Rolling a Natural 1 – Dungeons & Dragons: Dark Alliance Review

I’ve related my Dungeons & Dragons misadventures here before. From ill-timed invisibility to challenging monster fights, my band of D&D friends and I have gone through quite a bit together. Truly, we have run the gamut of hilarious D&D escapades a group campaigning together can go through.

However, despite my positive experiences playing around a tabletop with my friends, I haven’t really explored the world of D&D when it comes to video games. None of them really called to me, especially because my favorite aspect of Dungeons & Dragons is the downright goofiness that can occur when fails happen. (Failing in a video game the way I fail in D&D would be gutting.)

So when I found out that Dungeons & Dragons: Dark Alliance would be available to play on Xbox Game Pass, I thought it would be nifty to grab a friend and give it a whirl. ‘Why not dabble in a D&D video game?’ I thought to myself.

It’s disappointing. That’s why.

Dark Alliance is an overall letdown, and I’ll tell you why in just a sec. I first want to admit that I only played around two sessions of the game, each of which lasted maybe a few hours. I did not complete it, and maybe the game has more to offer down the road. All I know is that it did not offer enough to make me want to continue playing it.

Dark Alliance pulls its characters and some of its story from the Forgotten Realms campaign setting. I am only loosely versed in its lore. However, noteworthy character Drizzt Do’Urden is one of the four characters you and your friends can choose to play as during missions.

If you are familiar with the gameplay structure of Left 4 Dead or Vermintide 2, you will know what to expect when booting up Dark Alliance. You and up to three friends go through these fairly linear missions, fight off monsters you find, and complete rudimentary objectives.

If you’ve played those two games I mentioned, then you know that this formula can be very successful. However, Dark Alliance messes it up in multiple ways.

For one thing, the characters feel very uninteresting. It sucks because they each have a backstory that fans of the Forgotten Realms universe will know about, but the manner in which this is conveyed to you is either through dry narration or through these one-liners the characters will occasionally speak during a mission. And the snippets of cutscenes you see at the start and end of missions don’t inform you much on the characters or the events at large.

If only the story itself was lacking, I would be fine with that. But the gameplay itself leaves a lot to be desired. I played as the character Wulfgar during one session, and Cattie-brie in the next, and no matter which I played as, it was not fun.

Any action in the game felt unresponsive. Whether I was swinging my hammer or firing my bow, there was this laggy, molasses feeling that persisted. Even picking up objects from the ground took an age and a half. And I don’t think this was input lag on my controller’s part. I would swing at a rock outcropping to get some loot, the hit would connect, and then two seconds later, the rock would crumble. It was that slow.

And the enemies were uninspired at best. They would always be clustered by some door or square-looking area, arranged like stodgy chess pieces, and sometimes they would not even react when you hit them. They’d take it, slowly turn to you, and only gradually start to attack you. This is a far cry from when I played Left 4 Dead 2, and zombies would rush at you from every which way, and certain special types would attack in a specific fashion.

In addition to that, cooperative play was unrewarding as heck. My coworker friend and I felt like our characters did not interact with each other in a meaningful way at all. They had a few abilities that could be beneficial for a group, but it did not feel like an impactful interaction.

Lastly, the bosses felt laughable. They are appreciably difficult in comparison to regular enemies, but each encounter feels similar. Do some damage, roll away, do some damage, roll away, do some damage, roll away, do some damage, roll away.

Playing Dark Alliance made me hunger for the simplistic artistry of Risk of Rain 2.

Dungeons & Dragons: Dark Alliance was disappointing because it wasn’t fun. One of the basic tenets of D&D (for me at least) is that no matter who my DM is, who my fellow party members are, or what story is being told, the game has to be fun. Dark Alliance did not hold up to this standard.

I rate Dark Alliance a poor-representation-of-how-much-fun-D&D-can-be-and-a-sucky-game-at-launch-to-boot.

D&Ding Online

The pandemic is still affecting our lives in dramatic ways, and it sucks to think that many of us are approaching the one-year mark of social distancing and quarantining and mask-wearing.

If you do anything long enough, you kind of get used to it, but not being able to see my friends in person is something I don’t want to get used to. Smart social distancing means that I haven’t hung out with any of my friends, including my Dungeons & Dragons group, since March of last year.

My D&D buddies and I used to meet up once a week, every Sunday, to play about six-hour long sessions of adventuring. We’d all gather around a table with carefully drawn diagrams on graph paper, miniature figurines denoting our characters placed on the paper, and role-play and roll dice to our hearts’ content.

