Only the most epic tale can come from the mashing-up of interdimensional adventurers Rick and Morty and the fantasy world of Dungeons and Dragons.
The story starts off with young Morty observing the rising popularity of Dungeons and Dragons games being played by other kids in his school. After doing a bit of online research in the school library, Morty heads to his local game store Hobby Haul, similar to our own High Octane Comics.
Under the guise of gift shopping for a friend, Morty meets a cute gamer girl named Annika who invites him out to a Dungeons and Dragons game. But the boy panics, having only three days to make sense of these books he’s just purchased. So he turns to his grandpa Rick for help.
It turns out that Rick is an oldschool gamer and has been playing Dungeons and Dragons since the early ‘80s. Rick wrangles together his old gaming buddies and they take Morty on an adventure in a classic first edition setting.
After an extensive gaming session getting several of his characters killed, Morty isn’t having the good time he was hoping for.
Resolving to just learn online watching videos, Rick promises to make it up to Morty by teaching him second edition Dungeons and Dragons.
Rick uses his portal gun to sneak Morty in to an advanced virtual reality arcade in an alien dimension. After modifying the machines with some of his own equipment, Rick takes Morty to the world of Greyhawk.
There, Morty takes on the role of a holy knight and has a much better time until everything goes horribly awry when they’re discovered by staff at the arcade.
Forcibly dumped back into the kitchen in their own dimension, Rick explains what happened to his daughter Beth, Morty’s mom, and granddaughter Summer.
Rick convinces the three of them to join him again, this time using a hologram deck in a pocket dimension loaded with safety protocols set up with third edition Dungeons and Dragons rules.
Rick always plays as a mighty wizard, Beth takes on the role of a barbarian warrior, Summer plays as a rogue and Morty tries his hand as a cleric healer this time.
The safety protocols make everything too easy and Rick keeps cheating, leading to yet another lackluster adventure but the family is able to make the best of it.
While the party is enjoying some leisure time in game, Morty’s estranged father Jerry stops by the house and inadvertently unplugs the safety protocol device, destroying the hologram deck and transporting the adventurers back to reality.
It turns out Jerry knows a thing or two about Dungeons and Dragons as well and Morty comes up with the idea that if there are infinite dimensions, there must be one that matches the realm of Dungeons and Dragons.
There is — and it’s based on the current fifth edition of the game rules.
Upon reaching the dimension, Rick tries attacking the local dungeon master but is stripped of all of his own powers and technologies — no more cheating for Rick.
Our intrepid heroes all get to take on new roles and embark on their most important mission yet, to save the realm.
Rick and Morty vs. Dungeons and Dragons trade paperback is published by IDW. Due to similar language used in the animated cartoon that airs on Adult Swim, it’s rated for teen and up.
The book is co-written by Canadian comic book writer Jim Zub, who has written four other Dungeons and Dragons comic book series for IDW and Patrick Rothfuss, a New York Times bestselling fantasy author. Art is done by Troy Little, who accurately captures the look and feel of a Rick and Morty episode. This book is a lot of fun and a great read.
Randy Wagner is assistant manager of High Octane Comics. For more, visit 250 Third Ave. or call 250-377-8444.