The Order of the Stick, over the course of the 120 strips in debut volume Dungeon Crawlin’ Fools, proved itself in some big ways. It was consistently funny, it made you care about the core cast, and it managed to pull itself into a working story arc after having begun as a gag strip with no true direction. The second story arc, then, would have to prove itself even further. After the climax of the first book, would the story go somewhere? Would the strip be able to continually flesh out its own mythology and world-building? Would the Order continue to grow as individuals and as a team in characterization? Did Rich Burlew know what he was doing? The answers, collected in this second volume of the online comic, are a resounding YES!
No Cure for the Paladin Blues improves upon Dungeon Crawlin’ Fools hand over fist. Here, the world opens up as the first volume’s tightly contained dungeon crawl gives way to countryside, towns, forests, and foreign cities - as well as additional character classes. This in turn opens Burlew up to new categories of (loving) jokes that poke fun at even more aspects of D&D. And while the humor is still, at times, a bit too eager and cute, as it was in the first collection, there are also some punchlines and gags here that land more solidly than anything that came before them; you can see Burlew honing his joke-making page by page.
The same can be said for Burlew’s story, which broadens in the same satisfying way as a well-run tabletop campaign. As the party leaves the dungeon, the reader gets to know more about the world in which the heroes and villains operate, including some of the overarching mythology upon which that world rests. Burlew propels his story along these lines masterfully, taking the OOTS party through a handful of familiar gaming tropes (random encounters, bandits in the woods, a side quest for an important item) to poke fun at those tropes while also using them for what they’ve always been good for - cementing a team together, expanding the world, and enriching the texture of the whole story. This volume ends with a delightfully original take on the traditional “Plot Dump” in which a Non Player Character lays out the all important exposition that will set the heroes on an epic path, and if you thought Burlew was surprisingly adept at conveying meaning with cleanly drawn stick figures, wait till you see how he depicts this backstory mythology!
As sequels go, it’s hard to beat No Cure for the Paladin Blues. With exciting action, solid character growth, long-term plot setup and a last page cliffhanger that promises epic conflict to come, the end of this volume ought to have you desperately reaching for the next!