Building Bhakashal - Session Report - Dungeon Crawling!
As it happens, dungeon crawls are not common in our game, but this week my Dad’s group continued their delve into Tamoachan! This is a great opportunity to show how crawling works in Bhakashal and discuss adjudication. I have yet to run a game where there isn’t at least one or more instances where I have to make a ruling on something that isn’t covered directly or obviously in the rules. This is a regular part of refereeing that is ignored by many, but helps to put the RAW vs rules improv issue into a more nuanced light.
The vibe in this module is creepy, it is pitch dark except
for torchlight, I’m tracking turns, torch burning times, and rolling for random
encounters every turn, 1 in 12 odds. This means that taking time to do anything
has a cost. I periodically mention moaning or howling noises, that the
party has decided are the air moving through the complex, or maybe not. I’ll
randomly announce that they hear a, “hiss”, or “shriek”, or “chittering”, or
whatever else comes to mind, to mimic the hundreds of small creatures that
inhabit this complex. The whole shrine is waterlogged and hot as hell, miasmatic
and fetid, in places the stucco is sliding down the walls, giving the whole
place a decrepit, decaying vibe. Their splashing through watery areas masks
other noises, one time when they were standing looking at something I told them
they heard splashing behind them. That sobered them up fast.
Add that they can see about 40’ ahead from the torchlight,
anything further ahead is enshrouded in pitch black darkness, which means that
as they explore corridors can look endless and thing sort of appear as they
advance without warning.
It’s delicious.
I don’t know why people say AD&D “can’t do horror”, never
underestimate the fear of the unknown, my players were genuinely terrified, the
atmosphere created a mountain of tension.
This week they decided to double back and go into a corridor
they avoided, finding that about halfway down there was an entrance to a side
room that was blocked by a giant stone. They heaved on the stone (four of them)
and managed to push it back to gain entrance to a room. That movement plus
pushing took a turn, so I rolled for a random encounter, nothing, and noted a
turn off of the torch burning time. They slid past the stone to a chamber with
doors. There was lime on the stone that now began to burn their hands after pushing
on it.
So, they spent a turn washing them off to stop the burning.
That required another random encounter roll, which came up negative. The party
Seer cast Find Traps on the door ahead of them, which lasts 3 turns.
They turned up a trap!
At this point the party Thaumaturge (thief/magic-user) came
forward and I had to make a decision, does find traps just tell you a trap is
there, or does it tell you what kind of trap it is? The spell description says
that traps will become “visible to them”. So, I ruled that this allowed the
caster to see the outline of the mechanics of the trap, like an X-ray, in this
case a trip switch on the door that released when it was pushed in, breaking a
glass sphere.
The Thaumaturge rolled to disarm the trap and was successful,
she jammed an iron spike in behind the trip switch so it couldn’t break the glass
sphere.
They entered the room and looked around there was an axe
imbedded in the wall and a raised area of stone. They extended the Find
Traps to the whole room. Here again I had to adjudicate. First, there was a
vampire in the raised stone area, it was a tomb.
And there is a mechanism to open up the tomb, you have to
turn some dials, so there is a mechanism to turn dials and release a vampire.
Is that a trap? I decided it wasn’t; it was a tomb.
Then there was the cursed axe. Note it casts a shadow that
looks like a severed arm! That was a juicy detail that creeped them out.
It can’t come off the wall until the vampire is slain, but
when it does it is cursed and can’t be put down. Is that a trap? I vacillated
on this one, but ultimately decided it wasn’t a trap, it was a cursed weapon
that would be entirely functional in the hands of a chaotic evil warrior. So,
in this case they found no traps. However, the party Seer then got smart and
decided to cast Detect Evil, and both the tomb and the axe pinged as BIG
E evil. The DMG spell description gives some options, I chose “longing evil”,
as both creatures longed to have the PCs interact with them.
They decided at that point to book it.
That was another turn, so we rolled for a random encounter,
nothing. They left and headed down the corridor to a rubble filled stairway.
They spent a turn digging and then their Find Traps spell expired. They
spent another turn digging only to have debris keep falling down.
