Sunday, January 23, 2022

Building Bhakashal - Character Creation - PCs

Art by Chris Seaman - https://www.chrisseamanart.com/

Randomly Generate a PC

For today’s Character Creation Challenge I will generate a character randomly. No expectations, no preferences, just what the dice decide for as much as possible. Let’s assume I’m running a 1 shot game and I want to generate pregens, this is one. Pregens are usually 3rd level. 


Process

A. Choose a character class

B. Choose a Playable Group and Faction 

C. Generate Stats

D. Calculate Saving Throw Bonuses and HP

E. Add Skills and Playable Group Abilities

F. Choose Deity and Languages

G. Choose Equipment and Clothing 

H. Pick Armor and Weapons and Assign Attack Bonuses

I. Calculate Wealth

J. Calculate Encumbrance

K. Assign Spells/Class Abilities

M. Assign Personality Traits (optional)

N. Customize Playable Group Lore (optional)

O. Name Character

P. Assign magic items (for creating NPCs and PCs above level 1)



A. Choose Class (d20)

  1. Beastial (druid)

  2. Cavaral (monk/magic-user - all/only evocation magic)

  3. Chimerist (all/only alteration magic)

  4. Conjuror (all/only conjuration magic)

  5. Gyre (Generic magic)

  6. Jinx (spider/druid - all/only plant magic)

  7. Justiciar (paladin) 

  8. Mercenary (fighter)

  9. Myrmidon (fighter/magic-user - potions only)  

  10. Necromancer (all only necromantic/abjuration magic)

  11. Phantasmist (Illusionist)

  12. Seer (cleric - all regular cleric spells and all divination magic) 

  13. Slayer (ranger/assassin) 

  14. Spartan (monk)

  15. Spellbinder (druid/magic-user - all/only elemental and animal spells)

  16. Spider (spider) 

  17. Thaumaturge (spider/magic-user - scroll spells only) 

  18. Theurgist (fighter/illusionist - all/only enchantment and illusion spells)

  19. Vox (bard - all sound spells and sound based versions of other spells)

  20. Warlock (magic-user)


Rolled: 11 Phantasmist

Rolled: 76 House Jin [NG]


B. Choose Playable Group  (3d12)

3-4. Chitin (insect people) 

5-7. Garudin (bird people) 

8-9. Emberi (primate people) 

10-12. Jugyi (turtle people) 

13. Kutya (dog people) 

14-17. Malu (fish people) 

18. Rakasta (cat people) 

19-26. Saan (lizard people) 

27-30. Togmu (frog people) 

31. Urdyll (plant people) 

32-33. Vodnik (castor people) 

34-36. Yalan (snake people) 


Rolled: 18 - Rakasta


C. Generate Stats

  1. For each stat roll 3d6 

3 2 4 /6 6 4/ 4 6 3/ 1 2 1/ 4 5 4/5 5 6 

S9 / I 16 / W 13 / D4 / C 13 / C 16


  1. Apply stat minimums

INT 15 DEX 16 CHR 15

S9 / I 16 / W 13 / D16 / C 13 / C 16


  1. Switch any two stats (you cannot produce a result less than a minimum)

Switch STR and CON

S13 / I 16 / W 13 / D16 / C9 / C 16



  1. Apply playable group bonuses

+1 DEX / +1 CHA

S13 / I 16 / W 13 / D17 / C9 / C 17


  1. Apply Ability Modifiers

S - 13 [+2] 

I - 16 [+3]
W - 13 [+2]
D - 17 [+3]
C - 9 [0] 
C - 17 [+3]/+15%


D. Calculate Saving Throw Bonuses and HP

All classes get a +1 bonus per level of experience, so that’s +3 base at 3rd level


Paralyzation STR and CON [+5]

Poison CON and DEX [+6]

Death Magic WIS and CON [+5]

Petrification CON and CHR [+6]

Polymorph WIS and CHR [+8]

Breath Weapon DEX and INT [+9]

Spell WIS and INT [+8]


Hit Points 

Class based, roll or take the average (1/2 HD) - 3 rolls 5,3,2 = 10HP


Bhakashal - Hit Points

Table 1 - Hit Point Progression by Class

Class-Type

HD

0-level NPCs/monsters - do not gain further HP beyond start

d6

A. Beastial/Cavaral/Chimerist/Conjuror/Gyre/Jinx/Myrmidon/

Necromancer/Phantasmist/Seer/Spellbinder/Spider/Thaumaturge/

Theurgist/Vox/Warlock

d6

B. Justiciar/Mercenary/Spartan/Slayer

d8

C. Monster

d8

Notes

All PCs/NPCs have the option of “taking the average” rather than rolling for each level of HP. The average normally rounds up, but in Bhakashal you round down, so a d8 is 4.5, which rounds to 4hp. There is NO CON bonus to HP.

