Monday, 19 April 2021

The Fantastic Voyage -Through The Olman Straits

Read the previous installment here

Mastering the Ship of Lost Lirea

The controls of this ancient artefact of a bygone culture are not easy to comprehend or master for those who now lay claim to this vessel.  Until this voyage, only three people managed to understand their workings; Jessica Del Rio; Samson Marcher; and the ill-fated Kanaka Jackson, who was rescued from years of captivity by the harpies of the Moaning Isle, beneath which lay the watery cavernous lair of the Kraken Im'po'potle and his Dagon-worshipping Sahuagin followers.
  
Subsequently Kanaka met his end in the cold life-draining clutches of the psychic undead horror known as the Caller In Darkness, created by the foul arts of Lashimire and then foolishly released by one of the band of explorers of Lashimire's lair, one Kuda Maskall.

The Caller In Darkness

During the Growfest week prior to setting out on their voyage, Jess took her gnome protegé Kantelleki out in the magical submersible for some training.  After several days of effort, he managed to master its complex steering controls, adding to the list of people able to pilot the ship.  He also manages to figure out how to operate the sonic disruptor field.


Kantelleki Bachin.  
Any resemblance to Peter Lorre coincidental.

However, understanding of how to control and target the disintegrator cannon continues to elude him.

After the ship parted company with the "mothership" Enterprise at Port Stolm, Kantelleki spent most of his time piloting and navigating, so others attempted to learn the necessary skills.

Pumpkin Pepperweb, pixie cohort of Cerys Landry's constant companion and helpmate Echo, has an excellent eye for hitting distant targets with ranged weapons, one of her specialisms in fact.  She is an excellent choice for operating the disintegrator cannon (provided her enthusiasm for causing mayhem can be reined in a little).  She also has the necessary intellect to grasp the alien controls, something that eludes the party's other ranged combat specialists Quaenas and Tsai Ying.  Pumpkin is actually a rather clever little pixie.


Pumpkin at the controls of the Imp's disintegrator cannon.  What could go wrong?



Samson helps her to learn how to adjust the settings and activate and target the deadly ray.

"Wahaaaaay!  I'm going to have so much fun with this....!"

To her disappointment Pumpkin is given very strict orders not to enter the turret and mess around with the disintegrator cannon without the say so of both her boss Lady Cerys and Captain Jess.  (And Echo and Cerys can both see invisible so are able to keep tabs on her).

The other person who turns out to have a surprising talent for working the disintegrator cannon is newlywed janni Yasmina (who is clearly the smarter half - Sunaeco just scratches his head in bafflement at the controls).  "Oh, don't look so sad dear - I didn't marry you for your brains.  You're still the best at stabbing sea monsters with your spear.  You stick to the leviathan hunting and leave the complicated stuff to your Yas."


The Newlyweds: Sunaeco and Yasmina

However, neither of these two ladies are able to figure out how to work the sonic disruptor in spite of Samson's helpful instructions - at least, in the few days that elapse between Port Stolm and the Olman Straits.

There is no doubt that Cerys and Echo are intelligent enough to figure out how to work these contraptions.  Potentially, their guest Reynardia, also.  But they airily dismiss invitations to come and learn.  

"Later, maybe."  

"Yeah, if we feel like it."  

"Haven't you got enough people already?"



Cerys Landry and Echo Dawndreamer
(Not to scale; Cerys is taller than Echo)


In fact, they seem rather disinclined to help out generally with the running of the ship, and spend their time in their forward observation deck / boudoir laughing, frolicking, restyling one another's hair, trying on outfits and jewelry Cerys conjures magically from her extra-dimensional wardrobe, playing music, dancing; making a fuss over Cerys' mysterious blue-scaled snake Batazoax that seems to have recently become her favourite pet beast of choice; and drinking fine wine and smoking intoxicating substances from an ornate bejeweled hookah.  


Just too busy doing nothing down here.

That is, when the doors are not firmly closed and wizard locked with an Onyx Dog figurine of wondrous power and a Dire Bear standing guard outside...though they have made no open declarations it is hardly a secret that Cerys' relationship with Reynardia is more than just friendship.  And there isn't much that she and Echo won't willingly share, so draw your own conclusions.  Such a ménage-a-trois would be considered scandalous back in the courts of Keoland and even more so in the eyes of public opinion.  But out here, it doesn't seem to matter overmuch aside from Captain Jess tutting about Cerys not pulling her weight on board ship.

Anyway, after a few days, a picture of the operational roster of the "Imp" emerges:

Imp Operations Table


The Ship of Lost Lirea has no periscope and no magical navigation aid is so far evident (unless it is an as yet undiscovered function of the mysterious arcane control panel on the bridge).

Navigation is accomplished by occasional surface visits to obtain a bearing from the sun or stars.


