Friday, April 24, 2026

Building Bhakashal – Session Report – Back to the Underworld!

My Friday group has been tooling around in the underworld, they spent the last campaign year building a teleport circle between Bhakashal and the underworld, and while they were back in the city a group of drow tried to commandeer the circle.

They were stopped by the circles guardians (a pair of purple worms and a group of chitin – insect folk) hunters), and when the party found out they decided they should track the drow back to where they came from and find out what sort of threat they represented.

They ran into a drow caravan a few sessions back and it was a disaster. They were used to fighting low level mooks with high level casters, or individual monsters, they were not ready for “mooks” who could all spell cast, had negative AC values and sleep poison to boot.

Several of the PCs were taken prisoner, but after a few days of travel with the caravan the drow decided to strip them of their magic and let them loose, as they realized that the party were well-connected and there would soon be a rescue party coming. They wanted none of that nonsense, so they let the PCs go and departed, knowing that by the time they managed to return they would never find them.

The PCs made their way back to the teleportation circle and back to Bhakashal with their tails between their legs. It was a near thing too, as they had to travel for several days with no weapons and limited spells.

Once they returned they refreshed themselves, rolled up a few new PCs to add to the party, mustered a House Ynris heavy patrol to join them, and headed back down to take care of business.


With 9 PCs, a 8th level NPC Slayer (Bhakashal ranger) who joined to help them track, and 20 patrol members they were a big group.

I told them straight up that they were not going to be stealthy, LOL.


They hit the main caves and headed back in the direction they were originally heading.

Day 2 they rolled an encounter.

Now, as it happens, the warlock that came with the heavy patrol was 7th level and had two magic items, a +1 sword and Eyes of the Eagle. This helped compensate for the fact that they had trouble seeing in the underworld. When encounters happen in Bhakashal you roll for surprise. They party gained surprise. Since their warlock could see quite far, I interpreted the roll by saying that he had his Eyes of the Eagle on and spotted something up ahead (he doesn’t wear them all the time, so this fit the roll and explained the surprise).

A 9-1/2 tall creature with horns and multiple limbs, surrounded by 3 lanky, filthy, oddly shaped humanoids were tearing apart and eating a group of kua-toa.

Since they had surprise, they got to act first.

I was curious if they would hold off, leave, wait, or attack.

They decided to attack.

The earth gyre in the party opened up a hole in the ground under the group, and they all fell in. The party approached a bit closer.

Then, a few moments later, the tall creature levitated up and out of the hole, and the 3 creatures crawled up and over the side.

The three creatures hissed and charged at the party, they were now recognized as ghouls (actually ghasts, but the party didn’t know the difference). The tall creature now revealed itself to have bat ears, a dog-like head, two clawed hands and two pincered hands. A type III demon.

The party warlock immediately tried casting Flesh to Stone on demon, unfortunately it didn’t work.

The party Theurgist tried an illusion, it also failed.

The party Necromancer cast Rajmuranji’s Cunning Appendage (which gives him a magical tail) on himself.

The party Spider (thief) snuck away into the darkness to maneuver behind the demon.

The party Justiciar (paladin) charged one of the approaching ghasts and almost killed it in one hit.

The party myrmidon charged a ghast and struck, it struck back and paralyzed him.

The party mercenary charged a ghast and slayed it outright.

The party conjuror conjured rats that occupied the ghast attacking the paralyzed myrmidon, to keep it from trying to eat him!

Faced with a battle force of 30 enemies, the demon decided to call for backup, and gated in a Type I demon to its side.

Game on!

Up until this point, they were fairly optimistic.

Then it got crazy.

The justiciar slayed his ghast and the one attacking the myrmidon. As an aside, the Justiciar has been an absolute BEAST in battle, nothing fancy, but he has mastered the charge and attack routine.

The warlock cast Power Word Stun on the demon, and it failed. The lads have little experience with magic resistance, they are used to dropping enemies easily with spells like this.

The Theurgist used detect intent on the demon, a Bhakashal Spell that tells you the intentions of the party you are casting it upon. I have no idea why he felt the need to do that, I thought it was pretty obvious what it’s intentions were, but whatever.

Now, the party Gyre planned to create a dome of rock over the demons, the idea being that direct attack on the demons wasn’t working (due to the magic resistance) so perhaps he could contain them. The problem is that other PCs were charging the demons to attack them and they hadn’t coordinated attacks or heard from the Gyre what they were doing. Depending on when they arrived in the sequence of events, they could either be caught inside or outside of the dome of rock. Luckily we have a crackerjack initiative system that sequences all actions, melee and spell.

