Tuesday, October 29, 2024



Building Bhakashal - Organizing the Blog

I've been at this blog for a few years now, and it struck me that for someone new to the place it would be daunting to find topics of interest.

NO MORE!

I have organized the Blog topics into three categories:

General Topics

Bhakashal Topics

Session Reports

General topics are just my musing about D&D and gaming not specific to Bhakashal

Bhakashal topics are for those who want to learn more about the setting

Session Reports are both pre and post Bhakashal

Note the entry: Product Summary - May 23, 2021

This contains a high-level summary of the setting for anyone not familiar, and is probably the best place to start.

Certain topics come up more than once, so there will be a degree of redundancy, but there is plenty to dig into here.


Dweller of the Forbidden City Blog – General Topics

Abusive DMs
July 2,2019
 
Adding Flavor to your Game
April 11, 2020

Alignment
February 19, 2020
May 1, 2020

Bards in AD&D
April 15, 2023
 
Character Investment
January 6, 2022

Character vs Player Knowledge
December 2, 2020

Colonialism/Race
August 11, 2019
April 28, 2020
May 1, 2020
August 17, 2020
August 18, 2020

Consent & Troubling Content
September 11, 2023
 
Consequences and Campaign Play
June 16, 2020

Corporate D&D and the Hobby
December 11, 2022
January 16, 2023
 
Critiques of D&D
March 8, 2020

Customizing the Game
June 28,2018
Oct 11, 2020
 
D&D Combat
July 10,2018
September 18,2019
January 1, 2019
May 10, 2020
July 2, 2022

D&D and Film
March 16, 2023
 
D&D as a Game
August 9, 2021

D&D and Horror
December 24, 2021
 
D&D and Morality
January 22, 2023
 
D&D Online
March 31, 2020

D&D and Violence
May 8, 2022
 
Damage System Variants
Jan 23,2019
June 5,2019

Death
February 11, 2020
August 27, 2021
December 4, 2021
March 27, 2023
July 17, 2023

Description and the DM
March 31, 2021

Authority/Adversarial DMs
July 23,2018
May 25, 2020
November 24, 2020

DM Tips
March 12, 2020
September 17, 2020
April 26, 2021
April 17, 2021

Does System Matter?
November 19, 2019

Emergent Character Building
February 27, 2020

Emergent Properties of Gaming
December 15, 2020
August 17, 2021
June 29, 2022

Experience Points in 1st Ed AD&D
July 3, 2021

Exploration
June 27, 2020
May 25, 2023

Faction Play
July 19, 2020
April 30, 2021

Game / Adventure Design
February 3, 2020
February 18, 2021
February 23, 2021
September 6, 2023

Game Fiction
July 16,2018

Game Mechanics
October 14, 2020
November 15, 2020
February 10, 2021
 
Games within Games
April 30, 2018
February 5th, 2020
 
Genre Play
May 14, 2018

Henchmen
June 20, 2020

High and Low Magic
February 6, 2020

Hit Points
July 18, 2020

Honor Amongst Thieves
August 30, 2023
 
House Rules
February 25, 2020
March 26, 2020
July 4, 2020

Liminal D&D, Between Adventures
May 28, 2020

Magic Items
June 9, 2020
September 8, 2020
 
Magic-Users and Tactical Dominance
Dec 27, 2018

Narrative Focused Gaming
July 16, 2019
March 17, 2020
September 9, 2020
November 2, 2020
September 26, 2021

Old School Gaming
August 17, 2021

Perfectionism
February 11, 2022
 
Player vs Player Gaming
December 16, 2019

Playing Against Type, Evil NPCs
August 26,2019

Playing it “Wrong”
July 8,2019
January 28, 2020

Power-gaming
November 30, 2020

Predictability and Opacity
January 30, 2021

Priests in D&D
March 10, 2020

Psionics
March 24, 2020
June 10, 2023

Published versus Homebrew Adventures
November 7, 2021
May 14, 2022
 
Randomization / Random Encounters
July 31,2019
February 17, 2020
September 20, 2020
September 27, 2020
October 18, 2020
January 23, 2021
April 29, 2021
May 5, 2022
November 19, 2022
March 5, 2023
May 27, 2024

Religion and D&D
April 23, 2020

Risk and Immersion
May 14, 2021

Rules and Rulings
February 9, 2020
May 20, 2020
 
Running Campaigns
March 20, 2020
May 17, 2020
November 29, 2020

Sandbox Play
September 8, 2019
September 10, 2019
 
Spells
September 6, 2020

Social Role Play
January 24, 2020

Stars Without Number
February 2, 2020
March 4, 2020
March 15, 2020
March 28, 2020
April 14, 2020

Teaching the Game
April 24, 2022

The Power of “No”
February 4, 2020

Treasure Distribution in D&D
May 15, 2022
 
Urban Crawling
February 29, 2020

Waterborne Adventures
February 15, 2022
 
Why First Edition AD&D?
February 1st, 2020

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Dweller of the Forbidden City Blog – Bhakashal Topics
Alignment
February 5, 2021
 
Armor
November 30, 2021
 
Character Classes
February 7, 2021 – The Conjuror
February 17, 2022 – The Necromancer
March 1, 2021 – The Vox
March 14, 2021 – The Warlock
March 15, 2021 – The Spider
March 29, 2021 – The Gyre
April 10, 2021 – The Jinx
April 24, 2021 – The Caveral
April 28, 2021 – The Beastial
May 4, 2021 Thaumaturge
May 6, 2021 Spellbinder
May 8, 2021 Phantasmist
May 12, 2021 Seer
May 13, Mercenary
May 15, Slayer
May 16, Theurgist
May 17, 2021 Justiciar
May 18, 2021 Spartan
May 20, 2021 Chimerist
May 22, 2021 Warlock

Character Creation
January 1, 2022 – Mugloss Grewl (Seer)
January 2, 2022 Aaramos Griven (Beastial)
January 3, 2022 Omalo Brome (Cavaral)
January 4, 2022 – Vin Bhas (Chimerist)
January 5, 2022 – Jimnir the Garnet (Warlock)
January 6, 2022 Bruk Imosst the Azure (Conjuror)
January 7, 2022 Xalak Pheer the Sardonyx (Gyre)
January 9, 2022 Jajemi Halameer (Justiciar)
January 10, 2022 Chambrace the Tayl (Myrmidon)
January 11, 2022 Calligaster Naukan (Necromancer)
January 12, 2022 Lorndov Breen (Phantasmist)
January 13, 2022 Bosk Tughlarn (Slayer)
January 15, 2022 Brother Clane (Spartan)
January 15, 2022 Ukreeth Sonem (Spellbinder)
January 17, 2022 Bhama Togul (Spider)
January 18, 2022 Donlin Wistfall (Thaumaturge)
January 19, 2022 Cassindra Loke (Theurgist)
January 20, 2022 Virridin Jamu (Vox)
January 21, 2022 Ngai Eyona (Warlock)
January 22, 2022 Mitrax Toma the Bold (Mercenary)
January 23, 2022 Rizzal Tarwan the Opal (Phantasmist)
January 24, 2022 – Rondam Kliss (Mercenary)
January 25, 2022 Joggekulan the Quick (Spider)
January 26, 2022 – Brother Jothin (Spartan)
January 27, 2022 Ulane Ryba the Grace (Myrmidon)
January 28, 2022 – Micerine Daj (Jinx)
January 29, 2022 Liath Mossun (Slayer)
January 30, 2022 Mharal the Ivory (Warlock)
January 31, 2022 Toru Quarn “The Scarred Man” (Mercenary)
 
Character Generation - General
December 10, 2021

Characters and Role-Playing
May 3, 2023
 
Combat and Weapon Criticals
March 10, 2021
June 15, 2021
August 30, 2022
November 14, 2022

Comparing Spell Casting Classes
July 25, 2021

Curses
May 17, 2022

Deities and Religion
December 29, 2021
 
Described Damage
June 1, 2021

Encounter Creation
May 4, 2023
 
Example of Combat
February 27, 2022
March 7, 2022
March 27, 2022
June 23, 2022
November 9, 2022
 
