Monday, September 29, 2025

All We Do Is Fight

One of my biggest disappointments when I play Fantasy RPGs as a player is that it all comes down to combat. 


What? This again?!


It often starts out very promising; there's a story afoot, a chance for exploration, possible character interactions, and then...the fighting starts. The problem is, it never stops. It's followed by another encounter with hostiles, and then another, and before long everything you do ends in violence. 

Sure, Combat is a major element of TRPGs in general and let's be clear, I'm not a gaming pacifist who never wants to see some action of the physical conflict variety. It just feels as if in most of the Fantasy games [specifically] I've been in, that's all there is. 

At best, World-Building and Character Interaction feel a little on the light side. At worst, the game is just one boring fight bleeding into the next, none of them particularly distinctive or memorable. Fantasy, for all its tactical features, wide-range of weaponry and armor, and of course magical spells, features some really boring combat. 

I'm not sure what it is about Fantasy combat but I usually find it very bland and flat. It doesn't feel kinetic or dynamic as I've suggested incorporating in the past.  Part of the issue, in my experience and opinion, is that Fantasy combat is always so heavily regulated. The place where the crunch is loudest in these sorts of games is often in the encounter mechanics, making fights long, slow, and tedious.

There is also the typical Pass/Fail nature of the Attack Rolls in the majority of Fantasy games. As I've discussed elsewhere, this often results in a situation where if you didn't build your character 'correctly', you are likely to miss fairly often. A miss, followed by a round of other people's actions, followed by the high chance of missing again results in wondering why you're even there. In a small party of 3 players and their PCs this might not be so bad but imagine a [decently sized] group of 5 or more participants. It can be grueling for even the most patient of gamers.

So what can be done?

Don't play Fantasy Games. Thank you for coming to my Ted Talk. 

What? You want more? Fine. I've really spoiled you all...

I think some ways of improving the bog standard Fantasy fight are probably pretty obvious; changing up the terrain, actually making said terrain matter mechanically, using opponents placed above and/or below the battlefield, and use of evocative descriptions. Nothing you haven't heard of or thought of before.

That said, please bare in mind that 'mechanically mattering terrain' need not only hinder or impede the PCs. It should be something they can use as easily as it might be used against them. I've had PCs in snow covered Tundra slip on the icy ground or have their actions penalized because of the frigid cold but also let them throw snowballs at opponents and escape by sliding down the snow covered hills on their shields. 

Battle in the sky, underwater, while swinging across a jungle chasm on vines, or any other non-typical way of trading blows with adversaries!

I also think a Fantasy game that functions less like a 50+ year old wargame and more like...get this...a Fantasy game...might be really fun. I always find it hilarious that in a game of flying carpets, elves shooting fiery balls of death from their hands, and treasure chests that try to eat you, so much attention is paid to...teehee...tactical realism. Realism! Bwahahaha-ha-ha!


Fantasy? Yes.
Realistic? Muwa-Bwahahaha-ha-ha!


It's pretty clear to me that most Game Designers haven't been in any real fights. I'm not talking about serving in the military; that is a completely different experience that has very little to do with the kind of combat you see in most RPG campaigns. Complex strategy doesn't really apply when five or six people jump four others in a dark, dank tunnel or the your group of pals is suddenly accosted by a bear-sized chicken covered in scales with a snake-like tail.

Let's see some moves like finding that one weak spot in a Dragon's armored body or spraying an area with holy water or greek fire to watch a horde of undead burn. Sure, it's super exciting to have the power of...um..*read read read*...not getting a penalty in Mounted Combat. Cool. Wow. I am beside myself with how great that -yawn- is. 

Finally (for now...), give the players something else to do. What can happen in your world of mystery, magic, and monsters shouldn't be limited to just stabbing things or bonking them on the head. Yes Combat can be great for getting the blood pumping and the mind racing but if that is all there is it makes the game seem simplistic and unimaginative.

It's like looking out upon a grand vista of wonders and saying, "Can you believe all this is open to us? Let's go find an animal and hit it with a rock."

Really? That's the best Fantasy can do?

Humans. *Shakes head*

In a follow-up post I will discuss other things PCs could be doing other than fighting. I will also introduce an idea that I've talked about before but which appears to blow people's minds when I bring it up.

See you soon,

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Barking Alien




Saturday, September 27, 2025

The Bright Side of Light Games

JB, Wizard King of Curmudgeons, made a post on his blog B//X BLACKRAZOR wherein he speaks extensively (and then some!) about the 'wrong-bad'TM evils of 'Light Games'.

