“Day of the Doctor” review

As a longtime Whovian, I’ve been pleased to see Doctor Who attaining new heights of popularity as its 50th anniversary approached. BBC America’s Doctor Who Confidential retrospectives, an ever-growing reference library, and plentiful merchandise warm the heart of this fan, who wore oversize coats and long scarves around the television show’s 20th anniversary. I even got my mother to sew question-mark lapel pins.

While I had some reservations about the so-called War Doctor and apparent lack of actors from before the 2005 restart of the long-running British series, it was hard not to get caught up in the fan anticipation. The time-travel franchise is rightly one of the best and longest in speculative fiction.

If you’re reading my blog and know nothing about Doctor Who, I’m afraid that most of this post won’t make much sense. Go watch the show! For those of you who are fellow enthusiasts, here’s my initial review of the episode of Saturday, 23 November 2013, sans “spoilers” (a River Song favorite, found in some of the enclosed links).

Story

Doctor 11 (played by Matt Smith) finds himself interacting with Doctor 10 (David Tennant) and a hitherto unknown past incarnation (John Hurt). The three Time Lords — actually the same person — must deal with nasty Zygon doppelgangers, the last day of the Time War between the besieged Gallifreyans and cybernetic Daleks, and their own guilt. I’ve seen some complaints that the episode was too low-key or “too zany,” but I think it balanced action with puzzle-solving and introspection.

There are “timey wimey” maneuverings, lots of script and visual allusions to past Doctors, and a reminder of the heroic idealism and childlike whimsy that have entranced viewers for decades. At their best, both Star Trek and Doctor Who have these qualities. I was dreading a dour, fatalistic look back, but I found myself looking to the future with renewed optimism.

Doctor Who 50th anniversary
Day of the Doctor

Acting

More than the recursive plot, the success of this crossover storyline is thanks to strong performances by Smith, Tennant, and genre veteran Hurt. They’re ably supported by Jemma Redgrave as the daughter of Brigadier Lethbridge-Stewart, Jenna Louise Coleman as latest companion Clara Oswald, and Billie Piper as Rose Tyler, the first of the modern companions.

There are a few surprise appearances, only adding to speculation for the upcoming Doctor 12, to be played by Peter Capaldi. Doors that were closed have been reopened, but the cast and crew manage not to trample on the legacy of Tom Baker, Paul McGann, and Christopher Eccleston.

Direction

The pacing of this anniversary episode starts out slowly, with idyllic vignettes and an apparent mystery. As with many of Doctor Who‘s landmark episodes, it soon accelerates with helicopter rides, chase scenes, and a race to save entire planets.

Ultimately, the producers are right to focus on the Doctor’s conscience and his love of common people with extraordinary potential. References to the fairy-tale infantilism of recent seasons, dueling Doctor egos, unresolved threats, and curating the best of the past to inspire the future all make this episode worth rewatching and discussing among friends.

Visual Effects

Story and character are still paramount, but special effects have come a long way in 50 years. I’m sure those who screen the “Day of the Doctor” theatrically in 3-D will have a lot to enjoy. I was thrown for a moment when the episode opened with the 1963 opening titles, after the pregame show had shown bits of the previous Doctors. I was also happy to see the Zygons, who were the first Doctor Who monsters to haunt my youth.

Even the characters noted the aesthetic differences among three TARDIS consoles. The aforementioned helicopter ride across London, visits to hidden vaults in the National Gallery and Tower of London, and glimpses of the Time War make this a true romp across space and time.

Soundtrack

I recognized references to Rose’s “Bad Wolf” theme, and subtle differences between Tennant’s tenure and Smith and Coleman’s era. I also have a renewed appreciation for the earlier Doctors (whom recent comic books have also revisited).

While Eccleston’s short run was marked by social commentary and a contemporary feel, this anniversary episode reminded me of “The Five Doctors” and the more mythic feel of some recent runs without feeling so overblown. Let’s hope that the self-aware sci-fi franchise continues to go strong as Capaldi’s time in the TARDIS approaches….

“Day of the Doctor” is a must-see and a gift for any Doctor Who fans, and I’d give it a 9 out of 10, four out of five stars, and an A-. The only way I’d give it a higher review would have been a longer episode with more cameos, but that’s only hardcore fan wishes.

Age of Marvels: Thor 2 and SHIELD reviews

On Sunday, 17 November 2013, Janice and I met local role-players Sara F. & Josh C. and Bruce K. for lunch and to see Thor [2]: The Dark World at the AMC Burlington 10. All of us enjoyed the latest superhero sequel, for which we had modest expectations.

