Building Bhakashal – Session Report
I’ve often been asked, “how much do you get done in a session with your playstyle”, the following session lasted 2 hours.
My Wednesday group finishes up at the end of June, and the
PCs have just finished exploring the Forgotten City. They spent three days in
the desert city of Esham waiting for their caravan to leave and are now heading
back to Bhakashal. The journey (depending on weather) is around 16 days.
After a few sessions exploring an ancient city, they were up
for some travel with random encounters. In particular they were up for a trip
with the caravan they had travelled with to get to the Forgotten City. One
thing about long distance travel is that you form bonds with NPCs, you fight
together, spend time talking, socializing, and NPCs take on a life of their
own.
The caravan leader, Craight the Swift, is a 7th
level Mercenary (Bhakashal fighter). He’s bold and clear headed, making decisive
decisions when needed to protect his cargo and his people. He has three magic
items (Boots of Striding and Springing, Borghental’s Razor Sword and a Ring of Fire Resistance) and has
learned to spring on to enemies and cleave them with his sword (x2 damage). He’s
saved PCs and been saved by PCs now several times and is a favorite of the
party. I play him as taciturn in battle but jovial in between, he likes fresh
game, knows curse words in five languages, and he never starts arguments.
The caravan’s
Warlock (a 7th level Bhakashal magic-user) is Mahl Unoss the
Puissant. Mahl owes a debt to the party for helping him to retrieve a powerful
crystal ball that was stolen from him on the way there. Mahl has a penchant for
gambling, a fascination with swords, and I play him as clever, somewhat sarcastic
and generous with his friends (though he is slow to make them).
The caravan also has
a 5th level Seer (Bhakashal Cleric) of Omagh, Bhakashal god of Death, Hurna Gamelin. She likes
to use augury and other divination magic for the other members of the caravan
in their down time and has made converts of a number of the animal handlers in
the caravan, who she gambles with daily. She’s a bit of a card shark.
When we travel like this I get the players to roll for
random encounters and decide each day if they want to do any social role play.
They left under clear skies in the desert, for three days of travel to get to
the mountains.
Day 1 – Despite the fact that we have done this many times
before, they LOVE to roll for encounters. There is something about rolling dice
that creates excitement. The odds of getting an encounter at some point in the
day (there are 4 checks a day) are about 40%. On day 1 they rolled no
encounters. On a day when they get no encounters, they cheer and hoot about
their luck. And it’s entirely luck at this point, no skill, but they don’t
care, that just makes it even more exciting. They also have superstitions about
the dice. I’ve said this before, but I’ll say it again, getting the players to
roll dice is almost instant, guaranteed excitement.
Day 2 they rolled no encounters but decided to spend some role
playing time with Craight. Bhakashal has personality tables you can use to
assign personality traits to NPCs, sometimes I roll on it for an NPC, sometimes
I just make up stuff. In an earlier session I described one of the bags on Craight’s
mount as being “filled with scroll cases”, a totally throwaway point that I
then needed to explain, so I decided that Craigt had a fascination with maps,
particularly treasure maps. As it happens, one of the players (and by osmosis,
his PC - the party Thaumaturge - Bhakashal thief/magic-user), also loves maps, so
they talked maps for a while. Craight has a collection of treasure maps (I
worked up a few between sessions), and the PC tried to convince him to part
with one. A positive reaction roll was interpreted as gratitude on Craight’s
part for the party fighting off fire giants several weeks ago, and eventually
they settled on a map from near Bhakashal, on the condition that Craight
accompany them if they pursued the treasure.
So that is an adventure-in-your-back-pocket for next year.
Day 3 they rolled… no
encounters.
At that point they were shrieking, three days without a
roll! It never fails, even though they KNOW that, statistically, there will be
runs of “hits” and runs of “misses”, every time you get a run they freak out,
scream, jump around and lose the plot over their good/bad luck.
You can’t buy that kind of enthusiasm, it’s the power of sharing
the odds and rolling in the open.
Though the caravan carries food and water, they still detour
to water sources (the route is known to Craight so he steers them so they can
find water sources as they travel), gather edible plants and hunt for game. A
large caravan needs lots of food. On the morning of Day 4 the party Slayer
(Bhakashal Ranger) traveled with a few of the guards to hunt as they had
reached the hills before the mountains.
In this case other players took over the guards and rolled
for them, it’s important to keep the other players engaged when one leaves the
party. After an hour they found some deer in the hills and managed to bag two,
bringing them back to the caravan. Also, the Slayer was so impressed with one guard,
Toma Brait, a Kutya (dog-folk) crossbowman for shooting a deer, that he convinced
Toma to become his henchman when they got back to the city. The players really
get invested in the NPCs, and not just the powerful ones.
Finally, on the evening of day 4 as they moved into the
mountains they rolled their first encounter, with a pack of 15 dire wolves.
Now, the caravan consists of 30 giant lizards, 50 guards, 30
animal handlers, two sergeants and one captain. It’s a BIG caravan. When
animals appear and see such a large group they don’t just automatically attack.
