
GM Rinaldo |

Ogokai bows to Brakkik as he leaves. "あなたは私を敬う。お友達とマナーを話し合い、準備ができたら私たちの共同食事のために私たちに参加してください。"

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"Pardon the misunderstanding, we do mean good will. Hopefully we can come to a better understanding. We were only tasked to collect and it's just hard to take in when you get all the way here and it's not available. Is there something we can do? Perhaps help you?" Zelrora will speak calmly.
Diplomacy: 1d20 + 8 ⇒ (7) + 8 = 15
Sorry if it's too late scrap it, just holiday weekend taking up my time.

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Diplomacy : 1d20 + 8 ⇒ (12) + 8 = 20
”Thank you for the dinner. The incense obviously has been the best way for us to be able to meet you and your customs intrigue us! We would very much appreciate it if you could please tell us more about yourself!“

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Diplomacy, Aid: 1d20 + 6 ⇒ (7) + 6 = 13
Jale sits quietly during dinner, hoping there is a way to appease the tribe’s fears.

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In response to Brakkik, Juno scoffs. "Sky spirits? Bah! Probably just some fool superstitions," Juno remarks as she crosses her arms. "Just ask them where the incense is and we'll get it ourselves. If their so-called 'spirits' don't want us to have it, they won't let us get it. No skin off old Ogokai's back to tells us and let us try. Even if he is a cultist or something."
--
Juno stuffs her face during dinner, leaving the small talk and pandering to her companions.

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"I don't think it ish ash shimple ash that," Brakkik says to Juno. "Ogokai mentioned mixing the inshenshe. Unlesh you know how to do that yourshelf, gathering rah ingredientsh von't be of much help for rah ritual. And perhapsh the shpiritsh vould be lesh angry at ush for taking it than the village for letting ush have it and shend another shtorm in a veek. Perhapsh if ve shtop talking and listen ve'll undershtand what'sh going on here better." This last comment is directed at the rest of the party.
GM, are we at dinner right now or preparing for it?

GM Rinaldo |

Thanks to the non-linearity of the PbP format, you are simultaneously preparing for dinner in a private conversation and at dinner with the tribe. ;-)
Feel free to denote what is private conversation and what is in public.
Since the subject of gathering it yourselves came up, I will take a Knowledge (nature) check and a Craft (Alchemy) check.

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kn nature: 1d20 + 6 ⇒ (9) + 6 = 15
I was taking to the tribe. ;-)

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Craft (alchemy): 1d20 + 10 ⇒ (6) + 10 = 16
No worries - Brakkik's just being a sassy-pants.

GM Rinaldo |

As you look around the camp before dinner starts, Sadaf sees an area with wild herbs that look like the sort that would go into an incense. He shows it to Brakkik, who thinks he could come up with a good recipe for it.
- - - -
At dinner, Sadaf engages Ogokai, who seems to have recovered from Juno's somewhat brusque manner earlier. He happily tells you of his people and their simple life here, and warms up to you as a group. Sadaf's diplomacy check has improved Ogokai's attitude toward you slightly.

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Sadaf is happy that made an impression and tries to win them over.
"You surely do not mind if we try to brew the incense ourselves ... I mean if we are able to conduct the ritual and maybe get some support from you then the spirits will be fine, right?"
Diplomacy: 1d20 + 8 ⇒ (13) + 8 = 21

GM Rinaldo |

Ogokai considers the proposal, then nods. "The herbs belong to all, so we can have no objection to you harvesting a reasonable amount for yourselves. Likewise, the knowledge of how to create the incense is nothing secret. Tomorrow, you may move your ship away from our village, then harvest and create the incense. If the sky spirits object, then their wrath will be upon you and not us."
With that agreed upon, you enjoy the evening meal with the tribe, then rest for the night.
The next day, as promised, you move away from the village. Jale and Sadaf collect a good supply of the herbs, and Brakkik makes incense from them.
You resume your travel down the river, and if the sky spirits are displeased, you hear nothing of it. The weather is clear and the river peaceful.
---------------------
After another week of travel without incident, the Tuunma River joins a southern fork on its way to the Sea of Eels. Just before the two forks join, you notice clumps of green lichen clinging to the links of an iron chain that spans the river a few inches above the water, the chain holding several vertical, bobbing logs in place. On the north shore, the chain is bolted to a squat stone block half-buried in the ground. To the south, the chain attaches to a large metal crank handle mounted to a ruined stone wall. A short wooden dock stretches from the front of the stone wall out to the middle of the slow-flowing river. A official on shore walks out along the dock with three guards and motions you to stop.
With the river blocked, you have no choice but to halt. The man speaks to you in Tien, then notices that several of you do not understand. He repeats himself in Taldane.
"I am Sun Cheyeng, border inspector for Lingshen. You will lower your ramp and allow me to inspect your ship for goods that must be taxed."