If you liked 2011’s Thor, you’ll like The Dark World, which takes place after the events of The Avengers, one of the best and most popular adaptations from Marvel Comics so far. Despite the ominous title, The Dark World is closer to its four-color roots than Man of Steel or even Iron Man 3.

Plot

The story of Thor 2 is fairly straightforward. Ages ago, the mighty Asgardians defeated the Dark Elves in battle and hid the source of their (pseud-mystical/technological) powers. Malekith, the Dark Elf leader, reawakens after Earthling physicist Jane Foster stumbles on the hidden “aether” and resumes his war on the godlings and humanity.

After a devastating attack — is there any other kind? — Thor is forced to turn to his stepbrother, the mischievous Loki, for help. As Thor and Loki defy king Odin’s edicts to take the fight to Malekith and his brutal henchman Kurse, Jane and her friends race to thwart the Dark Elves’ plans before an alignment of the Nine Realms (note that Thor is only loosely based on Norse mythology and its apocalyptic visions).

Direction

Just as Kenneth Branagh brought Shakespearean and operatic sensibilities to the first Thor movie to prove that cosmic-level superheroes could be successful in live action, director Shane Black keeps the action moving among multiple planes of existence. His action scenes are about as good as those in Man of Steel and better than Iron Man 3‘s, and the characters are funnier and more sympathetic, thanks in part to script help from fan favorite Joss Whedon.

Cast

Chris Hemsworth is still beefy and appealing as Thor, and Natalie Portman isn’t just a damsel in distress as Jane. They’re also supported by a strong returning cast, including Anthony Hopkins as Odin, Rene Russo as his queen Frigga, Idris Elba as all-seeing Heimdall, and Jamie Alexander as winsome warrior (and Thor’s potential love interest) Sif.

The Dark World
Mighty Marvel heroes

The Warriors Three also have brief moments in the spotlight, with Tadanobu Asano’s Hogun returning to his home, Chuck‘s Zachary Levi as swashbuckling Fandral, and Ray Stevenson as big guy Volstagg. Jane’s colleagues are as wry as ever, including Kat Dennings as snarky Darcy Lewis and Stellan Skarsgard as mad scientist Erik Selvig.

Of course, as with Robert Downey Jr. and Iron Man, Tom Hiddleston’s charismatic and smarmy Loki is the highlight of both Thor films, as well as the first Avengers. Unfortunately, former Doctor Who Christopher Eccleston gets short shrift as Malekith, with relatively little screen time for motivation.

Cinematography

Today’s audiences are spoiled compared with those who thrilled to the Donner/Reeve Superman or 1970s TV’s Incredible Hulk. The visual effects are as good as we’ve come to expect, with shining Asgard, gloomy Svartalfheim, and besieged Greenwich and London fully realized. I was glad to see the destruction of English cities rather than the old standby of New York, and the carnage was less wanton than in many recent movies, such as Star Trek: Into Darkness.

Comic book readers will recognize the influence of artists such as Jack Kirby, Walt Simonson, and Mike Mignola. Stan Lee of course has a small cameo. As with the other Disney/Marvel movies, there are brief scenes during the end credits that set up the inevitable Thor 3 and tie into the upcoming Guardians of the Galaxy.

Overall, I’d give Thor: The Dark World, which is rated PG-13 for violence and language, a B+, 7.5 out of 10, or three out of five stars. It was one of the better genre flicks of the past year, and I definitely recommend it to fans of Marvel Comics and superhero movies.

Agents of SHIELD

Speaking of tie-ins to that cinematic universe, I haven’t yet reviewed this autumn’s genre television. The most relevant show to Thor 2 is Agents of SHIELD, for which Whedon is a producer but is missed as a writer.

Last night’s episode tangentially dealt with the aftermath of the battle in Greenwich, but many people still hope that ABC’s TV show will become more about weird superspies in the Marvel universe than weekly procedurals involving snarky rookies that feel as if they’re written by committee.

I’d point to WB/DC/CW’s Arrow, now in its sophomore season, as a better example of mining comics for ideas and steadily advancing storylines and characters. It’s telling that, aside from all the Comic-Con hype around Agents of SHIELD, the new shows garnering positive buzz this season are the fun supernatural Sleepy Hollow and cyberpunk Almost Human, not SHIELD.

