D&D5e “Land of Lost Souls” Session 2 — Into the ruins of Methegrist

Fellow role-players, here are my notes for Session 2 of our latest D&D5e game, which was held on Sunday, 25 January 2015:

Player Characters for the “Land of Lost Souls,” Dexter V.H.’stelecom fantasy miniseries, using Dungeons & Dragons Fifth EditionAD&D2/D&D3.5 Dragonlance, the Forgotten Realms, Palladium Fantasy, Obsidian Portal, Skype, and the Rolz.org dice roller, as of spring 2015:

  • Kalidren ‘Cal’ Haraishur [Gene D.]-male Qualinesti (Sylvan Elf) Paladin of Kiri-Jolith, god of valor; folk hero and a potential member of the Legion of Steel; LGn, Lvl. 1
  • Redrik Stoneflow [Byron V.O.]-male Neidar (Hill Dwarf) Cleric of Paladine, god of justice; outcast, guild artisan, and silversmith; LGn, Lvl. 1
  • Maddie Moonfang [Sara F.C.]-female wolfing Barbarian, skin changer from the plains and former thrall of an evil wizard; TNc; Lvl. 1
  • Perogen Hawke [Josh C.]-male human Wizard of the White Robes, sage; NGc, Lvl. 1
  • Rowan Kar-Thon [Geoff C.]-male Half-Elf Skald (Bard), outlander and storyteller; NGc, Lvl. 1
  • Santiddio Sefrayn [Bruce K.]-male Half-Elf Rogue (thief), charlatan and professional treasure seeker; CNg, Lvl. 1

After meeting in Quarevarr late one spring, a new adventuring party investigated reports of a ghostly knight haunting the border village. As the team headed north into the Wayreth Forest, it encountered Orcs, winter wolves, and a mysterious sorceress.

The group resumes its pursuit of the apparition, which leads the way to the ruined tower of Methegrist. Skald Rowan recalls tales of Jahar, the first Moonwatch Paladin to strike one of his fellows at the instigation of an evil imp.

Sam and Rowan search the area and find recent tracks. They soon find four other people poking through the rubble. A Dwarf in chain armor aims a crossbow at the newcomers, and says that his group arrived first and is thus entitled to first dibs on any treasure.

Meanwhile, a female Elf in dark leather crouches by a tree, while two humans holding clubs stand watch. Cal isn’t intimidated by gruff Karrik, and Santiddio flirts with Lisstra. The shade of Jahar sinks into the ground, and Maddie finds a trapdoor concealed by some brush.

Santiddio slides down a ladder into a stone chamber. The Rogue finds an old rectangular rug and a door swollen by moisture. Both bands follow. Rowan rolls up the rug but finds nothing under it, while Paladin Cal Detects Evil but senses divine benevolence instead.

Ranger Sam and Barbarian Maddie pry open the door to the west. In the next room, they find a statue of a knight in antique plate armor and the holy symbol of Paladine, god of justice. Cal offers a prayer, and Sam is healed from his earlier injuries.

Sam and Perogen sketch a rough map. Sam notices a loose flagstone, beneath which he finds the following:

  • 85 steel pieces (equivalent to D&D5e gold pieces)
  • Goblet, silver, worth 250 steel
  • Moonstone, worth 100 steel (pocketed by Santiddio)

Santiddio peeks into the next room and sees double doors to the north. The Half-Elf steps in but takes damage from a spike trap. Maddie pulls him back with a rope.

Half-Elf Rowan treats Santiddio’s injuries and helps him and Sam figure out which floor tiles are trapped. Cal asks Perogen to keep an eye on Karrik and company, and the Wizard agrees that he doesn’t trust them either.

Through the double doors is a series of halls lit by braziers. Perogen is drawn to the Pool of Remorse, where he is reminded of a letter from a dead colleague. The human gains confidence from the vision.

Santiddio gazes into the magical pool and feels fresh guilt for not talking to his mother before he left home. He encourages Lisstra to join him at the water.

Sam secretly regrets resenting his brother, who took more after the Ogre side of the family than the Irda one. Cal and Maddie resist the temptation to look in the pool, and Karrik and his team are too busy looking for tombs to raid.

The explorers turn east, and the braziers in this area radiate an unholy aura. Cal prays to his patron deity, Kiri-Jolith, as he extinguishes them. A distant scream echoes. The wanderers then find red flaming runes on the floor and hear the voice of the imp.

The diminutive devil taunts them and poses a riddle — if they can guess his true name, he will leave them alone:

First is number whose letters count,
True to its name’s amount,
Then you can subtract a letter,
But adding six would be better.
To get the second part,
Then comes the sound of the start of start,
And finally, with a blast,
Sound out the last of last.

The imp then tries tempting the spelunkers with untold riches. Even with the door closed, Karrik’s squad turns on them! Karrik and Lisstra swing at Cal, while the human warriors attack Maddie, who rages.

