Friday, January 24, 2025

Building Bhakashal - Session Report

A person with an octopus tentacles

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Image by Tooth Wu - Artstation - https://www.artstation.com/tooth

My Thursday group did not meet this week as the players all had a school commitment.

My Saturday group meets biweekly, and this was their week off.

My Friday group has been poking around the Bhakashal underworld on a quest, they have to slay 4 illithids and use their blood to inscribe a teleportation circle.

Easy peasy.

They had spent several sessions gathering intelligence and planning their attacks. Previous Session Reports:

1 - https://dwelleroftheforbiddencity.blogspot.com/2024/11/building-bhakashal-session-report-my.html

2 - https://dwelleroftheforbiddencity.blogspot.com/2024/12/building-bhakashal-session-report_6.html

3 - https://dwelleroftheforbiddencity.blogspot.com/2025/01/bhakashal-session-reports-three-of-my.html

They had their first encounter with an illithid last session and it didn’t go well, they found out that mind flayers have magic resistance, and that wasn’t to their liking. They almost abandoned the project, but a reaction roll from a mind flayer changed things. The first flayer they tried to kill, Sogogg Brot, stopped them cold. I rolled for encounter reaction when he caught the party warlock, and it came out relatively positive.

I interpreted the roll, Brot reacted positively to their scheme to kill four mind flayers as he had a number of rivals he wanted removed, and they all knew him and his agents. A group of “useful idiots” from the overworld were perfect for his purposes. If they succeeded he would have four fewer rivals, if they failed there would be 5 more dead overworlders.

Win win for Sogogg Brot.

To start, he decided to give the PCs an advantage and see if they could pull off a kill, if so, he promised them more aid with the second attempt.

The advantage the flayer gave them was knowledge.

There was an Illithid, Yigeth, who was young and particularly violent and cruel. He had tried to overthrow a more powerful flayer and was beaten. His punishment was to do the lowest of the low tasks in Illithid society, "harvesting". He would round up “lowlies”, e.g., non-illithids who labored for the mind flayers in their city. Those he gathered were either directly made into slaves or they were taken to have their brains eaten! Yigeth was muscular and walked around bare-chested with a long kilt, his body openly tattooed. He would sometimes terrorize laborers but not harvest them, just for the cruel fun of it. Others were beaten and dragged away to a terrible fate, all in front of the others to maintain fear and control.

A real piece of work, and their first target. 

DM as Sogogg Brot – “Yigeth wanders the tent cities of the laborers, strutting about with several of his bodyguards, he will terrorize the laborers until he finds a group he wants, then he will have them netted and beaten. While he does this he wanders through the busy camps of the laborers, hundreds of them all around. They leave him alone as they fear his power, so here he is unlikely to be scanning minds, giving you a unique opportunity.”

Essentially, Brot gave them an advantage, their target was more likely to be surprised if they attacked him in public in an area with few if any other mind flayers around. Yigeth fit the bill. 

So they decided to go for it.

They disguised themselves as itinerant laborers who were in the camp looking for work, they pitched a tent and slept there while waiting for the flayer to show. In the last session he showed up and was terrorizing the locals.

The party cast various spells on themselves from inside the tent, the flayer was several hundred feet away, working his way through the crowds with his Ettercap henchmen. They figured they can’t cast spells at the creature, but they can cast on themselves. They buffed up the strength of several party members when the Necromancer cast Strength upon them (Necromancers get a few alteration spells, ones that alter the body, which makes sense as they can animate the dead). The party warlock cast The Terrifying Arms of Brugg the Cruel on the party Myrmidon as he was their best fighter.

He had 4 arms to attack with now.

He then downed a Potion of Frost Giant Strength, and the party Myrmidon and Spider approached the flayer and his guards. There was a huge crowd all around them, so they got fairly close without event, even though one of the flayers guards was scanning the crowd. They got very little resistance when they did these culling runs, as the flayer scared everyone, so they were on the lookout but not super vigilant.

When they got close enough I decided that a surprise roll was necessary. Only one of the guards was looking in their direction, so they had a chance as he might look away for any number of reasons.

We rolled, and unfortunately the dice did not cooperate.

So, when they bolted forward to attack, the henchman that was scanning the crowds spotted them and shouted out.

Things moved fast.

We rolled initiative, and the luck gods smiled this time, they got to act first.

The party Warlock cast Power Word Stun on one of the guards, took him out directly. The party Necromancer finished the poor fella off while he was stunned.

The party Spider tried to backstab one of the other guards, but rolled terribly, no luck.

The party Gyre (essentially an earth bender) had a rapid fire succession of rocks fly at another one of the Ettercaps and finished him off. Recall that this is a party of 7-8th level PCs, they can do decent damage when the situation is right.

Then the party Myrmidon attacked the flayer.

He had 4 arms, so he got 2 attacks, he was wielding a sword in one hand and a dagger in the other. With the Potion of Frost Giant Strength adding to his numbers, he was +4 to hit and +11 to damage with the sword, +3 to hit and + 10 to damage with the dagger.

He rolled one regular hit and one critical hit. The regular hit was a rolled 2 + 10 for 12 points of damage, for the crit he took double damage, rolled a 3, doubled to 6, added a bonus of +11 for 17 points of damage,  totalled to 29 hp damage.

I roll for monster HP on the spot, flayers are 8HD creatures, I rolled 34 hp.

Ref – “The flayer turns as its henchman shouts, too late though, as your blades arrive before it can react, your dagger slices through its side, spraying a vile ichor into the air, your sword drives through it’s shoulder and out the other side, its whole body shudders as you pull the sword back, twisting it as you wrench it out.”

In Bhakashal the first hit you take that reduces you below half your HP gets a Jack turned over, and you are then -1 on all rolls, -3” to movement and a 1 point AC penalty. The

The flayer responded with a psionic blast. Given the way the party was laid out, the blast hit the Myrmidon, the Spider and the Necromancer. The Spider and the Necromancer failed their saves and panicked, fleeing the scene screaming in total horror.