Bridge, Captain's Office and Armoury

Fenelda Nefertari is an invaluable aid to navigation.  As well as being a healer, she is also a sorceress and can cast Arcane Eye up to four times daily lasting eighteen minutes.  If the submersible cruises close to the surface her Eye can reach a height of a couple of thousand feet in this time to give a high altitude view of the Imp's surroundings, which can sight the coast at a distance of many miles.  The spell requires an unbroken line of effect which means a stint in the airlock with Water Breathing and the hatch popped.  Fenelda has Water Breathing cast on herself around the clock so this is no problem.

Tsai Ying feels concern about leaving the hatch open, and offers to accompany Fenelda in the airlock to give her some protection.  Tsai Ying has a most marvelous suit of magical glassteel banded mail and matching helm that provide her with aquatic capabilities.  

Earle Whitewood, overhearing their conversation, gallantly offers to accompany these two into the airlock if someone can share with him some of this water breathing magic he has been hearing about.

"In case you ladies need my strong arms and my harpoon to protect you from danger."

Tsai Ying in particular has recently faced horrors that would quite literally turn Earle into a gibbering wreck.  She is about to give him some scornful words, but Fenelda laughs and comes to his rescue.

"You're a bold one, I'll give you that.  I'll cast a spell of watery breath on you, Earle."

The truth is, while Fenelda appreciates Tsai Ying's protection considerably more than that of Earle, conversation isn't really her strong point.



L to R: Fenelda Nefertari, Tsai Ying and Earle Whitewood
(Sure I've seen that chap Earle somewhere before)

The Bear Necessities

Oberon, Reynardia's dire bear, is able to subsist on Janni-created food, but prefers to hunt.  He'll happily pursue fish but prefers clubbing salmon with a paw as they try to swim up freshwater rapids and is not really built for hunting fish on the open sea.



Reynardia and Oberon


Reynardia has taught Oberon a trick. She is able to donate a use of Wild Shape to a chosen ally. She will use spells such as Commune With Nature first to identify the location of a nearby shoal that's more or less ahead of the Imp, and ask if they can make a small course adjustment in that direction.

When they go out on the hunt together, exiting via the Imp's airlock, she gives Oberon a Wild Shape and then she Wild Shapes herself into a dolphin. The trick she has taught Oberon is to copy her Wild Shape. So Oberon turns into a dolphin as well.

They can swim faster than the Imp if the submersible sticks to its 6 mph cruising speed.

Sunaeco will also enjoy joining them at the hunt, and transforms his changestaff into a harpoon or net as seems most suitable to the size of prey involved. He will catch fish to bring back to the Imp for cooking.  Yasmina will tag along for the pleasure of swimming beside her new husband. She has a Pearl of the Sirines (courtesy of Sunaeco) and can manage a decent turn of speed in the water.


Louteah Learns To Shoot

Quaenas finds Louteah the young bronze dragon passenger they picked up from Lashimire's Isle fascinating.  He wants to learn more about the ways of dragonkind.  There are reasons for this interest that go back to Quaenas' unhappy past...

When Reynardia first came upon Quaenas in the Dreadwood, he was in a bad way.  A green dragon/elf hybrid, most likely the product of a doubtless unwitting union of elven mother and the deceitful, shapeshifting ravisher Vaectorfinyairuxo on one of his wanderings.  But Quaenas had a unique problem that had seen him exiled from the wood elf community of his birth.  He was unable to control the discharge of his breath weapon, a thing that had led to great harm and sorrow.

Reynardia had a solution; she knew of a dryad called Amarantha, custodian of a marvelous harp that could transform a willing being into a Woodling, a creature of living, animate wood though some sacrifice of themselves was required.  For Quaenas, that sacrifice was the draconic half of his heritage - an aspect he surrendered willingly.  

Now, he had embraced his new existence as a Woodling.  Yet some small trace of draconic blood remained mingled with the sap of his new veins as a reminder; and thus, his fascination with Louteah and a wish to cultivate her acquaintance.


Quaenas Lorlann of the Dreadwood

To make conversation, Quaenas offers Louteah the opportunity to learn to use a bow.  They clear a length of corridor on the passenger deck and warn people to stay in their cabins, setting up a target in the hold.

Louteah is able to draw Quaenas' bow without difficulty; looks are deceiving and she is stronger than he is.  Soon there is a clattering of arrows bouncing off bulkheads.

Well, it passes the time.

Quaenas now feels emboldened to ask Louteah a string of questions...

"What do you eat? Do you eat less when you're a human? If you eat dinner as a Human and turn back to a Dragon are you hungry again? How fast can you fly? How high can you fly? Do dragons poop? Do dragons poop while flying? Why did you pick this humanoid form? Is it your favourite form? What's your second favourite form? Do you do magic? What sort of magic do you do?" 

And so on...

The question of what Louteah prefers to eat will soon be resolved: she prefers to hunt for her sustenance, in dragon form and can swim and breathe underwater without difficulty.  And she joins the other hunters to feed.