All PCs and NPCs should record their roll for HP at each level. At 6th level and every level thereafter the player can reroll any one of those rolls

All animals/monsters have rolled HP based on their listed HD.


E.  Add Skills and Playable Group Abilities

  1. PCs get a skill(s) related to their playable group

Herbalist


  1. Some classes (e.g. myrmidon) also get skills

Artist (sculptor)


  1. All PCs then get a roll on the Bhakashal Skill table once for every point of INT bonus

Rolled: 13: astronomer, 66: navigator and 97: skill of your choice, I roll amongst the skills I already have and get astronomer [+1]


  1. Playable groups also have abilities

Move at 15”, climb walls as a 1st level spider, 3 attacks per round (CCB) 1-3/1-3/2-4, if both claw attacks hit they get two additional raking back claw attacks for 1-3 each. They have infravision 120’, they are surprised on a 1 in 6 and surprise others on a 3 in 6, track as a Slayer.



Bhakashal Skills

01-02: Alchemist

24-26: Chef

49-51: Herdsman

74-75: Scribe

03-05: Animal handler

27-28: Cobbler

52-54: Hunter

76-77: Shipwright

06-07: Artist

29-31: Farmer

55-56: Jeweler

78-79: Stoneworker

08-09: Armorer

32-34: Fisherman

57-58: Juggler/Entertainer

80-82: Tailor

10-11: Astrologer

35-37: Forester

59-61: Leatherworker

83-84: Teamster

12-13: Astronomer

38-39: Gambler

62-63: Miner

85-86: Tinkerer

14-16: Blacksmith

40-41: Gemologist

64-65: Musician

87-88: Trader

17-18: Bowyer/Fletcher

42-43: Glassworker

66-68: Navigator

89-91: Trapper 

19-20: Brewer

44-45: Heraldry

69-70: Painter

92-95: Roll an additional skill

21-23: Carpenter

46-48: Herbalist

71-73: Sailor

96 -100: Skill of your choice


F. Choose Deity and Languages

Gods of Bhakashal (4d12)