The Myrmidon shrugged it off.

That was all in round 1.

We rolled initiative at that point:

Warlock – 3

Gyre – 6

Myrmidon – 5

Mind Flayer - 2

Then we ended the session.

When we get back next week the mind flayer gets one attack before they get to respond. Barring terrible luck, at least one of them should survive the next psionic blast and be able to slay the thing, it only has 5hp left and any one of them could end it with one shot. Hell, even the party warlock could shoot his crossbow and finish off the creature.

Given the way they are spread out only two of them could be hit by the blast, meaning that their odds of winning are pretty good. If so, they will have to get the body and get out of there before any other flayers show up. I will also have to roll to see if any of the laborers around them get involved, I will weight the roll such that they are more likely to help, they all loathe the flayers, hell, this sort of thing could inspire a revolt!

Alternatively, the locals are pretty beat down, so they might just slink away, and there is always that ONE GUY in the crowd who thinks that he can curry favor with his oppressors by turning over wanted men…

But that’s for the dice to decide. One way or another, they have made their presence known, and in a place like this that’s not good. If they manage to slay the creature and Sogogg Brot sees that they can deliver, he will give them another advantage to use for their next target, who will be better protected, particularly now that the party has made themselves famous by slaying a flayer in public.

After several sessions of intel gathering and planning, things are about to get real.

Big fun.

 


Saturday, January 18, 2025

Building Bhakashal - Session Reports!

 Building Bhakashal - Session Reports!


Three of my regular games started up this week. I’m going to try something different and I will review each here rather than doing them separately.

Giddy up!

 

Thursday Game

This is my theatre kids game, they are all new to D&D, the party consists of a Spider (thief), Warlock (Magic-user) and a Mercenary (fighter). Their first task for their patron was to retrieve the thief who stole one of his magic swords. They found him on an island and have decided to throw in with him and work against their patron

The first half hour of the session was logistics, they decided to hire me on for a regular game, the initial plan was 6 sessions only, so we had to work out some things.

Previous Session Reports

1st and 2nd Session - https://dwelleroftheforbiddencity.blogspot.com/2024/10/building-bhakashal-session-report.html

3rd Session - https://dwelleroftheforbiddencity.blogspot.com/2024/11/bhakashal-session-report-we-had-our.html

4th Session - https://dwelleroftheforbiddencity.blogspot.com/2024/11/building-bhakashal-session-report-new.html

5th Session - https://dwelleroftheforbiddencity.blogspot.com/2024/12/building-bhakashal-session-report.html

 

On to adventure!

The Warlock they decided to throw in with stole a sword from their patron as he is collecting powerful magical swords to give to a demon as part of a binding pact to get that demon to perform a service for him. He came to the island to find another sword that was supposed to be hidden there in a maze. He was studying the maze, and discovered there were four monsters imprisoned there who were the magical “anchors” for the place, and that it was actually meant as a prison for otherworldy beings. A sword was there as the former occupant died leaving the sword behind.

The PCs unintentionally released the anchor monsters, exposing the sword for them to take. They eventually confronted Bamal (the Warlock). He was pissed, they had messed with the maze, and released the monsters. They parlayed with him and convinced him not to slay them in exchange for giving him the sword (a +4 defender). He put them on probation, assigning a huge (med sized) spider to watch each of them until he trusted them.

This session they were continuing to help the warlock, he had instructed them to slay the carrion crawler they released from the maze, which they did. He then told them to find the Hoar Fox they released, they did that too, giving the fox to the Kobolds. Now they were sent after the firedrake and shocker.

Their first move was to take Bamal to the kobolds, he wanted to recruit them to help him, but they had been opposed to him in the past, his hill giants had slain a few of them. The Hoar Fox was a peace offering, so they were neutral now. The party brought Bamal, they joined the kobolds for breakfast, and they talked business. Bamal made some concessions to the kobolds, and they agreed to be his eyes and ears. The party was part of the negotiations, the kobolds had wanted the giants slain, but Bamal wasn’t ready for that, he instead promised they would be safe, and that he would eventually slay the giants at a time of his choosing.

The party spoke for both sides of the negotiations, and eventually they came to an agreement.

To find the monsters they were after they got the kobold hunters to report back on where they had seen the creatures on the island, if at all. The shocker had crossed over to a smaller island about 800 hundred feet away in the ocean, the firedrake had ended up at the end of the island, in an area inhabited by a green dragon. 

The party’s alliance with the kobolds had provided rich dividends in information.

In the after conversation, conducted in a language the kobolds didn’t understand, Bamal revealed that he was collecting magic swords to give to a powerful demon, that was all he revealed, but it got their attention, Bamal was attempting to enter a deal with a Marilith with the gift of magical swords.

They went to the far end of the island and tried to spot the shocker, but no luck. Then the party Saan (lizard man) Spider (thief) swam to the far island to search for the shocker. The island was small, but she moved slowly to avoid being surprised. She eventually found singed trees and grass suggesting the shocker had walked to the center of the island and then walked out again towards the ocean.

She swam back, checking for sea-devils all the way (they were told Sahuagin were in the area), and rejoined the party. They went to the kobolds for food and rest, then headed out that night under a full moon to find the Firedrake.

They went to the end of the island with the dragon, where the firedrake was supposed to be staying, and hunted and slayed a deer to use as bait (that required waiting 2 hours in a perch, gaining surprise, and shooting it). They took the deer deep into dragon territory and found the firedrake, it was feasting on a wild boar, so it was not interested in the food they had brought and just attacked them.

The party warlock was fast on the draw, hitting it with a Reduce spell, this shrunk and disoriented the creature for a round, and the warlock then cast Sleep, and that was that.

