Building Bhakashal - Session Report - Infiltration
Building Bhakashal - Session Report - Infiltration
My Saturday group are hovering on the cusp of domain play,
they are near the level required to become Bhakashal nobility, and in order to
gain that coveted status, you need to do two things:
1.
Reach the requisite minimum
level (7th is the lowest where this is possible). Level in Bhakashal
translates directly into the repute mechanic, in short, you gain in
reputation as you level up, and this directly impacts things like encounter
reaction rolls. So, to be considered for nobility at any faction, e.g., a
Lordship at a Noble House, you have to be at least 7th level, which
means you have to be known for your prowess.
The party decided to go for
performance of a task for their House, House Quannar, and after deliberation
settled on trying to get to the Guildmaster of the Raosk branch of the thieves
guild (a chitin named Kalantros the Sly, or, in his role as guildmaster, “the
Red Arachne”). The guild has two branches, one in the city (the Guildmaster is
a House Lord at House Quannar), the other in the Raosk. Their House controls
one branch of the guild but not the other, so bringing in (or taking out) the
existing leader of the Raosk guild would be a MAJOR coup for House Quannar.
Ambitious, the way it should be!
If you want more detail than
that, the first two session reports are here:
https://dwelleroftheforbiddencity.blogspot.com/2024/09/building-bhakashal-session-report.html
https://dwelleroftheforbiddencity.blogspot.com/2024/10/building-bhakashal-session-report-my.html
Today’s Session
The party was trying to get access to Maur Hoguelen, a
wealthy Bhakashal merchant who has maintained a stranglehold over the sale of
mounts by breeders in the marshlands to vendors in Bhakashal. Mounts are
incredibly common in Bhakashal, and Maur is the middle man between the hunters
who bring in wild creatures to use as mounts and the vendors who sell them.
Everyone goes through Maur. However, mounts are not used in
the Raosk, and despite the fact that the hunters all go through the Raosk, Maur
does not pay tribute to the Raosk Thieves Guild or deal with them at all.
So, to get to Kalantros, they are going to get to Maur and
deliver him to the Red Arachne to convince him to let them into his
organization, then go from there to either recruit him (get him to consider
merging the guilds), capture him (to force him to merge the guilds) or slay him
and take over the guild (or give it to someone from House Quannar).
They started off as hunters and joined a hunt for potential
mounts. They used their abilities to help and were very successful, so the
hunters took in a huge payoff from their hunt. The party used this to get the
lead hunter to give them the name of the person he reported to, who works for
Maur.
One step closer!
An encounter reaction roll led to the hunter giving up the
information (they had just made him a big bag of coin), and they were off to
the Raosk. Maur Hoguelen has a representative who spends time in the
Raosk, recruiting, gambling and drinking, a 7th level Malu
(fish-folk) Spider named Golusk Haik. Haik hangs out Raosk either at the
platform fights (d6 1-2), wandering the tents looking for recruits or snooping
(d6 3-4) or in Shalsea’s Burden(d6, 5-6), a tent tavern on the Eastern
platforms. He travels everywhere with two ogre henchmen who are completely
loyal, Beryt and Gryn .
The party decided to split up, half would go to the fighting
platform, the other to Shalsea’s Burden.
The party has two heavy melee types, the party mercenary
(fighter) and the party spartan (monk). The fighting platform in the Raosk is a
bit different than the arena in Bhakashal. Here most fights are unarmed, but
there are no rules other than no magic
and no weapons. You can of course use a magic item if you like (e.g., Bracers
of Defense), but if anyone suspects you of using magic there are extreme
consequences. There is a low-level warlock there to cast Detect Magic if
there are suspicions.
They introduced themselves to the bet arranger and made
wagers on themselves (you can only wager on yourself to win!). They knew they
were likely to win on the platform, although there were some leveled NPCs that
fought there, odds were they wouldn’t encounter as many of them, so they were
rightfully confident. The goal here was to get in contact with Haik and try to
get him to bring them further up the chain.
The mercenary went first, he was paired off against a large
Jugyi (turtle folk) bareknuckle brawler.
The platform was lowered and bets were taken, Jugyi, Kos Kos
Kamma, was a local favorite. They circled each other for a bit then Kos Kos
charged the PC. They clashed in the middle of the platform, the big Jugyi
missed his shot and the PC landed a solid hit on his soft stomach. Kos Kos
tried for another roundhouse and managed to clip the mercenary on the shoulder.