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"Exshellent thinking Shadaf!" Brakkik says happily. And I've always wanted a chance to make something smokey, he thinks, quite pleased with himself as well.
Did we take back the furs?
"Oh bother," Brakkik mumbles as the guard states his intentions. "They're alsho after rah artifact, and they'll probably take all that inshenshe ve vorked sho hard to create." He wipes a tear away from his bulging cheek, then frowns. "Ve can't let them have it! ish there shomevehere on rah boat ve could hide the inshenshe? Or if ve can get rid of that chain..."

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Sadaf is truly annoyed.
But he understands that commerce without taxes is almost impossible.
He thinks about his professional training in business and tries to identify which of the goods they have could be taxed.
Profession Merchant: 1d20 + 11 ⇒ (9) + 11 = 20
Then he steps forward and talks to the tax inspector.
”Greetings to you inspector Sun Cheyeng! We assure you to we want to comply with your laws - we would very much appreciate it if you could enlighten us on your duties and our obligations!“
Diplomacy : 1d20 + 8 ⇒ (14) + 8 = 22

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Gronkh also has some experience as a merchant and tries to see if he can possibly help Sadaf.
Profession (Merchant), aid another: 1d20 + 5 ⇒ (13) + 5 = 18

GM Rinaldo |

Brakkik, if you want to be saying that to someone in the group, tell me who and make either a Bluff or Stealth check, otherwise the inspector will notice you and possibly make out what you are saying.
On the subject of the chain, if someone wants to assess the possibility of destroying it, make a Knowedge (Engineering) check. The winch looks like it would only take a few seconds to lower the chain enough for you, but would require someone to be on the dock to operate it, then you would have to raise sail and start moving.
"I will inspect your ship and assess the tax on any cargo you are carrying. Now lower your ramp!"
-------------

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Sense Motive: 1d20 + 1 ⇒ (19) + 1 = 20
"My friend, you seem a bit stressed. Don't you know that stress is not good for your longevity? Now, would you mind showing us your documents so that we can be sure that you are indeed a tax collector? I'm sure that you are just doing as you are supposed to, but of course one can't be too careful these days..."

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Juno scoffs and rolls her eyes, stomping her way over to the tax collector. "Blasted thieves, is what you are! Taxes, my butt! Did you see this hunk of junk we're sailing in? Do we look like we're hauling cargo to you? Huh? Only thing we've got worth a silver on this boat is my time! And you're WASTING IT."
She grumbles some more, and makes a rude gesture at the tax man.
"Since I'm feeling generous, I give you 4 gold! And not a copper more! That's already more than fair! Take it and get outta here, you crooks."
She proceeds to wave four foreign gold pieces in the air at the tax man.
So, Juno's the worst tourist ever... Haha.

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Brakkik will try to whisper to Jale. (GM permitting, he'd use an uncommon language such as Aklo that they both understand.)
Stealth: 1d20 + 7 ⇒ (9) + 7 = 16 (I'm hoping they're far enough away that they'd have difficulty hearing from the distance)
Sense Motive: 1d20 + 1 ⇒ (18) + 1 = 19
Brakkik is also quite suspicious of these inspectors. He slowly sidles up to Sadaf and whispers, "Maybe we should give them the same warm welcome we gave the last group from Lingshen?"
Stealth: 1d20 + 7 ⇒ (9) + 7 = 16

GM Rinaldo |

Well, that escalated quickly... ;-)
"Very well then! Guards, take the ship!"
Based on the way the conversation went, I have Gronkh and Sadaf at the edge of the ship, with Juno just stepping up. Brakkik and Zelrora are forward having a quiet conversation and Jale is at the rudder, though the ship is now stopped. You have not tied off to the dock, but the chain is preventing you from floating down river with the current.
Sadaf: 1d20 + 2 ⇒ (15) + 2 = 17
Danduun: 1d20 + 3 ⇒ (15) + 3 = 18
Johnny: 1d20 + 4 ⇒ (14) + 4 = 18
Juno: 1d20 + 0 ⇒ (12) + 0 = 12
Zelrora: 1d20 + 1 ⇒ (16) + 1 = 17
Gronkh: 1d20 + 4 ⇒ (9) + 4 = 13
Brakkik: 1d20 + 5 ⇒ (13) + 5 = 18
Sun Cheyeng: 1d20 - 1 ⇒ (2) - 1 = 1
Guard Red: 1d20 + 7 ⇒ (13) + 7 = 20
Guard Blue: 1d20 + 7 ⇒ (3) + 7 = 10
Guard Yellow: 1d20 + 7 ⇒ (15) + 7 = 22
Guard Yellow
Guard Red
-----
Danduun
Johnny
Brakkik
Sadaf
Zelrora
Gronkh
Juno
-----
Guard Blue
Sun Cheyeng
Yellow Acrobatics: 1d20 + 7 ⇒ (15) + 7 = 22
Red Acrobatics: 1d20 + 7 ⇒ (16) + 7 = 23
Two of the guards back up and nimbly leap across the small gap between your ship and the dock. Landing on the bow, they draw their weapons and move to the two sets of stairs.
Two guards rolled high and two rolled low, with all of you in between! Everyone is up in a lovely you go / we go combat.
-------------
EDIT: I was mid-post when Brakkik posted. Juno's statement started the combat, so you wouldn't have stepped up to Sadaf at that point.