Louteah does not eat quite as much as Quaenas might have imagined as she is not a very big dragon. She is Medium size in dragon form (though at the bigger end of the Medium range). Her food requirements to sustain her dragon form are greater than human requirements so she can eat less if she stays in human form all the time. If she then changes to dragon form without having eaten enough she will feel hungry. But any food requirement deficits "reset" on a daily basis when she rests so she doesn't accumulate a "nutrition debt" by staying in human form and only eating like a human for ages.

She will say "mind your own business" when asked about her excretory habits. She will use the latrine when on board like anyone else though.

She can take other human forms. Her favourite adopted form is that of a human "childminder" her parents sometimes employed when she was just a wyrmling, when they were busy with affairs of state in the Mist Kingdom. Her name was Itotia. "She's old and married now. Well, human-old I mean. At least 30. I'm about the same age she was when she used to look after me. Sixteen. I liked her so I adopted her as my favourite human form."

She can do some small magics. "I can make a magical shield for myself, and detect magic. I can make spooky noises. I can talk to animals ('Hi Oberon!'). I can zap people with electricity by touch as well as with my breath. I can whisper to people at a distance."

Louteah will also be very curious about the world in general and also ask many questions.


Crossing the Amedio Bay

So far the vessel has been cruising over the continental shelf around 100 feet from the ocean floor, gradually moving away from the east coast of the Hook Peninsula on a South-By-Southeast bearing.  Late afternoon on the fourth day out from Port Stolm, the sea bed falls away beneath the Imp and a dark lightless chasm yawns beneath them.

Dray, visiting the forward observation lounge, peers out through what everyone hopes is magically reinforced glass like Tsai Ying's armour.  

"Has anyone yet tested how deep this vehicle will travel?"

The answer appears to be a negative.

"Let's not go down there, then."





Dray Turini (top), with Tamarra Fane, Xie and Emunn

For several hours they proceed suspended over the bottomless pit of the ocean deeps.  Then, suddenly a cliff rises ahead of them.  Someone prods Kantelleki awake on the bridge and he frantically throws the magical propulsion into reverse and engages the braking fins as he steers upwards.  There is a bit of a commotion as people are jolted forwards and then scrabble to keep their footing as the vessel inclines up.  They rise up over the lip of the land shelf and the moment of danger is averted.

"Good job we weren't going at anywhere near full speed."

Fenelda, Tsai Ying and Earle go for a stint in the airlock as Fenelda surveys the surrounding area with her Arcane Eye.  It is sometime in the small hours and land cannot be sighted, but by the stars and moon their course heading should still be good.  They reduce speed though until morning when they can take a proper look.

By the following morning Fenelda is able to confirm that they are on course to pass through the Olman Straits later that day.


Reynardia Departs

"It's been a lovely few weeks away from all the intrigue, but I am needed at Court.  My request to be heard by the High Council to plead for formal recognition of Coryn's Hold has been granted.  After that, well a few matters that I need to deal with have been piling up back in the Dreadwood.  I may be able to rejoin you all at some later date but can't promise anything."

There will be fond farewells from Cerys, Echo and indeed Pumpkin; and Oberon gets lots of hugs and kisses on the nose.

"Quaenas, I'd like you to continue the fine job you're doing as my agent and representative of the folk of the Dreadwood, and accompany this voyage to its conclusion.  If I don't see you before, I'll expect a full report on your return."

Reynardia will be Wind Walking to the mainland and finding a tree with which to transport herself to Sasserine.  There she will use the teleporter pad maintained by Cerys' people to teleport up to Ashton on the Sheldomar river, and thence a short continuation of her Wind Walk up to the capital of Niole Dra.

After Reynardia's departure, Cerys and Echo emerge from the lavishly pillowed and perfumed haven they've set up in the forward observation lounge and take more active interest in the operation of the ship.  Cerys actually rolls her sleeves up and reveals her hidden talents by cooking everyone a really tasty lunch.  (This is in contrast to Tsai Ying's efforts of the previous day, which were a culinary experience best to be avoided though everyone was too polite to say so.)


Feeding Time For Batazoax

The Imp happens upon a school of huge sharks.  This leads to a revelation, regarding Cerys' mysterious pet snake Batazoax, which, knowing Cerys as they do, some have speculated may be more than just an unusually coloured serpent.

Cerys makes her way to the bridge, turning heads as she sashays through the corridors as she is provocatively attired in a revealing two-piece bathing costume made of red dragonhide that leaves little to the imagination.  (As famously worn in the "Diplomacy" adventure, whereby she seduced Sharlocke the Chief Librarian of the Tower of the Arcanaloths of Gehenna; a distraction that ultimately lost him the contest, though he considered himself to have come out on top as far as the personal upsides were concerned.  Incidentally, this striking garment was fashioned from off-cuts of softer parts of the hide of the dragon Androchynus of Monmurg infamy.)  

Batazoax is curled about her.  They gaze out of the forward viewport at the massive sharks chasing down their fishy prey.  Cerys talks softly to the serpent, caressing his scales.  "In the mood for some shark-meat, my lovely boy?  Yes of course you are.  Time for the hunters to become the hunted.  Let's go, then..."

