
GM Aarvid |

The voice in your head continues.
I do not know how to activate the Braid of a Thousand Masters. Only the master of the monastery would know how the Braid of a Hundred Masters functions. The last master, Li Yao, left the monastery and the braid here many, many years ago. I do not know what has happened to them in that time.”

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Saldoc shrugs and decides that he should let somebody else try and ask a question. He continues to search the room.

GM Aarvid |

Your collective conversation with Jiang Dan do not uncover any further info. He will stay in his current condition in the temple. You must return with the braid and seek the way to activate it.
CONCLUSION
Traveling back down the mountain is a simple matter, as the slope works in your favor and all threats along the way were cleared on the ascent. Venture-Captain Amara Li personally thanks you for the recovery of the Braid of a Thousand Masters.
Since you also discovered the history of activating the braid from Jiang Dan, the Lantern Lodge venture-captain immediately begins organizing a search for the last master and the young student that followed him.

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Great Game Ready for the next one once I level up!!!

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Huck listens as the history is recounted and repeated for all to hear. "Hmm! So this place has quite the history, then!"
Back at the Lodge after the journey and discovery is recounted to the Venture Captain, Huck adds, "And it sounds like we have a long-lost descendant to find before we can use this thing. Well, I'm quite enjoying Tian Xia so allow me to be the first to volunteer for the expedition!"

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"The path to power is gradual." Meredith listens to the statue's story. "I have seen too many sacrifice themselves in the name of power. At least some of his students realized it was a fool's errand." She chuckles. "I used to be that antsy."
---
"The mountain itself was quite beautiful, and the monastery taught me much about discipline. Something I lack. I...need to listen to the trees more often."
When the party is done with their report, Meredith leaves wordlessly and finds a tall oak tree to rest under. With nothing but the breeze to keep her company, Meredith falls into a state between slumber and peace. Her dreams are especially vivid, as if the plants are speaking to her.
She awakens the next morning, a little hungry but otherwise fine. Her feet feel different as she stands up. They seem to gently push against the ground. She double checks and notices no footprints, no marks. For once in her life, Meredith doesn't feel angry.
She feels calm.

GM Aarvid |

You have a sense of accomplishment having survived the ordeal and uncovering an ancient artifact affirms your calling as a Pathfinder.
Undoubtedly there is more to be uncovered of this mysterious braid.

GM Aarvid |

--------
THE QUEST FOR PERFECTION, PART II: ON HOSTILE WATERS
--------
It’s been three days since parting ways with Venture-Captain Amara Li, and the journey along the Tuunma River has been unusually quiet so far, with the two-masted junk called the Laughing Crow holding up surprisingly well, especially considering its simple design and relatively minute size. The journey has been peaceful so far, the endless processions of sand dunes and clear skies proving remarkably contrary to many of the warnings Amara Li provided during the meeting with her nearly half a week ago.
“No time to rest, Pathfinders!”" she exclaimed late one night, barging into the bedroom of the ramshackle tavern in Goka.
“I’ve looked into the situation surrounding the relic you found, the Braid of a Hundred Masters. As you may have noticed, the artifact appears to have been dormant for many years now, and in this state it’s essentially worthless to us. Fortunately, it can be reactivated, but only by the descendant of the braid’s last master, who, as you may know, was the master of the Clouded Path Monastery many years ago, a man by the name of Li Yao. I’ve discovered the whereabouts of his final living descendant—a woman by the name of Je Tsuin—but she now resides in the nation of Shokuro to the east, far from where her ancestor taught in his monastery in the Wall of Heaven. In order to reactivate the sacred relic, you’ll need to travel to the village of Nesting Swallow in Shokuro and find Je Tsuin to perform the necessary ritual."
“Unfortunately,” she continued, “we’re not the only group interested in Iroran artifacts. Our operatives claim that Lingshen, the Successor State to the southeast, is after the relic as well. Since Lingshen’s armies have a stranglehold on the overland routes from here to Shokuro, you’ll have to travel by river. Riding the Tuunma is faster anyway, though you might run into some hostile Mutabi-qi or goblinoids along the way. The river empties into the Sea of Eels—cross it and you’re in Shokuro, and from there you can follow the map I’ve provided to reach Nesting Swallow.
“Ah,before I forget, you’ll also need you to make a quick stop along the way. The ritual requires a large amount of rare incense—more than I could easily procure from any of my local suppliers—so I’ve contacted a nomadic tribe in Shaguang,
the Jhemulit, and they have agreed to provide you with the prepared herbs. I’ve Already paid their shaman, a man named Ogokai, and I’ve marked their approximate
location on your map, so it’s simply a matter of picking up the incense on your way to Shokuro."