Sam fires an arrow at Karrik, and Perogen casts Acid Spray at the Dwarf. Rowan misses him, but Santiddio’s rapier finds its mark. Cal orders the treasure hunters to drop their weapons, and Rowan asks Lisstra and the two goons to leave with their leader rather than fight to the death. They reluctantly do so.

Perogen casts Detect Magic and confirms that Karrik was merely greedy and thus prone to the imp’s influence. The white-robed mage also perceives auras past a door to the northwest.

Behind it, the party finds two glowing fonts and the kneeling ghost of Jahar. Cal and Santiddio pay their respects alongside the fallen knight. Sam finds vials and fills them with holy water, or the “tears of Paladine.”

Cal, Sam, and friends eventually solve the puzzle by naming the imp “Fortenst,” who disappears. Santiddio and Rowan also find the following items:

  • 115 steel pieces
  • 2 gemstones worth a total of 100 steel
  • Statue of Paladine, silver, worth 175 steel (kept)

Including the previous haul, each party member present gets 108 steel pieces. Maddie calls the rest of the group back to the font chamber, where Jahar’s shade is finally fading. In addition, the ground shakes, and the dungeon begins to fracture!

The would-be heroes race out of the ruins as the walls crumble. A fissure opens in the ground, swallowing Methegrist and releasing dark filaments. The night sky is blotted out as magical murk spreads from the site.

Sam, who can see in darkness, hastily leads the way back to Quarevarr. Cal and Perogen urge the villagers to evacuate beyond the darkness. Mayor Geldren Bressar thanks the newly-confident team….

While we won’t be meeting virtually this coming Sunday, 1 February 2015, because of the Super Bowl, I look forward to continuing our adventures! Don’t forget to update your characters on Obsidian Portal to Level 2.

Byron and Sara, I hope you’ll be able to fully rejoin us soon! We’ll also have to see when the “Vanished Lands: Vistel’s Expedition” and Jason’s “Channel 37” face-to-face groups will meet next. Stay in touch….

“Land of Lost Souls” D&D5e Session 1 — Into the woods

Fellow role-players, here are some notes from our first full “Land of Lost Souls” teleconferencing session, which was held on Sunday, 18 January 2015:

Player Characters for the “Land of Lost Souls,” Dexter V.H.’stelecom fantasy miniseries, using Dungeons & Dragons Fifth EditionAD&D2/D&D3.5 Dragonlance, the Forgotten Realms, Palladium Fantasy, Obsidian Portal, Skype, and the Rolz.org dice roller, as of spring 2015:

  • Kalidren ‘Cal’ Haraishur [Gene D.]-male Qualinesti (Sylvan Elf) Paladin of Kiri-Jolith, god of valor; folk hero; and a potential member of the Legion of Steel; LGn, Lvl. 1
  • Redrik Stoneflow [Byron V.O./absent ]-male Neidar (Hill Dwarf) Cleric of Paladine, god of justice; outcast, guild artisan, and silversmith; LGn, Lvl. 1
  • Maddie Moonfang [Sara F.C.]-female wolfing Barbarian, skin changer from the plains and former thrall of evil wizard; TNc; Lvl. 1
  • Perogen Hawke [Josh C.]-male human Wizard of the White Robes, sage; NGc, Lvl. 1
  • Rowan Kar-Thon [Geoff C.]-male Half-Elf Skald (Bard), outlander and storyteller; NGc, Lvl. 1
  • Santiddio Sefrayn [Bruce K.]-male Half-Elf Rogue (thief), charlatan and professional treasure seeker; CNg, Lvl. 1

Late one spring, a group of wanderers meets at the logging village of Quarevarr, in the borderlands between the Wayreth Forest, the Kharolis Mountains, and the Plains of Dust. Santiddio swaggers into the “Whistling Stag” lodge and orders a “scorpion piss.”

"Dragonlance" borderlands
Northwestern borderlands

 

Shortly thereafter, armored Cal marches into the tavern and asks for a dandelion mead. Maddie stalks into the common room, ignoring stares at her bear pelt. Tall Rowan enters, orders a “unicorn piss,” and asks if anybody knows about the people waiting outside.

After a courteous dispute, a seemingly scrawny older man named Sam stiffly sits down and orders an ale. A young man in white robes clearly from the Tower of High Sorcery is the last to arrive. Perrogen also orders another ale.

Rennick says that some human villagers claim to have seen a ghost of a thin armored man. The retired scout recommends that the newcomers talk with witnesses Hurst and Drana. Rennick also says that Geldren Bressar, an Elf forester and mayor, is interested in any help they can give.

Cal recommends splitting up, so Sam and Maddie sweep the perimeter for tracks or signs of a hoax, but they find nothing. Cal and Perogen check out the local cemetery, where they detect faint signs of evil and magic leading north.

Rowan and Santiddio find young lovers Hurst and Drana at the well. The human and Half-Elf say they have seen the apparition heading northeast into the woods. The Skald and Rogue find the local Druid, Forestam Trienne, who says that dark-skinned figures have been seen in the same woods.