I recommend going over there and reading it, though be aware it might take some time to do so, perhaps even multiple sittings.  

The post gave me the idea to write one of my own about how awesome Light Games can be, as many of my current favorites fall into that category.

To be clear, this isn't a 'Point-Counterpoint' response and I don't intend to get into a debate with JB. His reasoning and opinions are his own and needn't be argued with by the likes of me. He is a very particular fellow with a very particular view of a very particular game.

I don't like that game. I don't enjoy playing or running it. I would much rather spend my limited free time with the great many games I do enjoy and, as stated, a lot of these would be considered 'Light Games'. 

Now, Light Games is not a term I think I've heard or seen very often, so you'll see me interchange it here with the term I'm more accustomed to, 'Rules Lite'. Also, I will be addressing the subject in very general terms, mentioning specific TRPGs as examples or points of reference when and where it's useful. 

Take it Light




Let's get the obvious and expected reasons for liking Rules Lite games out of the way first; Simpler rules and fewer of them means the game is easier to learn, explain, prep for, run, and play. In addition, play is usually faster as everything from Character Creation, to Combat, Task Resolution, and Experience/Character Improvement has less complexity to it. 

As we get older we have more responsibilities and less free time. Assuming the average adult TRPG enthusiast has maybe 24 free hours of leisure time and only 4 or 5 of those alloted to actually playing their game of choice, do you want to spend that time agonizing over mechanics and looking up rules in your preferred corebook during a session or would you rather use that time to do research, find cool images, and then hit the ground running and proceed at a smooth, exciting pace?  

I'm sure for some the answer is, "I like worrying about all 6 PC's Encumbrance Initiative Modifier! Give me so much crunch my breakfast cereal is gravel!" Well OK then, go for it! Knock yourself out. For the rest of us, we want to get to the part where we explore the game world and defeat monsters. We'll be doing just that while you're still looking up the Movement Rules by Terrain and Weather in Chapter 25.B. 

A Little Light Reading

In the time it takes to learn, let alone master, some of the more crunchy, complex TRPGs, one could get a working knowledge of a half dozen Rules Lite games. This allows you and your group to sample a variety of different approaches to mechanics, genres, and settings. One of the big hurdles I heard about when trying to get gamers to try a new games is they don't want to take the time to learn a whole new set of rules. That makes sense if you are only familiar with rules that take a long time to learn. 

Learning 6 Rules Lite games in the time it takes to learn one Rules Heavy one may sound like an exaggeration but consider my own experience and obession passionate interest in Japanese Tabletop Roleplaying Games.

It took me less time to fully translate and understand Meteor City-Star Rainy Days, Tokyo Ghost Research, and the recently obtained Zookyo Island (basically a Crime Drama/Thriller take on Disney's Zootopia) then it did to get a handle on the Cypher System. Cypher isn't super Rules Heavy per say but compared to the the games I mentioned above, it feels almost cumbersome.

I've said many times in the past that my feeling is most RPGs are 20-30 page workable games buried under 300+ pages of overthinking and unnecessary junk. Sometimes you'll find a game where those 30 pages are more than workable; they're downright good! Maybe really good! It's also possible some of those 300+ extra pages contain some interesting and useful stuff. It just like game designers over design and over write the majority of games on the market.

Cypher comes in at 450 pages [for the PDF]. Meteor City is 58 pages, Tokyo Ghost Research is just 28 pages, and Zookyo Island is 40 pages respectively. That makes those three games together 324 pages less than Cypher. See what I mean? Much easier to read through all of those in less than half the time it would take to read the core Cypher rulebook. 

My point isn't 'Smaller is Better'. My point is simpler and less complex is easier to comprehend and explain to others. It's each to remember as well. If done well, it means a more direct design that gets to the crucial features quickly.

Light on My Feet

Another benefit related to the above is the ability to ad lib and improvise feels much easier in Rules Light games. There is less of a concern/fear that making a decision on the fly is going to have rippling ramifications that 'ruin the game' for everyone involved. 

Especially with games where the base Task Resolution mechanic is the same for virtually any and all actions, if you are unsure how to ajudicate something, default to that base mechanic. Easy peasy. And once again, since a mistake or bad call is unlikely to impact a dozen other sub-systems, if your judgement wasn't perfect you come up with something better for next time without much muss or fuss. 

In full transparency I just couldn't get into the Cypher System and complete acknowledge my difficulty in wrapping my head around it isn't due to its complexity but rather how the rules are explained and all the subsystem elements that I find don't gel with my gaming style. 

