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‘Dungeons & Dragons: Legends of Baldurs Gate #1’ - Advance Comic Book Review

Balders Gate, a place where anything can happen, and often does.  As an avid D&D player and DM, I’ve been through this titular town a great deal, not to mention how many rats met my boots in the video games.  Set in the Forgotten Realms, there’s a history and wealth of characters that could pop in for some fun.

I’m always nervous hitting up a new D&D-based property, because the chances are you end up with a formulaic group of heroes like the beginning of any quest; however, Zub shows his hand of being a gamer who has been through too many of those campaigns to allow something as static as that to occur.

As a DM, I hate the term “Wild” or “Chaos” mage.  You can even ask my party, I’ll gladly hand out their information to strangers for what they’ve put me through.  Anyway, as a reader, I can’t wait to see what happens, because this is where D&D stories go nuts.  This is like giving the keys to Tasslehoff (If you’re reading a D&D comic review and don’t know who this is, you lose 50XP.  Go and read the Dragons of Autumn Twilight, Winter’s Night, and Spring Dawn by Weiss and Hickman immediately.  I’ll wait.) and watching the fun.

Okay, my editor thinks that not EVERYONE may have read the Dragonlance books, so imagine handing a three-foot pixie stick to a kid with ADHD and putting him in charge of a group of frat boys doing a 5,000-piece puzzle of an autumn pastoral scene.  THAT kind of fun.

The first thing she does is bring in a companion, who has what may be my favorite animal companion of all time.  For reals, it's pretty good, and it entertains me on a few levels.  There’s a great forwarding going on, making the end of the issue a fun cliffhanger, and I can’t wait to see if the high promise continues.  This is going to become a series I follow for sure.

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