Building Bhakashal - Combat!
Their caravan had been ambushed by fire giants, and they had lost a number of mounts, goods and people, but managed to flee. The players decided that the giants might pursue, the caravan was still big and slow, and tempting. So, they doubled back and watched from a distance, the party warlock (magic-user) got to use Wizard Eye to surveil their cave. Eventually two of the giant’s left to go hunting (or so the party assumed) and they came up with a plan.
Initially they decided to attack the remaining giants while these two were out hunting, so their forces would be lessened. But then they decided to try and slay the giants out hunting first and come back for the giants in the cave. This was smart, smart as they were fighting fewer giants at each interval, smart as they were attacking the giants outside of their lair where they had fewer advantages, and smart because this was their first direct fight with giants (the last time they just fled) and they would learn from a smaller skirmish.
One of the PCs is a Garudin (a bird-person), he tracked the hunting giants from the air, and directed the party to an ambush point. The giants were heading to a forest, the party positioned themselves between the giants and a stream that ran through the forest, assuming they might hunt there or go there for water. They picked a clearing with no large boulders lying around for an ambush. The party tanks hid around the area and loaded up missile weapons. A lower level Thaumaturge (thief/magic user) prepared a scroll with Cone of Cold. The higher-level party warlock prepared to cast Sjin’Saar’s Corrosive Decay, a Bhakashal spell. The party Phantasmist (illusionist) prepared Pharin’s Sky of Bone, another Bhakashal spell.
Then they waited.
Given their concealment and the choice of ambush points, they had a 4 in 6 chance of surprising the giants, the giants had a 1 in 6 chance of surprising them. The dice decided, and the party did not achieve surprise, but neither did the giants. I have to interpret that result in a way that makes sense to the players, as they did set up an ambush. I decided that the giants spotted them from the middle of the clearing as the late afternoon sunlight reflected off of the metal of some of the PC's weapons.
I tend to randomize everything in the game. The party had picked a clearing, and the giants were about 80 feet from the trees, so I rolled to see what the giant’s would do, given that there were an unknown number of attackers and there were no boulders around. I randomize this stuff as it keeps opponents unpredictable. The first giant took out a javelin to throw at one warrior he had seen, the second charged towards the woods nearby, targeting another warrior.
We do individual initiative, and charging targets deal with missile fire and spells before they reach their target, depending on their speed and the initiative rolls. Crossbows fired. Crossbows don’t do that much damage, but there is always the possibility of a critical hit, in Bhakashal, just like Talislanta, any hit roll of 25 or greater (with bonuses) is a critical hit, and the attacker can choose their impact, pick a weapon critical effect or roll on a list of combat criticals.
The first shot was a regular hit for minor damage, but the second shot was a critical, and the PC decided to disarm the giant, so the crossbow bolt hit the giant’s hand, causing the javelin to be dropped and the giant to howl in pain. Another crossbow attack missed.
The PC warlock, Borunn the Majestic, took out an iron rod with a drop of mercury on the end of it, whispered the words, “Fürödjön a vas tűzében” three times, and a swirling mass of dark green fire appeared at the end of the rod. The Warlock pulled back the rod and whipped it forward, the emerald sphere flew into the clearing, exploding when it reached the middle and filling the whole clearing with swirling dark green fire. The charging giant was about 30 feet from the trees when this happened.
The javelin throwing giant lost its armor and a sword, the charging giant lost its battle axe and sword, so was now without weapons. When the giant was 10 feet from the edge of the clearing and was headed to reach in for one of the PCs, the party Spider (thief), the Phantasmist’s spell, Pharin’s Sky of Bone, kicked in. To cast this spell the Phantasmist (Josteloth the Gossamer) took out a bone fragment from a polar bear (this material component is EXTREMELY RARE in Bhakashal, so this was a dear spell to cast). The Phantasmist placed the bone between two flat palms and whispered, “Obloha z kostí, pokryje svět”, three times over, crushing the bone fragment to dust.