Light on Calories, Heavy on Flavor

I'm a tinkerer. It's who I am. I like to customize, modify, kitbash, and adjust things just so. 

It is much easier to change or even add rules to a Light Game. Too many houserules and adjustments to a Rules Heavy RPG can result in the whole thing collapsing around your ears. Rules Light games are far more forgiving in this regard. 

I remember my first [and arguably] most successful long term 'Well Known Fantasy RPG' campaign. Over the course of the 4 years or so that I ran it (which included playing it several hours each day, Monday through Friday, in the Summers) I made a lot of modifications and houserules. Each one was specificallydesigned to give the game, the world, and the characters a certain feel. Eventually, I looked at my book of notes on the game and wondered, 'Am I really even playing Well Known Fantasy RPG anymore? If not, why am I still using it at all? Why not find or make a game that does all these things I want to do?' 

I admit it was fun to customize Well Known Fantasy Game but in the end I switched to a simpler, less rigid, more flexible set of rules that suited the game I was running much better. 

***

I could go on and on with this subject (not unlike JB did with his post) but I have other projects going on I'd like to get to - many related to what would definitely be considered Light Games. I hope I gave you some idea of why I personally love Rules Lite games so much. Honestly some of my favorite RPGs right now are Rules Lite and I would rather run and/or play any of them a thousand times over than have to sit through one of the clunky, slow dinosaurs of gamings heyday. 

Yes, I do love Champions [4E], Yes, I love Traveller. Those are the exceptions though, not the rule. 

Sign me up for ALIEN, Footprints in the Night, Ghostbusters (Original, InSpectres, Mine), Meteor City - Star Rainy Days, Smurfs, Star Trek Adventures*, Super Happy Sentai Hour, Teenagers from Outer Space, Tokyo Ghost Research, Zookyo Island, and more...

Stay tuned and see what pops up next,

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Barking Alien

*Star Trek Adventures is arguably not Rules Lite but it is essentially a much less complex game than any of the previous versions of Star Trek. In addition, I find it really easy to run and to me it has the same feel as many of the Light Games I enjoy. 

I also ignore 30% of the mechanics. 

Bye now!




Tuesday, September 23, 2025

Behind Blue Eyes

Hello my little Smurfs!

Welcome to my totally smurfy 'Behind the Smurfs' look at our 5 session Smurfs RPG mini-campaign, 'The Smurfs and The Palace of The Silver Princess', based on the Basic Dungeons & Dragons adventure of a similar name, designated module B3. 

As I've expressed in [too few of] the posts recapping the game, this was an amazing games and one of the best Tabletop RPG experiences I've had online. In fact, given my commemorating 48 years of gaming last month, I would place this short campaign among the Top 20 of all time. It was that much fun. 

This is the part where I attribute much of the game's success to the incredible efforts of our Storyteller (Stephen) and my fellow players (Andrew, Brandon, Heather, and RenĂ©) and yes, they do deserve tons of credit for how well they pulled off their respective roles.

At the same time, I don't want to be remise in failing to give kudos to the game itself. The Smurfs Role Playing Game is a really, really good game. I mean REALLY good. I try out a lot of new RPGs each year. I like too few of them lately but a small number definitely have an impact on me. There aren't many I fall in love with. This game, this ridiculous premise for a licensed TRPG, is one such game. I absolutely adore this system and its handling of the IP. Fan-Smurfing-Tastic! 

B3 or not B3? That is the question!




Palace of the Silver Princess is a module with a fascinating and sordid history. I highly recommend reading up on this most peculiar adventure if your at all interested in 'inside baseball' stories about the TRPG industry from 'back in the day'. 

Stephen revealed that he'd initially picked this adventure because he'd wanted to "Run a group of Smurfs through a classic D&D scenario". He had played through this particular module years ago and recalled it having a distinctly fairytale quality. 

All that said, our version of this scenario was a huge overhaul of the old adventure. The final result was definitely more 'inspired by' the original than a faithful rendition of it. In all honesty, as Stephen himself put it, "The adventure is Palace of The Silver Princess in name only. Many elements were burrowed but playing through this as we did was a completely different endeavor and experience from playing through the real B3 module."

Order of the White Drakes

Sir Ellis is a Knight of the Order of the White Drakes, though we never really learn much about who they are and what that really means. I forget whether or not the original module goes into it but our Storyteller Stephen worked out some details should the subject come up. 

The basics were that the Order was from a nation far to the Northwest of Haven (likely the Netherlands or Germany), known for a rare breed of albino, fire-breathing dragons that live in their Southern mountains. Prospective Knights connect with one of these dragons and bond with it, enabling the two beings to sense each others whereabout and condition. 