2020 changed that set-up. We use online spaces to keep the game going, and it’s functioned fairly well for us.

We use Discord for all our audio needs. We have a private server run by our DM extraordinaire, and we still log on every Sunday to chat and play. We even use Discord to watch movies together-apart. We’ll pick something to watch on Netflix (a streaming service we all have), then press play at the same time.

Side note: And, of course, we’ve also played Among Us together using Discord. I’m a terrible liar, but it turns out I’m also a terrible truther. I have yet to play as Impostor, but no one ever believes me when I say I’m innocent. I have the voice of a guilty person. It majorly sucks, and I’m thinking the next time I play, I’ll speak in a monotone the entire time.

To make up for not having an actual tabletop, we use Roll20, a site that specifically caters to those playing D&D games online. We can recreate graph spaces for our characters to move around in, and Roll20 even comes complete with online dice to use. Most of us still prefer to use our real dice anyways, though.

Playing Dungeons & Dragons online serves its purpose, but it does not feel as great as playing in person. Internet connection issues can wreck a session. RPing through a computer is not nearly as entertaining as doing it face-to-face. (Plus, if you’re speaking as a brutish half-orc into your computer and people in your household happen to be around, crippling embarrassment can detract from your performance. Yes, I’m saying this from experience.)

Personally, I also dislike playing D&D online because it ties me to my laptop for another six hours. Since I work from home, I spend a lot of time on my computer. A lot. And even though D&D can be an enjoyable pastime, when it keeps me glued to this computer, it starts to share that work vibe.

Don’t get me wrong. I’d rather play D&D online than not play D&D at all. Playing online during the pandemic is like using a crutch to walk when you have a limp. The crutch helps you get from point A to point B; you need the crutch. But that wouldn’t stop you from wishing the limp would go away so you could just walk like you normally do.

It’s just not the same.

A D&D Story: The Rogue and the Mirror

Our Dungeons & Dragons party hunkered in a hallway outside a room where we knew a big battle would take place. Our game sessions had been leading to this moment for months. We were nervous, excited, and more than a little unprepared.

Weeks ago, our party had fought a giant abyssal creature, and it had driven one of our characters insane. (Seriously, our Dungeon Master thought it would be nifty to fiddle with Insanity Rolls.) No longer trusting anyone, our resident Wizard snuck away from the group without leaving any word of where he was headed. When the rest of our characters finally did learn where he was hiding, we also learned that he had made friends with some dark entity from another dimension, and our misguided Wizard was trying to bring it over to our world.

We had to stop him.

Which led us to this hallway, in an old fortress, waiting to enter a room.

Both in real life and in the game, we were pumped to dive in and rescue our friend.

Here’s who was playing that day:

Our newest party member Tekoa was playing as a sprightly Monk our group had found adrift on the sea while trying to locate our Wizard friend. She was great in a pinch, willing to lie to trick the bad guys, and packed a mean wallop with every roll.

Christian was playing his Rogue, sneaky to the millionth degree, his penchant for getting into trouble matched only by his ability to get out of it.

Mia was playing the practical but probably-incredibly-tired-by-our-party’s-shenanigans Druid. She has healed us more times than we can count, and her level-headed use of spells during a fight is irreplaceable.

Dalton had the honor of playing two characters at once. He was the one who had lost his Wizard to insanity, so he was still in charge of that guy. He had also made a new spell-wielding Dwarven Automaton character to accompany the rest of us in bringing his original wayward character back into the fold. Dalton would be playing both a villain and a hero in this encounter.

And lastly, there was me, playing as my optimistic Fighter. She was a small Gnome with a massive amount of Dexterity at her disposal, a force to be reckoned with at close range with finesse weapons.

We might seem like a crack team of D&D players, but if you’ve read any of my other D&D Stories, you know we’ll always find a way to mess things up.

Our group had coerced a diminutive Goblin to lead us to the room where our Wizard was attempting to contact this dark entity. The Goblin mentioned he only knew of one secret way into the room aside from the main entrance. And it was tiny.

My small Fighter instantly volunteered to go through the opening the Goblin indicated. “I’ll do it! I can do it! I’m going in!”

Mia’s Druid held up a hand, saying, “No! Wait! Let’s come up with a plan first!”

Our Dungeon Master (DM) looked right at me and asked if I would heed the Druid’s warning. Knowing that my Fighter was overconfident and headstrong, I figured she would have already rushed in the small passage. I said as much, and Mia could only grit her teeth in annoyance.