The priestess of Habakkuk also mentions the ruins of Methegrist, where the Moonwatch Paladins were subverted by a devil. Sir Jahar was the last one to stay true to the order’s ideals, says the Druid.

The would-be heroes regroup at the inn and agree to keep watch over Quarevarr for the night. The ghost appears and walks straight through Cal, who doesn’t Detect Evil. Santiddio follows into the woods. The others follow.

The Half-Elf sees two Orcs and an ebon-skinned woman. Heoverhears them discussing a pact between their tribe and the “Spider Queen.” Santiddio motions for his companions to advance, and Paladin Cal shouts, “For the realm of Qualinesti!”

Santiddio and Sam swing swords at Radfang, whom Perogen fells with Magic Missiles. Ripgut charges at Perogen but trips, and Cal kicks him. Rowan knocks out the second Orc with his staff. The bandits have a total of 110 gold pieces, or 22 g.p. per adventurer.

Sam realizes that the strange Elf has disappeared, and Cal asks Rowan and Santiddio to stay with the surviving Orc. They roughly interrogate Ripgut and kill him, but they are surprised by an arrow and magical Darkness.

Santiddio ducks but feels a dagger at his back, and lucky Rowan narrowly dodges another missile. They hear a female voice telling them to run as she summons white wolves to chase them.

Meanwhile, Perogen and the others continue following the ghost, presumably the shade of Sir Jahar, deeper into the woods. The Half-Elves soon catch up to them, with the winter wolves in hot pursuit.

Maddie strikes with a long sword, and Cal switches to javelins. Santiddio and Sam draw bows, while Perogen holds. The pack closes in, and the mysterious woman’s voice taunts the team through the trees before disappearing again.

Rowan uses two hands to wield his sword, and Forestam appears. The Druid disperses the wolves and tells the travelers to continue on their mission. They continue hiking toward Methegrist….

Dexter, let me know if these notes are sufficient, and Byron, I hope you’re feeling better! I look forward to continuing our adventures!

“Vanished Lands: Vistel’s Expedition” Session 39.56 — Fighting frosty fey and Astral arrival

Fellow role-players, here are my notes for “Vanished Lands” Session 39.56, which Drew S. hosted in Needham, Mass., on Monday, 19 January 2015:

In one ancient world, there was a region where strange majicks and demihuman races thrived. The “Vanished Lands” were blessed by the gods and cursed by prophecy. Travelers became adventurers, and adventurers strove to be heroes in the face of many perils and wonders. One such band began as circus performers, rescued slaves, and seeks to fight the dreaded Ghost Fleet….

Vistel’s Expedition,” crew of the Zephyr, Player Character Party 39 in Gene D.’s “Vanished Lands” campaign, using D20 Pathfinder and FATE 3e Legends of Anglerre, as of spring 2015:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) with a checkered past and homunculus familiar Gerald; NGc, Lvl. 12
  • Scully Strongbow [Sara F.]-female albino Flind (Gnoll) Ranger, archer, and sailor, with owl “Owlicious”; NGl, Lvl. 12
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, wandering noble, warrior/mage, and mandolin player; CNg, Lvl. 12
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, diplomat, and animal handler with banuq (winged cat) Penryn; NGc, Lvl. 12
  • Rhys Davies [Drew S.]-male Tinker Gnome (Minoi) clockwork gadgeteer, ship’s engineer, and impetuous Rogue; TNcg, Lvl. 12
  • Tarwen Rinuendell [Dana S.]-female Avariel (winged Elf) Fighter, unflappable but secretive scout; LGn, Lvl. 12

(See previous notes for “Hamfast” and “Brendan” [Brian W.], “Tempestade” [Josh C.], “Radius” [Jason E.R.], “Melchior” [Byron V.O.], “Sir Torrel” [Alex W.], “Brogar” [Brian S.].)

“20 to 22 May 1227 B.C.E.:” The Zephyr’s command crew finished training and equipping in Alfhileno, capital of the Waletku kingdom of the Elves. It also met Avariel scout “Tarwen” [Dana S].

The adventurers then headed south to the Hifalendorin human town of Kedetura. They rejoined their airship and fought another nasty Grimm. Rhys and Tarwen snuck into Kedetura, where they found a tent city, many Centaur followers of Vappu Lahja, and Unseelie Fey running a twisted carnival based on Vistel’s Circus….

Giacomo uses a crystal ball to find the nexus of local ley lines, or currents of magical energy. The Wizard finds it near the center of Kedetura, where a statue of the pale lady siphons off mana. He recommends further investigation and possibly sabotage.

Scully says the group should sneak into the town to get as close as possible to the mysterious Vappu Lahja and identify her weaknesses. The Ranger reminds her companions that since troops from Nadwi or Alfhileno are far away, the crew of the Zephyr is their only backup.

Corwin urges his team to get close to the enemy leader, seize her, and thenTeleport away before her thralls can defend her. The Bard also begins preparingContingency spells to protect himself.