The giant in the clearing took out a new javelin, but the spell made it too hard to target anything. The giant threw its javelin where he thought one of the tanks was and hit the other giant instead (the spell randomizes all missile fire due to disorientation). Unfortunately for the javelin-throwing giant, its armor was gone. The party Slayer (ranger/assassin) targeted him, he got a critical and his choice was to have the giant lose its next attack. Criticals always have to be interpreted, in this case the crossbow bolt hit the giant in the shoulder joint, causing enough pain that an action was taken removing the bolt, this caused the loss of an attack. The party Spartan (monk) charged into the clearing as soon as the bolt was fired. An 8th level Spartan moves pretty fast, and due to the critical got to attack before the giant could respond.
The Spartan delivered a flying kick at its leg, which was another critical due to the modified AC of the giant. In Bhakashal, you can pick from a list of combat criticals, use the critical associated with your weapon, or make up your own critical, as desired. The Spartan picked toppling the giant as his critical effect, this both did damage and lost the giant a round getting back up. The Spartan then ran to the side, as the party Thaumaturge now cast Cone of Cold from a scroll, icing up the side of our now toppled giant. The giant made its save and took less damage, but this was followed up by another round of missile fire from the party as the giant lost its attack. The mighty fire giant was badly wounded, toppled, riddled with crossbow bolts, leg damaged and half its body covered with ice.
The giant near the trees was flailing around, weaponless, trying to hit the two party tanks, both of them landed hits, one for minor damage, one for significant damage. Still, Fire Giants are 10 HD creatures, I roll for HP, and this bad boy had 65 hp to start.
Then the party Spider leapt from the trees with a sword out for a backstab, what we lovingly call a “Crom”.
That was sweet.
Morale checks were rolled, the javelin-throwing giant failed and tried to leave, but the Sky of Bone spell had mixed up its perception and it fled in a random direction. This gave the party warlock a chance to cast Magic Missile, which did enough damage to slay the monster.
“Your bright missiles cut through the air and effortlessly reach the target, each one that strikes the fleeing giant racks its body with a shiver of agony and carries the stench of flesh burnt by lightning, a faint smell of ozone permeates the air as the giant topples, lifeless.”
The giant near the trees did manage to land a blow on one of the party tanks, sending him flying into a tree with a critical hit. Unfortunately, the combination of the backstab and the big damage attack last round left the giant vulnerable. One of the tanks finished him off with a cleaving bardiche blow, lopping off its head. Last session one of the giant's had lopped off a PC's head, so this generated a lot of shouting.
The party had a brief celebration then started to plan out the attack on the remaining giants.
This group has been playing with me for 3 years now, and they really have absorbed a lot of strategy from past experience. They know the value of an ambush, of splitting up their enemies’ forces, and of using distance attacks and spells that do more than just damage. They have learned to sequence, e.g., not always cast AOE spells AFTER your tanks have charged in. They also coordinate missile and melee attacks to avoid friendly fire. Bhakashal’s combat rules allow you to run around between attacks, this mobility is important as it allows more tactical play, the players have absorbed that lesson.
I should add that these PCs are all in the 6-8th level range, so they get criticals regularly in combat, something that was not the case as much at lower levels. It has been rewarding to see the mechanics work as intended at the table. We also got to see some Bhakashal spells get a workout, that was fun. Initially the lads were enamored with the standards, Fireball, Lightning Bolt, big damage for sure, but they have seen the value of spells that disable, distract and otherwise disadvantage their foes. Removing armor and weapons with the Sjin'Sarrs Corrosive Decay made a big difference here, as did the disorientation created by Pharin's Sky of Bone.
Next session should prove to be interesting, as there are 5 fire giants in their lair, when we were wrapping up there was talk of summoning monsters and sending them into the cave to soften them up before the party gives it a go.
They are learning!