GM Aarvid |

I posted above to get us started. I am still traveling. We will not continue until everyone has posted here so we will know if we need a couple more recruits. I am fine running for 4-5 of you since we know we lost 1 already. But let me know if you want to add more

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A boat ride? Not sure I like that idea but if we must, we must. So, do we know what these herbs look like? I just want to be sure we get the right stuff.

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"This is a much longer trip then I was expecting and traveling by boat was unexpected. I will need to prepare." Ruth begins checking the straps and buckles on her scabbard.
I am glad I picked up some swim skill it may come in handy for this one. I would like to make a crude weapon cord with some cloth or leather if that is possible. I do not want my sword being lost overboard a boat. Let me know how much it will cost.

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"Hmm? Oh, yeah. I guess my hair is going to turn into seaweed this time." Meredith scratches her hair. "How hot is it out there? Should I prepare for excessive heat?"

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"I always did enjoy the water"
I've got two chronicles for Rem in real life recently so he is now level two. THe chrinciles came from pregen scenarios so there are no effects that need to be cleared. I will update stats soon.

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Finished my exam early so I'm ready to move on whenever. And I'm fine with 5 players except that Huck doesn't contribute a whole to combat except unintentional humor...
Huck's face becomes a bit paler at mention of a boat. "Why, I lost at least 5 pounds on the boat-ride here." He pats his stomach, which looks just as pot-bellied as before. "I'm not a fan of boats, but I'll do it for the good of the Society."

GM Aarvid |

You would have had a day or so to make purchases or ask about the mission before you left..
The Laughing Crow is a modest two-masted junk with a stylized crow painted along its bow. At this point in the scenario, the you should decide among yourselves who will be the boat’s primary driver, though the you may switch up this role at any time.

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Well, anyone know how to steer one of these things?
I don't have Profession: Sailor. What else would be useful here?

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"I know how to swim, I don't know how boats work."
Profession: Sailor and Ride seem like the most likely checks. My kingdom for a fighter!

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Ruth steps up. "I can try to pilot the boat thou I have never done it before. We also had servants do if for us back home." She move up behind the wheel and grips it with both hands.

GM Aarvid |

Addressing the concerns of your group, Amara Li responds (prior to your departure days ago)
"Rest assured Ruth and Meredith, if you can hold a rudder then you can sail the Laughing Crow. She isn’t a particularly difficult ship to handle. There might be a couple stretches of the Tuunma that give you a little
trouble, but I’m sure you’ll manage.”
“As for the goblinoids....the second half of your trip will take you along the border of Kaoling, which was seized by hobgoblins shortly after the fall of Imperial Lung Wa. The hobgoblins probably won’t bother you
provided you don’t venture inland, but even less civilized
monsters are said to lurk around the border.”
Looking at each of you, with caution in her eyes...
"Lingshen has the largest and mightiest army in all of Tian Xia, their soldiers fight with fanatical devotion, and they’ll only
offer you one chance to surrender—after that, they
show no mercy. I’d avoid them if at all possible, but if
confronted, your only option might be to fight.”
Amara Li expected it to take you almost two weeks to travel the Shaguang stretch of the river to your destination.
Most of your journey the first five days have been for the most part peaceful and uneventful.
This portion of the Tuunma River averages 50 to 70 feet wide and 10 to
15 feet deep, and the current carries the boat forward at a good pace. Small frogs and other animals are seen on the banks of the river as you float by. None have given you more than a second look. Other boats have been rare, and all have been local merchants or fishermen.
Each person taking a turn at the rudder finds it to be fairly easy to pilot the Laughing Crow, as long as you concentrate. The river likes to turn the small craft into the banks as you head around lazy turns or navigate over the occasional rocks or tree stumps in the river.

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I'm sure we all have to pitch in, like hoist the mast or frill the sails or something. Its clear that Saldoc doesn't know much about boats. And neither do I.