Coming attractions

Of the trailers we saw, I’m cautiously looking forward to The Hobbit [2 of 3]: the Desolation of Smaug, 47 Ronin, X-Men: Days of Future Past, and Captain America 2: the Winter Soldier. I’ll report on the recent Rhode Island Comic Con after I attend the annual Super MegaFest this coming weekend. As Stan “the Man” says, Excelsior!

“Vanished Lands: Vistel’s Circus” Session 39.26 — Arrival in Falit

Fellow role-players, here are my notes for “Vanished LandsVistel’s Circus” Session 39.26, which Brian W. hosted in Newton, Mass., on Monday, 18 November 2013:

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.

Various groups of mercenaries and diplomats have fought humanoids in the northwestern borderlands, encountered pirates on the Sea of Nagendwa, and wandered the hostile Halmed Desert and the wide Plains of Sathendo….

“Vistel’s Circus,” Player Character Party 39 in Gene D.’s ” Vanished Lands ” heroic fantasy campaign, using the Basic Fantasy Role-Playing Game, as of autumn 2013:

  • Giacomo ‘the Mysterious’ Du Vane [Beruk A.]-male Hifalendorin human Mage (Gypsy Wizard) and stage seer, embittered by experiences in Hesolin’s Magisterium; NGc, Lvl. 5
  • Hamfast Hammerfist [Brian W.]-male Zeda human Fighter, mountaineer, “barbarian” strongman, and laborer; TNg, Lvl. 5
  • Scully Strongbow [Sara F.]-female albino Gnoll (Flind) Ranger, archer, knife thrower, and scout, with owl “Owlicious”; NGl, Lvl. 5
  • Corwin Windsong [Bruce K.]-male Half-Elf Bard, runaway aristocrat, ladies’ man, and former ringmaster with a mandolin; CNg, Lvl. 5
  • Elsa Fairbottom [Rich C.G.]-female Hill Dwarf Druid outcast, cook/brewer, and animal handler with owlbear cub “Oswald”; NGc, Lvl. 5
  • Tempestade [Josh C.]-male Barbari human Monk (Battledancer/capoeirista from outside the “Vanished Lands”), former roustabout, now a follower of Otih; CGl, Lvl. 5
  • Sir Torrel [Alex W.]-male Hifalendorin human Paladin of Otih, the lord of the sun and justic; LGn, Lvl. 5
  • Radius [Jason E.R./departed ]-male Modron Paladin of Primus, lord of Nirvana; exiled to the Prime Material plane; LGn, Lvl. 5

“5 to 9 January 1227 B.C.E.:” The adventurers booked passage from Sileran to Falit on the Foamrunner, a Sea Elven schooner. On the way, they outran a Hobgoblin bireme and a pirate ship and played cards with humanoid pirates at the village of Naira on Emein Island.

While on watch one night, Elsa Fairbottom and Sir Torrel see a man pushing a wheelbarrow of soil across Naira’s docks. Barry invites Elsa to his garden, but Torrel is wary and wakens some of their companions.

While Hamfast Hammerfist and Tempestade stay asleep in their cabins, Giacomo du Vane, Scully Strongbow, and Corwin Windsong go to investigate and to protect Elsa and Sir Torrel. Barry happily leads the visitors along a narrow trail to the jungle island’s interior.

The away team meets “Alpa” [Brian/Non-Player Character], a strange Treant, and human cannibal nicknamed “Bob” [Josh/N.P.C.]. The animated catalpa mutters about a creature in his head. Scully offers to help, but Alpa swings tendrils at her.

Bob offers a severed human leg to Barry, who politely declines and says it should go to his plants instead. Despite her friends’ criticism, Elsa continues following Barry into his garden. As they had feared, it is full of giant carnivorous plants.

Barry and Elsa discuss fruits, vegetables, and herbs while surrounded by flora such as a hangman’s tree, yellow musk creepers, assassin vines, a giant Venus flytrap, blood roses, a huge pitcher plant, black lotus, and wolf in sheep’s clothing.

Giacomo makes notes of potential spell components, as Sir Torrel senses malevolent intent, and Corwin tries to stay on the path. Elsa agrees to search for fungi to add to Barry’s garden, and he escorts them back to the village.

The next morning, Capt. Scarlet orders the Foamrunner to set sail south. The Thalassaquendi (western Sea Elf) asks the onetime circus performers if they left their posts the previous night. Elsa and Torrel admit that they did, and they learn that a crewman came back ill.

Erasol’s stomach writhes, and Elsa diagnoses him as suffering from a parasitic infection. Scully suggests inducing vomiting, and Giacomo, Hamfast, and Sir Torrel help haul the hapless seaman to the rail of the catamaran.

