You arrive at the docks just as night falls and head towards the harbormaster’s station looking for Jalenz Kerrimayn, as you were instructed.
The docks of Eastport are impressive, filled with all manner and size of ships, from caravals to clippers and everything in between.
As you approach the harbormaster’s station, you hear an eerie clicking sound emanating from one of the nearby ships, and your eyes are drawn almost involuntary up to the deck.
A well-dressed man lounges on the deck. His clothing is an elaborate costume of rich silks, purple cloth and a long coat with bits of black-iron mail peeking out from places, and he gives you all a slow clap as you approach.
Almost jovially, he calls out to you, “Ah, if it isn’t Eastport’s saviors! You know, you have made quite a name for yourselves here very quickly, if I may say so. And that business with the Yellow Knives… well, what an admirable little slaughter, that was. The kind of heroism I can get behind!”
He leaps from the deck of the ship and lands nimbly on the dock, easily twenty feet down. He straightens without any visible effort, and flashes you a grin.
“Of course, fame isn’t all it’s cracked up to be.”
As he says this, you notice that his skin catches in the moonlight in an odd way and appears an unsettling shade of gray. He slides an elegant, black-iron blade from the sheath at his side.
“Come on, then, ‘heroes.’ You haven’t got all night.”
Combat!
It’s time for a (modified) dramatic task to round out the adventure!
First of all, someone should probably roll a knowledge skill (either Common Knowledge or Knowledge (Dark Creatures)) to get the details of what you’re up against.
Then, working together, quickly figure out a plan on how to deal with your foe and put it into action! (The in-character Hangout would be a great place to do this).
Finally, make some rolls! Pick someone to be the leader and have that someone roll the skill most appropriate to your plan (Spellcasting, Fighting, Knowledge (Basketweaving), it’s up to you!). The other two players may make cooperative rolls using any skill that makes sense and will add +1 to the leader’s roll for each success and raise.
Important notes:
- All rolls for this one (except the Common Knowledge or Knowledge (Dark Creatures) roll mentioned above) will be made at a -2.
- You need at least a success and a raise to make it out of this encounter unscathed. You will not be able to kill your foe with only a success and a raise (he might well get away!), but neither will he kill you.
- A success with two raises or more will allow you to put this guy down for good, provided you came up with an appropriate plan.
- If you fail this task, there will be… consequences. But you guys are big ol’ heroes! I’m sure you’ll be fine.
If you have any questions, please ask away before posting, and have fun!