I roll to see what they will do. At first they followed from a distance and
howled at the party, which kind of freaked them out a bit.
I rolled to see if they would attack, I had planned on
having them try to swarm and pull down isolated mounted guards, dragging them
off to devour them. Alas, the dice didn’t cooperate and the wolves gave up,
deciding the caravan was too big.
True to form, now the encounters came fast and furious. Day
5 in the night they rolled an encounter with a group of Togmu (frog folk)
pilgrims, worshippers of Eddea, Bhakashal god of love and desire. As the
caravan was camped, the pilgrims asked to stay with them for the night, and to
collect alms to pay for their spiritual journey. They took up a collection, and
in exchange performed for the caravan, singing moving hymnals and playing the
nophera late into the night. The Togmu nophera is set of “pan pipes” where
the pipes themselves have intricate carvings on the inside of the pipe that
produce varied tones, and the tubes and are connected to rollers so they can be
spun while
they are blown into, muting, magnifying or reverberating the sound.
The next morning, they parted ways and encounters were rolled for day
6, again, the encounter came at night when the party was camped down. This time
the encounter was with 15 Pteranodons. Fortunately, they did not get surprise,
and the one awake PC and the awake guards got to respond. The Pteranodons dove
to try and pick up targets and take them away to eat (historical Pteranodons
eat fish, Bhakashal Pteranodons eat flesh!). This time the fact the majority of
the party was asleep meant they weren’t targeted. Guards took out their spears and
crossbows.
For those with spears, longest weapon strikes first, so we waited. For
those firing missiles, they had to decide at what range they would fire. At
long range they take a -5 penalty to hit, but a diving target takes a 2 point
AC penalty, so that adds to a -3 to hit. In exchange for shooting at the
longest range, they can switch weapons and dive for cover after shooting. At
med range they take a -2 penalty to hit that is cancelled out by the diving AC
adjustment, and they can shoot and EITHER dive for cover or switch weapons
before they arrive. At short range they can’t do either of these but
take no range penalty. I rolled to see what the guards would do and most took
out spears, a few crossbows.
The party Spartan (Bhakashal Monk) had a javelin of piercing, he opted
to use it at long range as the Javelin treats all ranges as short, and then to
dive for cover and take out a glaive in case he was attacked. The Javelin hit
true and did more than ¾ the beast’s HP in damage, indicating an uncontrolled
dive and crash, which was great, but the Spartan had to make a saving throw or
the creature would crash into him on the way down! He made his save, and the
beast crashed and died.
ONE SHOT KILL!!!!
I can’t
really overstate how LOUD the players got after this happened, they LOVE it
when they take out a monster in one shot. They danced around the table, trash
talked the other 14 Pteranodons, and were generally obnoxious about it. The
guards did moderately well, the Pteranodons were diving, so they did double
damage on an attack automatically if they hit, and if they rolled a critical,
they could opt instead to snatch the target up ad fly them away. Two of the
beasts tore the guards to pieces on their dive, three of the guards did enough
damage impaling the beasts their spears to bring them down (any attack that
does more than half of their total HP makes it impossible for them to fly, in this
case causing a crash, and any attack with a spear planted against a diving
target does double damage).
There
were 5 mutual misses, 1 was killed by the party Spartan, and 3 mutual hits,
this brought down two more beasts, and killed three guards, diving doubles
damage!. Toma Brait took down his flying fiend by splitting his belly
with a broadsword. That got a big cheer. Because I roll in the open when an NPC
does well in combat it feels real, not something I made happen to make them
look cool, they ACTUALLY ARE COOL. Rolling in the open was the best decision I
ever made. Players become really invested in NPCs, in this case as Toma was
going to sign on as a henchman at the end of the trip, they hung on his every
encounter, waiting to see if he would live or die, and zero level warriors have
1-6 hp, so death is a VERY real concern.
The Pteranodons
came around for another run, at this point the other party members woke up and
joined in, the party tank shot two arrows and took out one beast, the party
warlock used magic missile and took out another. The party Thaumaturge decided to
get creative, and waiting until the diving beast was in short range, and used
three throwing stars, the first missed, the second hit for minor damage, but
the third was a critical, he chose to blind the beast, giving it a -4 to hit
against him. As a result, the beast missed as it passed, flying of blind in
terror. The party Slayer fired and missed, but he was also missed. The party
Spartan attended to a wounded guard and protected him.
The party Seer
of Nesig
(god of Revenge, Loyalty), has paired magic items called a beak and claw (short
sword and dagger) that have the magical property that a hit by the beak means
an automatic hit by the claw. The Seer waited until the beast was almost upon
him to strike. Longest weapon strikes first on charge/dive, so he went first. He
missed with the beak, but hit and got a critical with the claw. He chose “knock
back into surface”, but asked that this be interpreted as dodging to the side
and stabbing the beast in the neck as it passed, it’s momentum taking it
forward and crashing into the ground.
BADASS.
