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Apocalypse World Game Group Roleplaying

Dungeon World 6/14

The session begins with the party being debriefed by the Wizards Dirnov, examining their mystical measuring apparatuses from the expedition into the Heart of Ice. They try to get us to  describe more of our experiences, particularly the gem people of the frozen city, gained from exploring the world beyond the rift… without compensation. Daelwyn catches them at it and turns the tables, leading the wizards to reveal their motives– the demoness in the heart of ice, when she wakes, owes them a debt. 

We sell them their rival’s exploration journal (captured from the top of the crevasse camp) for another 100 silver, netting us 125 silver apiece. They send us off, and we return home, to the Savage Lands district.

We live high in a treetop apartment — relatively spacious, with one other group sharing the building on our branch. The Savage Lands were battered by a storm that threw down nearby apartment trees while we were away on our last mission… leaving our current rent looking cheap (at 5 silver a day) due to the shortage of housing. If we’re ever unable to pay, the landlord now has every incentive to toss us to charge the next group a higher rent.

We decide to take on the job that Jess was given by Aapri, which involves delivering an artifact (one necklace of a magically linked pair) to her sister Uupri. Her sister is somewhere in Thundering Steel, but we have to find out where in the district she is. She’s offering 100 silver total for this dangerous job, which seems quite scant for such a dangerous district, without even considering that there are other districts to traverse along the way…

While she’s pitching us the job, Jess ducks out to “use the restroom”. He encourages Ruamoko to distract Aapri, so he can burgle her place while she’s distracted, to look for signs of deception or corroborate her story. He examines her not-luxurious room, pockets a cloak clasp, and returns to the meeting. Jess throws Aapri’s clasp on the table and notes that we’re no small fish — that there’s substantial danger and not a large fee to back it. Thelian shows scars from his time in the Thundering Steel district, emphasizing the danger, to back Jess’s play. Aapri doesn’t have cash, but promises Daelwyn that she’ll be in our debt, if we can just find her sister. It’s been years since they saw each other, and the district is a grinder of war; we nod and accept the mission. (There’s also a moment where her eyes linger on Thelian; probably wondering if he’s the same Thelian of the stories and tales.)

We set off to the south, heading through the Castledale parish. The seaside district is centered on a castle with a surrounding village. We’ve heard that they want to dominate nearby districts, extending their stability and finances into neighboring Dis. It’s a very defensible parish; famous for their extensive livestock and steeds. Long ago, the current rulers conquered the deer people and their necromancer queen; some of the deer people remain around the fringes.

While we’re advancing through the district, in the hills near the village Jess spots (with his new spyglass) an armed band of goblins preparing to raid the village. Jess calls out and the goblins pivot to intercept our group instead. Thelian moves to intercept… and end session.