They vanish from the bridge and are seen through the viewport to appear ahead of the Imp, in the water, right amidst the shark-pack.  The sharks begin to turn on them, but Cerys is far too agile for them to gain a purchase on her with their jaws.  Then the snake transforms, growing larger at an alarming rate...sprouting a series of clawed limbs....massive jaws...curling horns...wings....Batazoax is now revealed as the colossal Behir that Cerys charmed during the Stormbringer Juggernaut adventure.  Since then, he has been taken care of at her stronghold The Beacon (fed on cows regularly supplied through the teleporter pad link by Ashton-based livestock trader Lord Charles Bohan of Willesden.)  

Batazoax, formerly a pet creature of the wicked giantess Arozza Stormbringer, has by now become thoroughly co-opted to Cerys' cause, and serves as a willing cohort.  He has also received a number of enhancements provided by his new mistress - the wings being an obvious, tangible addition.  


Batazoax the Mutant Behir

The watching audience on the Imp see the incredible sight of sharks being swallowed whole by this mighty creature.  Cerys hangs on to its neck, riding bareback, assisted by her magically extending golden hair that binds her more securely to the beast.  She revels in the thrill of the hunt.

Earle Whitewood is astonished.  He has ambitions one day to do battle against sea monsters with his trusty harpoon.  "Just how in the name of all the sea gods do you fight a thing like that?"

Jess advises him: "Your best hope of survival is to let it swallow you...then fight it from the inside."

"I've fought against worse monsters quite recently"  She adds.  "Imagine something bigger than that...with three heads."  She is referring, of course, to Dahak, the three-headed dragon spirit of death that was released from the Golden Palace of Za-Hadrash, after 4000 years of imprisonment, when Godratt's Barrier came down.

The remaining sharks flee.  They are faster swimmers than Cerys' monstrous mount and make their escape.  After this, she and Batazoax surge upwards and break surface and go for a fly around.  They return by teleportation sometime later.

"I saw some shipping up ahead.  Quite distant at the moment.  A larger vessel and a few smaller ones.  I couldn't make out the flags.  Crossing the straits from the South Olman Isles to Ludarectla by the looks of it.  I just thought you should know."  And with that, she saunters off with a satiated Batazoax in snake form coiled about her supple form once more.


Let's Be Murderhobos

Jess orders Kantelleki to "Take 'er up Mr Bachin".  As the forward viewport on the bridge breaks surface and the waters run off Jess peers through her spyglass.

"It's a Scarlet Brotherhood galley, a large one.  Quinquereme.  Three pinnace escorts."


Scarlet Brotherhood Quinquereme
(or something approximately similar)


Keoland is not officially at war with the Scarlet Brotherhood yet, but relations are not good and there are sometimes flashpoints.  The Brotherhood are nominally "friends and allies" of the Olman nation of Ludarectla, using the Yuan-Ti insurrection of the Amedio of a few years earlier as their excuse to invade and "liberate" Ludarectla from the control of Empress Meladuna (rather like Keoland did with Shelloraztica and Timborexa, in fact).  However there were indications at the time that the Brotherhood had had some involvement in the Monmurg conflict providing support for Terractus and his schemes.

Some said that open war with the Suel-racial supremacist Scarlet Brotherhood was an inevitability.  There was no appetite for it as yet though, what with Keoland still recovering from Monmurg and the Amedio conflict, still working to stabilise Sterich and perhaps liberate Geoff from giantish control, and lending aid to Furyondy in the North against the forces of the mad demigod Iuz.  Also, there were Suloise nobility at court in Keoland who were sympathetic to the Brotherhood if not openly supportive of them.

To Dray and Jess, stood on the bridge of the Imp regarding the distant vessel, these subtleties of realpolitik did not feature much in their thinking.  The Brotherhood were bad guys, everyone knew that; Jess' piratical streak and occasionally reckless nature conspired with Dray's nose for a quick profit: 

"Let's go sink it, shall we?"

Shortly after there is a knock at the door of the observation lounge.  Echo answers.  "Hello Jess.  Watcha want then?"

"We've come to borrow your monster."

The plan is to attack the galley below the waterline, using the disintegrator cannon to weaken the vessel's hull, then ram it with the Imp, then send in a huge water elemental and maybe some conjured sharks to make general mayhem.  The monster will be a useful thing to cover up the involvement of a submersible and make it look like a random attack by some leviathan of the deeps.

Cerys is not immediately convinced.  "Is it really worth our while?"

Jess: "Come on, what's the point of a submarine with a disintegrator cannon if you don't sink a ship with it now and then?"

Dray: "There could be rich pickings."

She sighs.  "I suppose it might be fun.  What do you think, Batazoax?  They want to use you.  What's that?  You want to help them?"  The snake makes an obvious nodding notion.    She turns to them.  "Well, it looks like you're in luck.  Bat's up for some wanton destruction.  You've got to let your pet monsters off the leash sometimes.  I'll just watch from the bridge though to keep an eye on him."  