GM Aarvid |

The river slows as it leaves the sandy highlands and winds
its way between the rolling hills of this dry, grassy basin. The
breeze that blows from the north is dusty and warm, and a
thicket of short gnarled trees lines the shore.
Assuming Ruth is the pilot during the day...
You notice the faint sound of hoof beats
coming from the far side of the hill or to catch a brief
glimpse of steel within the bushes on the starboard (right) shore.
You can take a single action during the surprise round - move or std action.
Initiative
riders: 2d20 ⇒ (2, 16) = 18
FriarTuck: 1d20 + 3 ⇒ (8) + 3 = 11
Meredith: 1d20 + 1 ⇒ (14) + 1 = 15
Rem: 1d20 + 1 ⇒ (20) + 1 = 21
Ruth: 1d20 + 3 ⇒ (11) + 3 = 14
Saldoc: 1d20 + 2 ⇒ (1) + 2 = 3

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Meredith enjoys the trip, spending her time to adjust to the rocking of the ship. She's glad to help with whatever the ship requires, although she's not very knowledgable of it.
"It's not too bad here. Hopefully it stays this quiet." Meredith stretches and glances starboard.
Perception: 1d20 + 8 ⇒ (15) + 8 = 23
"Is that- damn it. Look alive, people!"
Meredith will cast entangle on the bushes to restrain the attackers, Reflex Save DC 14. If she can't do that, she will cast Produce Flame instead.

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Perception: 1d20 + 6 ⇒ (1) + 6 = 7
A crease is beginning to etch itself on Ruth's forehead as she focuses on the river ahead adjusting the path of the boat at every slight movement of the water. "I knew I would be good at this." Ruth is so concentrated on not running the boat to ground that she is oblivious to anything else around her. She doesn't even hear Meredith yell out.

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Perception: 1d20 + 5 ⇒ (4) + 5 = 9
Saldoc seems to have been looking off in the wrong direction of whatever it is that was worth noticing.

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Perception: 1d20 + 10 ⇒ (1) + 10 = 11
"Oh my, oh my! What's going on?" Friar Huck leaps up from his position slumped against the mast, quite as lost as Saldoc in how to operate a ship.
Forgot to mention earlier: Huck hands his wand of clw and wand of endure elements to Meredith and his wand of mage armor to Ruth. If Ruth has nothing else to do, you're welcome to put mage armor on Huck during a fight. He won't have it up all day during travel but when we are in a situation where combat seems imminent he'll have her put it up for him beforehand.

GM Aarvid |

Meredith fortunately is keeping a keen eye on watch and calls out just as the rider ambush unfolds.
Rem also hears the hoofs of the ambush from the shore and begins singing from the stairs.
Will assume Rem was below decks and starts inspiration as his surprise round action
== Surprise Round===
1. Rem (inspires)
2. 4 Riders (ride+shoot)
3. Meredith (cast entangle), Huck (surprised), Ruth (surprised, pilot), Saldoc(surprised)
4. Leader (breaks free)
The Leader calls out
The 4 horsemen emerge from the brush and fire their bows from horseback. Most aim for Ruth at the aft of the boat. One tries for Huck.
4d4 ⇒ (4, 4, 2, 4) = 14
On Ruth bow: 1d20 + 3 ⇒ (12) + 3 = 15
On Ruth bow: 1d20 + 3 ⇒ (13) + 3 = 16
On Huck bow: 1d20 + 3 ⇒ (11) + 3 = 14
On Ruth bow: 1d20 + 3 ⇒ (13) + 3 = 16
Rigging and rails protect Huck from his arrow, but Ruth is hit by two (FF AC) for dmg: 2d6 ⇒ (1, 1) = 2
Meredith casts a quick spell and all of the riders and horses are caught in twisting vines and bushes as they try to match speed with the riverboat.
LeaderReflex: 1d20 ⇒ 14
LdHorseReflex: 1d20 ⇒ 5
RidersReflex: 4d20 ⇒ (10, 10, 11, 20) = 51
HorsesReflex: 4d20 ⇒ (12, 2, 1, 19) = 34
#L saves/horse entangled
#1 entangled/horse entangled
#2 entangled/horse entangled
#3 entangled/horse entangled
#4 saves/saves
Most of the riders and their horses are caught.
escape: 1d20 ⇒ 20