As expected, Erasol spews seven large worms. Corwin quickly casts Sleep, affecting four of the creatures. Elsa invokes Gaia (Mekkil) to summon a water elemental. Sir Torrel slices a worm with his sword, but its pieces continue to wriggle on the deck.

Giacomo miscasts a Magic Missile, but Scully shoots an arrow through a worm. Sir Torrel soon finds himself grappling with another, which tries to get inside his armor. Hamfast simply smashes one parasite with his maul. Bard Corwin draws a blade and strikes another, and Monk Tempestade throws another overboard.

Druid Elsa directs “Puddle” the elemental to sweep the sleeping worms off the ship. Paladin Sir Torrel struggles, as Mage Giacomo and Ranger Scully try to grab the worm on him. Scully, Corwin, and Fighter Hamfast eventually finish up the flukes.

Capt. Scarlet is relieved to see Erasol weak but still alive. The Foamrunner arrives at Falit, which has magnificent minarets, shining domes, and multiple harbors and markets. Time-displaced Tempestade, who is eager to find a way to return to his homeland, disembarks as the others make plans.

Falit map
Falit, capital of the Ebir Sheikdom

Tempestade heads toward the Tower of Wind, one of three towers of sorcery in the capital of the Ebir Sheikdom. On the way, he stops in the slave market. Despite his hatred of slavery, Tempestade purchases sullen laborer Faroukh from Gozar for 20 dinars (gold pieces) in the hope of learning about the city.

Meanwhile, Elsa, Giacomo, Hamfast, Scully, and Sir Torrel get lodgings and stabling near the Camel Soukh. Corwin haggles the rate down to 20 dinars for three nights. The travelers agree to meet at Tower of Alchemy near the center of Falit if they get separated. At 3 dinars a day, they hire a guide, Salim, who takes them directly to the Tower of Wind.

The outlanders find Tempestade and Faroukh and come to a tall spire, honeycombed with entrances and exits up its entire height. Birds, flying carpets, and Djinn fly through the openings. Petitioners, familiars, and sages wander about the ramps inside the airy tower.

At a shrine to Vendrah, lord of the sky, the visitors meet Imam Ghurya. The Hakim (priest) listens to Tempestade’s questions about how to get home and says that he will consult with Tarzu, a wise Djinni. Imam Ghurya asks the adventuring party to return in a day for a possible audience.

In the bazaar, Gnoll Scully buys clothes for herself and Faroukh, whom Tempestade releases. The human Monk gives the fellow former slave 50 dinars and recommends that he seek passage out of the city. The wealthy wanderers give some coins in Beggars’ Alley.

Rather than follow winding streets to cross the city, Zeda human Hamfast suggests taking a ferry across Falit’s harbors to the Tower of Sight. At the docks, the warm northerners buy food from pushcart vendors and find that they like falafel and gelato.

The Tower of Sight is disconcertingly covered in blinking eyes. Curious Scully pokes one, only to incur harsh stares. After waiting in line, the group has an audience with blind seer Lydia.

In return for an as-yet-unspecified favor, Lydia tells Tempestade that there are a number of ways for him to return to Brazil. They include portals such as those in Emein Island (sealed), the lost city of Tel Silat, and the Zarendo Islands.

Lydia explains that some magical artifacts, Ley line nodes, and powerful beings can also aid with dimensional travel. The obelisk that Tempestade has learned of in the barbaric port of Gisar can send him home, Lydia says, but he’ll have to learn the proper combination of runes to operate it.

Giacomo tarries for a moment to ask Lydia about the “Mad Mage,” who is tied to the tattoo on his back. The blind librarian says that most of the evil Wizard’s peers are dead, but the Sorceress Zu and Lord Nemer at Mt. Gruldar know more about him.

Hamfast hopes to visit Falit’s drinking establishments, while Scully is still wary fellow canids such as Anpur and Wolven. Tempestade prepares to return to the Tower of Wind, and Elsa plans to inquire with the harbormaster about the dreaded ghost fleet and Gisar. Guide Salim asks for an order of places to go.

Although Lydia noted that the cult of Krakas, lord of the maelstrom, has not recruited in Falit as it has elsewhere, Corwin and company are cautious. Sir Torrel asks about the Pernicon (Thri-kreen), orders of holy warriors, and Falit’s three arenas.

Elsa writes a letter to Baskor Steadyhand in Vistel’s Circus telling him of her sightseeing and many deeds….