Gentle reader, Cerys, though she generally fights on the side of goodness, is sometimes given to amoral behaviour.  Perhaps increasingly and inexorably so, with the waxing of her arcane powers.

Various people aboard the vessel have differing opinions about Captain Jess' decision to make an unprovoked attack on a ship that probably has crew on board who are not evil, just ordinary people obeying orders.  Fenelda, though she has no love for the Scarlet Brotherhood, thinks it would be wrong.  Louteah's instincts are against doing such a thing, but she does not feel sure enough in her understanding of the world outside the Mist Kingdom to voice a strong opinion (and as a recent addition to the ship's complement she doesn't really get a say in the matter anyway).

Sunaeco and Yasmina are too involved in each other to care (Sunaeco just shouts "go away" when someone knocks on their cabin door, and there is ribald laughter from within from the pair of them.)

Sufyan does not approve, on the grounds that it is taking an unnecessary risk and was not in the plan that they made.  In fact, he objects quite strongly.



Sufyan Al-Amara, flanked by his bodyguards
Leila Mansouri and Bachir Bourka

Cerys smooth talks him, and gets him to calm down.  She explains that the Scarlet Brotherhood are enemies of Keoland just as the Sultan of the Efreeti is their enemy, and would he pass on such an opportunity?  Also, the capabilities of the Imp have not yet been battle-tested.  This enemy vessel should be an easier target and lesser danger than challenges they might encounter on their way to the City of Glass.  "It will give the crew useful practise in operating the weapons and so on."

Sufyan will back down, and admit she makes some excellent points.

Cerys comes to the airlock to release Batazoax, along with the people doing conjurations.  And as an afterthought, she conjures a huge water elemental to accompany her monster and obey its commands (for it can speak when not in snake form, and is actually smarter than some crew members...).  This is in addition to the one Jess summons with her magical Bowl of Water Elemental Command.  Dray meanwhile, by the grace of Zilchus to whom he will of course tithe some of the profits, calls forth a fiendish huge shark.  Jess blows her Horn of the Tritons to summon more sharks.  While this happens, Pumpkin is zapping the hull of the galley with the disintegrator cannon in several places; not enough damage to hole it (yet) but enough to weaken it over a wide area.

Then there is one big blast from Pumpkin's cannon and the Imp powers forwards, ramming the vessel in the same place at half its top speed.  This causes massive hull damage and this cascades across the already weakened hull sections.

Surprisingly, though, the vessel does not sink right away.  These huge galleys are built to survive large amounts of damage.  Within, damage control gangs rush to try to shore the breach under the command of capable and experienced officers.

And they might have succeeded, were it not for the colossal mutant behir and a pair of huge water elementals that surge through the breach and begin smashing and biting and clawing anything and anyone in their way.

One of the elementals forms a vortex that sucks sailors and marines alike out of the breach and deposits them right in the middle of a waiting pack of conjured sharks.

Some spellcaster aboard makes efforts to dispel the elementals, but these do not succeed.

Still, the mighty vessel does not surrender to the waves.  Pumpkin continues delivering blasts with the cannon to soften the structure up for one of the water elementals to smash.  The sub makes some more ram attacks, at lower speed to save their own vessel from taking too much damage.

It is not a clean fight, but messy and brutal and it takes more work than expected to sink the ship.  But at last, she lists heavily over and starts slipping down, the waves washing over her decks.  By now most of the surviving crew and marines have abandoned ship, cramming into launches or just swimming for it hoping to be picked up by one of the small escort vessels.  He'd be all for giving chase, but Cerys calls Batazoax back in telepathically.  She's seen enough destruction for one day.

Afterwards a team of people emerge from the Imp under Water Breathing spells and pick over the sunken hulk of the vessel.  Spells of Detect Magic are employed to find some enchanted items that went down with the vessel.  There are some other more mundane items of value found close by.  To completely strip the ship will take a long time, so they just take the choice picks and then leave.

Having obtained a reasonable haul, and deprived some mothers of their sons and daughters, and possibly triggered a war between The Scarlet Brotherhood and Keoland if the subterfuge is uncovered, the Im'po'potle's Trove and her crew proceed southwards beyond the Olman Straits and the Densac Gulf into the vast expanse of the Vohuon Ocean.


The Journey So Far

Read the next installment here

Sunday, 4 April 2021

Asymmetry in Roleplay - Part 2

More old blog stuff dredged up from the Wayback Machine.  This post oozes cynicism regarding 4th edition D&D.  I actually had less of a grudge against the system than I did against Hasbro for their concerted efforts at the time to kill off 3.5.

Part 1 is here.

OK, well I’ve mentioned three areas where I think a bit of asymmetry, or imbalance if you will, can liven things up in your game. Inter-class, inter-character, and characters-vs-adversaries.

