Continuing the tale of The Smurfs and The Palace of the Silver Princess; a classic Dungeons and Dragons Module (B3) run using the upcoming Smurfs Tabletop Roleplaying Game from Maestro Media...
One again, sorry this took so long to write and post. I've been ridiculously busy lately.
This recap comes after the fifth and final session has been played (more on that in later posts obviously). This will be in two parts as will the breakdown of Session Five. After that I will give my overall thoughts on this mini-campaign.
If this seems like a lot happening in a single session you'd be right but Session Four was longer than any of the others by about an hour and a half.
Session Four, Part 1
With the key to Court Magician's Sanctum in hand* our smurfy heroes made a mad dash across the Great Hall towards the entrance/exit. The group saw a large shadow move along the floor and realized the tentacled plant abomination was in pursuit, moving along the rafters on the ceiling. As they neared the wide doorway, the monster seemed to disappear into the darkness above.
Suddenly, Honeysuckle noticed someone hurrying towards the Great Hall...a Goeblin! One of the nasty buggers they'd encountered earlier in the kitchen, he ran at the.with a fork and knife in his filthy mitts. Brash smiled and exchanged a glance with Honeysuckle who smirked back and whispered, "Follow our lead y'all."
Brash Smurf and Smurfhoneysuckle readied themselves and then, at just the right moment, pulled everyone in the party down to the ground. Above them the one-eyed horror descended from the ceiling, promptly colliding with the Goeblin. As the two of them wrestled, each trying to escape from and/or eat each other, the Smurfs run out of the room and moved as quickly as they could to the staircase heading up to the next level.
Just before they departed in haste, Apathy looked back into the Great Hall to note; Princess Argenta, Sir Ellis the Groom Knight, and Mirabillis the Royal Mage himself were absent among the petrified wedding attendees. If the Princess and her betrothed weren't at their own Wedding...where were they?
The Smurfs passed a ghost on staircase, the haunting spirit of Branuar the Cleric, head clergyman of the Kingdom of Haven. He spoke on and on in whispered riddles but the team was able to glean some insight into what they were likely to face next.
- The Princess was trapped but safe. The groom was free but in the greatest danger.
- The sword that can destroy the Eye of Arik is guarded by one who can not use it.
- Being the hero can lead you down a dark path. Beware!
The Smurfs continued on and found the door to the Court Wizard's room. There was no doorknob or keyhole but there was a carving of a hand where these things should be. Standing on each others shoulders to form a Smurf-ladder, Brash at the bottom and Apathy at the top, handed the key upward until Apathy hefted it a little above his head. Cornflower made the suggesting of positioning the key so the blue crystal in its was in the center of the hand carving's palm.
Catching the light from a nearby window the crystal glowed, casting a thin ray of blue light on the middle of the palm. A keyhole revealed itself in the center of the hand and Apathy carefully turned the key over and around (with the help of those below him) to insert it into the lock and *Ch-Clink* the door was opened! Cheering with excitement the Smurf ladder crumbled, leaving the party on the floor laughing out of sheer release of the fear and tension they'd been feeling.
The door was opened to reveal what could easily be described as Smurfcornflower's dream come true. After going roughly a session and half without her Potions (which is to say, her special Advantage!)**, Cornflower was in heaven as the room was full of spell books, magical components, potions bottles, and a cauldron that was eerily still warm and steaming. Shaking with anticipation, Cornflower ran forward but was caught by Honeysuckle who gave her a finger to the lips 'Shhh' and looked around. The team proceeded slowly but Cornflower was beside herself trying to hold in her enthusiasm.
After confirming the place was relatively safe, the group took a much needed rest and ate some Smurfberry Dry Biscuits and drank some water. Cornflower joined in but in a rush, eager to get to potion-making. In addition, with the help of Suave and Apathy, she was able to locate a cure to dispell the Petrification Curse. Yes!
Stephen, our GM, felt bad that I went so long without the coolest thing about my character; Smurfcornflower - the Potion Maker - had no Potions for a session and a half of our five session campaign. I assured him I wasn't bothered by this at all (See the ** note below). I loved playing Cornflower even without her 'Magic Power'. Her personality and the way she interacted with the other PCs was just so fun. However, I am pleased that Stephen decided to allow me to create 5 Potions instead of my normal 3. This is separate from/in addition to the 'Flesh to Stone' antidote. I should note that this decision was influenced by the fact that previously my multiple use Potions were all used up in one-time actions
After a bit of 'downtime' the party of Smurfs regroups and gets ready to further explore the Palace, hoping to find the Sword of Arik (which can destroy the Eye), as well as Princess Argenta and Sir Ellis. Perhaps they could even locate Mirabillis himself, which would be really helpful as it would give them an ally who knows Magic Spells. Calling out to Cornflower to see if she was ready to go, the gang hears a vague response from the top of the table in the middle of the room. They all look up to see Smurfcornflower holding up two potions and a moment later, cackling manically. She fades off, notices everyone staring at her, and sheepishly says, "What?! I'm having fun!".
The PCs proceeded to leave the Magician's workshop and searched the second level/floor of the Palace. While looking about, they became aware of someone else moving about the corridors as well. Apathy had a hunch that it might be best to hide the key. The group wrapped the item in a swatch of cloth and Brash started carrying it on his back.
Turning a corner, Brash and Honeysuckle came face to feet with none other than the Royal Magician himself, Master Mirabillis! Cornflower, initially somewhat behind her friends, ran up to greet the wizard, eager to speak with him. As he looked down at the little blue adventurers, the party could tell something was wrong. Then they noticed his now glowing red eyes!
"What do I behold before me? Enemies of Arik! Stay where you are so that I might turn you to stone!", the Magician cried out, his voice a mingling of malice and madness.