Though the Order is a bit secretive, they are also known to fight on the side of the good and the just.

Whistling While They Work




Originally, Stephen intended to have the Dwarves play a larger part and did some research on how the folklore and mythology of France and Belgium treat these now iconic Fantasy beings. 

What he found was the Alsatian Dwarves, named for the Alsace region of Northeastern France, who are craftsman and artisans living deep underground. Heavily influenced by German and Norse legends, they are not too different from the concept of them we generally think of. There are some minor differences but more interestingly, there are other dwarf-like beings more akin to the German Kobold that might be fun to use in future Smurfs games.

Three Apples High




I made this image using a combination of Midjourney AI and my own art skills, through Photostudio, during the course of our third session and then continued to modify it up to the very end of the campaign. I eventually presented it to the group to a very positive reaction. 

Beginning with Brash Smurf at 3 apples tall and going left to right, we have a Green Fairy Protector of Haven, a Growler, a Goeblin, a Dwarf, two average Humans, and an Ogre. In the upper left hand corner we have the original creature known as the Decapus, a monster created specifically for and appearing in B3 - Palace of The Silver Princess. In the background is Fellbane, the 'White' Drake. 

As for the Player Character Smurfs, a funny running gag throughout the game was related to their height; they were all repeatedly referred to as '3 Apples Tall' even though they're also very clearly not the same size. Apathy is the shortest, followed by my character, Smurfcornflower. Brash is specifically noted as being 'average or standard height for a Smurf' so he alone is three apples high. Next is Smurfhoneysuckle and finally, Suave is the tallest. 

***

Got to play a one-shot not too long ago but other than that I am definitely missing this game and really hope to be able to play Smurfs again in the near future. I would also love to game with this group again. What a great bunch!

Anyway, smurf you all soon,

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Barking Alien




Monday, September 8, 2025

STAR TREK MEMORY BANKS

It all begins with Star Trek.




Happy Star Trek Day everybody! It's Star Trek's 59th birthday, with The Original Series first airing on September 8th, 1966

A major contributor to my life long love of Space Adventure Science Fiction, the original Star Trek television series has sparked my imagination since I was a very small boy. I would play Star Trek with friends the way other kids played Cops and Robbers, complete with toy Phasers and walkie-talkie Communicators. We collected Star Trek Action Figures, went as Mr. Spock for Halloween, and just ate up anything related to Space...The Final Frontier.

FASA's Star Trek, The Role-Playing Game was therefore a dream come true for me. It was the first tabletop RPG I purchased with my own money, completely by myself. Up to that point, I had received all of my game books, boxes, and dice through holiday or birthday gifts. I did buy Villains and Vigilantes with my own money before I got the Star Trek RPG but I split the cost of the former with a friend. This felt different and it remains a special moment for me within my time in the hobby.

From purchasing the FASA RPG in 1982 to my current Modiphius Star Trek Adventures game, now in its 11th year, it is safe to say I've run A LOT of Star Trek. From innumerable one-shots to several long term campaigns, I've run so many scenarios in the Star Trek universe I could start a new campaign tonight and have it last decades with only material from previous games. 

And that, in a manner of speaking, is what this MEMORY BANKS post is all about. To celebrate Star Trek's Anniversary I thought it might be fun to give you some examples of original creations that have appeared in my various Star Trek games over the years. Everything that happens in one of my games becomes part of that universe's canon, so all the elements entered into the 'Barking Alien Memory Banks' can be reused in a future session months, years, or even decades later. 

Now you can include some of it in your games.

Initiating Uplink...Memory Banks activated...Display onscreen...




The Bonhomme Richard


The first Bonhomme Richard to appear in a campaign and the one that started the tradition
was a Bonaventure Class Survey Vessel based on the USS Bonaventure 
from Star Trek: The Animated Series. CG rendition by Aaron T. Harvey. 


The USS Bonhomme Richard (Good Man Richard) is destroyed in every campaign I've ever run. It isn't the same Bonhomme Richard but rather any ship christened with that name ends up in a very bad way, often resulting in the loss of the vessel and all its crew. We've seen ships with this dedication lost to Spatial Anomalies, Klingon Battleships, Interphasic Aliens, a Sentient Computer Virus, and more. 

It has been suggested that the name may be cursed but we are beings of Intellect, Reason, and Science. We know for a fact that there is no such things as a 'curse'. For this reason, starships continue to be dubbed the Bonhomme Richard.

Cross my heart and knock on wood.

