Thursday, November 20, 2014

Dodushkun: Session 1

The system: Savage Worlds
The setting: Dodushkun, the City of Isles. More specifically, the Shambles[1] , the northern district of the mainland city, where Mother Alvra runs her orphanage. A district with a smoke-stained history, the streets wind and twist, and buildings are an eclectic mix of run-down old styles and newer, cheap housing. We join our heroes six months after the previous session.
The Player Characters
Saldo: The dashing, somewhat dumb kid with a passion for wrestling and shooting. He has spent the past six months training with Sal, a Sannosimma gunsmith with a passion for the martial art Sanhar. When he isn't training with Sal, he is helping Mother Alvra with her errands or causing mischief with his orphan siblings. Pretty tough for a nine year old.
Gorvis: A caster and a trickster, he goes where he wants, when he wants. The past six months have seen him working (nominally) as a shop-keeper with Jormind Bedrek of Jormind's Discount Securities, a locksmith who is willing to teach Gorvis how to make tumblers dance. He makes folks reconsider the scheming capabilities of eleven year olds.
Ingevla: A far-flung apple from a stunted noble family tree, she's been spending her free time as a lady-in-waiting for a low-noble household in the city. When her mouth isn't getting her into trouble, it's getting her out of it. For being ten years old, she's smarter than you'd think.
Our Newcomers
Felix: He's one scruffy-looking nerfherder of a twelve year old, a fact he's perfectly willing to hold over Gorvis's head. Also perfectly willing to arm himself with his pretty face and foul mouth, he's a tough little sucker. Sold to Mother Alvra from the same batch as Chaya.
Chaya (kai-ah): The studious scholar of the group, Chaya's family taught her a smattering of Alchemical Philosophy before they died in a way she refuses to speak of. She's a tiny pacifist, though her brewing and Alchemical skills are far ahead of her peers, and you'd be shocked to learn she's only eleven.
We begin six months later, as Alvra introduces the two newcomers to the other orphans. Before she leaves on her daily errands she gives them the new rule talk: No magic in-doors, no fighting or thieving among yourselves, and to not go in her room. When she leaves, she also lets them know that, over the past few days, a gang of good-for-nothing street rats have been dropping shit down the chimney. She wants them to figure out who and stop them, but to cause no lasting injuries or deaths. Alvra specifically says this to Gorvis, Inge, and Saldo before leaving.
While the other kids are talking, Gorvis goes outside and climbs onto the roof where the chimney is. He takes out some grease he's found out in the city and liberally coats the roof around the chimney. Inside the group plans and goes outside, where Gorvis suggests he hide in a barrel and let them know when he sees someone coming. It's mid-day, so the prospect of locking
Cartman Gorvis away for a while appeals to them. They decide on some whistle codes and wait.
While he sits in the barrel, the rest of them decide to show the newcomers the town. Inge and Saldo take Felix and Chaya to a nearby tavern where there is known to be a large number of street kids in attendance. After Felix underestimates Volbruggar ale's potency, they notice two kids in the corner. Felix and Inge approach while Saldo and Chaya try and gather rumors from overhearing the other patrons.
After some well-done diplomacy, Felix and Inge get the kids to open up that there is a gathering that night at a run-down storefront. They give them directions and scoot. Meanwhile, Chaya and Saldo learn that other people have also had shit dropped down their chimneys at night.
The plot thickens.
They head back to the orphanage, where they find Gorvis has went back to his bed and rooted through their stuff. After some harsh words, Inge shares that she's never felt like anyone wanted her and that she just wants to belong. They inform Gorvis of their escapades and make a plan to stake out the place that night.
The storefront is a two-and-a-half level affair. After staking it out, they see a few kids enter and go inside. It seems to be a gathering of the district's streetgangs, and there's one kid who seems to be in charge. He hops up on a table and announces that it's time for that night's game of Shits and Giggles to begin. The goal is to dump as much shit, either literal or figurative, down as many chimneys as possible. Whoever wins gets a bag of coin they lifted off a merchant earlier that day. The last winners were the Broken Bottle gang, and Alvra's kids (unnamed as of this moment) have joined up to take it down from the inside.
They find a map of a few tanneries that leave their vats open at night and make their way towards one. With little effort they hop the fence and fill two sacks halfway with offal, while scaring off some kids who were targeting the same place. On their way back to the hideout, they almost get apprehended by some constables, but quick thinking with one of Chaya's Obscure potions gets them safely away.
On the way back, Felix can't help but lower his pants and drop a 10/10 turd down some poor person's chimney.
When they arrive at the hideaway they see that Gorvis's trap has caused a kid to twist his ankle and return early. In order for their plan to go right, Inge buddies up to him, takes him to a nearby bar, and fills him with enough liquor to make a ten-year-old drunk. There aren't minimum drinking ages here, whatever.
With Chaya on watch at the front door and Saldo up high on a balcony, Felix and Gorvis set up their trap: they place three of Chaya's Obscure potions (functionally identical to smoke bombs) in the bottom of the sacks and hoist them to the top of the inside. Gorvis takes the rope and climbs outside onto the roof, and the rest leave and wait across the street in an alleyway.
After all the street kids have returned, they drop the bag. The smoke inside the shattered potions carries the stinking odor of animal offal as Felix holds the door, causing the kids to be engulfed in the stench. They make their getaway and return to the orphanage (contemplating leaving Gorvis), where Inge ties an intestine around the chimneypipe as a warning.
A few days later, Alvra is impressed that the kids have succeeded so well that they are being given a wide berth by the other street kids. She buys them all some maple candy as a reward.
The End
Next time: After a ten-year time skip, the orphans are called back to Dodushkun by vague, yet distressed letters from Mother Alvra. But for what purpose?
Dun dun duuuuun!

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