The party Necromancer, Mercenary and Spider all arrived at the demons before the dome went up, and were sealed in with the creatures when it appeared.

The necromancer charged the second demon and attacked with his magical tail, but missed.

The mercenary attacked the type 3 demon and did some damage, unfortunately the demon then physically attacked the mercenary, it gets 5 attacks per round, and 3 of them were criticals.

He tore the mercenary to pieces, slaying him on the spot.

The type 1 demon attacked the necromancer, but I rolled terribly and did hardly any damage.

We stopped there

The party conjuror still has to act, but he can’t see anything as the creatures are in the rock dome.

The party Spider is behind the demons and still has to act.

I suspect there will be a few more fatalities next session, unless someone thinks fast, or gets lucky.

The underworld is a dangerous place, demons run around loose, they are discovering that high-level play has a new set of challenges, and that means they can’t rely on old tricks.

Adapt or die!



Building Bhakashal - Session Report - Fight!


My Thursday group had a busy session.

The first thing they did was to meet up with two NPCs that they “rescued” in the marshlands. The NPCs were plants sent there by a rival House to infiltrate the group. So far the party believes that the NPCs were genuinely at risk when they found them, and have no idea that they are spies.

The PCs met with the two NPCs, a mercenary and a spartan, both reasonably high level (7th and 8th). They NPCs made the case that they owe an honor debt to the two PCs that rescued them, and the party is going to think about what to have them do, either serve as henchmen for a time, or go complete a task for them. There was some lively debate about how to handle them, but nothing was resolved.

Last session, Riyan the Raze, a warlock at House Quannar and the leader of a rival faction, sent one of her allies, Ghanglor Terrick, a 7th level Wind Gyre who had a Censer of Controlling Air Elementals, to bloody the noses of the party, and tell them to back off of the Brass Blade Spider’s Guild. Riyan used to run the city branch of the guild, but when the PCs united the city and Raosk branches (the task that made them Bhakashal nobles), they took over the newly united guild. Riyan did not like this and sent Ghanglor to intimidate the party. She was hoping the party would back off without having to formally confront them and reveal her loss to the wider city factions.

Well, they decided to challenge her to a duel. She accepted on behalf of her and Ghanglor.

Duels in Bhakashal are complex, honor bound exercises. If you show up to the arena alone, take on a larger group and win, you have earned the respect of the spectators and other House nobility. If you show up with a small army to take on a single foe any victory you gain will be stained by dishonor. The goal is to have both sides be comparable, so the fight is challenging. You can bring in any magic item you have, any spells, and if you have henchmen, animal companions or similar things you can bring them as well. You cannot, for example, summon a monster then enter the arena. Any spell casting has to happen in the arena, not outside.

If you defeat your opponent you can choose to slay them or let them live, combatants often look to the crowd to decide on that. When you are defeated in the arena the victor can claim you possessions and your title if desired or ask for some concession of your liking. Essentially the victor has full scope to make demands of the defeated.

The party conjuror and the party mercenary were the challengers. The PC conjuror showed up with his three henchmen, the mercenary showed up alone. Riyan is an 11th Level Emberi Jantu Magus Warlock at House Quannar. Jantu warlocks make monsters. She showed up mounted on a gess with a squealer of her own creation on a lead, and Ghanglor hovering in the air about 10’ up beside her.

Fights between factions within a House bring out spectators from their allies and their enemies. Plus, of course, representatives from other Houses, and the general public. Bets were placed; odds were 2:1 against the PCs as they were relative newcomers. One of them, the mercenary, was a Bhakashal Lord, the other (a new player) was not. So the fight was fairly even, two Bhakashal nobility, each with an ally.

Before they arrived in the arena there was a skirmish between a giant lizard and 4 prisoners, the prisoners got the worst of that, then the arena was cleared for the main event. Battles between Bhakashal nobles happen at night.

When the horn was sounded and the fight began, the party mercenary and one of the conjuror’s henchmen charged, they were hoping to get to the spell casters before they could cast. The PC conjuror cast Runic Circle on himself, anticipating that Ghanglor Terrik would summon an Air elemental (Runic Circle, Bhakashal’s version of Protection from Evil, hedges out conjured creatures of all kinds). The PC mercenary and NPC henchmen were headed toward Ghanglor Terrik.