GM Aarvid |

Driving the ship while out of combat does not necessitate a driving check, but keeping the ship going while in combat requires a DC 20 driving check (a move action) each round in order for the boat to continue safely down the river. A driving check with the Laughing Crow is made using the driver’s Knowledge (nature) or Profession (sailor) skill, or with a Wisdom check. A failed driving check or failure to make a driving check during a round of combat entails the possibility of a random mishap
The ship and horses are moving about the same speed downstream. 3 of the riders are stuck and fall back 40' on the map (and will fall off the map unless they break free).
Ruth is piloting the boat (see rules above). If you let go or fail a pilot check, the ship could get stuck or damaged in the river.
Bard Song +1/+1
Riders3d20 ⇒ (3, 5, 12) = 20
Horses3d20 ⇒ (2, 6, 2) = 10
== Round 1 ===
1. Rem <= can go, singing, on stairs
2. 3 Riders (entangled)
3. Meredith, Huck, Ruth (pilot), Saldoc <= can go
4. 1 Rider+Leader (riding)

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"I can take control of the ship, it's like salmon swimming upstream. You're better with the ranged attacks, anyway, Ruth."
Knowledge(Nature): 1d20 + 7 ⇒ (13) + 7 = 20
"Swimming up a rough river..."

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Saldoc grabs his bow and tries to hit to lead enemy! The -2 is for range.
Bow: 1d20 + 2 - 2 ⇒ (9) + 2 - 2 = 9 for Arrow: 1d6 ⇒ 2

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"Oh, I haven't gotten a chance to practice with this thing yet!" Huck whines as he pulls out his crossbow and fires it at the lead rider. He then drops to the deck to take cover from the arrows.
heavy crossbow: 1d20 + 5 ⇒ (14) + 5 = 19
damage: 1d8 ⇒ 8

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Ruth steps aside so Meredith can guide the boat. "If you insist!!" Giving the druid a glare. "I like fighting better anyhow." Ruth then draws a wand from her belt and says a quick command word. An clear barrier of force surround the mage-warrior's body and she smiles.
GM all three of the arrow shot at Ruth would have hit. So one more Damage: 1d6 ⇒ 5 She did not have Mage Armor up until now.

GM Aarvid |

Meredith takes the con from Ruth and successfully navigates the twisting river and rocks while the horsemen continue to chase.
Rem delays while he continues his song. (+1/+1)
Ruth bolsters her defenses with a wand after taking 3 arrows.
Saldoc fires an arrow into the trees, but sniper Huck scores a direct hit on the leader, hitting the horseman in the shoulder, drawing a flow of blood from beneath his armor.
The leader calls out more commands to the 3 stuck horsemen as they fall behind and he and the 4th shoot now at Meredith.
The pilot, shoot the pilot. Hurry back there! We need support.
leader on Meredith bow: 1d20 + 5 ⇒ (2) + 5 = 7
rider on Meredith bow: 1d20 + 2 ⇒ (13) + 2 = 15
The leader hits a sail while the last rider plunks an arrow into the handle of the tiller Meredith holds.

GM Aarvid |

Note on map the stuck riders are almost off as this is a scrolling battle with the horses matching the boat speed
3d20 ⇒ (6, 8, 4) = 18
3d20 ⇒ (10, 7, 7) = 24
== Round 2 ===
1. Rem(sing), Meredith(pilot), Huck(prone), Ruth (-7), Saldoc <=go
2. 1 Rider+Leader (riding)
3. 3 Riders (entangled 40' back)

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Saldoc tries again!
Shortbow: 1d20 + 2 - 2 ⇒ (7) + 2 - 2 = 7 for Arrow: 1d6 ⇒ 5
I'm not very good at this!

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Meredith doesn't have her shield ready, so her AC is 15. That means the arrow hits. Can you roll for damage, GM?
Meredith simply grunts as the arrow digs into her arm. Her arms jerks in reflex, adding unnecessary spin on the wheel.
Since piloting is a move action, does that mean I can make 2 attempts per turn? If so only take the first one into account.
Knowledge(Nature): 1d20 + 7 ⇒ (9) + 7 = 16
Knowledge(Nature): 1d20 + 7 ⇒ (16) + 7 = 23
"That won't stop me."