I hope that everybody enjoyed last night’s game, and thanks again, Rich, for “Elsa’s” notes. I look forward to seeing some of you at upcoming events, including this weekend’s Super MegaFest, the second “Vanished Lands: A New Dawn” session, orJason E.R.’s “Star Wars: Dark Times” next Monday.

“Vanished Lands: A New Dawn” Update 40.1 — Walking with spirits

Fellow role-players, here are my notes for “Vanished Lands” Session 40.1 on Sunday, 17 November 2013:

Long ago in a distant land, spirits and men directly traded bamboo, silk, and steel. Wars to the west, twisted monsters, and power-hungry sorcerers threatened the eastern kingdoms, so the call went out for new heroes of honor and tact….

Player Character Party 40 in Gene D.’s Vanished Lands: A New Dawn” Asian-style telecom campaign, using the Basic Fantasy Role-Playing Game and Advanced Dungeons & Dragons (1st Ed.) Oriental Adventures, plus house rulesSkype, and an online dice roller

  • Souji Nobuto ‘Sonny’ Yoshimitsu [Beruk A.]-male Shengtese Tian Kensai (eastern human weapon master) from a dishonored house in the Lion Clan, specializing in chain weapons; LNg, Lvl. 1
  • Saigo Kasugi [Bruce K.]-male Bamboo Spirit Folk Samurai (eastern Sylvan Elf Cavalier) discreetly serving his daimyo; LNg, Lvl. 1
  • Ember Talon [Sara F.]-female Crane Hengeyokai Wu (shapeshifting Druid), actually a young gold dragon banished from the Celestial Court; NGl, Lvl. 1
  • Soske’ Tiatoshe [Geoff C.]-male Shengtese Tian Shukenja (eastern human Cleric), priest of Shang-ti and animist from the Phoenix Clan, prophesied to do great things; LNg, Lvl. 1
  • Moon Jung-mo [Dexter V.H.]-male Nannuattan Ninja (Msamaki, eastern Dark Elf Assassin) who has left the Shadow’s Claw clan and is posing as a River Spirit Folk Yakuza (eastern Grey Elf Rogue); LNg, Lvl. 1

“Zhengyue, 1 to 2 March 1227 B.C.E.:” As winter snows start to melt in the Bamor Mountains, wanderers converge on the border village of Hazokuwi. Word of an impending truce between cruel Gokuri and the Zedu kingdom draws attention, not all of it friendly.

Sonny finds himself hiking northeast from the House of Xia monastery with Brother Jo, an overeager acolyte. The chain master is passing through the Balef River Valley when he observes military encampments around the village.

Meanwhile, Toshi rides his donkey Wako west and stops at the “Swimming Ki-Rin” in search of tea. The young Shan Sao notices that proprietress Dao Sun Lingjuan is a Nekojin (cat person). Toshi explains that he has been sent by his mentor, Kida Kaiu, a Wu Jen at the court of Bazran Hai.

Ember descends from the mountains with her horse and stops at the Swimming Ki-Rin for a meal. Toshi strikes up a conversation with the crane Hengeyokai. Ember says that she is a nature priestess far from her family.

Jung-Mo makes a grand entrance to Hazokuwi, arriving in a carriage with two young ladies. The Spirit Folk gentleman reserves the best room above the restaurant and notices Toshi’s tiger-print pants and Ember’s beauty. Jung-Mo offers the Wu tea and flowers, but she is wary of his friendliness.

Saigo rides west from Nanlung on warhorse Black Wind. His father, Gen. Hirokazu, tells the young Samurai to keep looking for his missing grandfather, Shinso, an agent for Zedu daimyo Hei Wan Ling. The Bamboo Spirit Folk arrive in Hazokuwi to meet with Gokuri representatives.

In search of his destiny, Soske’ arrives at the village with his well-meaning but nagging Uncle Manny. The old Bushi is determined to keep the Shukenja from harm, but they are both curious about the armies meeting under a flag of truce.

Toshi and Ember play a game of Pai Sho after dinner, attracting spectators including Vivek Ram, a Vanara (simian) soldier who roots for Toshi.

At the Zedu camp, Saigo and Gen. Hirokazu report to Gen. Shin Kyong-tsu. The Korobokuru (eastern Dwarf) is happy to see the Spirit Folk and shares his hopes for a lasting peace. Gen. Hirokazu isn’t sure it’s a good idea, but he gives Saigo leave for the night as the older officers catch up.

