Building Bhakashal – Session Report
We had our third session for a new group this week. I was
approached by a group asking if I could teach them how to run games. I decided
to spend 4 sessions just running the game for them, and 2 sessions discussing how
to run games rather than playing them.
They have been sent to a remote island to retrieve a renegade
warlock who stole from his powerful master. Last session they discovered that
kobolds (with axebeak mounts) lived on the island and they established an
alliance with them. Rather than fight them, they shared a meal with them,
exchanged some goods and information, and learned a lot about the denizens of
the island. When we finished last week the party Spider (thief) barely escaped
being eaten by an intelligent plant, we picked up from there.
A reminder that this particular group has asked to be taught
“how to run a game”, so I will gloss a lot of what happened with comments about
the process of instructing them about the play of the game.
First thing after slaying the plant the player of the party
Mercenary (fighter) suggested they should look around the plant for loot that “may
have been dropped by former victims”.
This led us to have a discussion about “lairs”, e.g., how if
a monster or animal flees combat, one option is to try and track them and find
their lair. In this case they were lucky as the monster in question is stationary.
They spent some time digging into the ground around the plant and looking through
it’s guts and found some gold coins, but nothing else.
The kobolds had told the party where the warlock they were
searching for had been spending his time, so they had an idea of where to look.
I told them they had a 1 in 8 chance of finding what the warlock was working on,
and a 1 in 12 chance of an encounter, check both every turn.
They knew there was a green dragon in the area, so they were
a bit tense about that!
After an hour of searching they hit paydirt, finding a door
made of metal bars with a lock hidden behind some trees and brush. They saw
that this door led to a rough-hewn corridor that descended into darkness.
Their first dungeon!
They found the door was locked, so the thief got to try her
skills for the first time. She took out her tools and spent a turn finessing the
lock, and it opened!
Then they descended.
However, they put the party fighter in the lead, she was a
human, and had no infravision, so she could see about a foot or so ahead and
that was it.
This produced delicious fear!
They decided to go without torches at this point as lighting
torches in the dark would make them easy to spot.
I informed them of the dimensions of the corridors, and the
party fighter, who had a really long bastard sword, asked if it could be used
in a confined space.
They were starting to get the idea, the environment
determines the constraints, so you have to ask questions or find out the hard
way. I told them that the game has “space required” stats for all weapons, so
we consulted the tables to see.
The dungeon was a maze, so they got out a piece of paper and
began to map to keep track of where they were going. I suggested just doing lines
for corridors and keeping it simple.
As it happens, they made choices that led them to the center
of the maze. That was pure luck, as there were many branching paths that could
have led them to traps or to monsters, but instead they arrived at the central
room.
There was a pool full of black, metallic liquid in the
center of the room, surrounded by 8 statues of warriors, all of the statues
faced the pool. There was a low, ambient red light in the room that cast no
shadows. For some reason the ambient light freaked them out and they insisted
on lighting a torch. They asked about the statues, and I told them they would
have to investigate them. They walked over to the pool and dropped a coin into
it.
“The coin disappears from view as soon as it goes under the
water, swallowed up by the black, metallic liquid.”
That they did not like!
They went over to the statues. They found that each statue
had the same symbol carved into the stone at their feet, it was three lines within
a circle. One of them asked if their character would know what that means.
I told them that their thief had a read languages percentage
and could try that to see if the symbol was familiar, but it came up blank.
Then I mentioned that Warlocks in Bhakashal are also sages, so they should
check to see if the party warlock had a relevant area of knowledge.
It ends up her major field was “signs and symbology”, LOL.
So, she had a chance of knowing what this symbol was, and
she rolled it at the table.
Huzzah!
The symbol meant “bound”
That got them talking.
They decided since the statues were all facing the pool, and
they all had the same symbol on them, that they were likely binding something
in the pool.
Then the question became, “should we try and free it, or get
out of here”.
At this point I told them that there are spells that can
help with situations like this, Augury, Contact Other Plane, Legend
Lore, or they could consult a sage, or they could talk to the kobolds and
see what they knew. But they didn’t have any of those spells, there were no
sages on the island, the party warlock’s area of expertise didn’t help, and (although
they didn’t know this) the kobolds knew nothing.
In short, they had to decide for themselves.
That produced some conversation, they were convinced that
they should have SOMETHING in their toolkit that would solve this conclusively.
I informed them that this isn’t the way the game works, sometimes you have what
you need, sometimes you have to wing it. They were insistent that I should just
GIVE them something that would help them out. They even said that their warlock
having Signs and Symbology as her major field was something I did on purpose to
help them with the symbols in this encounter.
But as I told them, I drew the three PCs for this adventure
out of my file folder at random, it was just luck. This was a great opportunity
to discuss how, in the kind of D&D that I run, and in old school D&D in
general, the goal is to make due with what you have, not for the referee to give
you what you need when you need it. That way, as I told them, when they win its
because of THEM, and if they lose, it’s because of THEM, not because I tweaked
things either for or against them.
So, after a long conversation, they decided to try and free
whatever was in the pool. Since there were 8 statues that all had the rune on
them, they figured destroying any one of the statues or runes would be enough to
break the binding spell.
As it was.
The party Mercenary bashed one of the runes until it was
marred.
Then, the ambient red light intensified and dimmed over and
over, and a shadowy form rose from the pool. It was humanoid in shape but made
of shadow stuff.
That produced a gasp of surprise.
“At almost the same time as the creature emerges from the
pool, you hear four distinct noises, you can’t place their exact location or
distance, but their sound carries through the confined spaces, you hear what
sounds like roaring flame, some sort of slithering noise, a crackling sound,
and the sound of wind.”
