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Kivuli steps nearer to them,"I think you both give good head. Aurum, we should get the wetness she gives us. I will shop for protection. Let others go see hard and frustrated. They may know the voice saying of student and master baits away from the trueing." Nudging Aurum with an elbow, "Come friend, I should like to get wet with you."
Kivuli looks between the two and smiles, convinced the course of action he has offered is the solution.

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Folium is lying in a chair, playing with an arrow and looking around the room as Amara talks.
"Don't worry, dear. We'll get to the girl. I just need to fill my quiver and we'll be on our way. And she's a descendant? So these monks are not so prude as some others? Wouldn't have daughters then. Maybe I should've become a monk.
He hops to the floor and heads to the door.
"I'll see you at the docs. Come, Boole, let's go shop."
20 cold iron arrows & silver blanch for them.

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Korug is still unsure about the Society that he only recently joined. However, he feels a friendship beginning with his fellow adventurers, and seeing how they needed his protection in their last quest, he feels obligated to keep them safe on the next. "I'll leave the thinking and planning to the rest of you. If someone bothers you I'll take care of it." He struts around showing off his new breastplate.

GMG |

You meet at the docks where you find a ship waiting for you. Only point is that no-one is aboard. At the steering wheel you find a not, obviously penned by Amara Li:
You should be able to 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.
See map, please position yourselves on the map. You might want to appoint the PC with the highest profession (sailor) skill or wis modifier to the captain position and place him next to the rudder
It takes some days, but after a while you get into a rhythm traveling the Tuunma river downstream. After 12 days 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.

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He struts around showing off his new breastplate.
"Yes, Zobmaggle buys new armor too! Is made by master armorsmith. Yay for new armor!"
The goblinoid sticks out his chest, and polishes a spot with his cuff.
Zobmaggle does not volunteer to steer the boat, but instead hangs out by the bow where he can look ahead.

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Folium goes to the steering wheel, turns it a couple of times, then steps back to lean against the railing.
"I have no idea how to steer this thing. It might be fun to try, though. Anyone know any better?"
No wisdom bonus, but Boole the bunny has +1

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"I've never even been on a boat before. I'm just trying not to get sick" as he stumbles around the deck.

GMG |

Mordekai has the command
Korug: 1d20 + 4 ⇒ (5) + 4 = 9
Zobmaggle: 1d20 + 4 ⇒ (8) + 4 = 12
Aurum: 1d20 ⇒ 17
Kivuli: 1d20 + 6 ⇒ (16) + 6 = 22
Modekai: 1d20 + 3 ⇒ (10) + 3 = 13
Folium: 1d20 + 2 ⇒ (15) + 2 = 17
Korug: 1d20 + 2 ⇒ (18) + 2 = 20
Zobmaggle: 1d20 + 4 ⇒ (4) + 4 = 8
Aurum 1 - take highest: 1d20 + 8 ⇒ (8) + 8 = 16
Aurum 2 - take highest: 1d20 + 8 ⇒ (1) + 8 = 9
Kivuli: 1d20 + 6 ⇒ (18) + 6 = 24
Modekai: 1d20 + 2 ⇒ (11) + 2 = 13
Folium: 1d20 + 11 ⇒ (9) + 11 = 20
White: 1d20 + 3 ⇒ (20) + 3 = 23
Red: 1d20 + 2 ⇒ (1) + 2 = 3
Green: 1d20 + 2 ⇒ (6) + 2 = 8
Blue: 1d20 + 2 ⇒ (8) + 2 = 10
Yellow: 1d20 + 2 ⇒ (3) + 2 = 5
Aurum, Folium and Kivuli notice the faint sound of hoof beats coming from the far side of the hill, moments later they see five horseman come over the top of the hill. The horseman are waiving bows and have nocked arrows, aiming them at you.
Initiative
Surprise Round, remember that drawing a weapon is (part of) a move action.
Kivuli
- - -
White
- - -
Folium
Aurum
- - -
Blue
Red
Green
Yellow
Normal Round
Kivuli
- - -
White
- - -
Korug
Folium
Aurum
Modekai
- - -
Blue
Red
Green
Yellow
- - -
Zobmaggle
- - -
Kivuli's action!