4. Kurlog – Luck, Overcoming Challenges - dog head

5. Teernak – Creation, Preservation, Destruction - 3-headed, staff, flowers (lilly), dragonfly

6. Murla  – Creation, Life, Water (Rivers) - fish head, mace

7. Shayamal – Justice, Community, Charity – Ruby red body, head of bull, rod

8. Evok – Death, destruction, Transformation, Regeneration, Magic - snake head (cobra), hammer

9. Bemmarg – Family, Food, Marriage - four arms, goat

10. Torphal – Death, Animals, Storms, Disease – antelope head, spear

11. Aeskaros – Anger, Vengeance, Fear – 4 arms, head of lion, sword

12. Rakken – Dance, Creation, Destruction – 4 arms, grey body, red feathers on back, staff, red hawk

13. Golan – Knowledge, Magic, Technology – two faces (front/back), wings of bat, twin scimitars, tree

14. Rjam – Courage, Skill in Combat - tiger head, bow and arrows, vines

15. Xoam – Wealth, Happiness, Luck, Healing – gold body, floating lotus flower throne, boar

16. Maegela – Beauty, Loyalty –  green skin, wings of black feathers, two-handed sword, raven

17. Poniar  – Plants, Earth, Spring, Growth - skin of bark, club, tree

18. Jannak  – Time – skull for head, crown of blood, 4 arms, 4 falchions, rides giant lizard

19. Sithasial – Ocean, Water – head of squid with tentacles, daggers, barracuda

20. Dynas – Strength, Fortitude - head of turtle, club

21. Olapp – Fertility, Growth, Healing - giant, spear, boar 

22. Nesig  – Revenge, Loyalty, Duty - six arms, head of dragon, swords

23. Usam  – Cunning, Deceit, Thieves – silver body, holds lotus and knife, fox

24. Palashurem  – Loyalty, Duty, Honor – half red, half black, battle axe, tiger

25. Tobomar – Bravery, Fighters – green body, holding bow, crow on shoulder, crows

26. Bhamal  – Beauty, Music – orange body, black armor, battle axe, rides giant peacock

27. Haeka – Peace, Contemplation – body of smoke, one eye sun, one moon, snakes

28. Yaal – Death, Cleansing, Rebirth, Righteousness – body of water, trident, rides blue horse

29. Iospha  – Fire – black with red striations,  4 armed, on boar with four flaming axes 

30. Cekala  - Storms, Lightning, Battle – rides on elephant with lightning bolt in hand

31. Uvir – Air, Wind - head of deer, legs of deer, spear, falcon 

32. Mubere – Thieves, Wealth, Excess - head of cat, sword, cats

33. Vekka  – Water (Lake ) – four arms and four legs, two heads, spear, water snake

34. Eddea – Love, Desire – standing on turtle, javelin 

35. Jekrat  – War, Soldiers – 2 faces, back blindfolded, front wears lion mask, sword and axe, lions

36. Worlu  – Purification, winter – green skin, holding bowl and flame, rides elephant

37. Omagh– Death – dark blue skin, black armor, sword and shield, rides golden tiger, mace

38. Qonru – Sun , life, birth, creation – red skin, four arms, sword of fire, rides flaming eagle

39. Iallus – Moon, Light, Creativity - silver body, head of stag, spear

40. Keskittall – Mars, Violence, War - black skin, head of boar, mace and axe 

41. Gallas – Jupiter, Wisdom – head of ram, sceptre, owl

42. Mirres – Mercury, Science, Math – head of wolf, rope, staff

43. Bormal – Venus, Knowledge - elephant head, bat wings, dark blue body, hammer

44. Laras – Saturn , Travel, Hardship, Suffering - crows head, two crows circle head, scythe

45. Nareen  – Darkness, Rebirth – two heads, one snake, one frog, axe

46. Tarasural – Peace, Rest, Contemplation – blank face, golden body, holds lotus blossoms, butterfly

47. Mohlk  – Birds, communication – green body with hawk’s head and feathered wings, mace

48. Yult  –Strength, Loyalty – ape in golden armor, hammer, rides giant lion


Rolled: 22. Nesig  – Revenge, Loyalty, Duty - six arms, head of dragon, swords


Characters get the language of their playable group and one other language of their choice, and then one roll on the table for every point of their INT bonus. If a duplicate is rolled, roll on Special Table 1 instead


Rakasta, Saan, + rolled 7,12 and 12 again, so roll on Special Table 1 and I get Wemic


Bhakashal Languages - (3d12)* Special Table 1 - (d12)

3-4. Chitin (insect people) 2

5-7. Garudin (bird people) 3

8-9. Humans (primate people) 2

10-12. Jugyi (turtle people) 3

13. Kutya (dog people) 1

14-17. Malu (fish people) 4 

18. Rakasta (cat people) 1

19-26. Saan (lizard people) 8

27-30. Togmu (frog people) 4

31. Urdyll (plant people) 1

32-33. Vodnik (castor people) 2

34-36. Yalan (snake people) 3

  1. Dragon, Black

  2. Dragon, Marsh

  3. Giant, Marsh

  4. Giant, Stone 

  5. Jackalwere

  6. Kobold

  7. Merpeople 

  8. Naga

  9. Ogre

  10. Sahuagin

  11. Wemic

  12. Roll on Special Table 2


G. Choose Equipment and Clothing 

Backpack, 50’ rope, (3) iron spikes, flint and steel, (3) torches, waterskin, iron rations, blanket, (3) candles, (3) flasks of oil, lantern, small sack - 250 gp encumbrance, 20gp cost



H. Pick Armor and Weapons and Assign Attack Bonuses

For things like armor where they chose to wear none there is no need for randomization, but if it were a warrior I might roll between the viable armor options.


