Thursday, February 19, 2015

Dodushkun: Session 2

The System: Savage Worlds.

The Setting: Dodushkun, unofficial capital city of the Volbruggar Provinces, ten years since last we left our heroes. The decade has been rough on the hardy Volbruggar people under the Gerneschmenk Empire. Raids and burned fields due to a personal dispute between Lord-Governors has festered into almost open warfare. Dodushkun thus far has remained neutral, but whispers abound that Lord-Governor Gadelbrecht plans to intervene in some manner, should the fighting spill over onto his land.

The Player Characters

Saldo: A curious, reckless young man well-trained in the martial art Sanhar. He spent the previous ten years in Borderpost at the school there, and quickly rose as a student until he earned his wraps and left to take the odd job or Contract. He is just outside the Volbruggar border when he receives a letter from Alvra, calling him back to take care of the orphanage in her absence.

Gorvis: A confident scoundrel, Gorvis spent the last decade working under Jormind, a locksmith who is also a member of a thieve's guild specializing in selling lock specs to interested parties. He was a Lifter, one of the people the ring sent out to make sure there were feet on the ground. He is in Dodushkun when he receives his letter and goes across the city to the orphanage the next day.

Ingevla: Ingevla stayed in the city until she was old enough to legally stand on her own, and started taking Contracts. She spent the next ten years tramping about the land with the intent to make her Citizenry and family Name worth something again. She has been moderately successful, with a number of successful and impressive Contracts under her belt, but she answers the letter immediately once she receives it.

Chaya: After demonstrating her alchemical brilliance to Alvra, Chaya's guardian managed to get word to the Order of Philosophers, and the girl left soon after. Hailed as a talent, Chaya worked her way through the ranks towards mastering the Third Art of Alchemy. After a school friend leaps from a clocktower after allegedly consorting with the Forbidden Arts she dives into her schoolwork. When her letter arrives she takes a break from her education to attend.

Felix: Mysteriously absent, though rumor is he was simply delayed on the road. Jokes are made at his expense about drinking water from ditches.

Ten years or so after our last session our heroes receive letters from Mother Alvra stating that her recent duties require her absence from the area and she requests they return to take care of the orphanage during her absence, and that if they have any questions to go to the Sunken Stone and ask for Karek. They all arrive at roughly the same time and talk about their adventures before attempting to enter the orphanage.

Finding the door locked, Gorvis picks it handily. They enter the orphanage and pause...

The place is absolutely trashed. Broken pieces of furniture litter the floor, the beds are ripped apart, the chests are stomped in. They cautiously explore the building and find it empty, though Mother Alvra's room is still locked. Gorvis picks this lock and they find Alvra's room empty, though her mattress is askew. Saldo searches her desk and finds three empty imprints in the dust: an outline that looks like a dagger, and two indistinguishable square ones. Gorvis looks under the mattress and finds the outline of a door and a strange, triple-keyhole.

Gorvis replaces the lock on the front door with one from his master's shop, and hands out keys. The apprentice working there mentions that Jormind said he will be absent for a few days. The group puts together a group fund of their money, fixes the place up, and goes to sleep.

The next morning Gorvis goes to his normal morning bar, Chaya and Inge go supply-shopping at the Wall Market, where they end up indignantly bartering with a carpenter to make them some cheap chairs. After berating him on his obvious over-charging, he drops the price and promises delivery within the next one-and-a-half weeks.

They all meet up at the Sunken Stone  and quiz the bartender, Gill, about this man, Karek. The bartender says he has a room on retainer, but only visits every so often. Inge bribes him with 5% of his yearly wage, so he lets them into the man's room. They find nothing unusual, but Inge leaves a note saying, "Wayward Souls" and leave.

The next morning there's a knock at the door. They answer and it's Karek's wife. She asks why they're asking about her husband, and they don't answer. She says that he's dead and they need to leave her be. They show her the last two lines of the letter that instruct them to look for him, and she calms down. She apologizes and says that they can pay their respects at a graveyard overlooking where the river enters the lake.

They make their way through the Sprawl and towards the graveyard. It's a fair walk, but they make it in good speed. Once there they inspect the graveyard and find the right stone. While discussing what to do about it, Gorvis bends down real low, takes a whiff of that dirt, realizes something isn't right, reaches in, and feels a key. He tries to palm it, but Saldo sees through his shit and calls him out on it. After a speech from Chaya about family, they leave.

They head back to the orphanage, making it just inside the gate before they closed it for dusk.They open up the bed-door first, and find an extensive stash of alchemy ingredients, enough to stump even Chaya. At the bottom in a locked chest are four ingots of [Talmium](http://www.reddit.com/r/Iumendros/comments/2kzh5m/talmium/), an incredibly dangerous magical stone that can be programmed to perform magic. Unfortunately, too much exposure can cause Talmium Sickness, which kills pretty much all the time. They put that back.

Saldo goes and tries the key in the fountain keyhole. It makes a lot of deep mechanical noises and a set of stairs descends into the ground. The group, led by Saldo, descends, follows a long tunnel, and find a ladder that descends deep into darkness. Undeterred, Saldo marches onward.

At the bottom of the ladder they find...a [room](http://imgur.com/uy3rbmX). It has a few chests, filled with tinderboxes, rope, changes of clothing, all manner of things used to survive. There are two beds, well-made, and a table with a sword on it. On the floor in the center of the room is a bloodied sword lying in a drying pool of the stuff. There's a cabinet containing some nice chain shirts and two swords that match the two already out.

On the wall is a huge map of the city, including the isles. Pinned in maybe a dozen places are little flags, unmarked except by individual colors. They puzzle over this before seeing the half-open door. Once opened fully, it reveals a passage, long and low, that slopes slightly downward in the direction of the lake...

And that's where we faded to black, as our (mostly) reunited ragamuffins venture into unknown depths...

The End

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