With a good bit of digging around (aka Gather Information and a bit of roleplay) our band of intrepid heroes narrows down Irontusk’s location to the a series of wharfs in The Docks district. hey also find out a little bit about him, including a) he calls himself Irontusk more than anyone else calls him that (he’s a silkaarg who has capped one of his tusks with… wait for it!… iron), he’s a minor criminal type with dreams of grandeur, and he runs… well, some kind of business or other as a front-cum-hedge against downturns in the crime markets. They high-tail it to the general area and start asking around as discreetly as they can.
Not discreetly enough, however, as our friend Irontusk suddenly breaks away from an innocent-looking transaction and tears ass down one wharf. What follows is a pretty intense chase across rocking boats and slippery docks as players make difficult leaps (or else hit the water) or plot long paths on land to try and cut Irontusk off. Every now and then he ends up alone with a PC and a brief exchange of blows occurs. With blood on the planks but nobody dead, they eventually bring him down. Irontusk, it seems, is a middle man for a chaos cult that wanted the key stolen; siccing the two dimwits to rob the shop afterwards was meant to create white noise in any investigation.
It should be noted at this point that the party, despite partaking in several adventure-like activities, had created a body count of exactly *1*. Just, you know, something to keep in mind.
Investigating the chaos cult will have to take a back seat to another task, however, for it is nearly time for the PCs to meet up with “Doffel,” the man behind the attack on Phon.
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