Elsa focuses on counterspells against Vappu Lahja. The Druid also Communes With Nature and learns that in addition to Hifalendorin (proto-Western European) humans, Centaurs, Satyrs, and Halflings, there are more extraplanar Grimms, Korred, and Redcaps in Kedetura.

Engineer Rhys says he would prefer to leave the occupied town rather than face Unseelie Fey again, but Fighter Tarwen is impatient for battle. Giacomo points out that the Gnome and Avariel (winged Elf) aren’t known as former members of Vistel’s Circus.

Giacomo casts a Contingency spell of Reverse Gravity on his homunculus familiar Gerald, and Corwin readies Resist Charm and Teleport. Elsa prays for Mass Hold Monster and Protection From Evil, and the group eventually agrees to walk into Kedetura.

Centaur sentries Nikodemus and Phyto escort the Zephyr ’s away team through the tent city and into the walled town. Giacomo, Corwin, and Elsa ask to meet with Vappu Lahja. Meanwhile, Tarwen uses her ring of Invisibility and flies behind them, carrying Rhys, upon whom Corwin has cast Improved Invisibility.

The Centaurs take the Hifalendorin human, Half-Elf, and Hill Dwarf to town hall, near the 10-foot tall alabaster statue. The Tinker Gnome has used a wand ofSilence to aid the Invisibility and defend against Charm. The winged Avariel narrowly avoids obstacles as she follows the others into a meeting room.

Meanwhile, aboard the Zephyr, Scully and boyfriend “Capt. Niac” [Mike F./Non-Player Character] ready ballista bolts that Rhys has coated with cold steel, a reddish antimagical alloy. The Flind and Wolfen Paladin prepare for Rhys and company to Teleport back to them with Vappu Lahja as prisoner.

The adventuring party meets the coldly beautiful Vappu Lahja, as well as her retinue, which includes Centaur chieftans, a Grugach (Wild Elf) shaman, and Gilean, a diminuitive and malevolent Redcap whom they had fought in the haunted hamlet of Alarn. He recognizes them, but no one draws weapons immediately.

Elsa steps forward and presents a mirror, and Corwin sings a ballad that puts the legendary Vappu Lahja in a more favorable light. The Saganim prince weaves a counterspell into his song in the hope of releasing some of the Centaurs from magical compulsion.

Invisible Tarwen keeps a hand on Silenced Rhys as they sneak up to Vappu Lahja. He touches the woman, and they become visible, but she resists the Teleport Contingency!

Elsa calls upon Vulkan (Moradin) and hits the evil Redcap with Holy Smite. Arcanists Corwin and Giacomo cast Mass Charm Monster, preventing five Centaurs and several hovering Faeries from attacking.

Vappu Lahja stands up, and her silk robes turn to bark and then flexible metal. She Bestows Curse on Rhys, weakening him, and Gilean turns Invisible to maneuver and stab Corwin.

Rhys manages to empty his Bag of Holding, so that his clockwork spider and dragon can hurl cold steel pellets at the Unseelie Fey. Vasco, an automaton butler, joins them, while Rhys’ clockwork scorpion tries to sting approaching reinforcements.

Tarwen fires Blinding bolts from her magical crossbow and puts her ring ofInvisibility back on. Elsa Wild Shapes into a bear and charges. Corwin casts Imprisonment, which successfully places Vappu Lahja in an underground cell that can be found only with Discern Location.

However, the would-be heroes still have to contend with her followers. Giacomo casts Shield and then See Invisible to locate the Redcap. Rhys throws a Tanglefoot Bag at Gilean but misses him.

The team hears rioting outside, as some Centaurs are freed from Vappu Lahja’s influence but other Fey folk fight them and Hifalendorin human townsfolk.

Tarwen flies up and sees numerous angry Sprites and five Grimms approaching the windows. She lands so that Giacomo and Corwin can Teleport the group out of the besieged town hall to Orlando Vistel, founder of Vistel’s Circus.

The adventuring party finds itself in a chilly tent, where “Papa” and “Mama” Vistel have been encased in ice! A “steward” greets them, as do several Ice Mephits. The Cold Rider hits Corwin with a frozen, shocking glaive and summons its steed, a large, unnatural elk.

Unseelie steward
Cold Rider

 

The Mephits brandish poisoned daggers, and Corwin defensively casts Displacement and Invisibility on himself. Elsa casts another Holy Smite, destroying half of the Mephits. The others climb into the rafters and begin chanting.

Giacomo casts Bungle on the Unseelie Fey, as Rhys sends most of his constructs to attack. The Tinker Gnome orders his clockwork dragon to thaw out the Vistels with its fiery breath, and Tarwen shoots more Blinding bolts.

The frost elk’s antlers nearly pin Tarwen, and the surviving Mephits swarm around Giacomo and Rhys. Bold Corwin casts Storm Bolts and Magic Missiles, and pious Elsa invokes Mekkil (Gaia) to Channel Positive Energy and heal her allies.