They bound up it’s muzzle and took it immediately to Bamal who cast a Charm Monster  spell on the creature.

Mission accomplished.

They slept the night, the next morning they went to the beach to watch for the arrival of the Wyvern, the ship they had arrived in, which was now heading back to Bhakashal. It will pick them up and take them back or leave them there if they haven’t been able to find their target. They will have to decide if they will head back empty handed and say they couldn’t find him or send the ship back with a message that they need more time and wait for the next scheduled ship to pick them up. Either option has the potential to alert their patron to their betrayal, so they will have to think it out.

We stopped there.

The ship is arriving in the late morning, unbeknownst to the party, in the afternoon another ship will arrive from city with two warlocks from their patron. This was their first mission for their patron, Quin Faal the Iolite, and he didn’t trust them completely. So he sent two warlocks to meet them on the island, either to help them find or defeat Bamal, replace them if they were all dead by Bamal’s hand, or if they were up to anything, bring the hammer down.

Next session, we will see what they can do!


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Friday Game

My Friday group are veterans, high level now, they are trying to get into the upper echelons of House nobility by establishing a teleport circle in the underworld so they can teleport creatures from there to Bhakashal. To do this, they found the instructions for making the circle, and they have to slay four mind flayers and drain their blood to make the ink to inscribe the circle. If they can pull this off, their House will benefit immensely.

Last session reports: 

https://dwelleroftheforbiddencity.blogspot.com/2024/11/building-bhakashal-session-report-my.html

https://dwelleroftheforbiddencity.blogspot.com/2024/12/building-bhakashal-session-report_6.html

They finally isolated a flayer with his retinue, a warlock and two ogre henchmen, but were unaware of the fact they have magic resistance. A failed spell led to a confrontation and the flayer learning their plan from the party warlock, who teleported away back to their base (a tent in the market of the Illithid city where they were posing as potion merchants, as the party Myrmidon (Bhakashal fighter/alchemist) could make potions. The other party members fled.

Friday we started from there.

The flayers Yeth Hounds corralled the fleeing PCs back to him. After reading their minds. an encounter reaction roll had him offering the party a deal, he wouldn’t slay them and eat their brains, and in exchange the flayers they would kill for their magic circle would be his rivals. Flayer society is fiercely competitive and an outside group like the PCs would give him an edge. He offered them information on where to go to get their first victim, and if they were successful, he would give them magical aid to get the rest.

They had to prove themselves.

So they agreed, and headed back to the illithid city. They did not have encounters on the way back, and they found the party warlock in their tent, resting. Several of the party members went out to gather information on their target.

The party myrmidon had slain a mobat while out, he brought back the head of the beast and made potions out of it. He managed to create 3 potions of Feather Falling. He then cast further spells upon them (Myrmidons in Bhakashal have a list of 11 spells, all of them are potion related) that turned them into gaseous form. This enhances their power for a random parameter of the potion.

While he was up to that, the party was planning their attack on the flayer they were told about,  Yigeth Caln. Yigeth is a younger flayer, he betrayed a powerful flayer and his penance is to be given the most demeaning task, to  go out amongst the non-illithid groups in the city and recruit slaves/food. Yigeth focuses on busy areas where the non-illithids hang together. The illithid city is located in a huge, incredibly deep (around 2000’ deep) underground cavern, this cavern has multiple columns of stone that fill its space from top to bottom, and carved into these columns are caves.

One particularly large column has a central core surrounded by a circular cave, with periodic small columns within and around the edges. This is the location of the main Illithid city, there are multiple large estates in this column, and several market areas spread throughout. All of the other columns are either private estates or enclaves of various underground groups (e.g., there is one enclave where only Malu (fish folk) live).

There is also a large column where the laborers and hunters all stay, it is filled with tents and large markets, open fires and spits, gambling groups, etc. The lowest of the low, those who do the physical work for the flayers, are here.

Yigeth recruits by coming to this column, finding people to harass, telling them to come back with him, and if they resist, his Ettercap henchmen throw nets on the targets and beat them with clubs and haul them off.

The party was told to attack the flayer when he was harvesting as he would be distracted, and very unlikely to read their minds and know they were attacking. In large crowds their ESP was less likely to warn them.

So they went to that column and posed as itinerant workers, dressed in dirty robes and brought a tent to pitch, posing as outsiders from the caves looking for work. They were unusual for the underworld, but human slaves were common enough that human workers would not be out of place, the other party members who weren’t human stayed in the tent.

The two party humans went out into the crowds to find out more about the flayer, as he visited regularly, they figured the locals might know a bit. They target a pair of Ettercap hunters, they offer them coin for information about the flayer. Their “story” is that they are new here and they have heard rumors of a flayer who comes to this camp and takes away people. They ask when he comes by and what he does, and they offered small coin to the Ettercaps as payment.

I rolled an encounter reaction and they shared what they knew, that he came regularly, that he started fights where he could as he liked hurting people, and that he usually travelled with henchmen. Then they threw away the paltry coin, laughed and walked away.

While they were talking with the human party members, the party thief pickpocketed one of them, fleeing with some jewelry and coins in a pouch, neatly sliced off of the Etttercap’s belt.

Boom.

They returned to their tent, at one point they saw an elaborately dressed lava mephit fly by, leading a pair of hell hounds on leads, and complaining loudly that the flayers had no taste in music, and demanding someone sing a song!

No one in the party offered to sing, I was heartbroken.

They waited for a few days, gambling and talking with the locals. The Ettercaps they pickpocketed showed up at one point, fortunately the thieves were in the tent at the time, and the Ettercaps didn’t recognize the party warlock when he was out and about.

Then the flayer arrived.