Starfleet Starfighters - The PT-009 'Attack Craft' and 'The Mars Defense'


PT-009 Attack Craft in mid-ground of image.
Concept Art by Andrew Probert.


Largely inspired by this concept art from the incredibly talented Andrew Probert, my longest running TNG Era campaign had the PCs' ship carry three PT-009 Attack Craft. Never referred to as Starfighters by any character in the campaign, neither PC nor NPC, it was clear that that's exactly what they were. 

In one Episode/Session two squadrons of these are launched from Mars, making up a protective group known as the Mars Defense Perimeter, a reference to a similar group in the Star Trek TNG episode, 'The Best of Both Worlds - Part II'. In the episode the Borg are coming to Earth and three tiny, roughly missile-shaped pods are launched to stop it. Seriously. It was so ridiculous and pathetic looking that my friends insisted that our campaign feature something far more substantial. Given that Mars is the site of the Utopia Planitia Shipyards, I agreed that it needed considerably better guardians than a few unmanned space darts.  

The PT-009 is a Sublight/Impulse, single being spacecraft, armed with Phaser Cannons, Micro-Photon Torpedoes, and light Shields. It is extremely quick and agile, being ten times more maneuverable than a standard Type-8 Shuttlecraft and considerably faster at Impulse than a Type-11. It is a difficult ship to pilot and if a character lacks a specific Attack Craft Piloting Skill or Focus, increase the level of Difficulty or number of Successes needed for any given action by at least 1 (or one Difficulty Level depending on system). 

The Morena / Meropean Chelons


Commander Merot, Chief Engineer and 3rd in Command,
Miranda Class, USS Odyssey

The highest ranking Morena in Starfleet as of 2290


A sentient, starfaring species from the planet Moren (also known as 'Merope II' or '23 Tauri Aa II'), the Morena (plural and singular are the same) are amphibious humanoids descended from a shell-less, turtle-like ancestor. Instead of a shell, the Morena have flexible armor plates on their heads and backs. They possess webbed hands and feet but are primarily land dwelling at this point, returning to the water for various courtship, reproduction, spiritual activities and rituals, and for fun of course. Morena just enjoy swimming. A Morena's eyes have evolved for operation in low-light and underwater conditions but can adapt to Federation/Starfleet standard illumination with time and exposure. Their vision extends into the ultra-violet range. 

Although there are some biological similarities between the Meropean Chelons and the Rigellian Chelons, the two species are not directly related in any way. 

A curious element of Morena sociology, philosophy, and culture is that they self-professed perfectionists. Although individuals can become obsessive in this regard, the Morena's cultural drive is to try to achieve 'perfection' in whatever it is they do. What constitutes 'perfect' can vary from individual to individual but a Morena never does anything half-heartedly. Their government includes a 'Council of Perfection' that advises the other legislative and executive bodies, identifying flaws in various laws or operations and constantly seeks ways to improve and perfect them. 

Sometime after First Contact with the United Federation of Planets in 2239, the rather impassive and even-keeled Morena became fascinated with the emotional displays of other intelligent species. Most notably, they were intrigued by Human emotion, the Vulcans' apparent lack of emotion, and the intense emotional reactions of Andorians. It became common practice for Morena to choose an emotion or mental state and attempt to 'perfect it'. This eventually developed into a major aspect of their civilization, organically growing from fad curiousity to common planetary pasttime. 

For example, a Morena might decide to be 'Enthusiastic' and react to any and all situations with positive enthusiasm. After at least 5-10 years of this practice (on average), when the individual feels they completely understand the emotion they've chosen, they have a small celebration with close friends and/or family in which they display their chosen mental or emotional state for the entire event. At the end of the party, the oldest, youngest, and closet peer are assembled and judge whether or not the Morena has 'mastered' or 'perfected' being Enthusiastic. If so, there is much joy, drinking, eating, singing, etc., and return to a more normal way of life. They might also choose a new emotion or mental state to perfect.

If not, if their mastery of the chosen concept is deemed 'imperfect', the hosting Morena thanks everyone and then leaves their own party, encouraging everyone else to enjoy themselves. The Morena then proceeds to take a contemplative 'walkabout', a few days to a week off to figure out where they went wrong. What was it they missed? Upon their return they are likely to try again for a shorter time, 3-5 years, before throughing another such celebration. 

Morena entering Starfleet Academy are given psychological screening to ensure their chosen mental state will not interfere with their potential duties and the safety of their future crewmates.