Not knowing what might await my character, the rest of the party decided to enter the large room without me, hoping that the passage the Goblin was leading me down would allow me to flank our Wizard at the end of it. They gathered themselves by the main entrance under our Druid’s lead. My careless Fighter had left them one man short.

Just before the door was opened, Christian’s Rogue placed his Ring of Invisibility on his finger. He disappeared from view.

Now, this ring is Christian’s prize possession. It allows him to deal huge amounts of damage when he sneaks up on an unsuspecting victim. Before a big fight, he usually puts it on in preparation.

So as the party burst through the doors, the Rogue was invisible, as per usual.

The sight that awaited my friends was distressing.

Our Wizard friend was standing before a grotesque portal with strands of fleshy material tethering it to the wall, ceiling, and floor. An eerie light was emanating from it. Our DM told us, however, that the energy in the room felt like it was mounting for something bigger. Clearly, the portal wasn’t open yet, but it would be very shortly.

Unfortunately, my friends didn’t have long to glimpse this horror. As soon as they came into the room, the Wizard whirled around, a grim smile on his face. With a wave of his hand, he removed a large cloth sheet from a mirror that was mounted directly in front of the door my friends had just used. As soon as the mirror was revealed, the DM told them they all had to make Charisma Saving Throws.

I bit my nails nervously (in real-life, not in the game) as everyone at the table rolled their 20-sided dice. Mia, Tekoa, and Dalton all rolled high numbers for the Druid, Monk, and Automaton respectively.

Christian rolled a terrifyingly low 4. His Rogue was not a particularly “charismatic” character, so there was not much he could add to increase that number.

With special enthusiasm, the DM began to describe what happened to the Rogue. “You feel a strange light surround you, and a strange sucking feeling at your feet. All of a sudden, you feel like you’re pulled away. You blink, and you’re no longer in the room. You’re in an infinite white space with fog all around you.” The DM turned to the rest of the party (the Druid, Monk, and Automaton) and said, “You see your friend disappear.”

Mia, ever aware of practicalities and inconsistencies, furrowed her brow. “But…he was invisible.”

The DM paled at this forgotten bit of information. “Oh…right. Umm, then I guess none of you see anything happen.”

Stunned silence hit the table as we realized that we just lost our Rogue friend to a magical trap…and none of us were aware of it.

Side note: Yes, technically speaking, as players we all know Christian’s character got trapped. But our characters, in the world of the game, have no clue. And as part of playing D&D properly, we have to maintain their ignorance.

Dalton, as his Wizard, spat out a “Dammit!”

We all laughed as one, knowing that from the Wizard’s perspective, his mirror trap absolutely failed to ensnare anyone.

The fight to close the portal and reason with our insane Wizard friend began in earnest. Several goons were protecting him, so the Automaton and the Monk started hammering away at them. Mia knew where our priorities should lie and had her Druid cast Moonbeam over the still-barely-closed portal. White, ethereal light shone down on the fleshy tendrils, burning them slowly with radiant damage.

Meanwhile, our Rogue tried running around in his infinite interdimensional pocket, to no avail.

Tekoa’s Monk decided to abandon the fight with the goons in favor of punching the lights out of the Wizard. She had come to the group after his departure, so she had no compunctions about hitting his face to kingdom come. She landed some hefty hits on the Wizard, and Dalton had to struggle to keep track of how both his Automaton and the Wizard were faring in terms of health.

Meanwhile, Christian’s Rogue tried cutting a whole in the floor to escape; it didn’t work.

My Fighter had been having a tough time following the Goblin through the secret passage. A magical fire trap actually killed the Goblin halfway through the tunnel, but my Fighter survived by the skin of her teeth. Traumatized and singed, she emerged in the room where the big fight was happening after a few moments.

With the Druid focusing on the portal, the Automaton focusing on the goons, and the Monk focusing on the Wizard, it was hard to decide where my Fighter should go next. But after Tekoa’s Monk was given a beating by some goons who stepped up to support the Wizard in his fight against her, she was not looking too good. I sent my Fighter sprinting over to assist her.

The fight continued as Christian’s Rogue went crazy trying to figure out a way to escape.

Finally feeling merciful toward Christian’s plight, the DM allowed the Automaton to make a History Check. This is not only a roll to see if he remembers what this mirror is and how to deal with it; it is also a roll to see if the Automaton can make the logical leap that the mirror was a trap our invisible Rogue might have fallen into. A very average 11 ensured that the Automaton at least recollected that destroying it should release whoever is inside. The metal behemoth trudged over to the mirror and began whacking at it.

