Dungeons and Dragons isn’t just a game anymore, it’s much bigger and Fell’s Five are part of it. Fell’s Five have followed Khal back home to find out what’s wrong with his beloved. See what after the jump.
DUNGEONS & DRAGONS #13
Writer: John Rogers
Artist: Andrea Di Vito
Colorist: Aburtov and Graphikslava
Letterer: Chris Mowry
Cover Artist: Tyler Walpole
Editor: John Barber
Publisher: IDW
Price: $3.99
Previously in Dungeons and Dragons: Dwarven Paladin Khal has realized that the love letters he’s been receiving from his beloved, Danni, are forgeries. With this info, he and the rest of Fell’s crew head back to his stead. There they find that the stead is quickly being overrun by Kruthik’s (someone’s been listening to Critical Hit, maybe (these are the monkey-lizards from the moon)). Come to find out, the letters were being forged by Khal’s not too supportive Mother-In-Law, Khal isn’t supposed to return until his deeds prove him worthy, and Danni has been missing, presumed dead, and a likely cause of the Kruthik invasion. Oh, and the group has set themselves up in yet another deathtrap.
IT KEEPS GETTING WORSE
As I said, another deathtrap, this time stuck in a Dwarven mine being sealed to prevent the incursion of even more Kruthik. The group survives, with just a bit of falling, only to be chased into a mine cart by overwhelming numbers of Kruthik. Honestly, it’s just a non-stop trip through different encounters and much character hilarity. Rogers has really created some great characters hitting all the right touches of stereotype and difference. With this issue we get mostly more of the same, in a very good way.
This issue also delivers on another key feature, twists and turns. Every scene change either is a surprise or brings a surprise to the story, from just a simple drop off a cliff to human bone tiles to a giant evil castle at the end of the path. The story never stops changing right up to the surprise ending.
TUNNELS, LOTS AND LOTS OF TUNNELS
Di Vito is fantastic. Each character is unique, even the simple Dwarven guards. The scenery is detailed and gorgeous. The monsters are creepy, disgusting, terrifying, or some combination there in. I don’t see any way I could complain about any single part of the artwork in this book and it all comes together amazingly.
BOTTOM LINE: STILL A GOOD READ
Rogers has managed to create a great story, fantastic characters, and interesting world. While doing this, it still feels very much like an actual D&D campaign, complete with in character banter and mocking as well as what are obviously encounters. D&D #13, earns a perfect 5 out of 5, for being everything I expect out of a licensed comic and so much more.