We've had at least 3 Morena Player Characters over the years attempting to perfect 'Calm', 'Gregarious', and 'Determined' to both exciting and hilarious effect. My current Star Trek: Prosperity campaign has a Morena NPC, Engineering Ensign Megop, who was only recently assigned to the ship after graduating from Starfleet Academy. He is 'Meticulous' and its sometimes very helpful, other times very annoying to his fellow crewmates. 


The perfectly Meticulous Ensign Megop.


I forget what exactly inspired the creation of the Morena but their homeworld was mentioned in one of the FASA sourcebooks as a major Starfleet/UFP Shipyard. When one of my campaign crews ventured there during a mission I introduced a number of Morena NPCs working and managing the facility. 

Well, that's all for now. My brain is experiencing 'creative turmoil' so you're either gonna get some oddball posts over the next few weeks or hardly any posts at all. Which will it be? Who knows? That's the fun of it!

Heh. *Sigh*

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Barking Alien








Tuesday, September 2, 2025

Red versus Blue - The Grand Finale!

This is it! No really this time! The final recap of our mini-campaign based on the classic Dungeons and Dragons Module B3 using the upcoming Smurfs Roleplaying Game from Maestro Media...




Following this post there will be a single post 'After Action Report' talking about the game from a real life, out-of-game perspective but this - this right here - is how the story ended. For now! LOL I'd love to get back with this group and play another outing. Great GM, great group, and I absolutely adored the PC Smurfs, including my own character. I loved playing her! 

OK, the big finish...

Season Five, Part 3

When we last left our heroic Smurfs, Fellbane the Dragon had breathed a powerful stream of flames at the Sword of Arik and in the process set the entire Royal Armory ablaze! Everything within was either charred, melted, or on fire. The blade of the Sword was blackened but not completely destroyed. Unfortunately, in attacking the Sword, Fellbane burned the area around it and terribly so. Not far from the evil weapon, the five Smurfs had stood.

How could they have survived something like that?!?

As the smoke and flame died down a bit, one could see a small glass sphere, or perhaps a soap bubble, sitting on the ground besides the Sword of Arik, or what was now left of it. Inside this bubble were the Smurfs, unharmed save for feeling very hot and sweaty. "How are we not smurfed to a crisp?", exclaimed Suave, "I was certain our smurfs were flambed for sure!"




Smurfcornflower shook a half-full potion bottle that looked to contain soapy water. As she spoke, tiny bubbles came out of her mouth. "Bubble Brew! A Potion version of the Bubble Block Spell." Honeysuckle gave her a hug. Brash tussled her hair. Suave bowed. Apathy squeezed her hand and smiled.

"Oh my Smurf! Ya'll, we gotta follow that Dragon! He's headin' for the Eye sure 'nuff!", shouted Honeysuckle, shaking with intent. Apathy and Suave tried to calm her down as Brash of all Smurfs caught on to what she was getting at. 

"She's right! The Dragon wasn't trying to destroy us, it was trying to destroy the Sword. It aimed right at it. He must have been saving up his strength and sensed we'd opened the secret panel", said Brash.

"Of course, " began Suave Smurf with a snap of his fingers, "the spirit told us 'The Sword is guarded by one who can not use it'. If Suffertooth opened the panel and used the Sword, the Dragon would've come at once! That encounter would not have been pleasant for the Ogre."

"Problem is, the Dragon's fire didn't destroy the Sword. The handle yes but not the blade. The Dragon is powerful but I don't think it can eliminate the Eye of Arik." Brash pulled out the sliver of broken red crystal he'd picked up. It was about the size of a toothpick, roughly a short sword for a Smurf. "I think only this can do the job."

Everyone nodded.

Following the charred footprints and thundering movements of the Dragon, the Smurfs eventually came upon the creature as it smashed through the double doors of a large bedroom further down the hallway. The Royal Bedchamber of Princess Argenta! As the Smurfs ran to the room as fast as their tiny legs could carry them, they saw the Dragon attacked and being rebuked by some unseen foe who was deeper into the room. The Dragon's massive size was a hinderance here, not an asset, as it couldn't get in close.
 



As this point I am going to summarize certain elements...

Suave Smurf focused his charm and eloquence on convincing the Dragon to back up and allow the Smurfs to assist. Master Magician Miribellis showed up at this point with a freed Rowena the Bard. Suave also negotiated here, as the Dragon, whose name was Fellbane, initially thought Miribellis was still possessed and wanted to tear him apart. After some deft social interaction, Fellbane backed away into the hall, Miribillis cast a protective spell on Rowena, and Rowena started playing and singing an uplifting song that irritated the person in the room to no end. Whoever it was shrieked in extreme discomfort at the joyful tune.