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Are the railings on the boat enough to provide us partial cover if we are adjacent?

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I am assuming a crossbow could be loaded and on hand. If not I will shout and load.
Look a living friends!
Kivuli notices the bandits and rushes to shoot,
crossbow: 1d20 + 5 ⇒ (2) + 5 = 7
but in his haste his bolt hits the river back well short of the enemy.

GMG |

I noticed you can also use Knowledge (Nature) to drive the ship, I switched Zob with Modekai, because Zob has a +6 on Knowledge (Nature).
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.
Attack: 1d20 + 5 ⇒ (3) + 5 = 8
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
The frontmost horseman shoots an arrow that arches way over Zobmaggle.
Initiative
Surprise Round, remember that drawing a weapon is (part of) a move action.
Folium
Aurum
- - -
Blue
Red
Green
Yellow
Normal Round
Kivuli
- - -
White
- - -
Korug
Folium
Aurum
Modekai
- - -
Blue
Red
Green
Yellow
- - -
Zobmaggle
- - -
Aurum and Folium!

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I am assuming that the horsemen are large as they are on horseback. They themselves are medium, correct?

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"Zobmaggle never drove a boat before, but Zobmaggle did read about it! Don't worry Zobmaggle won't hit any bad rocks!"
During combat are actions required from Zob to keep the ship on a straight course?

GMG |

Zob: Yep, move actions and DC20 Knowledge (Nature) checks or something bad might happen...
Kivuli: that is correct
The map is a bit weird, the ship is moving at 40 feet/round and the horses can easily match that, therefore only up and down movement is shown and relative left - right
The raiders fire four arrows at the ship, but all miss!
Attack Zob: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4
Attack Folium: 1d20 + 3 - 2 ⇒ (11) + 3 - 2 = 12
Attack Aurum: 1d20 + 3 - 2 ⇒ (13) + 3 - 2 = 14
Attack Korug: 1d20 + 3 - 2 ⇒ (3) + 3 - 2 = 4
Initiative Normal Round
Bless active!
Kivuli
- - -
White
- - -
Korug
Folium
Aurum
Modekai
- - -
Blue
Red
Green
Yellow
- - -
Zobmaggle
- - -

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Trying to compensate for the boat's movement in the current, Kivuli reloads his crossbow and fires at the (hopefully) lesser armored lead horse in an attempt to slow it down or throw the rider.
Shot at WHITE HORSE: 1d20 + 6 ⇒ (7) + 6 = 13
Damage: 1d6 ⇒ 5

GMG |

1d20 + 3 ⇒ (8) + 3 = 11
The rider of the first horse pulls on the reigns when he sees the bolt heading for his horse, but the animal is not quick enough and runs straight into the path of the bolt. The man than gets another arrow and fires it at Zob, but misses.
Attack, partial cover: 1d20 + 5 - 2 ⇒ (11) + 5 - 2 = 14
Damage: 1d6 + 2 ⇒ (4) + 2 = 6
Initiative
Bless active!
Korug
Folium
Aurum
Modekai
- - -
Blue
Red
Green
Yellow
- - -
Zobmaggle
- - -
Kivuli
- - -
White
- - -

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Korug shouts at the riders as he moves to the rails and fires his bow at the lead rider. "Why don't you come over here and get on this boat and I'll give you a real fight!"
Attack: 1d20 + 3 + 1 ⇒ (17) + 3 + 1 = 21
Damage: 1d6 ⇒ 1

GMG |

"Sure! Just bring the boat to the shore" you get as an answer just before Korug's arrow find its mark.
Initiative
Bless active!
Folium
Aurum
Modekai
- - -
Blue
Red
Green
Yellow
- - -
Zobmaggle
- - -
Kivuli
- - -
White 1 damage + horse 5 damage
- - -
Korug

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Modekai observes the river ahead, if it seems clear and straight for some time to come he'll secure the rudder such an option is available and retrieve his crossbow
proffession: pseudo-sailor if required: 1d20 + 3 ⇒ (1) + 3 = 4
please don't be required!!!