The party cast various spells on themselves from inside the tent, the flayer was several hundred feet away, working his way through the crowds with his Ettercap henchmen. They figured they can’t cast spells at the creature, but they can cast on themselves. They buffed up the strength of several party members when the Necromancer cast Strength upon them (Necromancers get a few alteration spells, ones that alter the body, which makes sense as they can animate the dead). The party warlock cast “The Terrifying Arms of Brugg the Cruel” on the party Myrmidon as he was their best fighter.

He had 4 arms to attack with now.

They are planning on a distraction then an attack, or waiting until the flayer is engaged with victims to attack, they are hoping to hit hard and fast and take the flayer out before any brain-melting occurs.

Bold plan.

We stopped there.


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Saturday Game

My Saturday group is playing the long game, also trying to break into the upper echelons of their House, their task is related to the thieves guild. Their house controls the city branch of the guild, one of the house Lords at House Quannar is the guildmaster for the city branch. The Raosk branch is independent, and House Quannar wants to run it too.

So, they have sent the party to either eliminate and replace the existing guildmaster of the Raosk branch or to “bring him in”. One part of the party has spent the last few sessions getting ingratiated to one of the Raosk Guildmaster’s allies, a steed merchant named Maur Hoguelen. They posed as bodyguards and attempted to get in his service.

The party fighter refused an ESP on his person, one of the conditions Hoguelen put on hiring him, and the party monk’s mind resisted the ESP done on him. Hoguelen was suspicious, and sent them away, vowing to look into their identities.

The party Spider (thief) tried something more direct. He went to the Raosk and attempted to find a contact to join the thieves guild directly. Last session he found someone and was told to return later to see about joining.

Previous session reports for details:

Report 1 - https://dwelleroftheforbiddencity.blogspot.com/2024/09/building-bhakashal-session-report.html

Report 2 – https://dwelleroftheforbiddencity.blogspot.com/2024/10/building-bhakashal-session-report-my.html

Report 3 - https://dwelleroftheforbiddencity.blogspot.com/2024/11/building-bhakashal-session-report_24.html

Report 4 - https://dwelleroftheforbiddencity.blogspot.com/2024/12/bhakashal-session-report-splitting.html

 

We started with the party Spider and his contact.

The PC went to the designated area and eventually his contact arrived, along with another person. His contact was a chitin (insect folk), the other person was a Saan (lizard folk).

His contact decided on a task for initiation into the guild. The Raosk branch focuses on physical crime, kidnapping being a prominent one. In Bhakashal kidnapping is done to dishonor an opponent, to show they are weak and vulnerable. Kidnapped victims are NEVER harmed, to harm the helpless is the ultimate dishonor. Instead, they are usually stripped of weapons and station markings and left in the public square, hands tied, or otherwise dropped somewhere embarrassing.

The initiation task was simple, a city guard captain, Ugaam the Steel, a malu (fish folk) Mercenary from House Horn (crest: black turtle on green) was giving their contact a hard time. He and four of his henchmen appear regularly in a Raosk Chimera House called the Phinsil’s Tail. The PC Spider was to bag the captain and deliver him to his contact, they would take him back to the city humiliated.

So, the thief went to the Chimera House and waited.

Ugaam arrived with his henchmen, Ihji, Waas, Pira and Sethik. Ugaam uses a naginata and mace, his henchmen use tridents, javelins and nets.

The party Spider waited for a time and cast a spell.

Now, a brief aside.

Normally casting a spell is obvious, you move your hands strangely and speak odd words, so casting in public gets attention.

However, the party Spider isn’t actually a Spider, he’s a multi-class Spider/Warlock. He has a spell called “Khostin’s Vermin Throng”, which summons 1 giant rat for every level of experience, he’s 7th level, so he summons 7 giant rats.

Thing is, the material component of this spell is a small silver flute that you play to summon the rats.

Someone pulling out a flute and playing it in a busy tavern would not seem unusual. This is a Chimera House, where patrons take small portions of potions mixed with drinks and get the initial sensation you get when you sip a potion that suggests what it can do. So he cast the spell and summoned the rats, directing them towards the guard captain and his henchmen.

All hell broke loose

The Chimera House was full of fishermen, mercenaries, traders, hunters, etc., so they didn’t all flee, some did, others took out weapons, others looked around to see if there were more rats, and the captain and his henchmen took out weapons to try and slay the rats as they swarmed towards them.

While all this was happening, the PC began to slip through the crowds to get behind the target. This required a surprise roll, which was successful.

In position he shattered a bottle over the captain’s head. In Bhakashal to knock someone out you strike them with a blunt object, if you get a critical you knock your opponent out, and you do half damage.

He was successful, but one of the henchmen saw the whole thing. The PC acted fast and shanked the guy, zeroing out his HP, and he collapsed to the ground unconscious.

The other henchmen were attacking giant rats.

The PC cast Darkness against the back of the bar, to cover the exit.

He picked up the captain and slung him over his shoulder.

He fled towards the darkness, hoping to get free before the henchmen saw him.

He was successful in this, however, on his way out I rolled a d12 to check something.The guildmaster knew the party was asking about him, so he put a tail on them to see what they were up to. Every time they had an encounter I rolled to see if their tail was there, and if a PC noticed them. I had rolled about a dozen times before this over several sessions, this time it finally came up. The tail, a Chitin mercenary, had watched them for a while.

As the PC fled with the body over his shoulder, he saw the tail and recognized him, e.g., recognized that he had seen this guy several times over the last few days, always at a distance and just looking around.

He disappeared into the darkness, then out the back of the tent. He now had a body on his shoulder, and the henchmen would soon be outside looking for him. The tent they were in is shown below, he came out a flap in the back with the body

I immediately rolled to see if anyone on a neighboring platform saw him, nobody did at this point.

Now the PC scrambled, how do I get away with this body? People were streaming out the front of the tent, and eventually the captain’s henchmen would come out too.