I think I will look at the second of these, first. Inter-character imbalances, otherwise known as the Asymmetric Party.

Now, as we all know, the ‘correct’ way of assembling a party is to have a group of characters, all of the same level of ability. Ideally, the party should also have a well-balanced set of skills that cover all the bases - fighting, healing, sneaky stuff, magic stuff - if you’re playing 4th edition D&D this ethos of party ‘construction’ based on cookie-cutter roles has been taken to the level of being so heavily designed into the rules that I frequently read accounts of the game ‘just not working’ when one of the players has to drop out and their character leaves the party.

Now, this is where I really do feel that the game has lost touch with its roots. For me, playing a roleplaying game should be something akin to reading a great novel or watching a really good film, except that you’re in there amidst the action and able to influence the way the story unfolds. Now, tell me, in how many great books or films does the story start with someone assembling a team of four people, all of a similar level of experience, each of whom has to fulfill a specific role of leader, defender, striker or controller?

I’m sorry, this post isn’t intended to be a 4e rant as such. This clinical approach to putting parties together has long been practiced by players of earlier editions of D&D and other game systems - well, maybe a little less so in non class-based systems. It’s just that 4e has taken this sort of nonsense to a fine art and formalised it in the system.

In the bad old days of the 1970’s, the way we always put together a party for an adventure was simple. Every player would roll up a character and without reference to what anyone else was doing, they would try to work out an interesting character concept, for themselves to play. You could easily end up with a party full of fighters without any other classes involved. In fact, this rarely happened because every player had different ideas for what sort of character they wanted to play anyway. But it wouldn’t be unusual to have no cleric, for instance.

I’m not suggesting that this is the best way to create a party - it’s maybe a little too random, and too much randomness is as unrealistic as too much symmetry. Thinking ‘in-game’, someone putting together a group of people to rescue a kidnapped noble or loot a tomb would probably try to seek out individuals with appropriate skills for the job. But they might not get exactly who they want, the ideal people for the job may not be available, or someone tagging along may not have been entirely honest about their level of ability or their motivations for going on the job.

Here’s how we do it in our campaign. Each player has multiple characters, all of whom have differing abilities, motivations and personality traits. These PCs form a loose network of associations. Not every PC has even met or heard of every other PC.

Parties for adventures tend to emerge ‘organically’. They tend to include characters based on who receives the adventure lead, and who else they decide to invite - which is as likely to be based on whether they personally like them as anything else, and whether they happen to be in their locale at the time. Certainly, sometimes they will say ‘we need so-and-so for this job’ but the point is that the decision is largely based in-game. Character level and skill balance is not an absolutely crucial consideration and the party can end up as a fairly heterogenous mix.

Here’s our campaign timeline for the current campaign year [Edit: quite out of date by now!]. This doesn’t show character levels at the moment, though I think I will be including them at some point. I guess there’s a bewildering cast of characters on that list but you’ll note that many of them are NPCs also and there are quite a few ‘out-of-play’ characters malingering near the lower reaches of the chart. In fact there are four main storylines / parties. We’re focused on one of these storylines right now, but when the current adventure comes to an end the action will switch to another storyline for a while.

Not everyone out there will be playing (or even want to play) a sweeping, multi-threaded campaign like this, and so this kind of ‘organic party dynamic’ I’ve described won’t arise naturally in the typical playing group. But you can engineer asymmetry in the party. All you have to do is ignore all the advice the self-referential world of contemporary roleplaying has to offer about the ’smart’ way to build a party and think about how you can put a party together that is quirky, imbalanced and ill at ease with itself instead! And think about how you can use this as an opportunity to encourage some interesting roleplay situations.

Here’s an example from our actual campaign. I was a player in this one rather than DM. A high(ish) level character of mine, a sorceress with ambitions of greatness, decided that she wanted to set up a stronghold in a tangled forest. That’s what sorceresses do, apparently, and she wasn’t going to buck the trend. Urban folks seem to get all upset when you start conducting ghastly eldritch experiments into the small hours of the morning and keeping a menagerie of monsters in your high street townhouse. So, the forest it was. She wanted to explore this forest, find out who lived there, generally scout it out and identify threats that she would have to deal with or any powerful neighbours she should avoid upsetting.

She needed a crew of people to help her with this - but not people who were her peers, as they would want a full whack of the treasure and might start raising moral objections to her activities or start forming their own agendas. Instead, she gathered together a group of lower-level people and hired them under a contract that gave them specified shares of any treasure found, but a greater share to herself. She also had rights to any unusual artifacts that might be discovered. These people were generally chosen for their somewhat lawful bent - she wanted people who were going to stick to the terms of the contract, not a bunch of thieves who would be shoveling stuff into their pockets when her back was turned.

There was one exception to this - a firebrand cleric who tended to be a bit intolerant of people whose moral viewpoints disagreed with his own. He wouldn’t sign the contract, but agreed to come along as a goodwill gesture to my sorceress character who was an old adventuring companion of his. He wasn’t her peer in terms of level, though - he’d quit adventuring for a while to use his loot to set up a hospital, and he’d been busy with that for a few years.