Into the room went the rest of the party - Apathy, Brash, Cornflower, and Honeysuckle - who found Sir Ellis within. He stood in front of a bed upon which the Eye of Arik lay, his own eyes as red as the ruby sphere. Within the facets of the red gem Princess Argenta could be seen in distress, shouting to break free. The Silver Princess was trapped inside the Eye and Arik had possessed her betrothed, The Dragon Knight!




By Papa Smurf's Beard!




Noting the possessed Sir Ellis' reaction to Rowena's music, our Smurf adventurers went into action immediately. Ellis shouted at Fellbane the Dragon, saying it was too late and his master was "Mine Now! Soon I will have the power to manifest fully. I will wed the Princess, making me The Ruler of Haven! Finally!" Periodically he would also yell out, "Cease that infernal song!"

Apathy and Cornflower distracted Sir Ellis, using the remaining Bubble Brew to protect them from his sword swings, which were far more powerful than that of any Human. Stronger even than the Ogre, leaving gashes in the rug and gouges in the stone floor.

Meanwhile Brash Smurf and Smurfhoneysuckle ran around him and tried to climb up onto the bed. Brash, now holding the red crystal shard he had like a sword, started to act a little strange. He was becoming more and more angry and aggressive. He suggested they should just stab Sir Ellis with the sliver of the Red Crystal Sword. Honeysuckle kept him focused and it was obvious from her dialogue there was a special bond between her and Brash at this point. It helped but he was clearly struggling with the weapon's corruption as the two of them neared the Eye.

After three solid hits, Cornflower's bubble shield popped. She and Apathy scattered. Cornflower dove under the bed while Apathy ran in the opposite direction to confuse Sir Ellis/Arik. Unfortunately, the possessed Dragon Knight kicked Apathy across the room. He lay crumpled near a dresser as Cornflower called out to him.

Sir Ellis suddenly realized the others were behind him on the bed and whirled around to try and slice Brash with his sword. To everyone's surprise, including Brash's, he was able to block the attack with the Red Shard! Brash gave and mad laugh as fought to push back the possessed Dragon Knight. The continuous music from the Bard made Arik/Ellis wince and groan. Suddenly, so irritated was Ellis/Ark by Rowena's music that he turned in her direction and insisted she stop, moving towards her and gesturing at her with his sword, momentarily ignoring Brash and Honeysuckle.

The latter told the former that this was their chance but the increasingly enraged Brash only wanted to stab Sir Ellis, forgetting the goal was to strike the Eye with the crimson crystal sliver. Then, in a flash of foolhardy brilliance, Honeysuckle taunted Brash, saying he was scared to face the Eye and that she could just destroy it without him. He lunged at her with a growl as she positioned the Eye of Arik between them.




Meanwhile, Smurfcornflower reached Apathy and with the help of Suave, moved him just past the threshold of the doorway. Cornflower took out a Healing Draught, one of her two remaining potions, and helped him drink it down. As his head cleared, Apathy looked up at her and she smiled down on him. Cornflower asked if he was OK and he replied by giving her a big hug. The two stayed embraced for a good, long moment as Suave and Mirabillis looked on with smiles of their own. 

As Ellis/Arik moved towards the young troubadour intent on stabbing Rowena with his blade, Fellbane the Dragon swifty came to her aid. It moved incredibly fast for a creature so large, hindered by so confined a space as the Palace hallway and blocked the strike with its head! This caused it pain and it roared so fiercely it shook the walls. 

Back to Brash and Honeysuckle, the two danced around each other as Brash tried to get at her with his weapon while she tried to move the Eye in the way so he would hit that instead. Finally, in an appeal to their friendship and their bold natures, Smurfhoneysuckle got close enough to Brash Smurf to tell him to fight the sword sliver's corruption, to remember why they were they, and to be the hero she knew he was. With all the smurf he had in him (as well as an expediture of Effort, a Smurfberry, AND Smurf Power!), Brash overcame his weapon's evil sway and he struck it against the Eye of Arik as Honeysuckle held it steady...




The 'Lady's Heart', the Eye of Arik, Ruby Red Crystal of Ill Omen, EXPLODED in a flash of scarlet light and billion tiny pieces of now colorless gravel! Brash's sliver sword blew up as well, becoming little more than a fine powder. Lighting burst forth from the exploding sphere and traced the edges and corners of the room, running over Sir Ellis, Brash, and the figure of a woman who was otherwise invisible. When things calmed down and a feeling a stillness fell over the assembled, the figure was revealed to be none other than Princess Argenta! The Silver Princess was free! 