The Chimera House is circled in red, the area between the Chimera House tent and the tent to it’s left was comparatively out of sight, it was nighttime and dark, so he dumped the body there and fled to find his contact several platforms over.

He gambled the henchmen wouldn’t look between the tents in the ark.

That gamble paid off, the henchmen did not see the captain unconscious in the darkness between the tents.

The PC arrived back with his contact, who was travelling with a Saan (lizard folk) phantasmist named Yorkun the Ambergris and four other chitin henchmen. They ran to the tents to grab the body. They got to the body and the phantasmist cast a spell making the body look like a trio of tightly rolled carpets, bound together. They walked away with it over their shoulders.

The guild contact then left with the PC, telling him he was “in” and agreeing on a time to meet to go to the next step.

While we were doing this, the other players left the room. It took about half an hour, and when they came back they had no idea what had happened.

That was cool.

After the Spider’s solo encounter, we switched to the Spartan (monk) and Mercenary (fighter) who had posed as potential bodyguards. Recall that their potential employer wanted to have his warlock cast ESP on them, one demurred and the other couldn’t be read. So he sent them off.

Now, as a referee I have to play the NPCs. Given that this guy is powerful and connected to the thieves guild, how would he treat two potential personal bodyguards, one that refused an ESP spell and another that was immune to it? A personal bodyguard immune to ESP would be handy, but the whole thing smelled bad. I know it’s bad, but the NPCs don’t, so how is this modelled?

I decided that he would be suspicious of anyone wanting a bodyguard role, as they would have direct access to him. He had them checked out, and their informants told him they were from House Quannar as they claimed, but that was all they knew.

Smart NPCs don’t make stupid decisions, so I decided that Maur went to the Temple of Bhammak and got one of the Seers (Bhakashal priests) to cast an Augury to determine if taking the PCs on as bodyguards would bring “weal or woe”.

If the PCs can do it, why wouldn’t the NPCs?

In this case, as they were planning on kidnapping the guy to get him to give up the identity and location of the guildmaster of the Raosk branch of the thieves guild, it was definitely “woe”.

So, he decided to have the party slain.

He had his agents contact them with a bogus story: someone in his organization wanted him dead, he had a trusted ally seek out evidence, and found it, a poisoned dagger planted in his house during the party the PCs had attended, for later access by an assassin. That ally found the PCs, gave them the dagger and a map to Maur Hoguelen’s “villa” in the marshlands. They are to take this crucial evidence to Hoguelen, and he will discuss their new jobs.

Instead, there is an ambush waiting for them in the location noted in the map.

They took the bait, the party warlock and priest met up with them and they planned on travelling to the villa in two groups, the Spartan and Mercenary (the two posing as bodyguards) would head out, and a few hours later the priest and warlock (using a copied map) would follow. The Spartan and Mercenary would find a safe spot to hide nearby the villa, set up camp, and wait for the Warlock and Seer to arrive. They would then head out, just the two of them, to the villa and see what happens.

The trip to the “villa” had two encounters. The Spartan and Mercenary were attacked by thornwood vines, but managed to flee before being damaged thanks to the vine missing its first two attacks.

The second encounter was with the Seer and Warlock. They were attacked by a pair of anhkhegs that sprung out of the ground sixty feet or so ahead of them on the trail they were following. The Warlock attempted to cast Rope Trick to escape. The party Seer took out weapons.

The larger of the 2 anhkhegs charged the Seer and struck with their mandibles, giving him a good gash across the chest. His return attack was ineffectual against the beast.

The smaller of the two spit acid against the party Warlock, disrupting his spell and searing him on one arm.

That was the first round.

Initiative was rolled and the PCs went first.

The Seer dropped his weapon to cast Cause Serious Wounds on the large anhkheg. As it happens he had never cast this spell before, only Cure spells.

Set the scene, the Seer stood before a savage 20’ long anhkheg, slavering mere feet from him, towering over him, mandibles open. He reached out to touch the beast. He needed to roll a 14 to hit.

He rolled a 14 on the nose.

Then he rolled damage, 2d8 + 1, he rolled double “8’s”, and the beast took 17 hp damage, lowering it to just below half hit points in one touch.

“You strike the beast on the side of its head, dark necromantic energy flows through you, draining the lift from the creature as it writhes in agony”

That was cool.

The warlock cast Magic Missile on the smaller beast

“You pull out four glowing spikes of energy from your forehead in sequence, each time flicking the spike towards your target, the sizzling purple spikes cut through the air, swerving around the larger of the anhkhegs and the Seer and home in on the smaller beast. The four slam into it in rapid succession, each time a shock of energy sparks as the spike hits the creature, and it hisses in pain.”

A morale check was rolled, and the beasts fled.

This was a big win for both PCs, the Seer had been rolling badly lately, and the Warlock had too, so they were both pretty impressed with themselves, and justifiably so.

They met up with the other party members at the camp. They could see a curl of smoke in a distant forest, and they decided that the Spartan and the Mercenary would approach the villa with the dagger they were meant to deliver. The Warlock and Seer would wait behind at the camp, and the Mercenary and Spartan would report back.

The Mercenary and Spartan continued on, but when they turned into the clearing where the villa was to be they found this:

There was a roaring bonfire

There was a trio of 7’ tall algoids standing at attention

There was a trio of Saan (lizard folk) mercenaries

There was a short Emberi (human) sitting on a floating disc of energy, a small winged creature on his shoulder, he wore no shirt and his body was covered with runes. This was Gholgak the Charoite, a 6th level Emberi Fabricus Inquisitor Warlock from House Dhom. Gholgak owed Maur a favor, and his job is to kill the Spartan and Fighter as they pose a threat to Maur.

Gholgak ordered the Algoids to approach the party and stand between him and them.

He told the party that Maur knows of their ill intent and they will not leave this place alive.

At that point the party fighter screamed to the far off Seer and Warlock to help them, then they turned to flee.