On his way into the village, Saigo watches as Prince Mutsuhito and his retinue arrive. The androgynous aristocrat recognizes his sister’s suitor and introduces Saigo to Baron Xin Pronunc Hu, a human delegate from Tong Sheng, and Zhou Li, a Samurai escorting them.

Saigo asks Baron Xin about the negotiations, but the noble declines to provide details other than that he plans to talk with the Spirit Folk generals and Lady Yun Aei-Yong, a Nannuattan from Gokuri, in the morning.

Baron Xin goes to talk with Gen. Hirokazu and Gen. Shin, leaving Saigo, Mutsuhito, and Zhou Li in search of drinks. At the Swimming Ki-Rin, Brother Jo and Uncle Manny are impressed by the newcomers.

Sonny suggests that Brother Jo and Uncle Manny go outside to compare fighting moves and war stories. Soske’ is grateful for a relatively quiet meal. Jung-Mo slips out during the carousing, giving Ember the impression that he’s up to something.

Toshi and Ember find that their tiles and skill are evenly matched in Pai Sho, and Zhou Li seems interested in the Hengeyokai. After the game, Toshi and Ember head to Soske’ and Sonny’s table to ask about a comment about destiny they had overheard.

Prince Mutsuhito gets drunk and abusive, so Saigo decides to take him back to camp. The night is cold and clear, and the village streets are empty. Sonny notices that it has been a while since he sent Brother Jo and Uncle Manny outside.

Saigo and Mutsuhito stumble out into the darkness, and Sonny, Ember, and Soske’ head out to look for the others. They find tracks leading to the stables and then back to the road. Toshi, Jung-Mo, and Zhou Li have apparently retired for the evening.

As Saigo helps Mutsuhito walk, he senses that they are being watched. The Samurai turns and sees Uncle Manny and Brother Jo following, but something isn’t right: They are floating, and their eyes are glowing!

Caster
Floating spirit

Saigo sheathes his sword and swings at Brother Jo. Drunken Mutsuhito is evenly matched with Uncle Manny, jerking like a marionette. Soske’ uses a Positive Energy Burst to free Uncle Manny, who drops to the ground.

Ember casts Detect Magic and sees a faint spirit trail leading from Uncle Manny down a steep slope to the river. Brother Jo stabs at Ember with a cold blade but is wrapped by nimble Sonny’s chain. Mutsuhito swings wide.

Brother Jo is knocked back by swift Saigo, but pious Soske’s Protection From Evilhas no effect. Ember gracefully shifts to crane form and follows the trail to a boat, which has no oars or sail. An old woman appears to be huddled beneath a blanket.

Still restrained by Sonny’s chain, Brother Jo manages to kick Saigo. Prince Mutsuhito knocks down the possessed Monk, and Soske’s second Positive Energy Burst drives out the screeching spirit. Uncle Manny struggles to get to his feet.

Ember grabs the blanket, revealing three Bakemono (Goblin) summoners. She flies back to her companions, who agree to go with Saigo to the army camp for the night….

I hope that everyone enjoyed our first game! Let me know if you have any further questions about the setting or your characters. Byron, I hope you feel better, and good luck to Dexter and Beruk with your job situations.

Sara and Bruce, it was good to join you (and Josh and Janice) for “Thor 2: the Dark World” this past weekend, and I look forward to seeing some of you at tonight’s “Vanished Lands: Vistel’s Circus” or Jason E.R.’s “Star Wars: Dark Times” next Monday. Our adventures are just beginning! -Gene

“Star Wars: Dark Times” Session 5 — Tram to trouble

Fellow role-players, here are Jason’s and my notes for Session 5 of his space opera scenario, which Brian W. hosted on Monday, 11 November 2013, in Newton, Mass.:

A long, long time ago, in a galaxy far, far away — the Galactic Republic has been replaced by a ruthless empire, and the Jedi, once guardians of peace, are now hunted fugitives. In the Unknown Regions, at the edge of explored space, a few Jedi and their allies hope to survive and continue the fight for justice….