You are
welcome to make up critical effects in Bhakashal, use weapon specific criticals
or general combat criticals for any critical hit. So interpreting an existing
critical hit is perfectly acceptable.
Another
one down.
At
this point a morale role was made and the beasts fled. They had slain several
guards and flown off with a few. The party Slayer, a Garudin (bird folk) fled
after one of the captured guards and tried a crazy stunt. He maneuvered below
the pair, rolled a critical with a crossbow shot, and chose to have it strike
the creature in a way as to make it drop his cargo, then he had to make an
additional saving throw to catch the plummeting guard, which he did! He then
flew after the other guard, but found him dead on the ground with a bloody
dagger in his hand, he had stabbed the pteranadon and plummeted to his death. It
was one of the guards that they played cards with regularly, so that made them
sad.
The caravan Seer carried out last rights on the dead,
burning them to release their souls. The party sang funeral dirges along with
the guards to send them off.
On day 7, while still in the mountains, they encountered
another caravan, they exchanged greetings and passed uneventfully. Many
encounters end this way, an encounter reaction roll for NPCs determining that they
aren’t interested in fighting.
I will add that I had two “special” encounters on my tables,
in this case when I rolled a regular encounter I would roll a 1 in 12 chance of
a special. Special encounter 1 was with the warlock, Haegemal the Heliotrope,
who the party abandoned in his fight with a pit fiend. I reckoned he might show
up, pissed, and let the party know his feelings. Special encounter 2 was with
the adventuring party they met in the desert, who may or may not be travelling
back to Bhakashal as well.
So far neither came up.
On day 8 on a morning travel break the party Slayer and
Thaumaturge gambled with the guards. They played a complicated Bhakashal dice
game called Minotaur’s curse, and the Thaumaturge managed to cheat on two turns
without being noticed. Gambling with adventurers, who generally had purses
overflowing with gold, was a popular pastime in the caravan, and the party
enjoyed the conversations, gathering of intel, and both winning and losing.
In the afternoon of day 8, while on the plains, they had a
weird encounter, reminding me that you never really plumb the depths of the 1e
DMG. I was switching between the DMG tables and the Fiend Folio tables for
variety, and rolled on the dinosaur tables in the DMG. I got, “Miscellaneous, small-medium reptiles*” as a result,
curious about the asterisk, it led to the following passage:
“Basically small or inoffensive creatures which can not be
immediately distinguished as such by onlookers”
What the hell? I decided that a swarm of large (1’ long)
beetles were crossing the trail ahead of them, so many that it appeared to be a
black, shiny stream crossing their path. They sent out the party Slayer to
investigate, and he figured out it was THOUSANDS of these beetles. I decided
that as long as they didn’t attack the swarm, it would eventually pass, if they
did it would divert towards them, and swarm over them like a river. They waited
it out and continued, not aware of how lucky they were!
Day 9 arrived. The party Seer decided to try to convert some
of the guards and animal handlers to Nesig. In Bhakashal you pray to all gods
for blessings in their domain, but you pick one god whose domain most resonates
with you as your primary god of worship. The Seer preached to the caravan
guards and animal handlers about Nesig, how worshipping the dark blue skinned,
six armed, dragon headed god, who rides a panther, would bring balance and
harmony to their lives
“For Nesig”, he told them, “revenge means justice and
balance, as the god guides you to gain revenge for wrongs against you, that
will bring balance to your soul, and with that comes peace and contentedness.”
Joy through revenge, what a concept!
He managed to make 5 converts in the caravan crew, glory to
Nesig!
The players then rolled out the next random encounters and
we hit in the evening again. This time I rolled bandits, and rather than
generate them on my own, I took out my trusty copy of the 1e AD&D Rogues
gallery. There was no surprise indicated, and the groups were separated by 300
feet at night, so both groups saw the torches from the other encampment. Craight
sent out one of his men to scout, there was the sound of clashing blades and he
returned to tell them he was attacked and slayed his opponent.
Craight put two and two together and decided (after a
reaction roll) to act decisively. He ordered Mahl Unoss, Hurna Gamelin and a group of 10 guards
to delay the bandits as long as possible while he led the caravan away. He
asked the party to help as well. Mahl Unoss took out his Wand of Conjuration
and conjured a pair of wyverns, sending them to harass the bandits, Hurna cast
a Prayer spell on all of them in anticipation of the impending fight. The party
split, half going with the caravan, the other staying behind with Hurna and Mahl.
We stopped there.
The bandits have a high level fighter with mid-level
lieutenants, a Seer and a Warlock, as well as 100 zero level soldiers.
It’s going to be an epic fight.
When I describe the process for travel encounters I often
hear people suggesting it will be boring or repetitive, or that rolling rather
than choosing means that things won’t work out. As you can see here, that’s not
the case. The travel rules allow for social role play, faction building,
alliance formation and engaging combat opportunities. Also, combat doesn’t take
up so much time that we didn’t get through 6 encounters and numerous social
role play moments in 2 hours. Combat is fast and deadly in Bhakashal, so you can
get a lot done.
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