The algoids are slow but went in pursuit.

Gholgak cast The Sinister Smoke Serpent of Illyig the Corpulent, they had a fire going to power the spell, and a snake-like column of smoke came from the bonfire, streaking through the night air to come crashing down on the fleeing PCs.

The Spartan made a saving throw and managed to jump out of the way of the descending column of smoke. The fighter was less fortunate, the column of smoke enveloped him, and he dropped to the ground choking and coughing.

We stopped there.

 

Three sessions, three different scenarios, three different groups of players, varying degrees of success, but all were exciting, risky and unpredictable. All involved factional play, all were deeply imbedded in city politics and attempts to gain power.

Adventure awaits!

Monday, December 9, 2024

 Building Bhakashal - Session Report - Splitting the Party


My Saturday group met on the weekend, they have been trying to get to the Guild master of the Raosk branch of the Brass Blade Spider’s Guild (Thieves Guild). To get to him, they are trying to get to Maur Hoguelen, wealthy Bhakashal merchant who controls the mount trade. They made themselves known to Hoguelen’s organization, working up from the bottom, and had managed a meeting with one of Hoguelen’s agents, Golusk Haik after impressing him with their prowess fighting on the Raosk platform. They are going to be interviewed by Hoguelen at a party at his house in two days.

That’s where we left off last session.

If you want more detail, here are the last few session reports.

Report 1 - https://dwelleroftheforbiddencity.blogspot.com/2024/09/building-bhakashal-session-report.html

Report 2 – https://dwelleroftheforbiddencity.blogspot.com/2024/10/building-bhakashal-session-report-my.html

Report 3 - https://dwelleroftheforbiddencity.blogspot.com/2024/11/building-bhakashal-session-report_24.html

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This session was notable as it was split between the players, and a great example of how to handle this sort of thing. Everyone wanted to do different things, so I gave my, “split the party” speech:

“OK, since we are split, here is the deal, the people I’m not on with at the time can be doing the following:

1-      -  Watching

2-       - Reading any of the game books

3-       - Working on their character (updating, whatever)

4-       - No chatting, no discussing the encounter with the players who are in it

5-       - If you can’t do that, leave the table and I’ll call you when we are done”

Technically, the PCs who ae not involved in the “scene” shouldn’t know what happens, they can miss what happens at the table without consequence. I first tried this by sending the players who were not “on” to other rooms automatically, but some players disliked this very strongly. Instead of doing this, we run the game with whomever is “on” for that encounter, the rest of the people can stay and be quiet or leave, their choice. I find this works really well for my groups.

We were off.

We went around the table, starting with the activities that would take the least amount of time, by general agreement.

 

First Activity

First order of business was some bookkeeping, to give the player of the Spider/Warlock his spell. It was researched and rolled for last session, I took the draft and gave it a once over between sessions, and this is what we landed on:

Rikan the Silent’s Scorpion Sting (Alteration)

Level: 3, Casting Time: 3 segments, Range: 0, Duration: special, Area of Effect: 1 target per 3 levels, Components: S,M, Saving Throw: Neg.

Rikan the Silent’s signature spell allows the warlock to give a weapon the ability to paralyze a target with a successful strike. The spell is active on the Warlock’s hand for 5 rounds, if not discharged before that time it expires. Any weapon touched will have the ability paralyze a target hit by that weapon, for a duration of the caster’s level / 3 in rounds (e.g., a 3rd level caster could give a sword the ability to paralyze a target it strikes for 1 round). At most one weapon per 3 levels of experience of the caster may be so enchanted. Paralysis effects are subject to a saving throw, with a penalty of -1 for every 3 levels of experience of the caster. The material components for this spell are a scorpion tail and iron dust, the caster holds the tail, dusts it with the iron, closes their fist on the tail, closes their other hand on the fist, holds them together for the duration of the casting time and then pulls them apart. The palm of the hand that held the tail will be a shimmering silver until the spell duration completes.

I’ll add that to the PDF version of the Bhakashal Spell Book at one point and give credits to the player.

Probably a good point to mention that Bhakashal has spell research rules.

Second Activity

The party warlock decided to obtain a sleep potion, if they were going to capture Hoguelen at some point, they wanted him alive. To obtain such a potion you can go to a Chimera House. In AD&D, if you taste a bit of a potion you get a sense of what it is, so, for example, sip a potion of flying and you might feel light, a potion of fire resistance and you get instantly chilled, that sort of thing.

In Bhakashal, Chimera Houses brew potions, and give small samples, mixed with drinks, that give that potion effect. Each House specializes in a small number of potions. People come in, pick the potion type, and get a small amount mixed in a local drink, and you get the “feeling” of the potion effect. A sleep potion could be picked up at most of these places, as it has medicinal and regular uses (for people who can’t sleep).

When the warlock goes to the Chimera House, the player shows me on the map where they are going, I tell them how long it will take to get there. If they are travelling there are odds of encounter per hour. If that coincides with their visit to the Chimera House, then the encounter happens there, otherwise it would happen wherever the PC was at the time.

In this case, there were no encounters.

There was something else about this part of the game that bears mentioning.

When I was putting together Bhakashal I wrestled with the fact that the city was VERY BIG, and in order to key all of the buildings in the city it would make the setting HUGE. There are easily more than a thousand buildings on the map. I looked at published examples of large cities like CSIO and decided against that approach. In the end I decided to create an emergent city, e.g., one where each ward in the city had a table with weighted entries based on the prevalence of establishments in the ward.

So, at a glance, you can see how likely it is to find say a blacksmith in any given ward. Alternately, the referee can roll for each building as you explore the ward.

In this case, the PC did not know the location of the Chimera House, so they decided to wander until they found one. For each building they encountered, I rolled to see what the establishment was. As it happens, they passed 5 buildings before they found a Chimera House. So nowfive of the establishments around their residence are defined on the map.