They weren’t sure what that meant, but they panicked! Still,
the shadowy form was their immediate concern.
In Bhakashal, monsters don’t just attack every time,
instead, you roll to see what would happen.
If you freed a shadow from centuries long binding, what
would it do first? Would it attack those who freed it? Would it be so hungry
that it attacks the first thing it sees? Would it be so desperate to be free of
it’s prison that it flees immediately to avoid being bound again? I farm out
decisions like this to the dice. I announce the options, “On a 1-3 the creature
attacks you, on a 4-5 it flees, on a 6 it hovers and watches you”
Then I roll in public, a 4.
“The creature leaves the pool (the black metallic water
having disappeared as it emerged), as it does so it becomes a shadow that moves
across the floor, as if cast by a body that isn’t there. It travels to the exit
opposite the party and disappears down the hallway, all the while screeching what
sounds like the word, ‘free’.”
By now they are learning a key aspect of the style of play
that I’m promoting, namely that it tries to create a degree of impartiality, the
referee sets the odds, but the dice decide the outcome.
As soon as the shadow fled I told them this,
“The sound of slithering and wind gets softer, receding into
the distance, the sounds of roaring flame and crackling, however, get louder.”
At this point the party fighter goes over to the pool to see
what is there now that the water is gone, and she sees a sword! She grabs the
sword without hesitation, and they decide to book it as fast as they can.
At that point I go round by round, they flee, and every round
I tell them if the sounds are getting closer or further away. I have a map in
front of me, I mark off the requisite number of squares each round they flee
and the requisite squares for the two monsters that are heading their way (two
monsters chose to flee the maze, two to head towards the center).
The noises were getting closer as they fled, they didn’t
know what was coming, and they were freaking out. One of them was scouring her
character sheet for spells or items to help, another was just panicking.
Then, one of them decided to ditch their torch so whatever
was coming would home in on that and maybe miss them entirely.
They were thinking beyond their character sheet, excellent.
The way the maze was laid out and the way they ran they
managed to make it out of the maze before the monsters go to them, and they
slammed the gate shut, locking it behind them. They proceeded to a nearby
standing of trees and watched. A firedrake appeared first, it bashed it’s head
against the bars of the door to no avail. Then it directed it’s fire breath to
the door.
Then the Hoar Fox showed up.
The two looked at each other but did not attack. Then the Hoar
Fox breathed on the bars, making them icy cold. They alternated until the bars
shattered and set them free. I rolled to see what they would do, and both fled.
Then the shocker emerged (the carrion crawler, the sources
of the slithering sound, remained in the maze), it saw the party, I rolled, and
it headed towards them to attack.
“A humanoid figure, apparently made up of lightning and the
source of the crackling sound you heard, approaches you.”
At this point the party warlock decided she was going to
cast one of her spells, Sjin’Saar’s Corrosive Decay. This spell, like a Fireball
in geometry, causes ferrous metals to corrode instantly upon a failed save.
The player asked me, “How would this spell impact a creature
made of lightning”
And that was great opportunity to discuss another aspect of
the game, at the table rulings.
The rules don’t cover everything, so sometimes you have to
figure it out on the spot. In Bhakashal, the recommendation is to
collaboratively come up with possibilities and vote on them together. Everyone
has to agree to move forward. A few options were discussed:
1.
It would do nothing
2.
It would do half damage
3.
It would destroy the
creature utterly
4.
It would knock it unconscious
5.
It would temporarily disrupt
the creature
We voted and settled on 5, and the Shocker flickered in and
out of existence several times. I then made a morale roll, and the creature
fled.
At that point they decided to go back to the kobolds and
compare notes. They found their mounts, which were tied up a distance away and
being attended to by the warlock’s henchmen, and they rode towards the kobold
caves. When they came out of the forest, I told them this,
“As you emerge from the trees you see a startling sight, four kobolds,
mounted on axebeaks, are surrounding the shadow which fled the maze ahead of you.”
At this point they were enamored of the kobolds and wanted
to help, the Warlock and the Spider were hesitant to attack for fear of hitting
an ally, but the Mercenary just sneered and charged, her recently discovered sword
in hand. As soon as she held the sword and charged to attack, she became aware
that the sword was magical, and could either aid her attack or her defense, at
her will.
Unbeknownst to her, she had found a +4 Defender!
She chose to put all of the magical mojo into attacking.
Before she could reach them the shadow attacked one of the kobolds,
I described it as follows:
“The shadowy form collapses to the ground and slides across
it, two dimensional as it moves swiftly across the grass, when it reaches one
of the kobolds it reverts to humanoid form and passes through the mounted
figure… and the kobold screams, changing into a shadow.”
They instantly understood the implications, each victim of
the shadow could become another shadow, and they would be outnumbered in short
order.
The Mercenary arrived, she swung her sword and hit the creature,
almost splitting it in half. The shadow tried to attack her and missed.
She pulled on the reins and came back around for a second time,
this time she rolled a critical, and opted for two attacks. The first attack
finished off the original shadow, the next attack finished off the second
shadow in one strike.
Her dice were on fire, and they were all very happy about
it.
We stopped there.
It was a great session for learning, we covered a lot of
rules and situations that will come up regularly at the table, and they saw how
much of the process is farmed out to the dice. They also discovered that you
don’t always have what you need so you have to improvise, and that some
problems aren’t amenable to what is on your character sheet.
What they don’t know yet is the guy they are after is dead,
slain by the hill giants that live at the other end of the island. I think they
are going to head there next, where they will quickly learn that thrown
boulders are extremely deadly!
It will be epic.