Riyan let the squealer loose and it ran towards the charging figures. I rolled to see who the squealer would attack, and it was the henchman. The beast landed on him with a mighty spring through the air and tore him to pieces, slaying him instantly. When the squealer landed on the henchman the PC mercenary pivoted and moved towards Riyan instead. She saw this, what would she do?

Now, just for context, I roll magic items for all NPCs, and in this case Riyan is an 11th level Warlock, her magic item list was:

+1 Chinook Blade (2-3 rounds of 1 hp drain for everyone in 2” range)

+2 Ring of Protection

Cloak of Displacement (+2 AC and Saves, first attack misses)

Rod of Beguiling (12) – Charm, no save, 2” radius

Scroll: Forecage, Sink

Scroll: Sequester, Astral Spell

 

For 11th level Bhakashal nobility this seems like a fairly modest outlay of magic items. However, in AD&D1e (and thus in Bhakashal), magic items aren’t “balanced”, and having the right one can make all the difference. What magic item would she use when faced with a charging warrior who is also a Bhakashal Lord?

The key thing to remember here is that Bhakashal lowers overall HP for all PCs and NPCs, so it is entirely possible that the charging warrior could one shot kill the warlock. Not on the first shot (the Cloak of Displacement would protect against the first attack), but attack number 2 and forward would be a problem. So, in other words, a charging warrior of repute is a threat to any high-level warlock, no matter how powerful they are. This is one of the major areas where Bhakashal varies from AD&D 1e and other old school games, because overall HP are reduced, and any successful strike interrupts spell casting, mid-to-high level warriors are a threat to mid-to-high level spellcasters.

With the mercenary charging it made sense she would pick the fastest and most efficient way to stop him, and that was the Rod of Beguiling. It does not give a saving throw. Once the mercenary got within 20’, she activated the Rod. At that point the PC mercenary was beguiled and could not hurt Riyan. Furthermore, she could influence his actions.

The party conjuror was about to cast Mokull the Mighty’s Monstrous Conjuration (Bhakashal’s version of Monster Summoning), but he realized he would have to go a few rounds before his monsters would show up, and Ghanglor Terrik’s air elemental would be there before then.

With the PC mercenary out of the fight, his odds were looking long.

Riyan called out and told the PC conjuror that the mercenary would now protect her, so he should surrender now and she would be lenient.

The players discussed the situation, the PC conjuror was reluctant to give up conjuring monsters, he wanted the fight, but he also realized that by the time the monsters go there he could very likely be dead.

A 16HD air elemental is not to be trifled with, even from within a Runic Circle.

He surrendered and asked for terms.

She told him, “you know what I want” (she wasn’t going to state her demand explicitly in the arena), she wanted control of the guild again, in this case a united and more powerful guild. She would not strip the PC mercenary of his title (as was her right) or his property, she just wanted control of the guild.

He assented, and she let them both live.

This is a good move for her, she has demonstrated her power in the arena, and shown the PCs she means business, and now she will approach them in the House and look to form alliances to secure her power. They will have to decide if they want to go along with her or work against her to get control of the Guild back in the long term. Going against her right after losing an arena battle will look dishonorable, part of the honor culture of Bhakashal is accepting defeat gracefully, not being petulant and aggrieved. For now, since she let them live, they will likely go along with her and not make an issue out of her running the guild. If they want it back, that will be a long term project.

But in any case, they have learned that taking on a powerful Bhakashal Warlock or Lord is not an easy task.

To be fair, had they chosen other tactics, things could have turned out much differently. They could have struck the magical Censer, disrupting the summoning of the elemental. They could have sent the conjuror’s henchmen to attack Riyan, keeping her busy while they cast spells. Either one of them could have used magic items that act faster, or even shot arrows, charging takes time and allows your opponents to take shots at you while you approach them. The PC conjuror has a spell that swarms targets with insects disrupting spell casting. He also could have tried to charm the squealer and send it back against Riyan and Ghanglor. Emyar the Ashen’s Ebony Coils (Bhakashal’s version of Evard’s Black Tentacles) would have also wreaked enough havoc that he probably would have had time to summon his monsters.

Oh well, perhaps next time!

Another facet of Bhakashal that was accentuated in this fight was tactical opacity. Bhakashal recommends that the referee roll randomly for NPC spells and magic items, as well as randomly rolling for all of their characteristics. I have been told many times that this will put NPCs at a disadvantage with respect to the PCs as the PCs will be optimized by min-maxing players. However, this overlooks an important fact, when you optimize your opponents then it becomes much easier to predict what they will do. Certain magic items and spells turn up more often, as well as certain monsters.