Giacomo the Mysterious destroys the Cold Rider and the Mephits with a Scorching Ray. Nimble Rhys and airborne Tarwen fire at the Unholy steed but miss. Still in bear form, Elsa finishes off the ice elk.

While they debate over whether to try to rescue other circus performers, Giacomo and Corwin thaw out the Vistels with Flaming Hands. Rhys helps find and retrieve the following items:

  • Antlers, from ice elk
  • Bead of Force
  • Daggers, Fey (1d4 + sleep, DC 15)
  • Glaive, frost (1d10 + 1d6 icy burst)
  • Witch’s Ice Shard (Trap the Soul) — to have Sir Niac destroy because it’s a Necromantic item

As the sounds of strife in Kedetura’s streets get closer, Giacomo and Corwin again cast Teleport. However, instead of taking the team back to Scully and the Zephyr, the travelers find themselves on an island floating in midair surrounded by a sea of stars.

The spellcasters quickly identify their new location as somewhere in the Astral Plane, which is better than in the Zarendo Islands or the Nine Hells, where a certain Pit Fiend has tried to trap them.

Elsa notes that since nobody has a silver cord, if anyone is killed on this plane of existence, they are truly dead, but they are also harder to track. The arcanists need some time to rest before safely casting higher-level spells again.

The scouts spot a vessel approaching. Rhys is excited to see a Spelljammer skiff, which lands on their island. Thin, robed, gray-skinned humanoids disembark, and one greets the newcomers with a smile.

Astral inhabitants
Githzerai

 

Rek’elma says that Modron Paladin “Radius” [Jason E.R.] told him to expect to find them. Giacomo and company ask how time flows in the Astral, and the Githzerai says, “Sideways.”

Rek’elma says that the “pale lady” has local allies and that she may try to head to a Githyanki fort to regain her powers. “Vistel’s Expedition” agrees to join Rek’elma in raiding the Githyanki tower….

Dana, I hope you enjoyed sitting in on our campaign, and Sara, I’m glad that you were able to Skype into our latest face-to-face session. Everybody should make sure that their characters and current item/spell lists are up to date.

I look forward to upcoming games of Dexter V.H.‘s D&D5eLand of Lost Souls” and Jason E.R.’s FAEChannel 37.” Let’s hope the weather cooperates for the latter!

“Vanished Lands: Vistel’s Expedition” Session 39.55 — Thrown anchor and glass foot

Fellow role-players, here are my notes for “Vanished Lands” Session 39.55, which Drew S. hosted in Needham, Mass., on Monday, 12 January 2015:

In one ancient world, there was a region where strange majicks and demihuman races thrived. The “Vanished Lands” were blessed by the gods and cursed by prophecy. Travelers became adventurers, and adventurers strove to be heroes in the face of many perils and wonders. One such band began as circus performers, rescued slaves, and seeks to fight the dreaded Ghost Fleet….

Vistel’s Expedition,” crew of the Zephyr, Player Character Party 39 in Gene D.’s “Vanished Lands” campaign, using Pathfinder and FATE 3e Legends of Anglerre, as of spring 2015:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) with homunculus familiar Gerald; NGc, Lvl. 12
  • Scully Strongbow [Sara F./absent ]-female albino Flind (Gnoll) Ranger, archer, knife thrower, and sailor, with owl “Owlicious”; NGl, Lvl. 12
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, wandering noble, warrior, and mandolin player; CNg, Lvl. 12
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with banuq (winged cat) Penryn; NGc, Lvl. 12
  • Rhys Davies [Drew S.]-male Tinker Gnome (Minoi) clockwork gadgeteer and impetuous Rogue; TNcg, Lvl. 12
  • Tarwen Rinuendell [Dana S./guest ]-female Avariel (winged Elf) Fighter, unflappable but secretive scout; LGn, Lvl. 12

(See previous notes for “Hamfast” and “Brendan” [Brian W.], “Tempestade” [Josh C.], “Radius” [Jason E.R.], “Melchior” [Byron V.O.], “Sir Torrel” [Alex W.], and “Brogar” [Brian S.].)

“16 to 19 May 1227 B.C.E.:” The Zephyr ‘s away team traveled to Alfhileno, capital of the Waletku kingdom of the Elves. The wanderers continued their research into the legends of Vappu Lahja, sought allies against her belligerent Centaurs and the Ghost Fleet, and compared notes on Gnomish airships. “King Ereval I” [Steve A.L./Non-Player Character] approved their missions and agreed to join Elsa’s long-range communications network.

Giacomo prepares another Contingency spell to Polymorph his homunculus familiar Gerald into a dragon. Corwin readies a similar Invisibility for himself. Elsa recommends parleying for a truce with Vappu Lahja.

At the Royal Air Corps, Rhys compares notes on airships with fellow Gnome Artificer Flap… and tactics with Quelanthi (High Elf) Paladin “Jiriki” [Jon W.P./N.P.C.]. Scully continues talking with refugees at the Ranger Guild headquarters.