They split and circled again. The crowds were shouting at
the PC, Kos Kos was popular here, and some merc from the city wasn’t going to
be well loved.
Next round was shorter than the first, Kos Kos tried to slam
into the PC, hoping to knock him down with his greater bulk, but to no avail.
He missed the PC, who managed to roll a critical and stun his opponent, long
enough for a second attack, which finished him off. A solid blow to the jaw sent the big Jugyi to
the floor. At which point, the mercenary picked him up and walked him to the
edge of the platform, sending him over to the marshy ground below.
This is the Raosk, nobody cared, LOL!
They wanted to maintain the image of being badasses, willing
to do what it took and merciless in the fight.
Money was exchanged, threats were shouted, and the Jugyi was
dragged off the platform.
Unfortunately Golusk Haik was not at the platform to see
that fight.
Meanwhile, the rest of the party was arriving at Shalsea’s
Burden, it was a tent tavern, strewn with pillows and stations peppered
throughout with differing libations at each, a beer station, a cider station, a
wine station and a liquor station. The party wandered through looking for Haik,
but no luck.
Back at the platform the party Spartan (monk) was ready to
go. He was itching for some hand to hand as his hands were formidable weapons. His
opponent was a lanky chitin (insect folk) with wicked looking claws and a
missing right eye.
Unfortunately for the chitin, a 7th level Spartan
is not there to play. A single strike from the party Spartan led to a critical
and a stun.
And that was that.
The crowd ROARED for that, and the players did too, but Haik
did not show up.
They decided to sit the next round out, and a pair of burly
Saan (lizard folk) appeared on the platform and proceeded to beat the stuffing
out of each other for 5 minutes, until one of them landed a kick on their
opponent’s head, finishing him off.
The party members at Shalsea’s Burden then started to wander
the platforms looking for Haik.
Back at the fighting platform, Haik finally showed up. The
Mercenary and Spartan then went to the platform together to have another fight,
this time against a pair of Kutya (dog-folk) mercenaries. These guys weren’t as
high level as the two, but they were pretty close, and thus more of a
challenge.
The mercenary and one of the Kutya got into it right away,
trading blows in a flurry. A few bad rolls by the PC and a few good ones by the
NPC started to promise a different outcome, but in short order the PC had
managed to send the Kutya flying and then finished him off on the ground.
The Spartan and the Kutya was also a short fight. This time
the poor unfortunate Kutya decided to try for a
grapple, on a Spartan.
Grappling and open hand combat is WHAT THEY DO.
The Spartan managed to get this guy in a choke hold almost
immediately, and he held it until his opponent blacked out.
Again, money was exchanged, and the crowd shouted their
approval.
At this point the Spartan spotted Haik, and decided to
approach hin.
He approached the Spider, framed on either side with a big,
bulky Ogre.
He name-dropped the hunter who had led them on the outing to
capture Raggam in the wild and told the lanky Malu that they were looking for
other work in the organization.
At this point I had to decide if Haik was interested or not.
He did recruit in the Raosk, but it was most often to find mercenaries willing
to go on the hunt. Hunts are dangerous and “cannon fodder” mercs are a great
addition to a team of seasoned hunters. He also recruited for other roles, as
he was a trusted associate of Maur. He had just seen the two PCs make short
work of some big, strong local favorites, and in a particularly ruthless
manner. They were clearly good to fight without weapons if needed.
So I rolled an encounter reaction roll to see how they would
react to the idea.
I rolled a natural 100, ENTHUSIASTICALLY POSITIVE.
My job as a referee is to interpret this result. Why would
Maur’s recruiter be interested in a pair of platform fighters? Well, they just
bare-knuckled a bunch of big, powerful fighters with ease, so…
“I am looking for a few warriors that can fight without
weapons as well as with them. My boss needs muscle that can defend him even in
areas where you can’t bring weapons. You two will fit the bill nicely. Show up
at Maur’s estate in two days, he’s having a party, I’ll introduce you and see
if he agrees with me or not.”
And, just like that, they had another lead.
There was another interesting development for this group.
For all of last session and all of this session, the groups thief/magic-user
has been researching a spell while the other PCs were out working to infiltrate
Maur’s organization.
Bhakashal has rules for researching spells, but few players have
been interested. This particular player had decided, after the group slayed a
giant scorpion; to collect part of the scorpion’s tail and research a spell
based on it as a component. The process takes time, so he took his character
out of the group, holed up in the library and laboratory of their House, and
researched a spell.