Factions and Patrons
December 21, 2021
June 16, 2022
 
Firearms
May 25, 2021

Game Balance
June 14, 2021
 
Game Design
June 8, 2021

Games vs Stories
March 22, 2023
 
Grappling
April 4, 2022
 
Healing
July 10, 2022
 
High Level Play
September 21, 2024
 
Hirelings and Retainers
August 12, 2022
 
Hit Points
April 17, 2021
May 10, 2021
June 11, 2021
December 7, 2021
 
Illusions
July 29, 2021
May 21, 2022
Improvisation

June 5, 2021
February 29, 2024
May 24, 2024
 
Initiative
March 9, 2021

Languages
December 30, 2021

Level Advancement
February 6, 2021
 
Magic Items
March9, 2022
May 21, 2023

Marshlands and Raosk
June 6, 2021

Marshland Villages
March 21, 2022

Money
September 7, 2022

Monsters 
March 22, 2022

Mounted Pursuit Rules
March 19, 2021

Mounts
February 1, 2022
 
Multi and Dual Classing
March 17, 2021

Outdoor and Urban Pursuit Rules
March 20, 2021

Picaresque Gaming
April 12, 2023
 
Plant Monsters
February 28, 2022
 
Playable Groups
April 19, 2021 - All
August 18, 2021 - Urdyll

Product Summary
May 23, 2021

Prominent NPCs
July 30, 2021 - Hurna Gamelin
July 19, 2021 - Amankal Tivorin
July 14, 2021 - Illyig the Corpulent
August 1, 2021 - Daal Maglin the Moldavite
December 12, 2021 - Brackwith Mune
December 12, 2021 – Ynir Freyil
December 27, 2021 - Penwith Quoral
February 24, 2023 – Kani Grith the Hessonite
May 12, 2024 - Haegemal the Heliotrope

Prophetic Dream Engine
May 30, 2021

Random Encounter Tables
February 21, 2022
June 8, 2022
 
Saving Throws
December 1, 2021

Session 0
May 17, 2021

Setting Background
August 29, 2021

Solo Play
May 3, 2022

The Sova (Bard)
June 25, 2023
 
The Underworld
June 4, 2023
 
Time Management
April 27, 2022
 
Traps
November 4, 2021
 
Travel
March 31, 2023
April 27, 2023
November 14, 2023
December 3, 2023
 
Weapon vs Armor Class
March 16, 2021

Wounded Warriors
March 6, 2022


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Dweller of the Forbidden City Session Reports
March 31, 2020
April 2, 2020
April 5, 2020
April 12, 2020
April 28, 2020
April 29, 2020
April 30, 2020
May 1, 2020
May 2, 2020
May 3, 2020
May 5, 2020
May 7, 2020
May 8, 2020
May 10, 2020
May 11 , 2020
May 12, 2020
June 19, 2020
June 28, 2020
July 1, 2020
July 3, 2020
July 6, 2020
July 9th, 2020
July 16, 2020
July 18, 2020
August 7, 2020
March11, 2022
March 16, 2022
April 27, 2022
June 2, 2022
August 23, 2022
August 24, 2022
August 26, 2022
August 26, 2022
December 6, 2022
December 24, 2022
February 3, 2023
February 27, 2023
June 14, 2023
January 11, 2024
June 12, 2024
June 22, 2024
July 5, 2024
August 30, 2024
September 11, 2024
September 30, 2024
October 25, 2024
October 27, 2024













Sunday, October 27, 2024

 

Building Bhakashal – Session Report


My former Wednesday group is now a Saturday morning group, we play bimonthly for 3 hours a session. We had our second session today. This group has been with me for 3 years now, and they have reached high enough level to enter what is traditionally called “domain play”

In Bhakashal “domain play” actually starts at 1st level, as you are associated with a patron and a faction, but when you hit 8th level you are now ready to enter the upper echelons of your faction, in the case of the party, they were affiliated with House Quannar, and they were deciding on a “big move” they could try to get the attention of the House nobility.

Last session they decided to get involved with the Spiders Guild (thieves guild). In Bhakashal the Guild is split into two, the city branch and the Raosk branch. They have an uneasy truce, but the city branch is run on the sly by a Lord of House Quannar, the PC’s house. When Quin Faal told them this, they became privy to “nobility” level information, the identity of the “Black Arachne”, the guildmaster of the Brass Blade Spider’s Guild, is pretty secret. Now they know something about them, Quin Faal was trusting them with key information. House Quannar has influence over one branch of the Guild, but not the other.

So, they decided their “big move” would be to reunite the two branches of the guild by either swaying, kidnapping or slaying the leader of the Raosk branch of the guild, a Chitin named Kalantros (the “Red Arachne”).

Last session they spent 4 weeks of game time doing “bookkeeping” tasks, from potion creation to sage research. Some of them also spent those weeks in the Raosk gathering information, trying to find out anything they could about the Red Arachne so they could come up with an idea of how to get their attention and gain an audience, or find out enough about them to be able to pull off taking them out.

They decided they would present themselves as looking to get a spot of prestige in the Guild by getting the attention of Kalantros. So, they asked questions about him and paid bribes to people trying to find out how to impress the guildmaster and get recruited.

It was an interesting move.

However, role playing out each and every conversation with an NPC where they asked about Kalantros would be too time consuming, so we telescoped it with some rolls. They spent coin every week, and every week I rolled to see what “intel” they got on Kalantros. They heard a few rumours they discounted, for example that Kalantros was really a powerful demon in chitin form, as they didn’t give them an ideas of how to turn that information into something actionable.

They spent 4 game weeks asking around, and on week 4 they hit a piece of intelligence they could act on. Maur Hoguelen, a wealthy Bhakashal merchant 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.

 

What the party found out was that Maur did NOT pay tribute to or interact with the Raosk Spider’s Guild, even though he did business with hunters in the marshlands who operated out of the Raosk. The Red Arachne would love to get a cut of Maur’s business, as mounts are not used in the Raosk, so they are a business the Red Arachne’s guild normally gets no part of.

The party decided that they would try to kidnap Maur and present him as a gift to the Red Arachne, giving him control over Maur’s business. A major feather in his cap. This would hopefully get them access to Kalantros, or his trust, and they could go from there.

I was impressed, it was an actionable plan, and it showed that they were thinking in terms of big moves, not just securing loot or slaying monsters.

The next part though, was brilliant.

How to get to Maur?

They discussed this in the abstract, and came up with three options:

1.        Find one of Maur’s agents and work them

2.        Work their way up in Maur’s organization to get to him

3.        Find Maur himself directly

This group has been with me for 3 years, they understand how the game works, and how faction play works. 3 years ago, they would have went straight for Maur, Maur has an estate, heavily guarded, where the party could try to get him. It would be risky, and tough. They asked if he ever had parties at his estate, him being crazy wealthy and powerful, I said yes. They tabled that as a possibility later. They considered finding one of Maur’s agents but were unsure if that would be too obvious.

Then they decided they would try the slow and steady route, to get into his organization and work their way up.

I was impressed, they were taking the most strategic route, the longest route, to getting what they wanted, patience, planning and care.

How were they going to join the organization?

They decided that since Maur purchases wild creatures from hunters, creatures that are captured and domesticated, they would enter at the bottom, join a hunting party sent out to capture wild mounts and bring them in. I had not planned for this, I expected them to go straight for the guy or find one of his top people, and of course they came up with a different idea.

A hunting they would go.

They found a few of their contacts and asked around about hunting groups that find and capture potential mounts. They found one that was advertising for new recruits (it’s a dangerous job). Then they surprised me again. When approaching the hunters of the party members said to me, “Kalantros must know about us, we asked a lot of questions and paid a lot of bribes, so he knows there were 5 people who were asking questions and wanted to get into the guild and impress him. So only some of us should go on the hunt, if five turned up together that would raise flags.”

They were thinking about things from the perspective of Kalantros, a guildmaster at the center of a web of thieves and informants.

In fact, after the 2nd week of asking questions Kalantros found out about the party and has three of his agents tailing them around the city. I roll periodically to see if anyone notices them. Nothing so far. So, unbeknownst to them Kalantros will likely know that they joined the hunting party.

Four of them joined a hunt to capture potential mounts. I opened up the Bhakashal setting manual, and we rolled randomly to see what mounts they would be capturing, and I rolled Raggam (giant boars). Giant boars are BEASTS, 7HD, 7 foot tall at shoulder, they are the size of small elephants, favorite mount of warriors, renowned for their aggressiveness, a captured Raggam could fetch from 300-500 gp.