Mia’s poor Druid was left to attack the portal by herself while also fending off the goons the Automaton had previously held at bay. “You guys, the portal!” she cried out desperately.

Tekoa’s Monk was on the brink of death, however, so she crawled as far away from the fight as she could to try and recuperate.

My Fighter, in the meantime, was attempting to start a dialogue with the Wizard, her former friend, in the hopes of reaching a peaceful resolution to the situation.

The energy from the portal reached critical levels.

The Automaton swung a mighty blow against the mirror, and it shattered into hundreds of pieces. Our Rogue appeared from out of nowhere, gasping in relief and visible for the world to see. Unluckily, he was not the only being trapped in one of the mirror’s interdimensional pockets. Three Drow Elves, a Dwarf, a handful of beasts, and a Mind Flayer all suddenly appeared in the room.

Mass chaos ensued as everyone began fighting everyone.

My Fighter’s dialogue with the Wizard halted as we both turned to look at the suddenly much more crowded room. Tekoa’s Monk huddled in a corner trying to heal. Mia’s Druid begged us all to turn our attention to the portal one final time.

That’s when the portal finally opened fully, and a gargantuan Beholder floated out of it with a hideous cackle.

Things went downhill from there. Tekoa’s Monk ran away in fright. The Automaton got petrified and charmed by our Wizard. Mia’s Druid got tossed out a window and fell 60 feet. The Rogue used his Warp Arrows to teleport outside to save her, but he ended up shooting the arrow too far; he appeared by the fortress walls instead. My Fighter then used her Broom of Flying to try and catch her as well, but that failed. Our Druid didn’t die, but it was a close thing.

Those of us that could flee had to run away from the fortress. Dark clouds gathered around the battlements, and we could hear the Beholder’s laughter in our minds as we sprinted away.

At the end of the session, the DM leaned back in his chair and rubbed at his eyes. “I guess we’ll pick this up next week?”

Madoka Magica Madness

My Dungeons & Dragons group has movie nights on occasion. It started as a way to just hang out during the pandemic. We’d hop onto Discord, pick a bad movie, and just press play at the same time. We’ve gone through Kung Fu Hustle, Mortal Kombat, and Spaceballs.

One day, I don’t recall how, but the subject of anime was brought up, and Puella Magi Madoka Magica was mentioned in the conversation.

Side note: From here on out, whenever I reference this anime, I’m just going to call it Madoka Magica.

I had never heard of it before, and neither had the majority of our party. Only two had seen it, one of them being our usual Dungeon Master, Sidney. He immediately volunteered the series as our next watch on movie night. In its favor was the fact that it was only twelve episodes long, and it was on Netflix.

Honestly, I’m not a big anime person. Often, anime series are huge time investments because the good ones have massive amounts of manga chapters to follow. I have bought a few manga volumes, notably Death Note, Fruits Basket, and Naruto. But I haven’t even made the leap to watching their anime all the way through to their conclusions.

As such, I had no idea what to expect from Madoka Magica.

Let me tell you, while it is not the most disturbing anime out there, it is definitely shocking for the genre it is commenting upon.

The “magical girl” genre is a popular one, and it basically involves a select group of girls who are granted magical powers, transform into their badass selves, and then whup evil’s ass. Sailor Moon and Cardcaptor Sakura are perfect examples of this.

Madoka Magica seeks to dismantle the tropes you commonly see in a magical girl anime. The toll the girls must accept for gaining powers is insane. The monsters they face are deadly, and, as it turns out, their transformations come at a heinous cost.

So what started as a lighthearted, girlish adventure turned into this universe-ending shock-fest. Sidney, who had already seen the series, spent half his time watching our faces on the computer screen so he could see our reactions. And we were totally engrossed. We stayed up well after midnight guzzling each episode with our eyes.

I won’t necessarily recommend Madoka Magica to you, my Above Average Readers, because I’m not sure what you’d think of it. To prove my point, two of our D&D party members just refused to watch the series (Mia and Dalton). One because she had seen it already and been disturbed by the plot twists, and the other because he refuses to watch anime that deconstruct themselves.

I will, however, say that if you want one hell of a hellish time and you enjoy a bite-sized anime every so often, then Madoka Magica should be perfect for you.

A D&D Story: The Skull Room

My group of Dungeons & Dragons adventurers is not comprised of the smartest characters. As players, my friends and I have a tendency to be silly, stupid, or bold just for the entertainment value of it all.