"Princess? Argenta my love? What have I done?!", Sir Ellis cried out, dropping his sword, falling to one knee, and grasping the hem of her dress. He sobbed quietly into it, becoming vaguely aware of what he'd done. 

"Rise my love. It was not you. I knew the entire time your heart was true. It was the evil of the spirit of Arik. A spirit that is still present", said Princess Argenta, fighting to keep her voice even. She raised her head and all the others looked up to meet her gaze.




Floating high in the center of the room was shadowy, red-hued spirit...all that remained of Arik the Vile. Thinking quickly, Smurfcornflower remember something she'd seen in a book in the Court Magician's workshop. She instructed the Princess to raise her necklace, which had upon it a bright blue crystal. She then called out to Master Magician Mirabillis to trap the spectre in the crystal, just as Arik had done to Argenta with the ruby 'Eye'*. "Brilliant!", Mirabillis called out, as he quickly cast the necessary spell. Converted into red lightning, the bolts flew into Argenta's amulet and with a shower of azure sparks, Arik's essence was stuck. 




"HURRAY!", cheered the Smurfs and Rowena. Mirabillis beamed. Fellbane let out a joyful roar! Princess Argenta and Sir Ellis held each other ever so tightly. Everyone hugged in fact and collectively let out the breaths they'd all been unknowingly holding.  

Within moments, sounds filled the castle. The petrified Wedding Guests were restored to normal. The Skeletons walking the halls all collapsed to the ground. The castles' hounds barked and chased out the Goeblins who ran for their lives. Green light sparkled in from the windows as the Fairy Protectors of Haven arrived to aid the people of the palace now that the curse of the Eye was lifted. 

"Princess Argenta, Sir Ellis, and all those present," began Mirabillis, his voice echoing loudly off the Palace walls, "three cheers for our heroes, the ture saviours of the Silver Palace, and the bravest of the brave - The Smurfs!" Clapping and cheering came forth from those gathered and it quickly spread, sweeping throughout the castle. Sir Ellis and Princess gathered the Smurfs up and carried them downstairs to the Grand Ballroom. Each person they passed sang the praises of the little, blue adventurers. 

***

EPILOGUE:

Many Humans young and old, four Dwarves, three Green Fairies, a Pale Dragon, and of course a party of Smurfs - plus Papa Smurf and Smurf Willow - all assembled in the courtyard of the Silver Palace of Haven to see Princess Argenta and Sir Ellis finally wed. They kissed to much fanfare and a great celebration followed, the likes of which had not been seen in the Lands Beyond, let alone Haven, in decades. 

The Goeblin were gone, the Ogre arrested, and the Blue Crystal containing the remains of the spirit of Arik the Vile sat in a locked metal box, engraved with runes and double enchanted by Mirabillis and Papa Smurf. Smurf Willow had helped with the food and drink and a few enchantments of her own to ward off any future evil phantoms. 

At the party, Suave entertained Humans and Dwarves alike recounting the adventure of the Smurfs and their allies. Brash Smurf and Smurfhoneysuckle played games, competed to see who could in the most cake the fastest, and laughed their little blue tails off. Apathy saw Cornflower standing around and watching everyone with a big smile on her face. He tapped on the shoulder and asked, "Would you, um, that is...care to dance?" Her smile widened, almost too wide for her face, as she took his hand and skipped to the ballroom floor.

High above on one of the tall towers of the Palace, Fellbane swayed to Rowena's music playing below, and shot a burst of flame into the air. Green Fairies flew past him sprinkling magic dust into the fire, creating brilliant fireworks that could be seen for miles. 

The Smurfs had saved the Silver Princess and her Palace and they all lived happily ever after.

THE END

Created by fans, for fans, this was in no way officially connected to Maestro Media, TSR, or Wizards of the Coast. Just a bunch of Smurfs smurfing around for the smurf of it.

Thank you everyone for following this series. As noted, there will be a post-campaign write-up with some additional thoughts, notes, and art coming very soon. 

Until then, I smurf you all a wonderful smurf,

AD
Barking Alien

*When Smurfcornflower (my Smurf PC if you recall) was making Potions back in Mirabillis' lab, I looked at a Spellbook and Scrolls he'd left out in the open. It was there that I noted and learned the Reverse Petrification Spell and saw references to a 'Spirit Jar' type rote as well.

I assumed it might have something to do with Arik's essence being inside the Eye or trying to trap someone inside it but as Cornflower is an Alchemist and not a Wizard or Witch I let it be, simply making a mental note. I remembered it at the climax of the adventure and, funny enough, the GM had all but forgotten that he mentioned it. LOL