Attack bonus for a 3rd level arcane PC is +1 to hit


One weapon proficiency - 


Melee - Slashing/Stabbing (d30)

1. Axe, Hand

2. Axe, Battle 

3. Bardiche

4-5. Dagger

6. Jitte

7. kama

8. Kiseru

9. Kumade

10. Kusari-gama

11. Kyoketsu-shoge

12. Lajatang

13. Pick, Footman’s 

14. Pick, Horseman’s

15. Sai

16. Sword, bastard

17-20. Sword, broad

21. Sword, falchion

22. Sword, katana

23. Sword, khopesh

24. Sword, long

25. Sword, parang

26. Sword, scimitar

27-28. Sword, Short

29. Sword, Two Handed

30. Sword, wakizashi


Rolled: 27 - Sword, Short [+3/2] Sword, short, 1-6/1-8, WS: 2, WvrsAC: -1M/+2L/+3N, Criticals: Dual Wield/Remain/Stab - Encumbrance 35, cost 7gp

I. Assign Wealth

  1. All PCs start with 50 gp, a 50 gp gem and 50 gp piece of jewelry, plus 10gp per ability score bonus point in whatever form they want. For PCs and NPCs above 1st level, add [100 gp + 100 gp gem + 100 gp jewelry]/level plus 50gp per ability score “+” to wealth. Total: 130gp - 650gp - 200 gp, 200 gp gems, 200 gp jewelry  

  2. Deduct cost of equipment, armor and weapons - 27gp - total: 103gp, 400gp ruby, 450 gp sapphire, 200gp emerald, 200gp gold earring 


J. Calculate Encumbrance

  1. Weapon Weights are found in the weapon listings. - 35gp

  2. Armor Weights are found on the Armor Table - none

  3. Equipment weight is precalculated for equipment packs, otherwise consult the Equipment Weights table - 250gp

  4. Deduct 50gp per point of CON and STR bonus - 100gp

  5. Total all weight and consult the Weight/Movement table - 185 gp, so 315gp can be added before slowing down


K. Assign Spells/Class Abilities

Spell Casting Odds: 65+3= 68% chance to cast spell


For NPC/PC phantasmists from 2nd to 5th level, assign Level + [INT bonus] x 2 spells


3+6 = 9 spells

Spell spread - roll for individual levels

1-3rd: 6 - 1,2,3,2,31

4-6th: 3 - 4,5,5

For each roll randomly to determine offensive, defensive, miscellaneous


Spells Rolled Randomly:

1 - Def - Quen-Tharin’s Blazon of Vulnerability 

1 - Off - Phantasmal Force

3 - Misc - Soromon’s Steps

2 - Off - Sharshan’s Hidden Hand

3 - Def - Phantom Steed

1 - Misc - Light

4 - Off - Raggelash’s Blackened Rain

5 -  Off - Xantar’s Iridescent Sphere

5 - Def - Morreon’s Sonic Sentinel 



Quen-Tharin’s Blazon of Vulnerabilty (Alteration)

Level: 2

Casting Time: 2 segments

Range: 1” per level

Duration: 4 rounds + 1 rd/lv

Area of Effect: individiual

Components: S

Saving throw: special


Quen-Tharin’s Blazon of Vulnerability allows the phantasmist to “see through'' objects/creatures to reveal their weak spots (the object appears semi-transparent to the phantasmist, and the weak spots appear as blackened areas). When the phantasmist has cast this spell, any attack against an object gets:


  1. +1 to hit per level of the phantasmist

  2. +1 to hit if the phantasmist is using a light blunt object (e.g. a staff)

  3. +2 to hit if they are using a light edged weapon (e.g. a dagger or hand axe)

  4. +3 to hit for a heavy edged weapon (e.g. a sword or battle axe)

  5. +4 to hit for any heavy blunt weapon (e.g. a mace or hammer) 


If the phantasmist scores a critical hit with these bonuses, the object will experience one of the following impacts:

  1. A weapon or shield will shatter

  2. Armor will take a penalty equal to the phantasmist’s level (e.g. a 4th level phantasmist’s blow would change AC 4 armor to AC 8 up on a critical), single or repeated blows that change the AC to 10 or higher destroy it

  3. A wooden door would be shattered

  4. A monster/NPC will take a penalty equal to the phantasmist’s level with respect to the area targeted by the phantasmist, e.g. if the 4th level phantasmist targets an NPCs arm with this spell, attacks with the arm would take a -4 to hit penalty, if a leg was targeted movement rate would slow -4”, etc.