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Jale looks at the insanity unbreaking and shakes his head. Oh dear, oh dear... This is not going to end up well. The Wayang moves forward, muttering a prayer under his lips. "Dark one, enter his mind and show him your wisdom." He focuses on the inspector and stares intently.
Mind Thrust I Damage, Will Save, DC 17, for half: 2d6 ⇒ (3, 5) = 8
Swift action to activate Dark Half, Move action into range, Standard action to cast Mind Thrust.

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Sadaf casts guidance on Danduun and directs him to attack.
Guidance to be used on a saving throw roll.

Danduun |

Danduun is directed by Sadaf to attack with a talon.
Talon @red : 1d20 + 3 ⇒ (8) + 3 = 11
Damage Talon: 1d6 ⇒ 4

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"No!" Brakkik yells, "you cannot have our inshenshe!" He moves to the side of the boat and tosses a fizzing casket at the inspector.
Ranged touch, Point-blank shot, Inspired: 1d20 + 5 + 1 + 1 ⇒ (6) + 5 + 1 + 1 = 13
Fire damage, Point-blank shot, Inspired: 1d6 + 4 + 1 + 1 ⇒ (2) + 4 + 1 + 1 = 8 (Splash damage 5, Reflex 14 to halve)
Miss: 1d8 ⇒ 8

GM Rinaldo |

Inspector's Will vs Mind Thrust: 1d20 + 3 ⇒ (18) + 3 = 21
Blue's Reflex vs Bomb splash: 1d20 + 5 ⇒ (8) + 5 = 13
In a flash of motion, Brakkik runs to the edge of the ship and launches a bomb, as Jale's darker half overwhelms the inspector's mind. Sun Cheyeng falls to the dock with a weak cry of pain, as his guard tries, unsuccessfully, to avoid getting burned himself.
As this is happening, Zelrora steps back and begins a lovely dance while Danduun runs in to get between her and the invader.
Gronkh and Juno are still up! The inspector is down, while the blue guard is hurt but still active.

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"BAH! You're a piss-poor tax-man if I ever saw one! Ain't you ever heard of bartering?" Juno exclaims. When the tax-man falls unconscious she rolls her eyes and shakes her head. "Bloody amateur. Should've taken the four gold."
With too many people in her way, Juno stomps over to help the dinosaur and the dancer take on the red guard. "Duck, ya' overgrown lizard!" she says to the dinosaur as she swings her axe over it's head and around the rail at the red guard's ankles. (Attacking red despite the horrible cover he'll have).
Attack: 1d20 + 6 + 1 - 1 ⇒ (10) + 6 + 1 - 1 = 16
Slashing Damage: 1d10 + 3 + 1 + 2 ⇒ (5) + 3 + 1 + 2 = 11
If she misses she loudly blames it on the dinosaur...

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Gronkh snorts with fury at the guard facing him. "You know what goes with taxes, don't you? Death!"
Falchion, Inspire: 1d20 + 7 ⇒ (9) + 7 = 16
dmg: 2d4 + 7 ⇒ (1, 4) + 7 = 12

GM Rinaldo |

Juno swings at the guard, but her axe only shears a section off of the rail. Gronkh, with a clear shot, takes down the guard before him in a single blow.
Yellow: 1d20 + 2 ⇒ (6) + 2 = 8
Sun: 1d20 + 0 ⇒ (2) + 0 = 2
Red vs Danduun: 1d20 + 3 ⇒ (12) + 3 = 15
Blue Acrobatics: 1d20 + 7 ⇒ (20) + 7 = 27
Blue vs Gronkh: 1d20 + 3 ⇒ (14) + 3 = 17
As the guard on the ship swings at Danduun and misses, the other takes an amazingly nimble leap across, and swings at Gronkh - and also misses.
[ooc]Not looking good for the guards. Everyone is up!