As the adventurers head back to “Tabby’s Tavern,” a rare Avariel (winged Elf) steps out of the shadows and accosts Rhys. Tarwen says that she has heard Elsa and company debating tactics and asks to join their quest.

Hifalendorin human Giacomo is wary, but Elsa notes that King Ereval is mobilizing the Waletku kingdom’s troops to defend its southern border against rebel fey. Half-Elf Corwin gives Tarwen glass and magical arrows, as well as a healing potion.

Rhys gets Tanglefoot Bags and Thunderstones in addition to the party’s Wand of Silence. Elsa casts Message to tell the Zephyr to meet the group on the northwestern Plains of Sathendo. The Hill Dwarf then uses Transport via Plants to get the team near the town of Kedetura.

Flind Scully is happy to be reunited with “Capt. Niac” [Mike F./N.P.C.]. The Zephyr and crew spend the night about a day’s ride from Kedetura. During the third watch, a slick-skinned humanoid Teleports onto the airship’s deck.

The first quarrels from Rhys’ and Tarwen’s crossbows miss, and the foul assassinCalls Lightning against the Avariel. Corwin dons his armor, and Elsa identifies the Grimm as similar to a creature they fought recently at the haunted hamlet of Alarn.

Giacomo heads up from his cabin, and Rhys and some sailors head to a ballista. Corwin quaffs a potion of Improved Invisibility and casts Displacement on himself. Elsa Wild Shapes into a bear and charges at the Grimm, which rakes her with its claws.

After missing again, Ranger Tarwen runs to another siege engine, and Wizard Giacomo casts Chains of Light. Rhys runs down to the Zephyr’s boiler and melts an ingot of cold steel. He and his assistants coat some ballista bolts with the reddish antimagical alloy.

Meanwhile, Bard Corwin closes and casts Displacement on Elsa. The Druid’s Gust of Wind doesn’t affect the Grimm, whose talons dig into the wooden deck. Ursine Elsa casts Sunbeam and bites the Unseelie fey.

The Grimm Teleports back and counters with Darkness. Frustrated with the ineffectiveness of regular bolts, Tarwen picks up an anchor and flies up. She drops it, splintering the deck, but the Grimm dodges the anchor.

Scully supervises damage-control efforts, and Capt. Niac tries to keep the crew out of harm’s way and the ship from further notice. Giacomo casts Mage Swordand Dispels the Darkness. Rhys runs up and begins firing the bolts tipped withcold steel .

Prince Corwin tries to distract the Grimm from Elsa with sword and dagger, as Elsa falls back to heal her allies with a Positive Energy Burst. The monster swings at Corwin, but Tarwen inadvertently shoots herself.

Giacomo successfully casts Ray of Enfeeblement, and Rhys’ ammunition gets help from Corwin’s Magic Missiles and Storm Bolts. Tarwen manages to finish off the Grimm. Corwin finds and reluctantly turns over a Sickle of Disembowelment to Niac so that the Wolfen Paladin can destroy the evil weapon.

At Giacomo’s recommendation, Rhys forge cold steel manacles to deal with Vappu Lahja or her followers. Corwin tells Tarwen tales of the pale lady, whom three warlords supposedly courted while their men killed one another when she refused to pick one. Elsa is unsure of how to proceed into Kedetura.

The next morning, two Centaur scouts hail the Zephyr. The command crew slides to the ground. Nikodemus and Phyto invite them to see the “Carnival of Tears,” which is performing in the town. The travelers ask for a day’s delay (so the spellcasters can rest).

While Giacomo, Corwin, and Elsa argue about the best way to approach and defeat Vappu Lahja, Rhys and Tarwen decide to infiltrate Kedetura. Giacomo disguises Gerald as another Gnome to join them.

Despite being invisible thanks to a magical ring, Tarwen encounters a faerie dragon while flying after Rhys and Gerald. It asks her for apples and then departs. The trio then passes through wheat fields and a tent city outside Kedetura.

The Hifalendorin humans and Harfoot Halflings displaced from their farms are strangely unperturbed to be living alongside Centaur and Satyr raiders. Rhys and Gerald pretend to be would-be followers of Vappu Lahja as they enter the walled town.

Medieval Italian town
Walled town

 

Gerald recognizes some performers from Vistel’s Circus whom they hope to rescue. Rhys and Tarwen strangely disregard the potential peril as they see carnival tents around the market square.

Tinkerer Rhys is curious about the “Modern Engineering” tent and enters, followed by invisible Tarwen and “Gnome” Gerald. They are horrified to see human lumberjacks and carpenters being tortured and executed in a makeshift saw mill by malevolent Ice Brownies.

Evil circus
Scary carnival

 

Less apathetic than other spectators, Tarwen flies to Rhys and Gerald and picks them up. The Unseelie fey see the two lifted in midair and try to close the tent flaps. Tarwen makes a narrow escape and heads back to the Zephyr.