Sharshan’s Hidden Hand

Level: 2

Casting Time: 2 segments

Range: caster

Duration: 1 hour per level

Area of Effect: individual

Components: S,M

Saving throw: none


Sharshan’s Hidden Hand “sits” for the duration of the spell until discharged, and covers one attack mode, unarmed, melee, missile or spell with an illusion to conceal it. If it was a thrust with a dagger, then the illusion would show the phantasmist, for example, holding their hands at their side while the attack occurred. Once the attack is successfully made the spell wears off. This spell gives the phantasmist a level/2 in 6 chance of surprising a target in full view, if surprise fails their initiative score is equal to their weapon speed or casting time, no roll is needed. The material component of this spell is a clear crystal worth at least 20 gp.



Soromon’s Steps

Level: 3

Casting Time: 3 segments

Range: Special

Duration: 1 turn per level

Area of Effect: creature touched

Components: V,M

Saving throw: None


When Soromon’s Steps is cast the phantasmist may start moving as if they were climbing a set of stairs and they will find that small discs that combine negative and positive material plane energy will appear beneath their feet as they walk, supporting up to 400 lbs of weight. The phantasmist may then climb up or down (carrying no heavier a weight than the combined weight total limit of 400 gp), and move side to side or forward at their normal movement rate, they may also stand still above the ground and attack or spell cast from that position for the duration of the spell. If the phantasmist is successfully hit while under the influence of this spell he must save versus spell or the spell will be disrupted and they will fall. The material component of this spell is a small piece of variegated marble on a bracelet that must be worn around the phantasmist’s ankle, it is not consumed by the spell and should remain on at all times.



Raggelash’s Blackened Rain (Evocation)

Level: 4

Casting Time: 4 segments

Range: 1” per level

Duration: 1rd/level

Area of Effect: 1” rad globe for every 2 levels

Components: V,M

Saving throw: None


It must be raining for this spell to work. When cast the illusionist allows a small amount of negative plane energy to infuse each raindrop, which leads to all victims in the area of effect to experience 1 hp of cold damage for every level of the illusionist every round they are in the rain. Creatures vulnerable to cold will take double damage. Water under the rain will freeze in 4 rounds, cold blooded creatures will be slowed for the duration of the spell. Undead in the downpour will move at half regular speed and attack at -1 while in the AOE. The material component of this spell is an electrum piece. 



Morreon’s Sonic Sentinel (Illusion/Phantasm)

Level: 5

Range: 0

Duration: 2 rounds/level

Area of Effect: 5" + l" /level radius sphere 

Components: V,M

Casting Time: 5 segments

Saving throw:  none


Morreon’s Sonic Sentinel allows the phantasmist to “read” changes in sound from their environment to detect any movement within the area of effect. For the duration of this spell the phantasmist has +2 on all surprise rolls, can target invisible or otherwise hidden opponents with no to hit penalty, and gains a +4 to hit against all opponents in the area of effect. In addition, the phantasmist can accurately estimate distances within the area of effect, and can use the sound energy of the spell to determine the thickness of walls and the relative density of materials. The material component of this spell is a custom made small silver wind chime set worth 20 gp.



Xantar’s Iridescent Sphere

Level: 5

Casting Time: 5 segments

Range: 1” per level 

Duration: 1 round per level

Area of Effect: special

Components: S,M

Saving throw: special


Xantar’s Iridescent Sphere creates a whirling, multi-colored sphere of energy that rests in the phantasmist’s hands. When the phantasmist throws the sphere the victim must make a save at -1 for every 2 levels of the phantasmist. If they fail their save the sphere envelops them. While in this sphere, all victims take a 1 point AC and saving throw penalty for every 2 levels of the phantasmist, all of their attacks are at – 1 for every 2 levels of the phantasmist, and spell casting is not possible. The material component of this spell consists of a gem worth at least 50 gp.



Material Components

Left Belt Pouch (10) Fleece, (5) Clear crystals

Varigated marble bracelet (on ankle)

Right Belt Pouch - (10) electrum pieces, Small silver wind chime

Robe pocket - (4) 50gp gems


Phantasmist Abilities

  1. Phantasmists have a 10% chance per level of knowing someone is using a mental/scrying spell on them or recognizing an illusion (in addition to a disbelief save if appropriate)

  2. They have a 5% chance per level of resisting or deceiving a scrying/mind reading spell, or resisting or redirecting mind influencing spells against the attacker. 