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Sadaf casts guidance on Danduun and directs him to attack.

Danduun |

Again, Danduun attacks!!
Bite, inspire, : 1d20 + 3 + 1 ⇒ (16) + 3 + 1 = 20
Bite damage : 1d4 + 1 ⇒ (4) + 1 = 5
Talon 1 , inspire: 1d20 + 3 + 1 ⇒ (7) + 3 + 1 = 11
Talon damage : 1d6 + 1 ⇒ (1) + 1 = 2
Talon 2, inspire, : 1d20 + 3 + 1 ⇒ (18) + 3 + 1 = 22
talon damage : 1d6 + 1 ⇒ (6) + 1 = 7

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Jale focuses on the guard's mind, eye's squeezing tight. "Lord of secrets, fill his mind..." The wayang squeezes his hands together, gathering an intensity.
Mind Thrust I Damage, Will Save, DC 17, for half: 2d6 ⇒ (2, 2) = 4

GM Rinaldo |

Danduun bits and scratches at the guard in front of him, and he falls to the deck. Red is unconsciou.
Will: 1d20 + 1 ⇒ (20) + 1 = 21 Nat 20!
Jale focuses his dark nature on the remaining guard, who winces but remains standing.
Blue is still active and fighting, despite being the last one standing. Brakkik, Zelrora, Gronkh, and Juno may act!

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Brakkik delays, not wanting to set his friends (or the ship) ablaze.

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Zelrora will let her inspire courage performance linger for 2 rounds as she moves and pulls out a dart. She then throws it at blue.
Ranged dart/melee/inspired: 1d20 + 1 - 4 + 1 ⇒ (14) + 1 - 4 + 1 = 12 20/x2
1d4 - 1 + 1 ⇒ (4) - 1 + 1 = 4 piercing damage

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Gronkh swings at Blue. "And a very merry to you too!"
Falchion, Inspire: 1d20 + 7 ⇒ (16) + 7 = 23
dmg: 2d4 + 7 ⇒ (4, 2) + 7 = 13

GM Rinaldo |

With a final mighty blow, Gronkh takes down the final guard.
END OF COMBAT!
What do you do with the unconscious people? Some of them are bleeding (in the case of the inspector, rather severely...).

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Brakkik wades in as the combat settles down and starts tending to the wounded - starting with the inspector (as he looks the worst).
Acrobatics to Jump: 1d20 + 3 - 4 ⇒ (14) + 3 - 4 = 13
Heal: 1d20 + 5 ⇒ (13) + 5 = 18

GM Rinaldo |

Brakkik quickly stabilizes the inspector, followed by the guards.
Now what? :-) You could just leave them on the dock or in their guard shack (not shown on the map) to wake up eventually, or you could heal one or more for questioning, though who knows how much good that will do you.

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”I would just leave them here and continue. No reason to disturb our luck!“

GM Rinaldo |

Checking over the unconscious guards as you move them back to the dock, you see that they are wearing lamellar cuirass, armed with a composite shortbow (+1 Str) with 20 arrows and a short sword, and each carries a potion of cure light wounds and 23 gp. The inspector is wearing silken ceremonial armor, has a light crossbow and a longsword that he never drew, and has two tanglefoot bags in his pouch.

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"The nerve of them. I know that being a Pathfinder may have it's trials but this is just silly. Shall we go, I have nothing to say to these men." She looks around at the men, down the river then the chain. "You don't suppose we should just keep going down the river? Funny the situations I find myself in."
If I recall correctly we aren't at our destination yet?

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While the soft-hearted fools in her group stabilize the enemy, Juno robs them blind. She strips them down to their clothes, taking their armour, weapons, arrows, potions, coin, alchemical doo-dads, backpacks, and even their shoes.
Then she stomps back aboard the ship, and tests out one of the shortbows, deciding to keep it for herself.
Taking literally everything she can take from these guys, even things not listed. She leaves them in just their clothes. Although, in any of them have particularly valuable looking clothes, cloaks, or robes, she takes those too. She's nothing if not thorough! She's claiming a composite short bow (+1 Str) for herself, and 40 arrows, as well as a cure light wounds potion. (If no one claims the extra potions she'll keep the extras in her belt pouch).

GM Rinaldo |

Zelrora: You are crossing into Lingshen, where you will continue on the river until it flows into the Sea of Eels, which you will cross to reach your destination.
Juno: The only things of value are what I listed. Beyond that just normal underclothing.

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Gronkh also takes one of the composite short bows, 20 arrows, and a potion of CLW.
"Should we interrogate 'em? If they ain't real tax collectors - and I reckon they ain't - might be worth finding out who they really are. Just bandits? Or something more?"