Player Character roster for Jason E.R.’s Star Wars: Dark Times” miniseries, using Savage Worlds, autumn 2013:

  • Ekafti Acomar [Gene D.]-female Rhinnalian human Jedi consular, older diplomat with many contacts but few remaining friends
  • “Garolos Banku Nuruolos — Garos [Beruk A.]-male Chiss (blue-skinned humanoid) ex-Jedi, gambler and owner of the light freighter “Lucky Strike
  • Oong Bak [Brian W.]-male Duros (gray-skinned humanoid) honorable and talented mechanic
  • Ari Sundar [Sara F.]-female Ssi-ruu (raptor-like reptile) military medic, outcast from a species intruding upon the galaxy
  • Thayne Highlander [Bruce K.]-male human Jedi padawan close to knighthood, 19 years old; saw master killed by Order 66
  • Tark Agros [Brian S.]-male Bakuran human pilot and noble, mildly delusional hotshot
  • Tharg Thargsson [Rich C.G.]-male Gamorrean scoundrel and bounty hunter with connections to the Black Sun syndicate
  • Max Power (MX-PR) [Rich C.G.]-male protocol droid with secret combat subroutine, ordered to protect Jedi (overrode Order 66); killed by Sith Bela Trepada on Bakura

“From the journals of Ekafti Acomar, 19 B.B.Y. (before the Battle of Yavin):” The crew and passengers of the Lucky Strike had attended a garden party on Bakura, where I hoped to continue the diplomatic work I had begun for the old Republic. However, we were brutally reminded of how the galaxy has become an even more dangerous place.

Droid MX-PR, “Max,” sacrificed himself protecting recent padawan Thayne Highlander and me from Bela-Trepada, a powerful Sith and twisted copy of me. B-1E4, another protocol droid, had left Princess Tethys of Chandrila, another clone.

Meanwhile, medic Ari Sundar and pilot Tark Agros confronted Tolovo Nathu, yet another clone of mine whom we had been tracking on behalf of Bal Grainer, a Rodian bookie and associate of ex-Jedi Garolos Banku Nuruolos.

We staggered back to our hosts, since the party had been disrupted by vehicles flying overhead. Oong Bak attended to Thayne’s and my injuries, while Tark asked Bakuran head of state Grina Arden for other medical assistance. Princess Tethys seemed as oblivious as ever.

Ari and Tark sensed movement in the trumpet flower garden, where they saw droids hunting on behalf of an unnamed master. The droids sensed Tethys, as well as traces of Tolovo (who had gotten away), Bela, and me, so there was no mistaking whom they were looking for.

Garos shared with us an Imperial transmission that had beenintercepted weeks ago. Imperial scouts had learned that the Chiss Ascendancy (Garos’ home space) included twice as many worlds than it claimed, and they requested military support.

In combination with the list that we had obtained of surviving Jedi — and Jedi clones — being hunted, it was clear that the Chiss were competing with Palpatine’s new order to gain control over or eliminate me and my peers.

We added the Chiss to our growing list of enemies, including the empire, the Sith, Bakuran cloners and arms dealers, Krevaaki zealots, and Ssi-ruuk invaders. We also believed that the Hutts and Black Sun criminal syndicate were responsible for a virus that had shut down most computer networks.

But first, we had to deal with more immediate concerns. Tark talked with weapons designer Juris Keel, who agreed to take Garos, Thayne, and me to Salis D’aar, the Bakuran capital. On the way, however, a Mind Read determined that Keel wasn’t thinking about getting us to a hospital.

Instead, I had a vision of the Bakuran human sitting in a room full of Separatist droids watching video of Thayne and his late master Shin-wu Sorotai fighting. Garos and Thayne subdued and restrained Keel, who was working with the insectoid Verpine, as well as supposedly against the “droid menace.”

We took Keel’s speeder back to the rest of our crew at the Lucky Strike ’s landing pad. Oong, Ari, and Tark had repelled an attack droid and confiscated its stun blades, which Garos discovered could be tuned to be short force blades.

Garos also found a Gamorrean enforcer for Bel Grainer waiting for us at the pad. Through a mix of bargaining and traded insults, we persuaded burly Tharg Thargsson not to attack us in return for information about Tolovo.

While Oong easily repaired our ship, he was unable to do the same for Max. Sharp-eyed Ari spotted a restraining bolt on Keel. The Duros removed it, incapacitating the android, which was nearly indistinguishable from a human. How many of the people on Bakura were droids or clones, and whom did they serve?

Tark asked his racing buddy Roviden Belden to help us get into the “Lesser Grace” spaceport, an exclusive retreat for Bakura’s elite. We hoped to rest there and devise a plan to fight the Sith and shut down the cloning operations.

We were interrupted when a group of Mandalorians found us. Foxdi Zess and two armored troopers had Tolovo with them, but she was badly wounded. Foxdi explained that my clone had sought out the mercenary Brotherhood, which was composed of clones of soldiers from the Mandalorian Death Watch (enemies of the Jedi) as well as the Grand Army of the Republic.

