And the last issue is both wonderful (for its fight) and annoying (for its non-ending). Our characters come off somewhat the worse for this, both literally, and because we lose something of their characterization because so much attention is given to the setting. And it's wonderfully depicted, feeling very true to the horror and misery of the original. This is very much the Ravenloft campaign world (plane?), even if we only get to see Barovia. To start with, I'm amazed how much of the classic '90s Ravenloft has survived into the '10s. It's 2016 now, and Curse of Strahd is due out from Wizards of the Coast, so Jim Zub's D&D comic jumps over to Ravenloft, to support the product line. The real highpoint is the very beautiful (but cartoonish) art. (In fact, it kept feeling a lot like Waterdeep to me.) The only thing of particular interest is the secret dragon cult, which could be easily introduced into a roleplaying campaign, and is a nice link to recent D&D storylines.Īs for the rest: fast-paced action and occasional humor (which is occasionally funny). Baldur's Gate is very loosely sketched out. The Realmslore content of this comic is relatively low. There are some major twists along the way. No, don't think too hard about their reasons for coming together, which is entirely appropriate for a D&D adventure.
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