Thing is, I had no idea how you would “capture” a Raggam.

I made up something on the spot.

The hunting party consisted of 5 Togmu and 5 Kutya hunters, a Saan hunt leader, and 15 “haulers”.

Their technique was to track a herd over a few weeks to learn their patterns, then ambush them when they are in the right area. The hunters generally travel with a spell caster who distracts or drives off a single Raggam, then they surround it, and while two or three hunters and the caster keep it at bay with spears/spells, the others throw ropes over top of the creature, each rope has a weight at each end, a metal loop. They then slip a large, hooked spike through the loop and hammer it into the ground (much like tent pegs). Once three ropes are thrown over and secured a giant boar is pressed to pull away, and one of the hunters hits the Raggam with a poison that knocks it cold for a few hours.

They then find any other Raggam who haven’t fled completely (Raggam are aggressive, so a few usually stick around), the spell caster usually helping to corral or hold them, depending on what spells they have. Using this method, they will bring in 2-3 Raggam per hunt.

The party presented themselves as hunters, they were honest and said one of them was a priest, and he was automatically hired on, healing magic is helpful. Two party fighters hired on as is, and the party warlock offered his magical services. Unfortunately, the hunters already had a warlock, he showed up late, a tall chitin wearing a colorful leather kilt and with bright feathers for a collar and much jewelry. The hunting party leader (a slayer) told the party’s warlock to shove off, the party’s warlock made an issue of it, so the leader told the two to fight each other to see who would get to join. The party warlock took out a pinch of sand and cast Sleep, the opposing warlock cast Stinking Cloud. Fortunately, the party warlock’s spell was faster and it put the opposing warlock to sleep before his spell culminated.

That won them over to the hunters, who found it hilarious.

They discussed compensation, the total take for the haul would be divided amongst the 29 people involved in the hunt, 11 hunters, 15 “haulers” (they helped to remove the Raggam when they have been captured) and the 4 party members. Once divided into 29 equal shares, spell casters would get 3 shares, exceptional hunters 2 shares, and the rest is then pooled and divided amongst the regular hunters and haulers equally.

They organized themselves into teams and headed out on mounts of their own (a giant lizard, or “Gess” for each). They had obtained permission (through payment) to hunt in the territory of House Omsan, which was a 1-day journey. The dice were sleepy, and it passed without encounters.

On the way there they discussed strategy. The party suggested using their Seer’s (Bhakashal priest) Speak with Animals to corral the Raggam to an area where their Warlock could cast Web on them, which would hold them long enough to be tranquilized. Then the haulers are called in and they take them away.

They found their herd at night, in a watering area surrounded by tall grasses (an area chosen by the group’s Slayer for that reason). There was a small, forested area to the north of the watering area that would work for the Web spell. They had left their mounts with the haulers and moved in, it took them an hour to get into position as they moved exceedingly slowly to avoid detection, and I rolled a few times to see if the herd noticed them and were spooked or not. Raggam are not easily spooked, and although they did notice one group of hunters, they ignored them as the were far enough away.

Then the party Seer approached the herd and cast Animal Friendship, and began speaking to one of the herd, telling them that there were juicy tubers and flowers in the forest, ready to be eaten. The beast then headed to the forest and called out to the others, who fell in with them.

The party Warlock was in place near the forest and once they were in position between stands of trees he managed to cast Web and snag three of them in a line. However, they began to push through the web very quickly, snapping the strands, which surprised the party  and the hunters, so they rushed in to tranquilize the beasts.

3 down!

The rest of the Raggam saw this happening and fled, but there were other groups of hunters and party members waiting.

The party Warlock cast a pyrotechnics spell, smoking out a fleeing Raggam, it paused long enough for the hunters to throw three ropes over it and trank it when the smoke cleared.

With the Speak with Animals spell still in force the party Seer used Command to get one of them to “sleep” and it crashed down into a deep slumber. They roped it and tranked it easily.

Then one of the party fighters decided to have fun. He was waiting in a tree in the small, forested area, when one of the Raggam peeled off from the three that were caught in the Web he dropped from the tree on to the beast and attempted to rope it. I gave him two options, one would be to whip the rope around the bottom of the neck of the beast, it would wrap around twice then he could pull back on it, but it might hit him in the process. The other option would be to form a “u” shaped loop and throw it forward, then pulling back on it if it made it over the head. Both required a critical hit to be successful, but the former, in addition to potentially hitting him, would be more secure than the latter. He opted for the whipping approach and rolled a successful crit, managing to harness the beast. While he pulled back and the beast tried to buck him off, his fellow hunters tranked it.

One of the other beasts had seen this and charged in to defend it’s pack mate. The fighter decided to try and jump from his beast to the charging one. He managed to land that jump successfully, and to rope the second beast! Unfortunately, it bucked him off, flying through the air to crash to the ground. The other hunters moved in with spears to distract it while the fighter got back up and engaged the beast directly, menacing it with his pole arm and holding it at bay. One of the hunters managed to trank it while this was happening, and it went down.

Then the party made the only major strategic error of the session. The party Warlock wanted to “beat” the fighter’s total, so he cast a powerful Monster Summoning spell. In Bhakashal monster summoning scales with level, and it summons monsters from the local monster population, so you go to the random encounter tables for the area, select off all of the monsters of the designated HD and roll between them.

The Warlock summoned a red Slaadi.

It easily dealt with  Raggam when the Warlock commanded it to use its ability to cast Power Word Stun on the beast. Then it was sent away, loping off into the marshlands under a haunting moon.

8 raggam captured, more than a regular haul!

The Slayer leader took out a horn and made three long blast on it, the “haulers” then came to the hunting party, it took about a half hour. The haulers had large carts that were being pulled by Gess. The tranquilizers are calibrated to knock out the beasts for about an hour, at which point they wake, stunned and pliant, and the haulers corral them in to a cart and haul them to a waiting barge.

Sometimes they don’t manage to properly dose a beast (the delivery mechanism doesn’t penetrate deep enough, the beast it larger than the dosage can cover) and it emerges from the stunned state and tries to escape, but I rolled, and the hunters had done their job, there were no issues. They had to re-tranquilize two of the beasts as the extraction took longer than expected, they only had two carts as they weren’t expecting this many Raggam, and they had to go back and forth several times.

At one point I rolled a random encounter as the extraction was taking a long time and it came up with a pair of alligators, they saw what was up and noped on out of there!

They could only fit 6 of the Raggam on the barge, so the party seer agreed to ride them back to the city by using Speak with Animals on them to get them to be cooperative. He was 8th level and could cast the spell multiple times to reinforce the compliance. The Warlock rode the other beast and had spells to use if needed as well. They headed back to the Raosk, where the beasts were delivered to a domestication farm where the Raggam would be trained before being given to vendors to sell.

The party was extremely popular with the hunters. They had taken a lot of the risk, and more than doubled their usual haul of beasts. The way the shares worked was invariant, the spell casters got a triple share, and the party fighter a double share, but that still left a significant profit for the individual hunters and haulers. As the loot didn’t divide completely evenly, they gave the excess to the party Warlock as a thanks

That’s where we stopped.

Observations

The players have embraced the idea of high-level domain play in Bhakashal. They have accepted that there will be different challenges, and different goals, and they are committed to doing something big.

This sort of patience was unheard of when we started, for better or for worse they wanted to achieve their goals instantly and see their efforts rewarded without delay. Now they understand that some goals are “big picture” and require a different kind of focus.

The only strategic error they made in this session was to summon the Red Slaadi. As cool as the thing was, they essentially waved a big red flag, a warlock that powerful wouldn’t go out on a regular hunt. Bhakashal has a powerful honor culture and system of repute, “slumming it” like this is unusual behavior. Of course, the hunt leader is happy to take advantage of a “down on his luck” warlock, but he is going to draw a lot of attention to their effort by doing something like this and will likely be talked about.

The Red Arachne already knows they are asking about him, and he may soon also know that at least one of the people asking about him joined a mount hunting party and is fairly powerful. However, the people he had tailing the party restricted themselves to the Raosk and the city, so they won’t know the details of the hunt. The Slayer leading the hunting troop isn’t disposed to share the information, he will want to take advantage of this situation for as long as he can.