Giacomo says the infiltrators have gathered good information, but they were susceptible to whatever compulsion is fueled by a nearby ley line node. Corwin wants to take the offensive, and Elsa acknowledges that peace talks are unlikely.

Gerald reports that survivors from Vistel’s Circus are scattered around Kedetura, and Rhys works on his clockwork automatons. Scully believes the Zephyr and its crew will be needed for any rescue mission. Tarwen mentions a statue of the pale lady near the center of town.

“Vistel’s Expedition” considers a plan to get close to Vappu Lahja and thenTeleport her away from her growing horde of followers

Dana, I hope you enjoyed your first full session, and I look forward to having you sit in on our next game! Sara, we missed you, but I hope you’ll be able to rejoin the face-to-face group soon. Everyone should remember to update their P.C.s to Level 12.

In the meantime, I look forward to the next sessions of Dexter V.H.‘s D&D5eLand of Lost Souls” and Jason E.R.’s FAEChannel 37,” while we take a break from the “New Dawntelecom team.

The Hobbit: The Battle of the Five Armies review

I’ve fallen behind in blogging again because of travel over the past month, the holidays, and being ill. Fortunately, I have no shortage of topics to write about!

Last week, David I.S. & Sandra K. drove from Rochester, N.Y., to visit Janice and me in Waltham, Mass. Dave was the very first friend I made at college, and our New Year’s celebrations have become something of a tradition.

On Tuesday, 30 December 2014, Thomas K.Y. & Kai-Yin H. and Thomas’ brother Tony joined us for a potluck dinner and fun conversation. On New Year’s Eve, we took it easy because Dave & Sandra were suffering from bad colds (that Janice and I later caught).

On New Year’s Day, Janice, Dave, and I went to the AMC Burlington Cinema 10 for a 3-D matinee of The Hobbit [Part 3 of 3]: The Battle of the Five Armies. We mostly enjoyed the finale of Peter Jackson’s adaptations of J.R.R. Tolkien’s seminal fantasy novels.

Battle of the Five Armies
Parties to the battle

Plot

As with the previous installments, An Unexpected Journey and The Desolation of Smaug, it’s assumed that viewers are at least passingly familiar with Tolkien’s Middle Earth and Jackson’s films for The Lord of the Rings trilogy. In addition, the audience should have seen the first two Hobbit movies (even more than read the relatively brief children’s book) before watching Battle of the Five Armies.

The story draws from Scandinavian and Germanic mythology, fairy tales, and the extensive world-building and linguistics research of Prof. Tolkien. The Battle of the Five Armies sticks with the major threads from the book. (Note that some of the enclosed links lead to “spoilers.”)

The Wizard Gandalf has sent Hobbit Bilbo Baggins across the dangerous wilderness with a band of 13 Dwarves to help them reclaim their treasure and lost homeland from the fierce dragon Smaug. On the way to Erebor, the Lonely Mountain, they encountered vile Goblins, haughty Elves, various monsters, and the scruffy humans of Lake Town.

Once Smaug is awakened from his slumber by Bilbo and company, the angry dragon incinerates Lake Town. Only the human Bard the Bowman is brave enough to face down the huge beast, even as Orcs and Elves rouse troops to wrest control of its hoard at Erebor.

Here are the five armies of the title battle, in order of appearance on the scene:

  • DwarvesThorin Oakenshield‘s band of former exiles (and Bilbo), plus eventual reinforcements from his kinsman Dain Ironfoot
  • Men — refugees from Lake Town and the lost city of Dale, led by Bard
  • Silvan Elves — from Mirkwood, led by King Thranduil and including his son Legolas and scout Tauriel (a character created for the movies)
  • Goblins/Orcs and Wargs (giant wolf-like steeds) — from Gundabad, plus Trolls/Giants and unnatural bats
  • Great Eagles — plus the shapeshifter Beorn (and Wizard Radagast the Brown, present only in the movie)

Meanwhile, to the south of Mirkwood in the ruined fortress of Dol Goldur, the White Council finds the Necromancer, who is revealed to be the evil Sauron. Gandalf, Elven nobles Elrond and Galadriel, and the Wizard Saruman the White fight the incorporeal Sauron and his nine Nazgul, the spirits of corrupted human kings.

Can Bilbo find a way to keep Thorin’s lust for treasure from getting their company killed? Can Gandalf and the White Council defeat Sauron? Can Dwarves, humans, and Elves put aside their differences long enough to deal with the Orc hordes, and what casualties will result from the battle? If you’ve read the book or noticed any of the foreshadowing in the previous Hobbit movies, you’ll know.

Cast

There are no major additions in this movie, but there were a few good moments for Sherlock‘s Martin Freeman as good-hearted burglar Bilbo, Robin Hood‘s Richard Armitage as proud Thorin, and Pushing Daisies‘ Lee Pace as isolationist Thranduil. As before, Bilbo’s scenes are closest to those in the book, and I even began to feel sympathy for elk-riding Thranduil.