I love this aspect of the system, as each group will make their own “Bhakashal” as they adventure.

The warlock went to the place and purchased a single sleep potion. I had him roll a 1 in 12 chance of noticing that he was being watched. The Guildmaster they are trying to ingratiate themselves to knows who they are already, they weren’t sufficiently cautious when asking around about him, so after they appeared on the hunt and in the Raosk, he dispatched 3 of his guys to follow them around. A 1 in 12 means that the party member notices the guy.

By splitting up the party ensured that only one of them was on any one of the party groups at any given time.

They didn’t know this, but there you are.

Third Activity

The party Spider (thief) decided that, in addition to infiltrating the Guild through Maur Hoguelen, it would be wise to contact the Spider’s Guild separately, to see what information could be gathered. The PC Spider was already a member of the city branch of the guild, but not the Raosk branch. So, he decided to go to the Raosk and try and establish contact.

We rolled for an encounter on his way out of the city, and one came up. When this happens you roll a d6 to determine when the encounter happens in the 6-hour block (you roll for encounters 4x per day), in this case I rolled a 1.

So I decided that the encounter would happen when the Spider was on the dock heading towards the barge that crosses the river to the Raosk. I rolled an encounter with 3 mercenaries. Given that they were on the dock, I decided they were here to cause some trouble, looking for someone to fight.

However, Bhakashal Spiders all have an associated “turf”, an area of the city they are familiar with. In that area they get certain bonuses,

Spiders have a territory, part of a ward, a whole ward, or part of any other constrained area like the Raosk, the docks, etc. When in that area, they have a 5% chance per level of recognizing any local they come across, they gain 2%/level on all Hide in Shadows rolls due to familiarity with the area, and at any given time have a 1% + CHA bonus per level chance of finding a safe haven, e.g. a hiding spot under the control of one of their allies in the area. They get two saving throws rather than one when attempting to push their fleeing/pursuit speed while in their ward.

 Since the party’s patron was Quin Faal the Iolite, their Ward was the ward of House Quannar, which is the docklands Ward.

So, the party spider was on his turf.

I rolled to see if he recognized the mercenaries, and he did!

REF – “Three Malu warriors start walking in your direction as you approach the barge loading spot. You recognize them immediately, Kalak, Ygo and Tonsir, three brothers who hire out to hunting parties and occasionally fight in the arena, they are not associated with any Noble House, and have been known to throw in with a second story job, once with you.”

I made an encounter reaction roll with mods for the fact that the Spider knew them and had been on a job with them before, and it came up positive. They traded some banter and moved on down the dock.

The Spider took the barge to the riverbank and paid a silver piece to ride on a wagon to the Raosk as it was too hot to walk.

Once at the Raosk, the PC decided on the following course of action, he would head to a busy platform and look for pickpockets, once he found one, he would approach them about wanting to join the guild.

Not a bad plan.

However, this took time, I established the odds of him spotting a pickpocket on a busy platform of 1 in 8, check per turn. After 6 failed checks, I rolled for an encounter, and it came up. I went to the Raosk encounter table and rolled an encounter with… a Spider (thief).

I love it when that happens, he came to find a thief and a thief found him! This particular thief was 4th level.

I had to interpret this roll and decided since he was standing around and scoping out thieves that the thief in this encounter had “made” him, e.g., had noticed what he was doing.

REF – A large Chitin in harness and kilt moves to your side, he has 4 daggers in a bandolier and a gladius on each hip. He points to 3 guards standing at different places in the crowd. “They are all off duty, all from different Houses, but pickpockets won’t try anything in front of them, if they are caught then those guards know who they are when they try things in the city. If you want to find some lightfingers, go to the outer platforms, still busy, but fewer soldiers.”

That threw the PC off a bit, but he recovered fast.

PC – “I’m looking for work”

Chitin Spider – “What makes you think you would be any use”

PC – “I’m a good communicator”

Chitin Spider – “How many languages do you speak?”

PC – Takes out a pinch of soot and a pinch of salt, rubbing them between his fingers then wiping them on his lips, speaking the words, “A szavaid víz”. He then spoke to the Spider, “All of them”

The Spider laughed, “Ahhh, I see, well, we could always use a spider with a bit of arcane, come back here tonight after sunset and we will see if there is a place for  you.”

I had the PC roll a 1 in12 chance he might spot the mercenary that has been tailing them, but it did not come up.

Fourth Activity

The party Spartan (monk) and Mercenary (fighter) were to go to Maur Hoguelen’s party to interview for jobs as personal bodyguards. They had demonstrated their prowess on the Raosk platforms, Hoguelen was specifically looking for bodyguards who could engage in unarmed combat as he sometimes had to be in places where weapons were forbidden.

They showed up to the merchant’s house, located in the ward of House Omander, he had an opulent mansion which sat at the confluence of two canals, prime real estate. They were stopped by the guards at the entrance, but their names were on the list and they were let in.

The party was on when they arrived, the room was filled with Bhakashal Lords and Warlocks, Seers from the Temples, House champions (well-known warriors from various Houses who had been successful in the arena), merchants, prominent guild representatives, and many others.

There were professional dancers moving through the crowd, doing acrobatics and dance, there was a band of drummers and flutists playing in the corner, and there were jugglers and bubble artists working the crowd.

The party fighter struck up a conversation with a random partygoer, in this case a Beastial (Bhakashal druid, often referred to by the locals as a “cultist”). Things were going well until he mentioned that he was a hunter who captured wild beasts to be used as mounts. That ended the conversation right there!

The party Spartan joined a conversation with Waja Thorm, a Champion of House Himmenghost. He was discussing which weapons made for the best decapitators, and the Spartan, who favored the bardiche, discussed the comparative merits of the bastard sword. That conversation went well.