So, they abandoned the area. Two random encounter rolls in
these turns came up negative, then I informed them their torches were about to
burn out, there was some scrambling and they lit new torches. At that point the
Detect Evil spell wore off. They headed back to the room with the pool
and the underwater ledge. I rolled and the Nerid was not there.
They continued to the next door, and the party Thaumaturge
checked it for traps. She’s earning her keep! That takes a turn, so another
random encounter roll with nothing turning up. The party fighter stepped up and
heaved, opening the old, jammed door.
They sloshed through water (ruining any chance of surprising
any foes) and found more doors. The Thaumaturge once again checked for traps
and found none. That was another turn, no wandering monsters. This opened up
into a long hallway. Because their light only reaches 40’ ahead, they
essentially advance into an area of pitch blackness as they move forward.
The Seer decided to cast Detect Traps again, and they
set forward down a long corridor. Then came another adjudication question, does
Detect Traps find secret doors? The rules don’t specify, but in this
case I decided that it would not register, a secret door is not a trap.
However, as they went down the hall they saw some artwork on
the wall, the Thaumaturge checked it out and ended up activating the secret
door. That was another turn, and another failed wandering monster check. They
went a bit further down the hall and the spell pinged on the end of the
corridor where there were arrow traps, which they avoided. They went back to
the secret door and went through.
They found a corridor with carvings of animal heads on the
side, and what appeared to be a bracelet caught in the mouth of one of the
animals. The Seer used his spell to check for traps and found that the beak of
the animal would close on anyone grabbing the bracelet.
The Thaumaturge jammed in an iron spike to keep it from
closing and the party warlock pulled out the bracelet. While the rest of the
party investigated the other heads, he spent another turn casting Identify
on the bracelet to find out its powers (it allows flesh to stone or the reverse to be cast three times, then it
becomes a ring of stone shape, three times for that and it stops working).
Another wandering monster failed check. They continued down the corridor, pushing through the darkness, when suddenly a mummified human body was floating in the air in front of them. There were screams and jumping in chairs. Soon they could see a number of hanging mummified corpses.
The Find Traps spell was still active, and they found a pressure plate trap in the middle of the room, they noted it’s location, turned around and took a different corridor.
They found a side chamber in this corridor with a chest.
They used the last of the Find Traps here to discover at pressure plate trap.
The party warlock cast Levitation and was pushed forward with a rope
around his waist, he opened up the chest and took out a statue of a strange
fish like being that looked like nothing natural they had ever seen. That creeped
them out too.
During this process I rolled a wandering monster encounter
with two huge spiders (these are horse sized), crawling along the ceiling. They
gained surprise and dropped on the party Thaumaturge and second Mercenary (both
NPCs!). The Mercenary took some minor damage but made his poison save, the
Thaumaturge was missed.
The Mercenary split the spider in half with his bastard
sword, the Thaumaturge cast Burning Hands on the beast and did enough
damage to drive it off with a failed morale check. They pressed on to find a
door, which the party Mercenary opened handily (and noisily).
They entered into a room, It was filled with statues, they
couldn’t see all of the room, so they were a bit spooked. They wandered around
the room for a time looking at the statues and the cairn on the far side, then
they found doors and left the room.
I told them before leaving that their torches were burning
out again.
They replaced torches and moved on, checking the doors for
traps then forcing them open. Another turn, another failed wandering monster check.
They walked down a long corridor, seemingly endless in the dark, and came to a
large stone blocking the corridor. Three of them put their shoulders into it
and pushed the stone up an incline on rollers, slowly but surely. That took
another turn, and another failed wandering monster check.
At the top of the incline, they settled the stone and
continued on. The corridor twisted and turned, and they saw pictures on the
walls depicting some sort of game, which they studied for a time. They came to
a turn in the hall and a capstone, covered with runes, was in the intersection.
The party warlock cast Comprehend Languages on the runes, and they saw
the message, “Dare not open this pit unless you be willing to meet the
challenge of the game”.
They decided against it and moved on to the end of the
corridor. By that time another turn had went by, and another failed wandering
monster check. They came to another door, the Thaumaturge checked it for traps
again, coming up clean, and the party Mercenary tried to force the door. He
failed, and the NPC mercenary tried and succeeded. Another turn, another failed
check.