  3. Phantasmists can cast 1 spell per day per level of experience + INT bonus, and have success/fail, reverse/harmful odds for casting all spells as a warlock, e.g. odds of successful casting equal to “to know” percentage +1% per level, reverse/harmful odds for failed casting are 5% per level of spell. Same rules as warlocks for the number of reverse/harmful results that can be resisted.

  4. At different levels they get a selection of at will spells they can cast once per day, outside of their regular allocation of spells, as follows:

    1. 1st level - forget 

    2. 3rd level - clairaudience 


L. Assign Personality Traits (Optional)

  • Up to four, rolled on DMG tables. Note that players should always get to:

  1. Refuse or re-roll a personality trait

  2. Interpret a personality trait

  • Curious, Dandyish, Loyal


M. Customize Playable Group Lore (Optional)

  • Patient, smokes pipe


N. Name 

  • Rizzal Tarwan the Opal 


O. Magic Items

For PCs and NPCs being made above 1st level, assign magic items as follows:

Level / 3 in permanent magic items

Level / 2 in temporary magic items


I permanent, 2 temporary magic items, all rolled:

+ 1 Grasshopper Sword

Oil of Etherealness, Scroll of Wall of Fog and Phantasmal Killer


Rizzal Tarwan the Opal - 3rd level Rakasta Phantasmist Trickster- House Jin [NG]

MV:15” - AC: 7 - HP: 10

 

Ability Scores

S - 13 [+2] 

I - 16 [+3]
W - 13 [+2]
D - 17 [+3]
C - 9 [0] 
C - 17 [+3]/+15%

Deity - Nesig  – Revenge, Loyalty, Duty 

Languages - Rakasta, Saan, Garudin, Jugyi, Wemic

Appearance - immaculate, orange and white fur

Skills/Abilities - herbalist, artist, navigator, astronomer [+1]

- climb walls 85%, if both claw attacks hit they get two additional raking back claw attacks for 1-3 each

- infravision 120’, surprised on a 1 in 6 and surprise others on a 3 in 6, track as a slayer

- 10% /level of detecting scrying or recognizing illusion 

- 5% /level of resisting or deceiving a scrying, or resisting or redirecting mind influencing spells against the attacker. 

- 1xday: forget, clairaudience

Saving Throws

Paralyzation [+5]

Poison [+6]

Death Magic [+5]

Petrification [+6]

Polymorph [+8]

Breath Weapon [+9]

Spell [+8]



Weapons - Class Attack Bonus: +1

  1. 3 natural attacks per round (CCB) [+3/+2] 1-3/1-3/2-4, WS:1, WvrsAC: -2M/+1L/+3N, Critical: Cleave/Stab

  2. Sword, Short [+3/2] Sword, short, 1-6/1-8, WS: 2, WvrsAC: -1M/+2L/+3N, Criticals: Dual Wield/Remain/Stab


Equipment: Backpack, 50’ rope, (3) iron spikes, flint and steel, (3) torches, waterskin, iron rations, blanket, (3) candles, (3) flasks of oil, lantern, small sack

Encumbrance: +315gp gp

Wealth: 27gp - total: 103gp, 400gp ruby, 450 gp sapphire, 200gp emerald, 200gp gold earring 

Clothing:   Fine silks and leathers


Personality: patient, smokes pipe, curious, dandyish, loyal

Material Components

Left Belt Pouch: (10) Fleece, (5) Clear crystals

Variegated marble bracelet (on ankle)

Right Belt Pouch: (10) electrum pieces, Small silver wind chime

Robe pocket: (4) 50gp gems


Spells Castable Per Day - [6] - Casting Odds: 68%, on failure 5%/spell level chance of harm

1st Level - Light, Phantasmal Force, Quen-Tharin’s Blazon of Vulnerability 

2nd Level - Sharshan’s Hidden Hand, Soromon’s Steps

3rd Level - Phantom Steed

4th Level - Raggelash’s Blackened Rain

5th Level -  Morreon’s Sonic Sentinel, Xantar’s Iridescent Sphere


Magic Items + 1 Grasshopper Sword, Oil of Etherealness, Scroll of Wall of Fog and Phantasmal Killer


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