Nothing is certain.

What the Arachne finds out and when, and how he responds, will be determined by dice rolls, so even I don’t know how this will turn out.

What I do know is that the party is all in on the high-level domain play, and is working towards pulling off a job that, if successful, will unite the Spider’s guilds under the House Quannar banner, make them legendary, and make a solid case for them becoming Bhakashal House Lords and Warlocks in House Quannar.

It’s going to be epic.

Friday, October 25, 2024

Building Bhakashal – Session Report - Learning to Play


A few months ago, I received an unusual request, rather than running an ongoing game for a group, they wanted me to teach their kids how to run a game. We had a few phone conversations where I explained that they could just get the books, watch a few “actual plays” online, and off you go. The parent indicated that it would be easier with this particular group of kids just to teach them how to play.

I decided on a 6 session “course”, four days of actual play with pregenerated characters, and then two days of “behind the curtain” discussion on how to build and run a campaign.

I rolled up pregens for the players so they wouldn’t be coming into a first-time game with extensive backstory characters that they would be too invested in to lose. We had a discussion about character death, so everyone was on the same page. I explained that there were several modes of play, social interaction, travel, exploration and combat, and that they could switch between them as they liked. They didn’t need to use “accents’ or talk “in character” all the time, but there would be times when they had to be in character.

I ran them through a “one shot” adventure I have used many times.

They were given a task by a Bhakashal warlock, a magic sword had been stolen from him by another warlock, and he knew where the miscreant had fled, to a small island a few days away by sail. Rather than risk dishonor, he approached the three PCs and asked them to go find the guy and bring him back with the sword. The PCs were given a berth on a ship heading out past the island, they were dropped off there and had 6 days before the ship returned in the other direction to pick them up.

The party was three PCs, a thief , a warlock and fighter, the warlock had three henchmen as well.

The Warlock was described as “a short bald man with a “V” tattoo on his arm and a ring with a ruby in a pair of claws”

They spent 4 days on the ocean, so got to experience the rolling for weather and random encounters setting the rhythm for the trip. They did some socialization with the crew, joining in on a dice game, losing several rounds then winning one.

It never ceases to amaze me how much players love “games within games”. After losing some of their coin to the crew they were popular, LOL. They used the popularity to ask if anyone on the ship had been to the island. I rolled for that live. One of the crew members came up positive, so I came up with two things that he knew about the island to share with the party. The first was that the waters around the island were frequently filled with Sahuagin.

That was fun as I had the sailor describe how they approach the ship and crawl up the sides at night to toss sailors overboard and drown them then eat them. I also shared that ships in waters known to have the sea-devils will sail with lanterns hanging over the side near the water, as the Sahuagin detest light, being deep sea creatures.

The second was that the sailor had landed on the island to find fresh water when sailing by last year and barely escaped a herd of axebeaks that charged out of the forest. This is why social interaction (governed by encounter reaction rolls with modifiers) is so important, it is a key to unlocking information about the environment.

They had an encounter on day 2, it was a passing merchant ship, this gave me the opportunity to let them know that many encounters will be like this, only leading to combat or any sort of involved interaction if the party wants to engage. For example, if the party had fought a sea creature and the ship was damaged and floating listlessly, a passing merchant ship would be a godsend. But in this case they just passed by each other.

There was also an interesting role playing encounter later that day. The player had noted that the deity her character worshipped was not one that she liked. So I told her, ‘it’s your PC, you can change who you worship if you like’). They learned that the PC is theirs to play as they like, any aspect of their personality, beliefs, anything, can be changed. Sometimes there will be consequences (e.g., if the player was a priest and wanted to switch gods) but in most cases it’s up to them. The PC is directed by the player.

They had another encounter on day 3 at night, it was cloudy and dark and they sailed into a “Sargasso” field when passing between some mid-ocean islands, the green mass sucked at the ship and slowed it to a third of it’s speed. They were trying to hack through the weeds with blades lashed to long poles when the Garudin (aaracockra) bandits hit from the skies. They had a lair on one of the small islands in the cluster, and they used the sargasso patch to attack passing ships.

This was their first experience of combat. They saw the surprise roll, fortunately they were not surprised, a keen-eyed sailor spotted them before they arrived. That meant that the ship board combatants had the opportunity to attack with missile fire or spell. Fortunately this was early enough in the evening that everyone was awake. One of the PCs was praying with the priest who was travelling as a passenger on the ship, the warlock and fighter were discussing how to explore the island.

They were learning things about combat at every turn, the diving Garudin were vulnerable until they reached the party, as they were effectively charging so took a 2 point AC penalty. They learned that approaching enemies are vulnerable to missile fire and spell until they arrive.

The thief and fighter and a few of the sailors shot crossbows/bows (only 3 of the 20 sailors had their crossbows in reach when it happened), and they learned that wounded aerial foes can be taken down if their HP goes below half, and they took out a few of the bandits. Two sailors were grabbed and flown into the air to be dropped in the ocean, so the party warlock cast a spell that improved the accuracy of the missile fire from the fighter’s bow and she shot both of the bandits, doing enough damage to cause them to drop their sailors. One hit the deck and broke his leg, the other dropped into the ocean but was retrieved before he drowned.

The bandits then rolled morale, so the party learned that you don’t have to destroy all of your foes, just enough of them to give them a bloody nose and have them flee. The bandits were driven off, and the party was now a big favorite of the crew as they had saved a few of them directly and drove off the bandits. I let them know that this would contribute positively to any future interactions with the crew or the captain.

The next day was without encounter, and they arrived at the island. The only thing they knew about the island was the axebeaks were seen in the southeast end. They considered the topography (the island had a peak in the middle, and was ringed by a dense forest, they couldn’t tell if there was anything beyond the forest) and were trying to decide where to land.

Something neat happened, the quietest member of the group, who plays the party fighter, suggested that they land on the north side where the peak would block off visibility from anything on the other side, it was also away from the known location of the axe-beaks.

I smiled, we had a tactician at the table, and they were playing a fighter.

Sweet.

The decided to skirt the bottom of the peak and go around it to the other side. They scanned the peak as they went, looking for caves or movement, judging that the warlock they were after might have set up camp in a cave.

I let them know it was very slow going, these were wild forests, and a remote island. However, they did discover  a few animal runs as they travelled, and wondered if it was the axebeaks who made them.

When the skirted the mountain they made a surprising discovery, the interior of the island was grasslands, with extremely tall grasses filling it almost completely, it appeared the island was ringed with forest but the interior was all grassy. The grass came up to their necks.

They also saw caves on the side of the peak, about 6 of them, and milling around outside the caves on the landing was kobolds and axebeaks. From where they were they couldn’t see details, so the Warlock sent up her familiar, a small lizard, to investigate.

I was impressed, many groups I have run would have started to attack the kobolds on sight, or would have threatened them, or something else aggressive. They waited to see. The familiar got in close enough to see that the axebeaks had riding gear on them, and the kobolds had hunting gear.

Then the kobolds noticed them in the grasses.

I rolled an encounter reaction roll for this. The island is in the middle of the ocean, but ships occasionally pass by, many don’t stop but every once in a while one does hoping to snare fresh game or fresh water, as the island is large enough for both. So the kobolds are not completely unfamiliar with people showing up on the remote island. Once or twice a year sailors will show up, and the kobolds have traded with them on occasion, and had a few skirmishes.

I rolled their reaction and it was mildly positive, they outnumbered the party 5:1, and had the advantage of familiarity with the terrain, so they were confident and had positive modifiers. They called out to the party in Togmu (frog-folk, the only language other than their own that they knew), fortunately one of the party spoke Togmu, and they learned the importance of little details like this on your character sheet that seem like fluff.

They ask the party why they were there.

They discuss what to do, maybe the kobolds are in league with the guy they are to get, maybe they aren’t, they explicitly talk about the fact that the island could have other monsters that the kobolds like or dislike. They decide to risk it as the kobolds didn’t immediately attack, and they say they are here to find a wizard and they describe him.

They talked for about 10 minutes or so in character, these are theatre kids so they did like hamming it up, standing up and showing how they were standing or how they were gesturing while their characters talked to the kobolds, I could see they liked the back and forth.

The kobolds invited them to break bread and share a meal.

