurers” Guild, a guild with a strict policy of not letting anyone leave. Now, Meabh’s idyllic life of secret retirement takes a rough turn when she receives word that the Guild is coming to town.
Now, the town’s Baffer (mayor) calls for an assembly of citizens to hear the Guild’s proposal regarding the establishment of a permanent Guild outpost. Before the Q&A can start, one of the seasoned Guild members, Darius, recognizes Meabh in the crowd. The former allies-turned-enemies step toward each other and exchange harsh whispers.
Meabh steps to the podium with a request to address the crowd. Before she can begin, protests erupt, and the Baffer orders all interested parties to her chambers for a frank meeting. Meabh warns the Baffer that the Guild offers protection from the trouble they bring with them. The Baffer reminds Meabh that her perspective is compromised. And the Guild reps step forward with a detailed proposal involving the construction of a new outpost for strategic purposes… right on the patch of land where Meabh’s Inn sits.
Character Development:
Meabh’s reputation gets more play in this issue because we see how the Guild’s representatives react when they learn she’s still alive. It’s clear that they believe she’s not someone to be trifled with, and when Darius confronts her directly, we get the inkling that Darius is manipulative and used to getting his way.
That said, the only motivators we can tell from both issues are that Meabh doesn’t want to be part of the Guild, and she’d rather be left in peace. Why she left the Guild, what the Guild wants, and why Meabh and the Guild are at odds is still a complete mystery.
Artwork and Presentation:
Daniel Romero’s artwork in this issue is quite good. We get a handful of new characters introduced to the story, so Romero has the task of giving the newbies memorable designs and expressive personalities. To Romero’s credit, the new additions look great. Further, this is an all-dialog issue, but the lack of action is adequately replaced with dramatic, engaging character interactions and acting.
Art Samples:



Pacing and Structure:
The pacing, unfortunately, is where this title suffers. Granted, important developments happen in this comic, but we’re two issues into a five-issue miniseries without any explanation as to who or what the Guild is, why Maebh wanted to leave, why the Guild is trouble or the consequences of the Guild’s presence in Town. It’s all a black box of assumptions that the readers are just supposed to accept on trust.
Admittedly, Moloney could deliver three killer scripts to tie up the myriad of loose ends from this point forward, but the likelihood of either rushing to tie up loose ends or leaving questions unanswered is increasing, which means Moloney’s plot pacing is off.
Thematic Exploration:
So far, the theme is unclear to the point of nonexistence. At best, Maebh wants to be free of her past. You could build a story around that, but that’s a tall order. Per the comments above, the lack of clarity around the Guild directly contributes to the lack of clarity surrounding the theme.
Final Thoughts:
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WHEN THE BLOOD HAS DRIED #2 brings the Adventurers’ Guild to town, stirring up old memories and drama. Moloney’s fantasy adventure tale is starting to show purpose and direction, and the art is rock solid, but the lack of clarity surrounding the players and their motivations makes it difficult to care about any of the characters.
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