When you randomize these things the players have no idea what to expect. This tactical opacity makes for a challenging game, and keeps it interesting for everyone.

Wednesday, April 8, 2026

 


Building Bhakashal – Session Report - Dad’s Game April 7

Tamoachan!

The lads finished off last session 2 weeks ago. The game has got to the point where I don’t make the arrangements anymore, the players organize the date and time, I just show up.

They are super stoked to play, and making it happen on a regular basis.

That’s the sweet spot.

They started in the cat room, which they had explored the last time fairly thoroughly. They went to a door on NE side and found a hallway with a number of consecutive pits. There was a lot of discussion as to what to do about crossing the pits. They considered the old boards but were worried about them breaking. Eventually they decided to have one of the PCs do the jump over each pit, then at the other end hold a rope. Then the party warlock cast Levitation on himself, and carried one person as he was pulled across, then he was pulled back, then he took the next person across.

This whole process took 2 turns, so two wandering monster rolls, but nothing came up.

One neat thing was that they couldn’t see the end of the corridor, so they didn’t know exactly how many pits they would be jumping. Even better, when the party thief was ensconced at the far end of the hallway with the rope it was far enough away that she was entirely covered in darkness. So they were hearing her but not seeing her as they coordinated efforts.

Little details like that really make the environment come together and keep everyone on their toes.

Every time they came to a door the party thief checked for traps. Then, if the door was clear, the party tanks tried to pry or shove the doors open. Some came open easily, some were quite difficult.

And of course wandering monster rolls were made, every time the thief checks for traps that’s a turn and one wandering monster check.

They encountered a huge room with a partially collapsed ceiling that let in fresh air and sunlight. At that point the PC Seer (cleric) decided to cast Continual Light on a dagger rather than rely on the torches.  He rummaged around the skeletons, found a bunch of miscellaneous loot, and disturbed a 2 headed snake. Fortunately for him the snake didn’t surprise him, so it was a direct initiative comparison. The Seer smacked the snake on one of it’s head, and the party NPC mercenary (fighter) beheaded the snake with his bastard sword.

That was pretty cool.

They looted the room (found some jewelry, coins and a pair of potions).

They checked for traps on a NW door, I rolled for wandering monsters (none) and they  followed a corridor to the base of a set of stairs. I was ready to roll out the encounter, but they decided to bail and return here after finishing the level they were on.

Clever lads.

At this point they returned to the  cat room and found a door to the West, the party Spider (thief) checked for traps (I checked for wandering monsters) and they entered a dust filled room.

The dust formed into humanoid shapes, a woman in distress, soldiers, and they watched in rapt fascination. They weren’t sure what to do, they had no idea what these creature were. This was an odd room as the creatures don’t do anything, and there is no loot here. This is what you could call a “flavor” encounter, it didn’t have any game-mechanical content.

But the players ADORED it, they wanted to know the story behind it (the module has no story), they even considered using Speak with the Dead to try and find out if it was some sort of revenant, and see what the figure was trying to tell them. They eventually decided to bail on the room as it was kind of giving them the creeps.

They returned to the large rubble filled room and explored the next door. The thief found no traps and they found a room with a strange sight, what appeared to be a misshapen tree. They tried to go around it and it attacked, fortunately there was no surprise (the party had been suspicious of this “tree” from the second they saw it, “How can it grow here without sunlight!”). 

The creature lashed out with multiple tentacles, but the party Mercenary (fighter) got the initiative on the creature and decided to use one of his two Javelins of Lightning. That left a smoking hole in the central trunk, and the NPC Mercenary finished the beast off with his bastard sword.

When the encounter was over they asked to see the illustration again, and you could see the moment they realized, "that's not a tree", it's actually something weirder, the module describes it as, "polyp or sea anemone". Then you see the moment that this is a temple, and this thing was worshipped like something holy, some ancient god. Tamoachan has a lot of uniquely weird things like that. 

They retrieved some loot from the “tree” and moved on.

It’s been interesting to see how this group has grown over the last year, when they started the year they were miserly with their magic, now they were willing to use up one shot items if the need arose. This “tree” was an unknown quantity, and rather than risk whatever it had planned for them, the mercenary threw his Javelin of Lightning, a one shot item.

Dungeons are littered with the corpses of adventurers who died with unused magic items. That’s where all the loot comes from, LOL. I’m happy to see that they have made the correct tactical decision: use it or you die with it and someone else will!

They moved on a found a corridor with statues coming out of the walls.