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yeah... this me paying attention to both words and pictures and looking at the battle map instead of the boat diagram...
grabs his crossbow and, following Kivuli's lead, fires at white horse
xbow: 1d20 ⇒ 6
dam: 1d8 ⇒ 7

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"Ah well, the horse's taken one already..."
Two arrows fly at the leading horse.
Arrow 1 attack (bless): 1d20 + 5 + 1 ⇒ (11) + 5 + 1 = 17
Arrow 1 damage: 1d8 + 4 ⇒ (5) + 4 = 9
Arrow 2 attack (bless): 1d20 + 5 + 1 ⇒ (14) + 5 + 1 = 20
Arrow 2 damage: 1d8 + 4 ⇒ (4) + 4 = 8
Second one to next horse if first one drops.

GMG |

Ride: 1d20 + 3 ⇒ (8) + 3 = 11
Ride: 1d20 + 6 ⇒ (18) + 6 = 24
Ride: 1d20 + 3 ⇒ (9) + 3 = 12
Damage: 1d6 ⇒ 4
Folium's arrows drops the first horse. The second rider sees the arrow coming and forces his horse into a jump, thereby avoiding the arrow.
The first rider drops to the ground, falling over his dead horse. The others stop their horses and mill about while shouting at each other before they ride of towards the hills. The horseless rider limps behind them on foot....
Combat over, well done!

GMG |

You slowly make your way downstream for the remainder of the day. In hte afternoon you are near the spot where the Jhemulit tribe is supposed to camp.
Several horses and goats contentedly graze about the wide grassy plain on either side of the river, but the fields look as though they have been recently flooded. A half-dozen yurts, drenched from a recent storm, dot the northern shoreline, smoke curling from their rounded roofs. Two small shrines sits a few yards east of the camp, surrounded by wildflowers.
A tien man stands on the northern shore, waving for you to come to him.

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"I am gotting this. I tongue like him.
Kivuli waves back to the man."Hěn hǎo de mǎnzú péngyǒu. Zhè shì ǒurán de qiàn tào Yànzi Cūn? Yīgè zhēnzhèng měilì de tǔdì. Kàn lái jiàngyǔ yīzhí shì zuìjìn de fǎngkè. Yǒu zhè dǎozhì héshuǐ péngzhàng? Nǐ xūyào de rènhé yuánzhù? Wǒmen yuànyì shàng'àn.“
Kivuli turns and gives his friends a thumbs up,"I head this mouthing moves well.

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Zob will head for the village, paying mind to the depth, unless someone give a reason not to.
know. nature: 1d20 + 6 ⇒ (19) + 6 = 25
"Zobmaggle's career of Alchemy deprive world of great ship-steerer!"

GMG |

Zob, driving checks are only needed in combat
Zob lands the ship near the shore as if he has done this a thousand times before. The short, middle-aged Tian-La man with graying hair
and a scraggly beard talks back to Kivuli
"Hěn hǎo de mǎnzúle yóukè, wǒ jiào Gokai. Wǒ shì shuí nǐ kàn dào zhèlǐ zāyíng Jhemulit de wūshī. Nǐ yǒu méiyǒu bèi Gokan nǚrén sòng? Yǔ wǒ tóngxíng de shèngdì, wǒ duì nǐ de chádiǎn. Qiàn tào yànzi cūn shì zhòngduō liánméng de xībù, mányú hǎi de lìng yībiān."
You walk with the man to the small shrine and after a small ceremony are poured tea. He then starts again.
“Wǒmen yǐjīng hùnhé xiāng, dàn kǒngpà wǒmen bùnéng gěi nǐ. Zhǐyào wǒmen fàng rù cǎi yào líkāi Gokan nǚrén xiāngzi, yīgè kěpà de fēngbào jiànglín wǒmen shēnshang. Wǒmen de xǔduō mǎ hé shānyáng bèi léi shēng jīngxià zǒu, yīgèrén bèi léi diànjí zhōng. Hěn xiǎnrán, tiānkōng yíméng jīngshén shì wǒmen bùmǎn huì gěi tǔdì de shénshèng lǐwù gěi wàirén. Nǐ kěyǐ shōuhuí Gokan nǚrén shàngshì dì měiguó shēngpí, dàn nǐ kěnéng bù ná xiāng.“