I would have liked Thorin’s “gold sickness” be more of an opportunity for the other Dwarves to react than an explicit echo of Smaug’s words. With three long movies’ worth of screen time, there should have been more character development for all 13 Dwarves.

While I approve the addition of Lost‘s Evangeline Lilly as Tauriel in a male-heavy cast, I would have preferred less of a forced love triangle with her, Orlando Bloom’s ageless Legolas, and Being Human‘s Aidan Turner’s young Dwarf Fili.

I understand that the slapstick scenes with Stephen Fry as the Master of Laketown and Ryan Gage as his slimy assistant Alfrid were meant to contrast with the virtue and courage of Luke Evans’ Bard, but they were a bit too broad for my taste. Of course, they wouldn’t be out of place during most fantasy tabletop games.

Spartacus and Arrow‘s Manu Bennett (whom I’ve met) and John Tui remained menacing as Orc chieftains Azog and Bolg — mostly through motion capture, I assume. Busy Benedict Cumberbatch had less voice time as the Necromancer and Smaug this time around.

It was nice to again see Ian McKellen as Gandalf, Christopher Lee as Sauruman, Cate Blanchett as Galadriel, and Hugo Weaving as Elrond. The narrative framing device bringing back Ian Holm as old Bilbo was an even better tie-in to Fellowship of the Ring.

Direction

Because of the focus on the big set-piece battles, the pacing of Battle of the Five Armies seemed a bit smoother than in its predecessors. Smaug’s raid is rather short, and the evacuation of Lake Town and Dale by humans ahead of marauding Orcs is overly similar to Helm’s Deep in The Two Towers.

A combat between Thorin and Azog (rather than Bolg, as in the book) takes place on a frozen waterfall. As much as I liked 2004’s King Arthur and Battle of the Five Armies, I wish filmmakers would stop copying Alexander Nevsky‘s ice battle, which is based on real history.

Like his distinguished peers George Lucas, James Cameron, and Ridley Scott, director Peter Jackson has let technology overwhelm his sense of storytelling in this second trilogy. A good editor should be able to tell even established filmmakers when certain scenes go too long. Just because one can now realize a grand vision, if it doesn’t help the characters, setting, or plot, it doesn’t need to be included.

Perhaps some of the focus will be restored in the inevitable director’s cuts on DVD and Blu-ray. I also wonder how Guillermo del Toro might have handled the same material in less time, without franchise pressure from Warner Bros.

Cinematography

As noted above, the dragon, Orcs, and landscapes were all brought to spectacular life by WETA Studios. I noticed the computer-generated imagery less this time around, and 3-D worked fine for us (we didn’t find an IMAX showtime we liked). I do wonder what Battle of the Five Armies might look like at high frame rate.

Thranduil’s Wood Elves were too much like the shining hosts of the Second Age or the Sindarin of Lothlorien. Legolas’ gratuitous acrobatics, which have become a cliché since the Lord of the Rings movies, reminded me of why some role-players hated the smug, omnipotent Elves of the AD&D2 era.

Also, I would have liked to see more than telekinesis or blasts of wind during the White Council’s battle against Sauron. On the other hand, most magic in Tolkien’s books is more subtle than the pyrotechnics jaded audiences have come to expect.

Once the Goblins and Dwarves met in battle, it was hard to tell them apart, despite their difference in size (and we saw it in 3-D). I would have given each army more different armor or colorful surcoats. The overhead shots still felt too much like a video game.

Soundtrack

The music served the story, but the themes that we noticed most were those that harked back to The Lord of the Rings. The fine art by Alan Lee and John How during the closing credits was well accompanied by “The Last Goodbye,” sung by Billy Boyd (Pippin in the first film trilogy, which takes place after The Hobbit).

Rating

Overall, I’d give The Hobbit: The Battle of the Five Armies, which is rated PG-13 for violence, a B, 7.5 out of 10, or three and a half out of five stars. Despite some problems, the movie does tie up the prequel trilogy and shows the climactic battle for northern Middle Earth.

That said, I hope that filmmakers leave Tolkien’s work alone for a while before taking a fresh look at The Hobbit or parts of the Silmarillion. Jackson’s Lord of the Rings adaptation is the stronger work, and unlikely to be equaled anytime soon.

The previews we saw were decent, but nothing among the sequels and remakes jumped out as a “must-see” flick for 2015. I am curious about spy actioner The Kingsmen and Mad Max: Fury Road, but I expect to see fewer than the 19 movies I saw in theaters this past year:

Back at home, Dave, Sandra, Janice, and I also enjoyed The Edge of Tomorrow, a decent Tom Cruise vehicle that was indeed a mashup of military science fiction Starship Troopers and time-travel Groundhog Day. We also later returned to Burlington for dinner at the busy Border Café, one of our favorite local Tex-Mex eateries.

Janice and I didn’t come down with our colds until after Dave and Sandra left (taking more of my comic book collection with them for storage), but we had a nice time around the holidays. Now, just to shake it while getting back to work!