An observation. The party Thaumaturge (Bhakashal Spider/Warlock, thief/magic-user) is a custom class, and her thief skills have proven to be invaluable. She checks for traps at every door, burning a turn of time and generating a wandering monster check. However, since I’m running the NPC, I have to randomize when she decides to check for traps outside of the doors. You don’t want her checking everywhere and all of the time, as that would be tedious and unfair, but you don’t want her missing anything obvious. So, to deal with this I roll to see if she checks for traps outside of the doors.

She decided to check for traps in the corridor and found a pressure plate. 

She’s earned her keep many times over on this adventure.

I rolled for wandering monsters while she checked for traps, but it did not come up.

 They moved through the room, carefully avoiding contact with the statues and checked for traps on the next door, heaving it open to enter a room with a well and a statue of a huge ogre-like being standing over a bed of hot coals.

They took the coals as evidence of something live being in the area and went on the defensive. They poked around the room, and went over to the well, dropping electrum coins they had found into it. The well was filled with “liquid light”, and I had the dropping of the coins cause a huge plume of the substance to spray up into the air, the PC dropping the coins (the warlock), had to save to avoid being splashed.

There was an ogre magi in a hiding spot in the ceiling, I rolled to see if it would come out an attack when the party was messing with the well. Four of the members of the party had stated that they were on the lookout while the warlock investigated the well. I rolled that the Ogre Magi would attack, so he dropped down from the ceiling, hoping for surprise, I rolled and he did not surprise the party, so it was initiative.

I rolled terribly, and three party members got to attack, the party PC Mercenary threw his net over the ogre, the PC mercenary is essentially a Retiarii, a Saan (lizard folk) gladiator in Samnite armor with net and trident. Once in the net the ogre magi was occupied trying to get free, while the PCs attacked. The party mercenary laid in with his trident, right to the gut, the PC Seer (priest) attacked with his Spiritual Weapon (Bhakashal version of Spiritual Hammer), and the NPC mercenary struck successfully with his bastard sword, running it through.

One thing that you learn early as a AD&D referee is that single mid-to-high HD foes are at a disadvantage with respect to multiple member PC parties, as they get multiple attacks vs one attack each round. In this case they won initiative and slayed the ogre magi before he could even return an attack.

Them’s the breaks!

They scored some loot after investigating the room (and a wandering monster roll) and left.

They spent some time looking around and found a secret door entrance behind a stone calendar wheel and found a secret corridor. They checked for traps at the door at the end of the corridor (I checked for wandering monsters) and they forced the door into the next chamber.

They debated what to do and eventually decided to avoid the door with the infinity symbol but investigate the other two doors. First they went to the door with the bear image. The party Spider checked for traps and found a trap, she determined that there was a pit below the door and that the bear’s arms would move out and trap whomever set off the trap. I rolled for wandering monsters, no good! They decided to leave that door and move to the door with the seal.

I should add that when they check for traps sometimes they find no traps because they made a successful roll and there was no trap there, sometimes it’s because they failed their roll, whether there was a trap there or not.

They checked for traps again and I rolled for wandering monsters. Both came up! A pair of mandrills came into the room; no surprise was indicated. The party mercenary won initiative and skewered one of the mandrills, slaying it instantly, and the other won lost morale and fled. They continued their work and the party Spider disarmed the crossbow trap, fouling the triggering mechanism. They then entered the room.



There were several pillars in front of them, and they gazed at the room in wonder, it was a miniature diorama of a huge Olmec city, complete with little carved people and a funeral raft, as well as a river of liquid metal running through it.

They were impressed.

The room description says the following, “The first character to cross the porch and pass the pillars will activate a spell-trap the pillars contain. An amber wall of flame will spring up between the character and the rest of  the party.”  

This is a trap designed to separate off a PC for a time, traps like this are a source of endless consternation and debate. Fortunately for us, we have an agreed upon marching order for the party, which includes distances between members. They agreed early on not to “bunch up” and provide dense targets for the enemy, but in this case it meant that the lead PC (the party Mercenary) would be separated for sure.

The PCs behind the wall took heat damage and retreated back. The warlock cast a Fire Shield spell from a scroll (one and done), and the Seer cast a Resist Fire spell. I should note that this group has finally learned that saving up your items is sometimes a bad call. So many times a PC will bite the bullet because they didn’t use a magic item or cast a spell that they didn’t want to “waste”. The dad’s have gotten past that.

Sheathed in roiling violet flames, the warlock walked through the wall of fire. The Seer, protected by his god, also walked through.

Badass.