I’ve seen many group refuse this sort of offer from NPCs before, “They will poison us”, “it’s a waste of time”, but they eagerly agreed and in short order were sitting and eating fish and fruit around the fire with their shaman.

The conversation was fun, they asked a lot of questions because they wanted to learn about the island, so I had the shaman ask them a lot of questions about the outside world, and about their professions, the ship they came on, etc.

They ate it up.

They learned that the warlock had indeed arrived on the island about 6 weeks ago, he met the kobolds but just warned them off and threatened them to not interfere with his work, then disappeared to the West part of the island where there was a young green dragon that lived in it’s thick forest. They avoided that end of the island because of the dragon, but they saw the warlock again 2 weeks ago when he passed by their caves and headed to the far eastern end of the island.

Two hill giants dwelled there, they occasionally attacked a lone kobold or wild axebeak, but otherwise didn’t bother the kobolds as they were numerous enough to be a challenge. The kobolds hated the giants, but left them alone as they deterred outsiders by throwing rocks at passing ships that got too close.

So now they had to decide what to do. The kobolds were neutral, they wouldn’t go to the west end of the island as they feared the dragon, but they would be willing to help the party if they decided to go to the hill giants, as they wouldn’t mind seeing them dead.

The party decided to head to the west end of the island and see what the warlock was trying to find or doing, then to head to the east end if nothing came up.

They waited for the afternoon heat to let off and headed out. They entered the forest and began to look for evidence of the warlock’s activities. There is an entrance to a small dungeon on the west end of the island, the kobolds haven’t encountered it since the dragon deterred them. There used to be an adult green dragon and two young dragons here, the adult and one of the younger ones were slain by the giants after the adult was wounded by a rock slide on the peak, so the kobolds hadn’t gone in this area at all.

The party had odds of finding the entrance per hour of searching, 1 in 6 odds each hour. There were also 1 in 8 odds each hour of a random encounter in the woods. They decided to spread out a bit but not too far, so they could hear each other shout and see each other from a distance. They spent 6 hours searching and finally a 1 came up on the encounter die. I rolled an encounter with a killinth plant (a Bhakashal monster).

There was no surprise, but the PC lost initiative, and the plant managed to wrap a tendril around her leg and start dragging her forward, she was dragged 5 feet. She shouted out and took out her sword, trying to hack off the tendril.

We shifted into combat mode.

Her fellow PCs reacted when she shouted, the warlock cast a spell that enhanced the range of her missiles, and threw daggers at the thing. She missed, and nicked the PC (the thief) on the shoulder.

Friendly fire rules noted!

The fighter charged in and spent her action moving.

The thief swung with her sword while being dragged that first 5 feet and missed!

Round over

The creature dragged her 5 more feet.

The warlock threw two more daggers, one hit, one missed. The hit did minor damage to the creature.

The thief swung and missed again!

The fighter arrived off a charge, +2 to hit and if they were successful, double damage from the charge!

They missed too.

Now, you could see the thief player was realizing things were going poorly, she was now right in front of this thing, was going to get her in close and do something horrible, and she had been unable to do any damage to it.

New round

The magic-user started to cast a spell that shot a quarrel of acid, the fighter took another swing, and the thief dropped her sword and took out two daggers instead.

Initiative was rolled.

The plant belched out spores at the thief, she was standing right in front of the flower. She thought she was dead.

“You get a saving throw, roll a d20”

She rolled a 14, her saving throw for breath weapon was exactly that.

“The plant spewed spores but you ducked down beneath the spray just in time.”

There was a lot of loud screaming after that.

Then she drove the two daggers into the vine, one missed, but the other was a natural 20, and a critical, so she severed the vine completely.

That had her dancing around the table.

Then the fighter swung her sword, a hit! The flower had 10 hp left, she did 10 hp damage on the nose (2-12 for a bastard sword against large foes with a +2 damage bonus), slicing the thing completely in two at the stalk.

They screamed at that too. I had a chat with the parents later and apologized, “D&D gets loud”.

We stopped right after that.

I pointed out that one of the reasons why I roll everything in the open, including monster hit points, is that I want them to know that their failures and successes are because of their actions, not me making it happen to make it dramatic. They also discussed how the thief had thought that she was going to die in that encounter, her heart was pounding as it unfolded.

That lead to a discussion of why I prefer to have a deadly game, even if that means losing a beloved character.

That’s two sessions in, they have a sense of how travel works, they have had a few combat encounters so the understand friendly fire, missile weapons against charging foes, charging, initiative, surprise, basic combat mechanics and the speed and lethality of combat (each combat was only 2-3 rounds long), they have learned to interact with NPCs to gather information and form alliances, that all environments hold the possibility of dangerous, neutral or helpful encounters, and that planning ahead is very advantageous.

We have two more sessions of play before we tie up and discuss things. I’m hoping they find the dungeon so they can experience a short dungeon crawl (this one is a maze). The warlock they seek is dead in the hill giant’s cave right now, they don’t know that, we’ll see if they manage to find him!

I’ll report back after the next session.

 

 

 

Monday, September 30, 2024

Building Bhakashal – Session Report – Domain Play

We had our first session for one of my after-school groups this Saturday, we are shifting to biweekly 3 hour weekend sessions rather than weekly 1-1/2 hour after school sessions for this year, as after school activities are increasing, as well as homework!

We took a 2-month summer break, when we finished they had just arrived back in the city after a fierce fight with a bandit crew. They had traveled across the game world to the Forgotten City, and they were heavy-laden with 8 months of adventuring loot. I have to hand it to them, they hired extra pack animals and traveled with a caravan to ensure they brought all their loot home, it was a major pain in the ass, an extra cost, and it slowed them down considerably. But they were rich!

After a recap of the previous game year, mainly reminding everyone of tasks finished, tasks unfinished, commitments met and not met, allies and enemies created. This was essentially a bookkeeping session, but my group loves those. First we dealt with leveling up ¾ of the party (two PCs didn’t level, the rest did). One side benefit to this (differential XP requirements by class) is those classes that level more often get rewarded. When you run different classes leveling at different rates, this becomes another way to differentiate the classes. People complain about thieves in 1e for example being “underpowered”, but they level up fastest in AD&D and so improve more regularly.

We had one of the party warlocks level, and they rolled for their Patron spell, in this case they rolled a homebrew spell and were pretty stoked about it. It allows you to “borrow” power from a monster if they fail their save.

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Inarrak’s Ingenious Appropriation (Alteration) - Level: 6, Casting Time: 6 segments, Range: 1”, per level, Duration: Special, Area of Effect: Special, Components: V,S,M, Saving Throw:Neg.

Inarrak’s Ingenious Appropriation allows the Warlock to temporarily “appropriate” a power from a monster who fails their saving throw. This could be, for example, the breath weapon of a dragon or the gaze of a basilisk. While appropriated, the monster does not have that power. The Warlock can in principle appropriate any power, multiple attacks, etc. Powers can be used 1 time for every three levels of the caster and must be used within an hour of casting the spell. The Warlock may not appropriate a power from a creature that has more HD than she has levels. The material component of this spell is a small mirror and a gold piece.

 

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Warlocks in Bhakashal are free casters, once they memorize a spell they can cast it up to their maximum number of times per day (level and INT based), but they have failure odds for all castings, and the odds of HARMFUL failure are 5% per level of spell.

Ouch.

Now almost everyone in the party was 8th level. This means that they are on the cusp of conversion into Bhakashal nobility. At 9th level PCs who have completed an important task for their faction are considered to become part of that factions upper echelons

The party had two 8th level members before everyone leveled up at the start of our current sessions, they will likely hit 9th by mid year and be eligible for noble status. We are transitioning into what would traditionally be called “domain play”.  I consider all levels of play in Bhakashal to be “domain play”, as  you work for a faction from 1st level, and are thus tied to bigger things from the beginning.

But I digress.

They decided that it was time to figure out what to do as their “big task” to impress the existing Bhakashal nobility to let them in when they did reach requisite level. Up until this point they have been following the direction of their patron. They had a sense of what was important to him, but they did not have a sense of what was important TO THE FACTION beyond him. And the point is that they need to do something big so the faction will want to add them to the existing nobility.