Tolovo offered a Kaminoan vaccine against a Separatist virus that would extend the clones’ lifespans. Unfortunately for her, the Brotherhood had been taken over by Griz Starfire. Thayne was surprised to hear the name of the clone trooper (Clone Commander Starfire) who had turned on Shin-wu.

Garos realized that it was Griz who had offered to sell Shin-wu’s light saber to Bal Grainer. Even though we called off our deal with the Rodian, we were able to persuade Tharg to continue working with us. Bal Grainer also noted that Chandrila hadn’t been a monarchy for 25,000 years, calling into question Princess Tethys’ story.

We agreed to help Zess sneak into Gesco City to rescue deposed leader Calo Zythor. A failed colony, this far northern base of the Brotherhood was protected by ray shielding, so we ultimately decided on a maglev subtram to get through. Thayne was anxious to recover his master’s weapon.

The Bakuran authorities set a reward for the missing Juris Keel, so I asked Tharg call Capt. Blaine Harris to tell him that Keel could be found near Gesco City. I hoped to set the military police against the Brotherhood and slip in during the confusion.

We left two Mandalorians to guard Princess Tethys and a weak Tolovo at the Lucky Strike. Mechanic Oong and pilot Tark took the front car of the automated train. I meditated and sensed that Bela-Trapada (who was on the Chiss list) was at Gesco City. More bad news.

Thayne used telekinesis to send a guard probe away, but Tark noticed something ahead on the scanner just as we reached the shielded base. A Mandalorian clone riding a Basilisk war droid blocked our path. Bakuran Tark shot out the train’s controls, as the rest of us headed to the windows.

The Basilisk’s shockwave cannon destroyed the front of the subtram as we jumped out. Duros Oong and Gamorrean Tharg swung down the same rope, and Chiss Garos jumped to a maglev ring. Tark and “our” Mandalorians flew around with their jetpacks, but one perished. I activated Force Cloak and slid down dispensed liquid cable.

Thayne swung to the roof of a falling train car, and Ssi-ruu Ari slipped until she grabbed the ring. Foxdi shot at the Basilisk. I sought shelter among the rocks. Tark descended to cover, and Ari and Garos clung to the collapsing ring support.

I used Hear My Thoughts to tell Garos where to find a line, and he kissed Ari for luck as they swung down. Foxdi was hurled into a nearby cliff, and Tharg caught her. Tark and Ari hit the droid-riding sentry, but Garos’ shots didn’t penetrate its armor.

Ever cautious, Oong hid behind a different rock from me. I usedBattle Mind to help Thayne, who blasted the clone, dropping him 100 feet. Tharg frenzied and finished him off with his vibro axe. Ari took the trooper’s pistol and attended to Foxdi’s wounds.

Tharg was going to throw the Mandalorian over his shoulder, but Ari was a more careful bearer. We walked through the empty subtram station, and Foxdi directed us toward the Brotherhood’s headquarters. We saw an Imperial shuttle and prepared for another battle.

On a balcony overlooking a broad plaza, we saw a group of people in Mandalorian armor, no doubt members of the clone Brotherhood. They were facing off with a robed Sith and her guards. My clone Bela-Trapada was negotiating with usurper Griz Starfire over the light saber of fallen Jedi master Shin-wu Sorotai.

We knew we were outnumbered, and we needed to get past the two factions to release Calo Zythor. I recommended a diversion. Garos ran ahead and threw a grenade, blowing up four Mandalorians. He and I ran toward the holding cells.

Tharg started jogging, and Tark shot two more guards. Oong ran for cover beneath the catwalks, and Ari and Foxdi ran forward, dodging Mandalorian fire.

Impetuous Thayne shot at Griz. I’ll have to remind him that revenge is not the Jedi way. Even though she nearly killed me, I have to admit a bit of disappointment when Bela and her force pike-wielding entourage left the scene with Shin-wu’s light saber.

Griz drew a darksaber (once owned by Pre Viszla, the head of Death Watch or Kyr’tsad) and jumped down to face us. Ari shot at him with a heavy blaster, but Griz still hurt Thayne and Tharg. Garos wounded Griz, and Tharg grabbed Oong and killed a Mandalorian on the way.

Oong shook off his injury, and I managed to hit Griz with my light saber. Tark shot another Mandalorian clone, and Thayne defeated Griz. Now all we had to do was find Calo and get out without getting caught in more crossfire….