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Krug follows along with the group, oblivious as to what's going on in all this foreign tongue. He just tries not to act too awkward
-Posted with Wayfinder

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please forgive my lack of pigeon
diplomacy: 1d20 + 4 ⇒ (7) + 4 = 11

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"Yěxǔ zhè shì yīgè cèshì yóu tiānyǔ jīngshén, suǒyǐ wǒmen kěyǐ zhèngmíng wǒmen zhídé de. Ràng wǒmen yǐ cǐ wéi wǒmen de yīgè jīhuì. Ràng wǒmen lái yíngdé nín de xìnrèn, yǐjí zuòwéi tiānkōng jīngshén de, suǒyǐ nǐ kěnéng huì xiāngxìn zhèxiē shénshèng de lǐwù shì zài yòushǒu."
Aid Diplomacy: 1d20 ⇒ 11

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Folium grabs some grass outside the shrine, and feeds them to his rabbit who's laying on his lap. Listening the discussion for a moment, he then joins the attempt to convince the man.
"Hēi, nǐ suǒ zuò de dōngxī. Wǒ juédé zhè jiàn shìqíng duì wǒmen de gōngzuò, ér bùshì hǎo, dàn huài de. Yīxiē mó mén jiàotú xíjí wǒmen de fāngshì, yěxǔ zhè shì tāmen de péngyǒu tóuzhí shǎndiàn. Zhèngrú wǒ de péngyǒu shuō, gěi wǒmen yīgè jīhuì lái zhèngmíng zìjǐ."
Diplomacy aid: 1d20 ⇒ 3

GMG |

Ogokai allows you to translate for your companions that are not fluent in Tien before continuing ““I agree that the Sky Spirits work in mysterious ways, but I have interpreted their wishes for my entire lifetime. We know to fear them, for in our ancestors’ tales they have caused the ruin of many tribes.”"
He takes a sip of his tea "I am afraid that the Sky Spirits have spoken, and unless you can provide proof that you are worthy of accepting these gifts of our land, then I do not wish to give you the incense. Of course you are welcome to stay for the night, we have a yurt available if you want to rest.”

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He continues to speak in tien, we're grateful for your hospitality, and we have no desire to offend you or the Sky Spirits, but this incense is important to our mission. How might we prove our worthiness?

GMG |

"The sky spirits will give guidance if they see that you are worthy."
Basically you have the following options here:
1) diplomcay: tried that one
2) intimidation
3) try to steal the incense during the night and run
4) fight the tribesmen
5) gather herbs and make them into incense (knowledge nature + craft alchemy checks)

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Toward the back, Aurum mutters, "And so we see the losses that come to roost when one is unwilling to commit to good commerce."
Calculating a moment and looking around the shrine, he asks, "Now then, Sky Spirits, what precisely are these?"
Appropriate Knowledge(Arcana, Nature, Religion): 1d20 + 5 ⇒ (15) + 5 = 20

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Not certain how difficult it will be, or how long.
Kivuli looks to his friends,"If you can seeking the rightly leafs, I head I can making incense."
Craft Alchemy: 1d20 + 7 ⇒ (10) + 7 = 17
Craft Alchemy: 1d20 + 7 ⇒ (19) + 7 = 26

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"Zobmaggle also inclined to make incense ourselfs! Someones want to help Zobmaggle find right plant in wild?"
I'm gonna assume the DCs are high, but we may have the rigth skills on hand: Zob's got a +6 knowledge nature. If other people aid him in finding it, then he can aid kivuli in alchemizing it. These two checks might be a good time for mordekai to "Guidance".