They had two ideas, first was to find a powerful monster that was threatening their House and slay it. The second was to pair up with Craight the Swift, the caravan master of the caravan they had traveled with for the last game year, and find some distant place to open trade with, either in mundane resources that are rare in Bhakashal, or in magical resources, e.g. rare components used in spell and item creation. This second option was what my Friday game from last year decided to do when they had a few players hit 8th level. They are currently in the underworld trying to build a trade network around exotic monsters. Slaying a fearsome monster is good, figuring out a way to harvest materials from a monster in perpetuity is even better. For example, in Bhakashal several of the marshland villages raise giant slugs and use their acid for various things, from weapons to spell components to alcohol. If the party could corner that trade or get an advantage for their house in that trade, it would be a big deal.

They spent some time talking and decided to ask their patron, Quin Faal the Iolite, for suggestions, he’s obviously more plugged in than them. Over the last four years of this campaign they have gotten to know him pretty well, and on the whole they have been successful at the tasks he has put them to. So, how does the Patron respond? I roll for that. Encounter reaction roll (with mods) was very positive. I decided that Quin Faal was ready to make some big moves of his own, and having any member of the party as House nobility would give him another ally. So, he gave them 3 options, tasks that would both work in his favor, but also give the party a big reputation boost.

The first was related to the Bhakashal Blossom, this gigantic plant has roots all over the city that lead to healing pools, the temples and the Noble Houses control them, but there are rumors of another that has not been found. The healing pools are a big deal for two reasons, one, they heal ANYTHING, you could bring back a finger and get back the person. Second, regular healing drains the Seer (Priest) who does that healing temporarily, the pools do not. Odds are the pool will be on another House’s territory, so if that’s a House they want to forge an alliance with (which can be rolled for), or one they are opposed to, no matter what there are lots of possibilities!

The second task related to demons that have been appearing with increasing frequency and targeting powerful people in various Noble Houses. Demons in the city used to be rare, with so many high level warlocks and seers around, why bother? Find out why and stop the demons. That would be very dangerous, between magic resistance and psionics, demons are deadly, and defeating them and rooting out the source of their summoning would bring major Honor to them and any House that would take them.

The third related to the Spiders (Thieves) guild, in Bhakashal the Guild is split into two, the city branch and the Raosk branch. They have an uneasy truce, but the city branch is run on the sly by a Lord of House Quannar, the PC’s house. When Quin Faal told them this, they became privy to “nobility” level information, the identity of the “Black Arachne”, the guildmaster of the Brass Blade Spider’s Guild, is pretty secret. Now they know, Quin Faal was trusting them with key information. House Quannar has influence over one branch of the Guild, but not the other

Task three was to either slay the Guildmaster of the Raosk guild or take him out of play so that either one of them or a House Quannar Lord could take over, making their house dominant over both branches of the Guild.

That would be a boss move.

We took a break at that point from the RP with Quin Faal and while they thought about the options, we took some game time to take care of some bookkeeping. They had to cover expenses. They had been gone for months, so they had to pay their retainers (the ones who protect their property in the city). They also had to pay tribute to their patron, pay their taxes on their property in the city, make their donations to the various temples, make their donations to their factions, and grease the palms of a number of regular allies. Some also had to replenish supplies, henchmen and mounts.

Then they had to convert their mountains of coin into gems and jewelry. We roll for each PC to see if they get a better, worse or fair exchange when they buy gems and jewelry, various PC skills figure into these rolls.

One of the PCs wanted to RP a brief encounter with a mid level brawler who had bested him in a fight in the Raosk before they left on their big trip to the Forgotten City. He found the guy after some searching around a brief trip to the temple of Aeskaros, Bhakashal god of Vengeance (Aeskaros appears as a fiery red humanoid with four arms and the head of an ape, carrying a pair of two-handed swords), where he left a very large donation, the Seers pointed him to his prey. They had a fight in the Raosk, essentially on the street, there was lots of informal betting, and this time the PC won the day.

They loved that.

Then one of the PCs decided to take downtime to make a magic item, they had found a scroll with Enchant an Item and took the chance to try and memorize it. That was successful, and he had access to the library and the laboratory at House Quannar, so he decided to start with enchanting three shuriken to be +1 and return on throwing. Bhakashal has a process for that, so we rolled and spent a lot of gold (just getting the shuriken made is expensive as they have to be the very best quality materials, made by a skilled artisan) and he got his shuriken.

But that, combined with level training and other housekeeping activities, took up about two weeks of game time. By that time Quin Faal had tasked another one of his groups with discovering the possible extra healing pool.

So that was off the table.

They eventually decided on trying to take out the Guildmaster of the Raosk Brass Blade Guild as their initiation task for status as House nobility. I think the demons scared them off!

At that point they talked strategy, how to best identify the Red Arachne? Eventually they settled on finding something of import to the Raosk branch of the Guild, something that they wanted or wanted out of the way, and dealing with it. That would hopefully get the Red Arachne’s attention, and maybe help them to find out who they are. We broke at that point with the players busily hatching schemes and seeing if any of their new, recently leveled abilities would be helpful.

I should add that generating high level tasks like this is something else that Bhakashal does if the referee desires. There is a rumor table for the setting that has high level stuff like this that is up to the referee to decide on as true or false. So it could just be a rumor, or it could be the basis of something bigger. Add to this any rivalries from the PCs past that impact the House, or any tasks they have completed that hinted at bigger things going on. There are tons of sources of inspiration for this level of play in Bhakashal.

For those who are curious (these figures are rounded, I wasn’t watching the clock the entire time):

Time for Tasks: 7 - member party [OoC means “out of character”, IC means “in character or played out at the table as the PCs)

1. (OoC) Recap of big developments of previous year, enemies/allies made, achievements - 30 min

2. (OoC) Leveling up - 20 min

3. (OoC) Brainstorming "main task" - 20 min

4. (IC) Discussion with Quin Faal - 30 min

5. (OoC) Bookkeeping Tasks (money changing, expenses, henchmen, etc.) - 20 min

6. (IC) PC fight with brawler - 20 min

7. (OoC) Magic Item creation - 10 min

8. (OoC) Brainstorming "main task" - 30 min

Total – 180 min, 3 hrs

 

Saturday, September 21, 2024

Building Bhakashal – High Level Play

My gaming groups are starting later this year, which gave me some time to review my campaign notes over the last few days. My Wednesday group started the year heading to a place on a map, the Forgotten City, just because it sounded cool, and there was lore suggesting it had great riches.

The lore was off, it had a gateway to hell, and moderate riches. After releasing a Pit Fiend, and pissing off a very high-level warlock, they managed to flee and catch up with their caravan. On their way back they had a bandit encounter that was very chaotic, but they managed a stalemate and retreat and headed home to Bhakashal.

They have all accumulated enough experience to level, which will make some of them 7th level, and some of them 8th. For reference, it has taken 4 years of gaming, about 360 hours of table time for the highest-level PCs in the party to get there. When you hit 9th level in Bhakashal you get to join the upper echelons of your faction. Each faction has a ruling class, a group who, by distinction of raising through the ranks, are now those who direct the faction. So, some time near the end of this gaming year, assuming they survive, they will be in a position to become part of the ruling class of Bhakashal, and will no longer have a patron directing them.

 However, you don’t just automatically become a Lord upon hitting 9th level.

You have to do one of two things:

a) defeat a sitting Lord in combat in the arena

b) perform a service for the House that significantly impacts their status/repute 

A Lord can refuse a challenge if desired, unless they have dishonored their station or the challenger. So that route is risky as the party doesn’t have any “dirt” on anyone. Over the next gaming year, they could look for some and challenge someone directly.

Option B would involve something BIG. Something that would significantly impact the status of their House. They are of course welcome to come up with a task that would meet the requirements. My Friday group did this last year, as they were older than my Wednesday group and had party members that hit 8th level halfway though the year. They came up with the idea of establishing trade relations with factions in the underworld in order to get access to the unusual monsters and plants of the underworld. Establishing an outpost and trade relations for their Noble House would be a big deal.

However, it can be hard for players to come up with, “something big”. As much as the players are involved in faction play, and familiar with their patron’s interests, coming up with a significant goal to gain prestige amongst the upper echelons of Bhakashal House nobility isn’t. So, I’m going to give them some ideas. In each case the idea will be one that they learned through a contact or ally they have made over the last 4 years of play.