During this particular campaign, Sidney, Dalton, Mia, and I were at the table.

Dalton was the Dungeon Master (DM). He ran the whole show, planned out the entire area the rest of us were exploring. He’s methodical in his craftsmanship, but has a delightfully dark sense of humor when he sees his players making mistakes.

Sidney played our resident Warlock with persistent bad luck. He’s the most affable person I know, but damn, he is plagued with terrible rolls and poor, split-second decisions.

Mia was our level-headed ranger. Of all the characters in our party, she’s the one with logic and practicality on her side. We all would have died during our first mission if it hadn’t been for her.

And I was my all-time favorite Barbarian Half-Orc. Unbridled rage, loyalty to her “tribe,” and rash choices are my bread and butter.

In this mission, the three of us players were exploring this underground cavern. Rumors of a dark-magic forge built here kept us searching for hidden rooms and strange mechanisms. Eventually, we reached a massive space with wooden contraptions that told us we had found our forge.

Unfortunately for us, we didn’t have long to enjoy our discovery.

As soon as we entered, a giant, flaming skull suddenly appeared and started throwing fire our way. It also conjured up these minions from out of nowhere, all of them surrounding us in an instant.

As a Barbarian (and as a Half-Orc), I charged into the fray heedless of my safety. Mia’s Ranger and Sidney’s Warlock had no choice but to follow my example.

After the first two rounds of combat, it was clear our party was out of its depth. But Mia and her Ranger were the only ones to realize this and remark upon it.

Side note: Come on. I’m a Barbarian Half-Orc. Recklessness is in my blood.

In an effort to try and incorporate some strategy into our attacks, Sidney moved his Warlock out of the room. There were two entrances to the large space, and Sidney figured we’d be less of a target if we split our forces. His Warlock walked out into the hallway, all the way around to the other side of the room. From that spot, he was able to start Eldritch-Blasting the backside of our opponents.

Unfortunately, in the time it took him to walk there, my and Mia’s characters became overwhelmed. My Barbarian went down, and Mia’s Ranger needed to drag me the heck out of there.

Even though her Ranger is not a natural healer, she holds all of our Healing Kits in her pack. So, for the time being, she’s our go-to healer.

Her action was used up in dragging me away during that round. Mia assured me that when her next turn came around, she’d heal my Barbarian right up.

At that exact moment, Sidney’s Warlock took a huge barrage of punishment from the flaming skull. So much punishment, in fact, that he got knocked out too.

Mia paled and stammered that she’d get to him on the turn after she healed me.

True to her word, Mia healed my Barbarian right up. Then she began to make her way to Sidney’s downed Warlock.

Unlucky Sidney had moved so far though, that by the time Mia’s Ranger got to his body, he was gone.

As in dead.

Sidney laughed at Mia’s dismay, and his laughs increased when the first thing my Barbarian did upon waking up was to rush back into the fight.

I’ve never heard Mia curse so much.

The healing my Barbarian had received had only given me so many Hit Points (HP). In no time at all, I was downed again.

With a grimace of frustration, Mia got her Ranger back into that giant room, resigned to hauling my unconscious Barbarian carcass out of there once more.

The flaming skull and its minions had other plans.

They peppered projectiles at Mia’s Ranger like there was no tomorrow. And even though she managed to drag my Barbarian out of the room and into the hallway, the damage was done. She got knocked out too.

So in Dungeons & Dragons, there are these things called Death Saves and Death Fails. After losing all your HP, you have to roll Death Saving Throws. That means rolling your 20-sided die in order to determine if your character lives or dies. If you roll a 10 or higher, you’re in the clear. If you roll lower than that, you’re an inch closer to death. You have to make three successful rolls in order to be considered “hanging onto life.” If you roll three fails, your character is officially dead, and a new one needs to be made.

Sidney’s Warlock had failed all three of his Death Saving Throws before Mia’s character could heal him.

So with my Barbarian and Mia’s Ranger both down, we needed to make those throws.

Mia failed all of hers.

I made it.

Laughter ensued as I stared dumbfounded at my little Half-Orc, the only surviving member of our party. Dalton had his head in his hands. Sidney chortled about the near Total Party Kill (TPK) we just had. And Mia was laughing with pleasure at my guilt for getting her Ranger killed.

I seriously had no idea where to go from there.

Dalton ended up making the executive decision to retcon the entire encounter.

We pretended the whole thing never happened, and when we picked up our game next week, we avoided the shit out of that skull room.