So, the party that set out consisted of my character - who I think would have been around 13th level at the time - and a bunch of 4th-5th level hirelings. All of whom were player characters.

So, here we have an obviously asymmetric party. However, it wasn’t quite asymmetric in the way the other players thought. My sorceress, having assembled her party, decided that actually, a lot of the business of grubbing around in the woods would probably be a bit mundane, and she had better things to do with her time. So…she equipped her apprentice (also female) with magics to alter her appearance to look like herself; she cast a ‘Telepathic Link’ spell on this apprentice (one she’d researched herself) that allowed her to telepathically contact her mistress for a few minutes each day to report on progress or receive instructions. In extremis this spell would also allow my sorceress to take control of her apprentice via a Magic Jar spell, though there were risks involved in this greater than those normally inherent in that spell. I won’t go into details.

So, in fact, the party consisted of a bunch of 4th-5th level hirelings plus one 1st-level-in-training who was tasked with impersonating her 13th level mentor. The asymmetry was the other way around to what the party believed. My personal roleplay challenge was to roleplay the apprentice pretending to be my character but not quite being able to fill her shoes, with all of the self-confidence issues that would entail. My sorceress was well known for being a bit reticent to use her magical powers unless absolutely necessary, preferring to hang on to her spells in case some badder baddies were waiting at the next encounter, so the apprentice could get away with this ruse to a certain extent. (It’s worth noting that 4e’s at-will and encounter powers would make this kind of interesting subterfuge much harder to pull off convincingly….).

This whole set-up made for some interesting roleplay dynamics, and also led the party into situations where they’d bite off more than they could chew - they thought they had a powerful spellcaster backing them up. Yes, as you may imagine, the other players did eventually start to smell a rat. Things were made even more entertaining by two events.

First, the firebrand cleric had a falling-out with one of the other characters, a dwarf who was less than merciful to some helpless prisoners, more or less on racial grounds. So the cleric stormed off, removing the party’s main source of healing. (The cleric’s player later brought in a new character - 1st level of course, adding further to the asymmetric nature of the party).

Second, my sorceress was called away on an urgent errand that required her to travel to another plane. This led to her apprentice losing contact midway through a challenging encounter.

I think I’ve given enough details for people to see that there was some great roleplay going on here and some unpredictable things happening. My sorceress did eventually return from her errand and actually joined the party in the flesh for the final part of the adventure, replacing her long-suffering apprentice who was on the verge of a complete mental breakdown by this point due to the stress she’d endured. At this point the asymmetry in the party swung back the other way again.

Refereeing for an asymmetric party has its own particular challenges. Clearly, you shouldn’t gear every combat encounter towards the highest level character in the party. Try to arrange things so that there’s something for everyone to do, and make sure that the low levels can get a slice of the action. For instance - if your party consists of a high-level wizard and lower level warrior-types, throw some golems into the mix. Golems are notoriously hard to hurt with spells. But make sure the golems are small-ish ones that the lower-level fighters can actually deal with. Some fleshier opponents can fight alongside the golems to give the spellcaster some targets to attack with their ‘blam’ spells. Another example - the party has a couple of high-level warriors up front who are taking all the action with some lower-level people hanging at the rear twiddling their thumbs. Solution - have the party attacked in the rear, by some of the bad guys’ lesser minions.

One thing I will say - an asymmetric party, in terms of character levels, can be fun and interesting to play, but from experience I can tell you that if one or two players are getting all the high-level action all of the time the players of lower level characters will weary of it, when the roleplay dynamics of the situation get a bit tired. So the referee should avoid having these unbalanced situations persist for too long a time. Make sure that, over the long term, all players get a fair crack of the whip. Don’t allow players to fall into roles within the group such that certain players are always playing the heavy hitters whilst others are always playing their lackeys.

Friday, 2 April 2021

The Fantastic Voyage - The Journey Begins

 Player Characters (with followers, familiar et al):

  • Jessica Del Rio
    • Earle Whitewood
      • Seal (Skippy)
      • Parrot
    • Kantelleki Bachin
  • Tsai Ying
  • Quaenas Lorlann
  • Sunaeco
  • Dray Turini
    • Tamarra Fane
    • Xie
    • Emunn
  • Cerys Landry
    • Echo Dawndreamer
    • Pumpkin Pepperweb
    • Batazoax* 
(*a mysterious blue skinned snake she seems to have recently acquired as a pet)

Supporting Cast of NPCs:

  • Reynardia
    • Oberon, the Dire Bear
  • Fenelda Nefertari
  • Samson Marcher
  • Oscar Ghellis
  • Yasmina Al-Amara
  • Sufyan Al-Amara
    • Bachir Bourkia
    • Leila Mansouri
The Wedding of Sunaeco and Yasmina takes place on the 18th of Coldeven, and they return to Oerth after a week's stay at The Havens of Harmony on the world of Iadrathea, arranged by Yasmina's uncle.