GM Aarvid |

Sorry, just using hp,saves and AC from stat lines. I would say since you expend both moves, it works, and you recover.
Otherwise you could use a standard to cast etc.
arrow: 1d6 ⇒ 5 on Meredith
Meredith's arm takes a hit from the arrow, but fights off the pain and recovers the craft quickly, preventing hitting a large rock.
Huck reloads for his next shot, while Saldoc kills another bush.
Rem and Ruth. Also, make sure to include bard +1 in your shots

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Ruth sits down to gain some cover from the archers and pulls a vial off her belt and drinks it.
CLW potion: 1d8 + 1 ⇒ (1) + 1 = 2 WOW! what a waste of a round that roll was.

GM Aarvid |

Rem continues his song and comes to the deck.
Ruth sits and drowns her sorrows with a very weak cocktail.
men 3d20 ⇒ (4, 19, 5) = 28
horses 3d20 ⇒ (19, 13, 20) = 52
Rider2 and two horses break free of the entangle. He rides forward to catch up with the leader.
The other riders and horse fall further behind, still firmly stuck in the vines and brush.
Hurry, our prey tries to escape!"
The leader keeps his horse moving and he and his close ally fire again at Meredith.
leader bow: 1d20 + 5 ⇒ (2) + 5 = 7 for 1d6 + 2 ⇒ (5) + 2 = 7
rider4 bow: 1d20 + 2 ⇒ (10) + 2 = 12 for 1d6 ⇒ 5
== Round 3 ===
1. Rem(sing), Meredith(pilot), Huck(reloaded), Ruth (-5), Saldoc <=go
2. 2 Riders+Leader (riding)
3. 2 Riders (entangled 80' back)

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Ruth stands, whips her crossbow around sending an arcane charge thru the weapon into the bolt and fires at the man shouting commands.
Attack: 1d20 + 4 ⇒ (8) + 4 = 12
Damage: 1d8 ⇒ 7

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Huck rises again and fires his crossbow at the leader.
heavy crossbow: 1d20 + 5 + 1 ⇒ (6) + 5 + 1 = 12
damage: 1d8 + 1 ⇒ (6) + 1 = 7
He then drops back down onto the deck.

GM Aarvid |

Both Ruth's and Huck's bolts clank off the leader's horn lamellar armor.
It appears to be made of pretty stern material.

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Saldoc fires yet again!
Bow: 1d20 + 2 - 2 + 1 ⇒ (7) + 2 - 2 + 1 = 8 for Arrow: 1d6 ⇒ 2
Can't we go any faster?

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"Trying!" Meredith grunts.
Knowledge(Nature): 1d20 + 7 ⇒ (17) + 7 = 24
She manages to keep the ship straight against the raging currents. Watching her allies' aim, she merely shakes her head and begins chanting. From her feet up to her forehead, her skin takes a wooden appearance.
Move Action to steer, Standard action to cast Barkskin. My AC is 16 now.

GM Aarvid |

Saldoc launches another arrow into the bank. Meredith masterfully guides the craft downstream, but the 3 riders keep pace. The river may start to speed, but so far not fast enough to out pace the horses.
Rem continues his song.
2d20 ⇒ (14, 17) = 31
2d20 ⇒ (18, 20) = 38
1d5 ⇒ 1
Another rider breaks free of the entangle but will struggle to catch up to the leaders.
The leader keeps his horse moving and he and two allies continue shooting.
leader bow: 1d20 + 5 ⇒ (3) + 5 = 8 for 1d6 + 2 ⇒ (6) + 2 = 8 on Meredith
rider2 bow: 1d20 + 2 ⇒ (11) + 2 = 13 for 1d6 ⇒ 2 on Saldoc
rider4 bow: 1d20 + 2 ⇒ (10) + 2 = 12 for 1d6 ⇒ 6 on Meredith
== Round 4 ===
1. Rem(sing), Meredith(pilot), Huck(reloaded), Ruth (-5), Saldoc <=go
2. 2 Riders+Leader (riding)
3. 1 Rider (riding 70' back)
4. 1 Rider (entangled 120' back)

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Saldoc, visibly angry with his ineptitude, tries to make amends!
Bow: 1d20 + 2 - 2 + 1 ⇒ (6) + 2 - 2 + 1 = 7 for Arrow: 1d6 ⇒ 2 Ha!