Vox Machina defeats a dragon.
Shockingly.
Last episode, I said I didn’t think they could do it and well, they sought to prove me wrong. Albeit, barely.
They also did what I believed was the biggest issue they faced – ego and not working as a team.
All of them managed to set their egos aside and work together as a group to defeat the blue dragon man thing.
I’m not sure what he is. I thought dragonborn always looked like dragon people. Is he something else? I’m not as well versed in D&D lore as others. Or even in Exandria lore. I’ve only watched Campaign Two thus far and well, we didn’t meet anyone like this there.
Just saying.
I loved the subversion where the sketchy and goth dude was the prime suspect for working with the dragon until he was stabbed by the general. I did not see that coming and I feel I should have. It was too obvious to really be him.
And I did have a moment when the general said a storm was coming tonight and managed to not die in the attack on the army, that I thought – that’s odd. But I brushed it off. I should not have. Definitely should have been way more suspicious.
Although, I genuinely like it when TV shows can surprise me with obvious things that in hindsight, make total sense.
I think I’m so used to the idea that people hate giving tidbits away, so they drop hints in the wrong direction now and make choices come out of left field. There’s a part of me that doesn’t trust story tellers sometimes that just drop shock value twists.
However, Critical Role is not like that.
Typically, breadcrumbs are everywhere, you just have to pick them up. I love it.
I love that Vox Machina is confused as well, it’s like a moment the party thought they had the right guy and Matt shocked them as well.
I also love there’s moments things go horribly wrong. Shots go wide, spells don’t work, or we get tired as in show explanations for the game mechanics. Because even though I didn’t watch Campaign One, I can tell when someone didn’t roll well.
Whoops. The gun backfired, Percy didn’t roll well.
Vex’s shot went wide, the dice have failed Laura Bailey.
It’s lovely to see the moments when the roll of the dice came into play in the game, play out in the story as well. I loved that they managed to craft it in, so that if you don’t know this is based on a game campaign, it doesn’t really interrupt the story telling.
Because guns could backfire and not work properly. Especially a homemade one based on nothing, like I’m pretty this is the first invention of a gun in this type of D&D. It makes sense that a homemade gun might not shoot properly every single time.
Or Vex missing shots.
There is no real ‘perfect’ marksman. Sure, you can be truly good and consistent, but even the best can still miss. Especially, in the midst of a heated battle with a dragon.
Spells going awry.
Well, they take energy and effort. The longer a fight, the less you have to pull from. It works so well.
I love it.
We still get the moments when the dice were not in Vox Machina’s favor which keeps the flavor everyone enjoyed while still making it fun for newcomers.
Also, the honorary titles Vox Machina is gifted really give me context for Campaign Two when we meet Allura through the Mighty Nein. The cast is constantly pestering people about the Tal-Dorei council and the other members, which I assumed must have been a first campaign thing. I have my answer now.
It’s even more amusing.
It’s also hilarious that these former nobodies kill one dragon and are named heroes of the realm and gifted a house.
It’s so crazed and chaotic as they jam five years of storytelling into an animated series. Like I’m sure this storyline took more than two episodes to complete, but we don’t have that kind of time here.
So dragon murdered, yay, here’s your house. You’re staying close by for… reasons.
To protect the realm. Which I suppose makes sense, except you have an army for that.
Although, you did send everyone else to their deaths as mentioned by the council in the first episode. Everyone they wanted to call before giving Vox Machina the job, had already tried.
And died.
Then, then we have the end of the episode.
Now, if there’s one thing I know from consuming a sizeable chunk of Critical Role media is that no one named Briarwood is a good person.
And the Briarwoods appear at the end.
Which is the first time I’ve truly seen them in any form, I only know of them through vague interviews or stories through Campaign Two. And boy, oh boy, did they make an entrance.
As mentioned in the first episode, the guy in charge of Amon wanted all the major people together. All those with power. Everyone was contacted and summoned to discuss this crisis together, even the Briarwoods.
Although, no one expected an answer to the call because Whitestone has been quiet for a while.
Which is weird to me.
Like you’ve sent people before and they don’t come back. No one has left Whitestone since the family mysteriously stepped down and left it to the Briarwoods or whatever the story is. And they haven’t made contact with anyone outside of Whitestone in years.
Yet somehow, we never thought to investigate that?
Like every time I send someone there to inform them, they just don’t return. You don’t follow up on that?
Just to see if they decided Whitestone was a great retirement place or if they’d be kidnapped and brutally murdered? Held against their will? See if something is eating them on the way there? See if Whitestone is still standing or been abducted by aliens?
Sheesh, tell me you’re an awful ruler without telling me you’re an awful ruler.
Like I would have some severe questions.
Because Whitestone has been dark for years.
The crisis of the blue dragon is recent.
Meaning you had time. Before this problem. To go there, or send an army or something to ensure the people within your kingdom are good.
Or are you telling me, you’re not in charge of them? Because you’re a Sovreign and they’re Lord and Lady. I think you outrank them.
Also, can you just ignore a summon from the Sovreign?
Apparently not. The Briarwoods hitched up a carriage and are on their way. I’m sure that will go so well.
I mean, clearly their driver isn’t traumatized and completely sullen and malnourished or anything. One look at that guy and I’d wonder what the rest of the people looked like.
They need food and sleep and sunshine. Maybe a better lord and lady.
Although, I don’t blame them for defending themselves against bandits, they went a little too far.
Like punching a fist through the guy’s chest. Maybe an overreaction.
And thus, with that, episode two ends with I’m sure more drama and chaos to come. It should be an interesting ride.
Guess I’ll find out! Same time and place next week!
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