Sunaeco invites those going on the expedition to gather at his new Gradsul residence, #2 Baron's Charter Street.  



There they await the arrival of the flagship of the Crystal Griffon fleet, the Greatship Enterprise.  In the belly of this specially designed vessel lies the Crystal Griffon's greatest asset, the mysterious submarine artefact of Lost Lirea, now known as the Im'po'potle's Trove.

The ship arrives on the 28th of the month a day before Growfest the Spring Festival.

Ordinarily, workers down tools over Growfest but the stevedores are paid overtime to make sure the cargo is all unloaded from the Enterprise by the end of the week and she is made ready to sail on the 1st of Planting.

The plan is to sail on the Enterprise under Captain Lord Roxbert Ainsworth down as far as Port Stolm on the Hook of Amedio, making stops at Seaton, Monmurg, and Port Toli on the way.  She and the "Imp" will then part ways, the ship sailing on her usual course down to Sasserine while the submarine breaks eastwards and heads for the Densac Gulf.

The first part of the voyage aboard the Enterprise is without incident.  Jess and Sunaeco pay a visit to old friends El-Ehran and Ryakala and catch up.  Lashimire and the Psi-huagin and Psi-sharks are discussed; El-Ehran has awareness of the latter two though he has not heard of Lashimire.  He says they have not caused trouble recently at any rate.

Including the stops, the journey down to Port Stolm takes 13 days.  After parting company with the Enterprise, there are two destinations presently marked on their map.  One is the mysterious sunken ruins described in a book called "Sunken Utopias" that Jess obtained from the library on Lashimire's Isle.  Margin notes by Lashimire suggested that he was seeking a way past some unopenable doors that required a Githyanki Silver Sword to open.  Experiences from exploring Lashimire's Isle the last time around suggested that he had obtained such a sword, and so perhaps this was where he had fled to.  Jess has a personal score to settle with Lashimire.




The second destination is the Triton City of Liris Plushali, where lies the rift to the Elemental Plane of Water and the way to the City of Glass, as discussed by Cerys at Sunaeco and Yasmina's wedding



The Im'po'potle's Trove is a marvelous conveyance, its weapons and propulsion magically powered by the consumption of gems.  There are some impracticalities about it but many advantages, also.



Sufyan is funding the journey and has a supply of gems but wants to conserve resources for the journey on the Elemental Plane of Water.  A distance of 136 miles a day is deemed a satisfactory rate of progress expending 2gp of gems per day.  This is around 3 times as fast as the Greatship at a typical sailing speed.

The vessel will be captained by Jess and the operational crew members are Samson Marcher (who seems like a good pick for First Mate), Oscar Ghellis, Earle Whitwood and Kantelleki Bachin.

Fenelda Nefertari will be Ship's Medic.

The question as to who will be Cook seems moot as there are enough Janni on board to conjure a daily feast for everyone.

People grab cabins and bunks.  Dray and Tamarra grab a double cabin and Sunaeco and Yasmina grab another.  Jess has the Captain's Cabin with a commanding view through a forward observation window on Deck One.  

Cerys and her group of hangers-on and her friend Reynardia make a cosy nest of genie-created cushions, rugs and blankets in the observation lounge on Deck Three, and this becomes her little "court".  Sometimes people who play instruments gather there for a jam, and there is dancing.  Delicious scents and music and laughter and other sounds of abandon emanate from there at all hours.  Cerys seems supremely uninterested in "mucking in" with ship's duties and clearly regards this journey as a getaway-from-it-all.




It is decided that a visit will be paid to Lashimire's Isle on the way.  The Imp reaches this destination on the 16th day of Planting after 3 days of uneventful cruising.



The shore party announce their arrival quite loudly from the beach hut which lies at the only landing spot on the island.  They then make their way up the side of the island via the hidden trail and into the interior where they are confronted by an indignant looking young lady of Olman heritage who demands to know who they are and what they want; and does not seem happy about letting them nose around what she now regards as "her" island.


Jess and Echo arouse her ire by following her invisibly into the island interior and she transforms revealing herself to be a bronze dragon (albeit not a very large one).  Her attempts to intimidate them with her Frightful Presence fail.  However some fast diplomacy from Echo and Jess persuade her not to attack them but to hear them out.  They warn her this is the former lair of a very dangerous rogue psionicist called Lashimire and things could go badly for her if he ever decides to come back.




Other party members get involved including Dray and Xie who are very diplomatic (Cerys is on one of her mysterious daily absences at the time this happens, but Dray is persuasive enough) 

They persuade the young dragon, an emigré from the Mist Kingdom who thought the vacant island would make a good starter lair, that she ought to come with them instead, and maybe return here after Lashimire is conclusively dead.

Her name is Louteah.




They cruise onwards, towards the Olman Isles, and their next destination...



Read the next installment here