The process for spell research in Bhakashal is as follows:
The referee and the player collaborate
to determine the particulars of the spell. One of the important things to note
is that spell levels are a general indication of power, but there is
considerable variance both between and within levels, so level
assignment is to a degree flexible.
The general process is to have the player decide the basic impact of the spell based on the special component being used. All spells require a special, fantastic component to create them, this component is used in making the ink that is used to pen the spell. Magic is sympathetic, so, to create a new spell that allows you to, for example, paralyze victims with a touch, a ghoul finger might be a good choice of fantastic component. Once that is done, spell parameters can be determined by comparing this spell impact to the impacts of existing spells and finding the closest equivalent.
So, let’s say the PC wanted to make a spell that allowed them to move faster, the most obvious comparison would be the 3rd level spell Haste. The new spell, call it “Faster” would then be calibrated with respect to Haste. So, for example, if ”Faster” only increased movement rate but not attacks per round (as Haste does) then Faster could be a 2nd level spell, or if it was also a 3rd level spell, then perhaps its casting time could be less, it’s duration could be longer than Haste, or it wouldn’t have the aging impact (Haste ages you one year every time you use it).
In general spells have many parameters, AOE, range, casting time, components, effects etc., and the referee and player can juggle these until the new spell is in the desired relationship with existing spells in respect to comparative power. THIS IS NOT AN EXACT SCIENCE, nor is it meant to be. One of the greatest appeals of the AD&D (and Bhakashal) spell system is that it has exceptions like this, magic is to some degree unpredictable and unquantifiable. The presence of exact statistics for spells is to aid in their use in a game, not an indication that magic is an exact science.
(the PC’s Chance to Know Each Listed Spell from the PHB) less (5% x the level of the spell to be created).
This process requires 5 weeks of research, - 1 week for each point of INT bonus. The research will culminate in a scroll copy of the spell. If the roll fails, there are harm odds as per regular spellcasting (e.g., 5% per level of spell).
If the attempt is unsuccessful, the researcher can opt to try again, they must wait 24 hours and then can reroll at the same odds. The Warlock can try a maximum of 5 times (the initial time and 4 more), if the last check fails the spell is not possible for that caster to research. Alternately, each additional week of research adds +5% to the odds and gives a new roll, max 20% bonus. If the researcher has help, take the average of the INT scores for all who are assisting, add this value in % as a bonus to the base odds of success, and use this for the researcher’s chances. Overall odds of success can never exceed 99%. The odds of researching an existing spell are the same as the odds of researching a new one, +5%.
There is a 1 in 30 chance for each day of work that there will be an encounter that could interrupt the process. The referee will come up with a list of potential encounters (e.g. a rival attacks, a thief breaks in, etc.)
We spent the last
15 minutes of the Saturday session ironing out the details of the spell, tweaking
various parameters to calibrate the spell to existing spells, and then to roll
to see if the PC was successful. There was one failed attempt, and the PC chose
to try again 24 hours later rather than do more research and improve his odds.
His second roll was successful.
This is the spell he researched:
Rikan the Silent’s Scorpion Sting (Alteration)
Level: 3, Casting Time: 3 segments, Range: 0, Duration: 5
rounds, Area of Effect: 1 target per 3 levels, Components: S,M, Saving Throw:
Neg.
Rikan the Silent’s signature spell allows the warlock to give a weapon the ability to paralyze a target with a successful strike. The spell is active on the Warlock’s hand for 5 rounds, if not discharged before that time it expires. Any weapon touched will have the ability paralyze a target hit by that weapon, for a duration of the caster’s level / 3 in rounds (e.g., a 3rd level caster could give a sword the ability to paralyze a target it strikes for 1 round). At most one weapon per 3 levels of experience of the caster may be so enchanted. Paralysis effects are subject to a saving throw, with a penalty of -1 for every 3 levels of experience of the caster. The material components for this spell are a scorpion tail and iron dust, the caster holds the tail, dusts it with the iron, closes their fist on the tail, closes their other hand on the fist, holds them together for the duration of the casting time and then pulls them apart. The palm of the hand that held the tail will be a shimmering silver until the spell duration completes.
We meet again in 2 weeks; I will have his spell printed out
on a sheet to represent the scroll copy of the spell that the PC gets at the
end of the spell research process.
Big fun.
No comments:
Post a Comment