By the time they were all through, the doppelganger had appeared in the chamber, looking like mercenary, the only thing different about them was their position, one was by the wall of fire, as the mercenary had chosen to wait, one was near the funeral raft. He immediately tried to bamboozle the PCs.

“When I passed through the wall of fire it transported me here, that’s not me over there, it’s a doppelganger!”

The mercenary responded, “No, that’s the doppelganger!, I haven’t moved.”

Who to believe?

Delicious!

The PC warlock thought fast, “What did I instruct the Magic Mouth to say?”

The warlock had set a warning magic mouth at the entrance to shout if any sentient creatures came past it. The mercenary responded, “I have no idea, you didn’t tell me.”

Then he charged at the doppelganger, throwing his net.

The creature was tangled up in the net, and he continued the charge, attacking with his trident. In Bhakashal there are different kinds of criticals. There are “natural” criticals, triggered by circumstances, e.g., a charge doubles damage. There are weapons based criticals, e.g., an arrow, on a critical hit, can “remain” in the victim, doing 1 hp damage per round until removed (an action).

Then there are attack roll based criticals, which include things like temporarily blinding your opponent, getting an extra attack, or disarming them. At 7th level mercenaries can stack two criticals. So, on charge they get the charging critical (double damage) from the attack, if they roll a critical on the attack, they can stack it. The mercenary rolled a critical, and chose to double his double damage.

He finished the creature off in a single hit.

“Your trident sings through the air and two of it’s tongs pierce the doppelganger’s two eyes, its ear splitting death screech rings in your ears.”

They then did a cursory search of the room, deciding to leave most of it unexplored, as they wanted to move up the shrine rather than spend too much time in one place.

I think my constant rolling for wandering monsters is getting to them, LOL.

They left the room and retraced their steps to the corridor with the steps leading up to the next level. They are mapping as they go, which has been fun, and it has paid off as it has allowed them to move around and explore knowing they could find their way back.

Observations

Once per turn wandering monster rolls make this sort of game play VERY different than the ubran and wilderness play they are familiar with. In the city you do check for random encounters every hour (except in particularly busy places), in the wilderness 4 times a day.

In the dungeon it’s every turn.

That makes for very different play at the table. Suddenly, time is a keenly felt resource, and players begin to understand.

Take lighting.

They started off with torches, but as they burned away (every hour) they had to be replaced. By the point that they got to the 3rd set of torches, the party Seer decided to cast Continual Light on a dagger. No big deal. However, for the first time I can remember, the party Seer is getting near his casting total for the day. There has been a lot of detect evil, detect magic, find traps, that sort of thing, and the occasional combat spell, and suddenly they are looking at having to rest to cast anything at all.

They are also learning tactics, the party warlock is realizing magic missiles are primarily useful as they always hit their target, so there is no friendly fire problem. They are letting the party tanks charge and strike before casting AOE spells and such. Coordination has improved.

So far they have held their own and even bested their opponents quickly with a combination of good rolls and decisive action.

They are also a bit worn down, all have taken minor damage, scratches and nicks (according to the Bhakashal combat system, any damage less than half of your total is minor damage like this). HP in Bhakashal are primarily non-physical. But they are also feeling the need to get moving, the environment is just creepy and dangerous enough that they want to get to the end.

As they move further up the shrine there will be wonders and strangeness, I envy their experience of this first time.

The best part of this is that Tamoachan has encounters like the dust-spirit room that have no obvious meaning. There’s a mirror in one room that clearly states it does nothing. Then there’s mirrors level up that have wild powers.

I know everyone loves Tomb of Horrors for the big, dramatic death traps, but the tension and flavor in this module cannot be beat, the mashed up Central American themed environment is unique and in places both creepy and cool.

“When the door is opened a rush of warm, fetid air greets the party. The room is lit with a sanguine glow. On the wall opposite the door are tacked several obviously human skins. A cat-o-nine-tails hangs beside them…”

That sort of thing, found in the black, lightless depths of an ancient temple in the swamp, has such a powerful terror factor. 

Only evil things would be here.

They have chosen to leave certain things behind, and taken on a lot of loot they haven’t checked out for curses or magic. I know groups that would turn over every stone and carry every item. Different groups have different dynamics, and face different challenges.

They are enjoying this so much that they are arranging all the game times and locations and just checking with me to see if I’m available, they WANT to play, to explore this strange, evocative place. I love that kind of full buy-in.

Big fun.


Building Bhakashal – Session Report – Back to the Underworld! My Friday group has been tooling around in the underworld, they spent the la...