This room had a cat motif, with a cat statue, a bunch of
stuffed cats, and a cat mural on the wall. They briefly went around the room
then decided to leave and go back to another door they had abandoned. That took
a turn, another failed check followed.
They have been mapping, and they traced back the route to
the room with hanging mummified corpses. They avoided the trap and checked the
door on the far side for traps. The Thaumaturge found nothing, and the
Mercenary heaved the door open, in this case releasing a waft of stale, stench
filled air that made their torches sputter and give off a wan, greenish light.
That was just for effect, but it got them nervous.
Another turn to check the door, another wandering monster
check failed.
They entered the room and found two bodies lying on slabs
with a knife, a flask and goblets in between them. They looked around, avoiding
the bodies, and decided to take knife and the flask and leave, thus not
triggering the two bodies to come to life. Some of my groups turn over everything
in the room before leaving, the Dads were moving along after a short
inspection.
Another turn, another failed check.
The warlock, who had been towed along by the mercenary NPC,
settled to the ground as his Levitation spell wore off.
They backtracked to the room with the cairn and statues.
They decided to explore the room more closely and went to the cairn. They
smashed it open and found some jade bead pectorals and a silver amulet.
The party Mercenary tried to pry a lantern off the floor and
opened a secret door!
“A blackened humanoid corpse lies in the chamber beneath the
floor, it’s skin blackened and cracked with age, it’s clothing mere rags, and an
unbearable stench wafting out and filling the room around you. Then, it’s eyes
snap open!”
A wight in the secret compartment woke up! It reached out to
grab the Mercenary but he managed to dodge it’s grasp. The Mercenary brought
his magical trident down on the beast and rolled a critical, doubling damage,
and slaying the thing instantly, as it emitted a horrifying, unliving scream!
Another turn, another failed encounter check.
They saw an amulet on the wight and took it off, leaving the
room immediately and making their way back to the cat motif room. That took
another turn and another failed wandering monster check.
We stopped there.
Observations
This module is very atmospheric. The per turn wandering
monster check is a constant time pressure on the party, as well as the torch
burning. Systematic exploration of a dungeon with it’s strange distant sounds
and encroaching darkness creates a constant low-level dread. Every time they
explore an area, use a spell or move around time passes, every time they check
for traps they spend a turn. Every turn brings the possibility of some monster
descending upon them.
Yes, they have very handy spells, but every step they take
is dangerous, so they may be able to avoid traps, but they are still at risk.
They also have to abandon potential loot if they find a trap and decide to
bail. They unknowingly bailed on a vampire, good call really, but there was
loot in that room they abandoned.
I was personally shocked no one tried to take the evil axe.
I have played with refs that want to nerf divination magic
like this as it “takes all the challenge out of it”, but they forget how detecting
a trap just makes the players dread it and worry about whether or not they
should be trying to disarm it. And traps in AD&D can go off when you try to
disarm them, so even if you know it is there, it’s still a danger. Not to
mention that you have to concentrate to find traps, so you can’t be casting
other spells when you are looking.
So, using the spell doesn’t really take away the challenge,
it just changes the course of action.
High tension combines with awesome art.
When we finished they were 21 turns, 3-1/2 hours into their
delve, and they have 3 turns remaining before their current torches burn out.
They have enough torches to last for 4 more hours, at that point they will have
to resort to spells, and the Seer has been using up their low level spells for divination
magic, so they might end up getting caught flat footed.
This session was a reminder of how valuable each member of
the party can be, the Seer and Warlock cast divination magics, the Mercenaries muscled
the doors and the giant stone blocks, the Thaumaturge checked for traps
regularly, finding several.
Dungeon exploring is a team sport. The claustrophobic, wet,
decaying environment, the mysterious sounds and utter darkness of the space,
and the unique monsters/mythology of the shrine make this one of the most
atmospheric and terrifying modules in TSR’s catalogue.
They are having an absolute blast.
Hopefully we won’t take a month to get back together again.