Then, their contact, Golusk Haik, showed up. After some niceties Haik took them to meet  Maur Hoguelen. The Malu merchant was flanked by a pair of bury ogres (ogres are common bodyguards in Bhakashal), and standing to his immediate left was a Kutya (dog-person) dressed in a kilt and carrying a sword and a wand.

They figured, correctly, that he was a warlock.

I played Hoguelen as a smooth talking, confident leader.

Hoguelen – “Golusk tells me that the two of you are formidable hand to hand fighters, I’m looking for such warriors for my bodyguards, we will go to places where weapons and spells are not allowed on occasion.”

PC Spartan – “We hold our own”

He then asked the PCs what House they worked for, “so I know if there will be any conflicts”. The Spartan told him directly that he worked for House Quannar. They were neither aligned with nor against Hoguelen’s House, so that wasn’t a problem. Hoguelen is a merchant, he is not part of House nobility, but his mansion is in the ward of House Omander, and as a powerful person he would be connected to powerful people in that House.

Hoguelen – “So you are moonlighting then, picking up some extra work? I’m not going to get in trouble hiring you, am I?” Hoguelen smiled widely, his tongue darting in and out.

The Spartan laughed and said no.

Hoguelen to Fighter – “And you?”

Fighter – “I’m unaffiliated”

Hoguelen smiled and replied, “Excellent then. Now, the both of you will need to submit to a brief spell to ensure that there are no surprises.”

The Spartan nodded in assent, but the fighter…

Fighter – “No spells”

Hoguelen pulled back his head and his gills shook, a clear sign of surprise.

Hoguelen – “If you are going to work for me, ‘no’ isn’t an option.”

Fighter – “No spells”

I rolled an encounter reaction at this point, and it came up mildly positive. I decided that Hoguelen admired his moxy, but he wasn’t an idiot, so…

Hoguelen – “You seem determined, I admire that, come with me.”

Hoguelen and his entourage, along with 2 guards, escorted the two PCs to a back garden area, behind which was a small fighting pit, unseen from the street. Tied up at the other side of the pit was a pair of leopards.

Hoguelen – “Seeing as you won’t agree to the spell, I need to determine if you are here for the right reasons, survive a few rounds with my two pets, and you can stay.”

The PCs looked at each other, and the fighter agreed. He entered the pit, and one of the guards let the leopards loose.

Now, in Bhakashal, animals are very dangerous, as they get multiple simultaneous attack routines, and low initiative modifiers. The two leopards sprung forward and lunged at the fighter.

Fortunately for him, he rolled low for initiative. In Bhakashal, Emberi (humans) get two pummelling attacks per round, 1-3 damage + STR bonus for each. He rolled two criticals, and opted for double damage on each. He did enough damage on these two attacks to reduce the leopard to 0 HP (I roll HP at the table when the first strike lands, and leopards only have 3HD).

REF – “The leopards charge towards you, the first leaps through the air, you duck and slam your fist full into the beast’s stomach, winding it, your second punch smashes it’s head to the side, and it crashes to the ground, unconscious.”

At this point the player was high-fiving the other player, anticipating his easy win.

Then the second leopard landed.

Three attacks per round, I rolled well (the PC did not wear armor to the party, so their AC wasn’t great) all three hit, and the last was a critical. When the first two attacks hit, a leopard gets two additional back claw raking attacks. Both of those hit as well. For the critical I normally roll, but these animals were trained to kill, so I chose “extra attack”, and rolled another critical, in this case I chose “double damage”.

REF – “Focused on the first leopard you were completely unprepared for the second. It lands and savages you, claws cut into your shoulders, two back claws rake your chest, wicked fangs bite into your arm once, then twice, and finally a third time, tearing flesh like paper.”

That sobered him up fast.

Suddenly, this was a fight.

They went back and forth for 2 more rounds, and when all was said and done the PC was down to 3 hp when the leopard was finally knocked down to -1 hp (unconscious but not dead). Ho

Hoguelen had the beasts taken off to be treated and smiled.

Hoguelen – “You managed to survive my kittens, that’s impressive.”

Hoguelen then turned to his Kutya warlock, Sin Hai the Rook, and nodded, then looked at the PC Spartan.

Hoguelen – “It’s your turn”

The Kutya took out a copper coin, placed it on his forehead, closed his eyes, then spoke the words “Egy réz a gondolataiért.” There was a long pause and the Kutya smiled widely.

Spartans are masters of the body and the mind, this gives them the ability to mask the mind when needed. He rolled his odds and was successful.

Sin Hai – “I can’t read him”.

I rolled an encounter reaction at this point, Hoguelen was no fool, but having a bodyguard that could resist mental probes could prove helpful at some point as well. The roll came up barely positive.

Hoguelen – “You two are proving to be a mystery. I will speak with my contacts in House Quannar, and do some digging to determine if you are acceptable. For now, you are bleeding out over my fighting pit, and will disturb my guests, one of the guards will escort you two out, and Golusk will be in touch.”

We ended there.

Observations

Switching back and forth doesn’t always work, but it worked well here. The key, IMO, is to be clear about what non-participating players are to be doing when split party play occurs, and to stay focused with each group. Most of the players stuck around to see what happened with the other players in this case, only one of them decided to leave and do something else until their turn came up.

I know a lot of people dislike splitting the party, but to be honest D&D is a group game most of the time, breaking this up on occasion to run individual or small group encounters is a nice change of pace, and its’ interesting to see what the other players do when they are not “on”. It’s also interesting as during regular play, all the players can make suggestions to other players about what to do in particular cases. In split party play, the players who aren’t “on” can’t discuss or advise the other players on their actions, and this can create new opportunities for those players, as they have to rely on their own judgement more than normally.

 

 

 

Building Bhakashal - Session Report Image by Tooth Wu - Artstation - https://www.artstation.com/tooth My Thursday group did not meet t...