It’s time to cash in on the many relationships they have built

Option 1 involves the Brass Blade Spider’s Guild, it currently has 2 branches, one located in the Ward of House Quannar, the party’s House, the other branch works out of the Raosk. The Lords of House Quannar have sway over the city branch.

But the Raosk branch is out of their sphere of influence. So, task one would be for the party to either assassinate their Guildmaster or determine how to bring them to heel. This would bring all of the guild into Quannar’s orbit. That’s the kind of “big move” that would be worthy of a Lordship, as it would fundamentally shift the relationship between factions. It would involve infiltration and spying, gathering power. 

Option 2, over the last year there have been several prominent attacks by demons in the city. Demons, even powerful ones, rarely enter Bhakashal, there are so many wards, warlocks and high level priests around. So, someone in the city has likely been summoning them, or there is some sort of rift that lets them through. If the party can stop this it would be a major achievement, as demons are quite powerful, defeating several of them would be notable.

It would also put all of the Noble Houses in their debt, as the demons have attacked and killed several powerful Lords and Warlocks in the city before they were themselves destroyed. In addition, it is believed that some of the demons are polymorphed and hidden amongst the population.

Option 3 involves the Bhakashal Blossom, a huge plant that has roots throughout the city that connect to the healing pools that are accessible only to the most powerful in the Bhakashal factions. The PCs would hear that there are one or more pools that have not been discovered, and their task would be to find those pools and either secure them or bargain with the faction who control the territory where they are found.

The pools are extremely important, discovering new pools and securing/controlling them would be an achievement of the highest order. It will also be very challenging as it will involve negotiating with other Houses if they are found outside of the territory of the party’s House.

These three options were created by raiding the Bhakashal City Rumors Table. The table has 50 rumors about the city, the ref gets to decide which, if any, are true. Most of them have a conspiracy flavor, so they make excellent fodder for the sort of bold, game changing action that would be worthy of soon-to-be Bhakashal Lords who want to impress their House to gain stature and standing.

This year they will need to step it up and do some game-changing things in order to earn their spot amongst the Bhakashal elite.

It going to be epic.

Also, it is important to note that I haven’t had a chance to play test this part of the game much yet, two of my groups are approaching the goal, but none have made it.

One of the key differences between Bhakashal and other indie games is that it has been extensively playtested, over the last five years we have put in 1000+ table hours of playtesting. This high level piece is one of the few that hasn’t had the opportunity. Playtesting ensures that the systems work, work well, and the system is integrated.

Onwards and upwards!

Wednesday, September 11, 2024

Building Bhakashal – Home Game – Session 3


My home game is currently a few dads from my kids friend group. We added a new player this week, so I thought a session report would be useful.

When a new PC arrives in our home game, I generate the PC for the player or we roll it up together, player’s choice. In this case they asked me to make them a PC, and the existing party, a Seer (priest) and a warlock (magic-user) needed some muscle. I rolled up a fighter using the Bhakashal chargen rules, randomizing almost everything.

Last session the PCs had managed to kidnap Mitrax Toma the Bold, a House Omander Lord who was plotting against House Rostus. Between sessions Mitrax was ransomed off to his House in dishonor, and he fled to his retreat to plan with his ally, Calligaster Naukan, a House Omander Necromancer.

The party discovered that the pair were funding bandits to harass caravans in territory under the protection of House Rostus. They don’t know why. Kamerli the Ivory, the party’s patron and a House Quannar Warlock, along with Tairnay the Sphene, House Rostus Warlock, and Kammershorn the Iron, House Rostus Lord, have banded together. Tairnay and Kammershorn are responsible for House Rostus territories in the marshlands.

They met in Tairnay’s tower, in the upper Northeast corner of the ward of House Rostus. The tower is made entirely of green marble, it has no windows except on the top floor, which is almost entirely open with pillars every 10 feet or so. The roof has an elaborate garden on top, filled with lush foliage, strange flowers taller than people, vines that slowly move and more than its share of bird-sized, luminescent insects. At the centre of the roof is a pool made of white stone filled with silvery water. Seats are arranged around the pool, and the party is escorted to the roof by four Chitin House Rostus Regulars, wearing their blazon of an Emerald Lantern on Black.

Fun side note, Tairnay is a high-level warlock at House Rostus (8th level), so her tower is in that ward, but I don’t place that sort of stuff, instead, when the players interact with the location, I specify it on the map. So as of yesterday’s session, that building has been designated as the tower of Tairnay the Sphene.

Tairnay sits beside Kammershorn in robes of green that shimmer and shift when she moves, like ripples through water, she is bald, has an elaborate flair collar behind her the head, and wears a silver skullcap with no jewelry of any kind. She is a Malu (fish-folk). Kammershorn is an Emberi (human), a tower of a man, also bald and without beard, wearing only a leather kilt and harness. He has a House Rostus tattoo on the shoulder of his weapon arm, and his signature trident by his side.  Sitting across from the two House Rostus dignitaries is your patron, Kamerli the Ivory. Kamerli is a tall, thin Emberi, dressed in dark red leathers, his hair is a lustrous black and his all-white eyes lack pupils.

The party and the NPCs discussed options based on what they knew. In this situation I roll randomly to see what Kamerli, Tairnay and Kammershorn have come up with, they are well connected Bhakashal Lords and Warlocks, they had a lead.

 Mitrax Toma the Bold is allied with a Necromancer, Calligaster Naukan, Naukan’s lieutenant, a lesser Necromancer named Pholl the Gaunt, has a penchant for searching out the places where groups of people have recently died and collecting their corpses to reanimate. A local hunter, a friend of House Rostus, had guided him to the location of several slaughters, and after a modest bribe has let them know of his next trip. Kammershorn suggested that this route might be the most direct.

 Before that, they were sent to retrieve someone. All high level Bhakashal Mercenaries recruit lower-level mercenary followers, they act as sort of a personal guard. One of Mitrax’s former followers left his service, dissatisfied with his progress within the Bhakashal Lord’s ranks (he was passed over for important assignments, etc.) He left House Omander and is a free agent. He is staying at a Ketka named the Slumbering Naga on the Southmost platform of the Raosk, fishing, gambling and fighting on the platforms in the Raosk for extra coin, his name is Taerg the Rain.


 Taerg might have useful information, the party had to find him and convince him to come back to their patron and share information.

The new PC was of course Taerg, I told him two pieces of information he had that were relevant to House Rostus holdings in the marshlands.

1.        There is a Yalan village in the Cairan Forest (“Village of Golta”) who have denied House Rostus access to their territories, all villages can choose to reject the protection of a House. Lord Kammershorn and Tairnay the Sphene have been in talks with the village to reverse this decision. The bandit raids have made House Rostus look weak. Taerg heard Mitrax discuss this village before.

2.        A Togmu village along the River Kirth, Bargo, in House Acantus territory, has been competing with a Saan village in House Rostus territory, Amabar, both villages have been breeding giant slugs and harvesting their acid for use as spell components and in creation of alcoholic beverages. Taerg saw Mitrax take interest in this conflict and discuss it several times.

The party travelled through the city to the Raosk. Note that I rolled for encounters along the way in both locations and while travelling there. The rules are weighted such that encounters are not the default, but they can happen. The party ended up on the platforms of the Raosk. A positive encounter reaction roll with a Togmu hunter they randomly picked out of the crowd got them the location of the Slumbering Naga.

The Ketka  was a large tent that has curtains hung to divide up the space into sleeping squares, these squares have mats and pillows and a small table and chest. They are marked by having a maze-like corridor that snakes between the divisions to give access, and a green (oxidized copper) a four armed emberi (human) statue of Bemmarg, god of love, holding two long staves, at the entrance.

The party asked about Taerg when greeted at the entrance, explaining they had work for him. I rolled to see what the tent-minder would think about that, given that the PC was looking for work and fighting on the platforms for coin, I weighted it slightly in their favor. He told them that Taerg was fighting on the elevated platform tonight. He fought every few days.

They went to the platform. During the day it is elevated to the top, it’s shade is a well known refuge, during a fight it is lowered so it is only 10’ above the closest platform below (platforms vary in height). The disc is large, fights can stay in the center or branch out towards the sides. A critical hit to someone near the edge would send them over, taking falling damage and perhaps missing the platforms and heading to the marsh.

