So my old friends friends from home and college just started up a DW campaign the other day. Here's the rundown:
Our Setting: The city of Eastwind (or was it Westwind...I dunno). Anyway, it's a huge walled city that's an oasis of civilization. Society is set up primarily to provide refuge from the rains. The water cycle in this area is polluted by a massive lake of 'liquid magic'. Raw untreated water may simply magnify talents or have uncontrolled mutagenic effects. In other words; don't get caught out in the rain. So this means that water treatment, roofing, and monster hunters are all important aspects of protecting society. The poor tend to have tons of mutation and are prey to mutants and city sweeps alike.
Our Party: Erlender - Captain of the City Guard (Grim World -Battlemaster), Kolgold - Director of A Local Homeless Shelter, Priest of a Rain Worshiping Religion (Grim World - Templar), Beltane & Liekki - Peter Pan/Tink analogue (played by a lady per stage tradition), older and disenfranchised protector of the poor (Inverse World - Lantern), and Verrence - Spoiled runaway son of an evil archmage (make up as we go Class Warfare)
Session 1 - The rains are coming so Beltane bargains with Kolgold to open up the orphanage for more occupants for a few nights. Verrence shows up in the streets and cuts up a bum for taking some bottle he was collecting. The ensuing fight nearly kills us all....The party gathers and we're put on the trail of missing rich kids by a shadowy information broker named the Rat King (the poor = Rats).
We go on a wild goose chase and our wonderful Templar gets his rocks off by interrogating everything he can. We're finally led to the docks near the river gates (poor are pushed to these dangerous spots). The rains come soon. A handful of mutated fish men attack and nearly kill the entire party after our bratty mage lights the dock we were standing on afire. Some fishmen get away in a hole in the main river gate. We managed to miss several clues here, but catch onto the fact that the gates aren't secure. Erlender orders his guards to research the area for weakness.
The rains approach and at Beltane's request, we hurriedly gather as many poor as possible into the homeless shelter. Beltane was also scared the fishmen would kill innocentss. What we don't realize is that in pushing everyone in, we've inadvertently ushered in a swath of cloaked fishmen in our last orphan load at dusk. So as we all lay down to bed, the fishmen rise up and cause utter chaos. One stabs a boy next to our bratty mage as he yells the mage's name (Verrence). Verrence once again lights everything on fire and we now have a homeless shelter full of angry, blade-wielding fishmen....and fire. We somehow extinguish the flames and Beltane uses her power to blind a room full of fishmen just as the city guard arrives to save the day. A fishman hostage situation is averted and Kolgold once again gets to engage his interrogation skills to find out information about exactly how many holes are present in the city river gate defenses. We also figure out that these fishmen are looking for our littlle friend Verrence, , and he was going to help us figure out the situation.
In any case, the next morning the party gathers along with Erlender's city guard to attempt to sweep the drainage access points at the river gates. We post the city guard at two and go in. Loosely put, we finally stomp through fishmen for once and Verrence finally uses magic powers to good effect.
We get to the ends of the sewers and find a back room with a closed door. We try to open the door and our beloved tanky Battlemaster is webbed right in the face by some spider thing in a dark room. He then narrowly dodges a crossbow bolt and we breach the room successfully after freeing our friend. Therein we find a half-man/half-spider. I blind him after augmenting a flash of flame light. We then proceed to beat the crap out of him, but can't put the finishing touches on him. At just the right moment, I roll a true success and manage to deliver a knockout 'pixie punch'.
Ugly ol' Spider-Guy wakes up bound and staring into the eyes of our beloved interrogation junkie, Kolgold. We find that Spider-Dude is really an old employee of Verrence's father who has recently mutated. He was sent to promise many riches and what not to the fish folk that invaded our town for help in the capture and return of our adolescent Verrence. Big Daddy Archmage also has more evil planned. We exited and basically had our city guard clean up the remaining fish mess since we routed them.
As we were likely not to explore more (it was late and we hit the big bad early), our beloved GM pulled back the curtain. If we had taken another turn, we would have found a young fishman that turned out to be the missing rich kid we looked for. We also would have found the brooding room where people were changed into fish people after nursing on the fish-milk of the fish-matriarchs. It was assumed at this point that the city guard members found this out as they cleaned up. We'll see how we resolve this info next time with the Rat King.
And now I can't wait till our next adventure in Eastwind (err....or was it Westwind?). #Session #InterrogationJunkie #ClumsyTeenMage #EverythingOnFireAllTheTime #NearTPKviaHoboFight #HomelessShelterForMurderousFishmen #DungeonWorld #GrimWorld #InverseWorld