"Merci mais non."*** Suave Smurf began, "We are very busy and simply can not fit it in to our schedule. Perhaps some other time?".He finished with a polite (but nervous) smile.
Unfortunately, this response only made the furious, corrupted Court Magician...well...furiouser! Mirabillis directed his Wizard's Staff towards Suave while the others scattered, not realizing he wasn't moving along with them. The Magician spoke a dark incantation in an ancient tongue, the gem at the end of his staff glowing dimly, and with a sudden WHOOSH, Suave Smurf was petrified!
The rest of the party shouted, stamped, and then got down to business. Smurfcornflower fished one of her new potions out of her sack and said to the team, "One smurf each. No more. Got it?", in a voice as even and unwavering as she could muster. Everyone else nodded. Cornflower lightly tossed the potion - a bright and deep blue elixir with sparkles - to Brash Smurf, who took a good sip and hefted it to Smurfhoneysuckle. Honeysuckle took a gulp and handed it off to Apathy Smurf. Apathy drank the final bit of the potion and then licked his lips. The others stared at him for the longest of seconds.
"What?", shrugged Apathy. He looked Cornflower in the eyes and smiled sheepishly. "It's tasty."
Mirabillis readied another spell but as he brought down his staff, Brash charged him, leaped up, and pulled the troublesome end of it nearly to the floor [with ease!]. Honeysuckle followed by bouncing off Brash's shoulders and running up the length of the rod until she jumped off and kicked the clasp of the Magician's cape. The thick blue cloth came loose and fell about Mirabillis' feet. Apathy was next, yanking the cloak and toppling Mirabillis onto his back, completely prone. Apathy was astonished that had worked.
The next few moments were a rapid back and forth, with Mirabillis casting balls of fire and curses of Petrification, eventually turning Apathy and Brash to stone and singeing Honeysuckle pretty badly. Cornflower kept trying to cast the counterspell but had to stop to dodge the Magician's attacks and miscast it once.****
Finally, Smurfcornflower executed the reversal spell perfectly (with Effort, a Smurfberry, and Smurf Power!) and the rest of the party were stored to normal (except Honeysuckle who was still injured of course).
Suave let out a loud exhale as if he'd been holding his breathe the entire time he spent petrified. He then breathed back in deeply and shouted, "Brash, Blow The Whistle!". Brash had all but forgotten that he was carrying a Protector's Whistle and proceeded to blow into it with all he could muster. Somehow distant and deafening, like a hurricane wind outside while you're safe in your home, the Whistle sounded like it was echoing from everywhere at once.
An aura of red flames flared around Mirabillis, his crimson eyes glowing more intensely. At first weakly and in small quantities but increasing steadily the flames began to flicker green instead of red. Once all the flames turned green a fee shifted and become blue! More and more Mirabillis became wreathed in blue fire.
"What in Blue Blazes?!", shouted a stunned Honeysuckle.
The azure conflagration flared so brightly the party had to cover their eyes for a moment. When it passed, the Court Magician was found sitting on the stone floor of the corridor blinking and bewildered. As he slowly got to his feet, the Smurfs readied themselves for...well...for anything.
It quickly became apparent that something had changed about Master Mirabillis. First and foremost, his eyes looked normal and were clearly no longer glowing red. His demeanor was calm and thoughtful, not aggressive as he had been just minutes ago. He spoke quietly, his voice a bit shakey, "I...I am free. No longer am I trapped in my own mind. Who...Smurfs? Are you really Smurfs? There haven't been Smurfs in Haven in a hundred years."
"Master Mirabillis, Royal Magician of the Kingdom of Haven, we are indeed Smurfs. Summoned by the Green Fairy Protectors of Haven, here on behalf of Papa Smurf, we have come to aid in freeing your nation", said Suave Smurf in his most polite and proper manner. "It seems someone left clues and a hidden key to your sanctum in hopes that they could be used to help in this regard. Furthermore, we surmise that person might well have been you."
The Court Magician smiled a tight but honest smile. "You are both clever and correct my little blue friends. Perhaps we actually have a chance of saving Haven."
To be continued...
AD
Barking Alien
*By having the Magic Key 'in hand' I actually meaning lugged around on Brash's back or carried by two Smurfs at a time. This was a Human-sized metal key. It was kind of heavy for us Smurfs.
**Remember that I, that is to say my character Smurfcornflower, spent a quarter of one session, all of the next, a little of the one that followed without Potions - her unique special ability. Her Smurf Advantage, a decrease of difficulty when creating or identifying Potions, barely applied to anything during this time.
From what I've encountered over the past 15+ years, this would have driven the average player mad. Imagine having a D&D Wizard PC who used up all his Spells for the day in one session and the next session and a half took place on the same day. A Wizard with no Spells for about 6-7 hours [or so] of game time. The player of that Wizard PC would have flipped, right? They'd be furious!
Not me. Nope. See, without my special power/weapon I had to get creative, be entertaining, engage in role-play, and show that creating and using Potions is a cool thing Cornflower can do but it isn't what makes her cool.
I could easily see players complaining there was nothing their character could do or nothing for them to do. Some might even say 'the GM didn't give me anything for my character to do'. That is so mentally lazy and creatively empty that it always makes me nuts when people say anything like that.
There is ALWAYS something you can do. You can talk, make a joke, distract, use props in your environment, use the terrain itself, etc. You can contribute. You can make it fun for you and others. Don't be that person.
***Merci mais non translates in English to 'Thank you but no'.
****Cornflower is an Alchemist, a Potion-Maker, not a Witch, Wizard, or Magician of any kind. She doesn't have any gift or training at casting Spells. Both I and Stephen (the GM) played into this idea, making casting the anti-Petrification magic quite difficult.