The PC is a mid-level fighter, he was pitted against a Jugyi (turtle folk) named Kulkage – AC: 4, Lv: 4, HP: 20, NA: 2, DA: 1-6/1-6, SD: Back AC 1 – Kulkage will attempt to pick up his opponent (critical required) and throw them off the edge of the platform.

The fight was fairly short, Kulkage won initiative and tried to grapple Taerg, but the mercenary managed to avoid his grasp.

They circled again, this time the Jugyi charged, hoping to knock Taerg back towards the disc’s edge, this means longest “weapon” strikes first. As it happens, Taerg has longer arms than Kulkage, so Taerg struck first and rolled for two strikes, hit both with criticals, the first he took another unarmed attack, the second he took double damage.

“After circling for minutes, feinting and pulling back, and failing a grapple, your opponent charges you, clearly intending to knock you back towards the disc’s edge. You anticipated this, and you move to the side slightly as he lunges, smashing the side of his head with your fist, he stumbles and turns towards you, only to meet your forehead as you bash his face, blood flying wild. As he staggers you spin around and smash the side of his face again with your foot, and he collapses to the ground”.

Laughter, shouting, and the sound of coins exchanging hands.

That was a fun character introduction.

The PCs had a conversation, the new player held out for a bit, and asked a few questions, he had just left the employ of a Noble House, and was doing alright on the platforms, he wasn’t sure. But they promised good compensation, and to at least hear out their patron, and he went along.

New party member gained!

Back at Tairnay’s tower Taerg shared his information. The party discussed options with the two lords and the warlock.

1.        Taerg thought they should ambush Pholl the Gaunt, Kammershorn liked the idea

2.        Tairnay, the party Warlock (Ormann the Crimson) and Seer (Ghollen Taz) thought it made sense to go to the villages to gather information

3.        Tairnay also suggested they could try to break into Calligaster’s tower in the Ward of House Omander. Calligaster has a tower of his own in the city, he and his apprentices live there. Tairnay knows something of his comings and goings.

Ormann suggested that ambushing Pholl was the best idea, and several encounter reaction rolls later we had agreement from the patrons.

So the party was directed to the hunter that had given up information, they found out about the excursion, Pholl was leaving the next morning.

Last session after defeating the bandits one of the bandit units, their leader and several lieutenants all joined the service of the PCs, in anticipation of House Quannar coins being sent in their direction. The party left in the afternoon the next day to get to the location, 3 days away in the marshlands. All parties were mounted. The party took a slightly circuitous route so that Pholl would arrive there first.

I roll for random encounters for any travel, that was for both groups. For the party no encounters came up. For Pholl there were two, one with a pair of crocodiles, they left after seeing the size of Pholl’s party (himself, a pair of henchmen and 10 house Omander regulars). The second encounter was with a small caravan, they passed without note. The necromancer arrived at the location and set up camp. Pholl would animate the dead later to move them under the cover of darkness to a different location where Calligaster has been collecting undead.

Just before the party arrived they heard a distant horn blowing from their destination. Nothing came of it, so they continued on. The party hid itself and the bandits around the location when they arrived. They waited until sundown and then sent in the mercenaries with instructions to attack as if they were surprised to find the Necromancer, but not to slay him.

The bandits were 15 0-levels, with 6 2nd level lieutenants and a 7th level mercenary leader named Rojmi Yin, they are all mounted on Saan (giant lizards). They burst upon the camp, there were 10 0-level soldiers, Pholl the Gaunt, a 3rd level lieutenant and… a black dragon. The House Omander soldiers were not being menaced by the dragon, it was in the service of Calligaster, and through Calligaster, Pholl. So they were not impacted by the dragon’s fear aura.

Unfortunately, all of the party’s 0-level bandits and 2nd level lieutenants were. They all fled in terror.

That left Rojmi, who immediately charged the necromancer and tried to scoop him up. He reached out and missed, turning around as the House Omander soldiers, who were on the other side of the camp (they were as far from the dragon as possible, even if they weren’t fleeing), came running. As he turned the necromancer took out a wand, spoke words they could not hear, and pointed it at Rojmi, a crackling blue bolt of lightning struck him and his mount, slaying his mount, and badly burning him.

At this point the PCs, who were hiding nearby, arrive.

Our new mercenary now attacks a group of 4 0-level fighters that surround him. He gets the initiative and strikes with his trident, getting four criticals. In Bhakashal, you get a critical with a total “to hit” roll of 25 or higher, a 6th level fighter gets enough bonuses with a magical trident to make that quite doable.

“The soldiers surround you, menacing with their swords, your trident jumps forward, spearing one in the gut, you pull it back and spear another in the neck with it’s spiked butt. You wrench it out of the soldier behind you, and whirl it around to push back the other two, who are, for a moment, disoriented by your slaughter. You stab the one on the left in the chest, he heaves forward and then back. The other lunges in your direction hoping to hit you before you can react, but the soldier on your tines falls off, and you flip the weapon around, jamming it into your target’s gut as he arrives.”

Badass. The rest of the soldiers fled after a failed morale check.

The party warlock lets loose with magic missile, which staggers Pholl and stops his next action. By that time a singed and pissed of Rojmi smacks the Necromancer to the ground.

Ghollen Taz turns to the dragon… and talks to him.

Dragons are intelligent in Bhakashal, this is widely known. They are selfish, power hungry and somewhat vain, being ancient and powerful.

“A mighty wyrm like yourself, having to work with that low thing, I cannot imagine. Whatever debt you have to his master, as surely it could not be to him, we will discharge it for you as we are going to slay his master for his actions against ours.”

Didn’t see that coming. The player was offering to slay Calligaster so the dragon would no longer have  to work with him, speculating that the dragon was discharging a debt or Calligaster had some control over him.

The beauty of this game is that I don’t have to decide, the dice will.

I make an encounter reaction roll, I modify for charisma and House alliances, and give a negative modifier as there is clearly some sort of agreement between the necromancer and the dragon. The result comes up strongly positive.

So the dragon accepts their offer, agree to slay Calligaster, and he will leave.

Pholl the Gaunt loses his cool and shouts, “If you betray my master, you loathsome worm, he will have your skin flayed from your body!”

I roll a reaction roll for the dragon, this is essentially part of the parlay.

It comes up strongly negative. One other quick roll to see what the dragon does, spell, breath weapon or claw and bite.

Breath weapon it is.

The dragon pulls up to full height and spits acid on Pholl, the acid dissolves huge portions of his body before the eyes of the party.

That was a hallmark moment.

Unfortunately, Pholl was also their lead.

The dragon turned to the party Seer,

“Dragons can walk on two feet little ember, or they can fly. I will fly from here for a while, go hunting on the coast, when I return I will travel to the city and walk on two feet until I find you, to see if  you have honored our bargain.’

He then turned, spread his wings and flew off.

Now the party had a commitment to slay Calligaster Naukan, one they had not discussed with their patron.

But that was a concern for the future.

Ghollen Taz sat down in front of Pholl’s smouldering, half eaten away body. He began to chant, his holy symbol clutched in one hand. After several minutes, his head pulled back, and his eyes opened, they were a blazing deep blue, all other colors gone. At this point, the half acid-consumed skull of Pholl the Gaunt rose into the air, and it’s half destroyed jaw creaked out scratchy, cracked words.

“Ghollen Taz… servant of Sithasial… necronaut… ask me your questions”

The party had conferred about what to ask,

“Why is Calligaster Naukan interested in dishonoring House Rostus”

There was a pause, then the half skull, steaming flesh hanging off it like curtains, spoke again.

“The village of Golta has refused their protection, denying them access to their territories, Calligaster wished to dishonor House Rostus so they would not change their decision.”

So now they knew what thread to pull.

Taz spoke again, “Why did Naukan want the decision to stand.”

“I know not”

That was their two questions.

They decided to go and round up their soldiers who had fled thanks to the dragon, and head back to the city. That was another 3 days of travel. They had only one encounter, a group of Togmu hunters, who they passed amicably.

We stopped there as they arrived back in the city.

They now know the clue is related to the village of Golta, Calligaster and Mitrax don’t want House Rostus to gain access to the territories around the village, that suggests that there could be sites or items of power to be found there. The next step is to figure out what’s so important about these territories.

Big fun.

 

 

 

  Building Bhakashal – Session Report We’re Back! We broke for the year back in June and started back up this weekend, my Thursday group...