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Beak bites the nearest remaining zombie!
Beak's Attack, Power Attack, Outflank: 1d20 + 17 + 4 - 2 ⇒ (14) + 17 + 4 - 2 = 33
Damage, SPower Attack, Bane: 2d6 + 14 + 6 ⇒ (6, 1) + 14 + 6 = 27
Then will switch animal focus to Bear.

GM Hawthwile |

Flyn's arrow strikes true and the woman falls to the ground in a heap of robes and heavy furs. Kramac punches swiftly, bits of ice and bone flying off with each swing - and then Beak crunches the last zombie-cicle to pieces.
Out of combat! Damage Report:
Zaarah (-22)
Kiboko
Mvumbu (-12)
Fendel (-26)
Flyn (-109 (-1), Unconscious, Bleeding out)
Kramac (-42)
Beak (-50, Stoneskin 50/100)
Blue (-83, 25 nonlethal, Unconscious)
Without the noise of combat and spellcasting, the whistling of the wind outside becomes audible once more. From how the deck is swaying, the downward angle of the bow, and the way Flyn's bow rolls around the hull, it's very clear that the ship is out of control and on a collision course with the planet below.
For my ease of tracking time and when things happen, please include only one course of action (which doesn't have to be only 1 round's worth of actions, but not more than 5 rounds' worth) in your next post.
What do you do?

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Stabilize: 1d20 + 2 - 1 ⇒ (13) + 2 - 1 = 14
If someone can hit me just once with some healing, I can heal myself the rest of the way with my wands…

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Zaarah’s ablative barrier spell had converted the damage to non lethal bruises and Zaarah heals herself with her wand.
CLW umd dc 20 wand : 1d20 + 14 ⇒ (18) + 14 = 321d8 + 1 ⇒ (6) + 1 = 7
CLW umd dc 20 wand : 1d20 + 14 ⇒ (10) + 14 = 241d8 + 1 ⇒ (3) + 1 = 4
CLW umd dc 20 wand : 1d20 + 14 ⇒ (12) + 14 = 261d8 + 1 ⇒ (6) + 1 = 7
CLW umd dc 20 wand : 1d20 + 14 ⇒ (14) + 14 = 281d8 + 1 ⇒ (5) + 1 = 6
Fully healed. Ablative barrier has 28 hp capacity left. Noted in the slides. .

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The detective takes a moment to study the workings of the engine. "I belive I have a rudimentary understanding of the propulsion system. Tend to Flyn, Voss and his allies." Without waiting for a response, Fendel drinks down an extract and springs to action.
Spend a round to drink his cognatogen, adding 4 to his INT and +2 to all his rolls for 20 minutes.
Enginneering: 1d20 + 30 + 1d6 + 2 ⇒ (5) + 30 + (4) + 2 = 41
Enginneering: 1d20 + 30 + 1d6 + 2 ⇒ (16) + 30 + (5) + 2 = 53
Enginneering: 1d20 + 30 + 1d6 + 2 ⇒ (19) + 30 + (1) + 2 = 52

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Provided that Kramac can see to Flyn:
Kiboko calls Mvumbu to him, and seeing that she is not badly injured he turns his attention to the fallen spellcaster. He strips her of weapons, spell components, holy symbols and the like, and checks for magic items with Detect Magic so as to be able to remove any rings, amulets or similar devices. He binds her hands with rope, and makes ready to revive her.
Detect Magic, then say 3 rounds stripping items and two rounds to bind.
"Mvumbu will guard this wretched woman until we wish to revive her."

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Kramac walks over to Flynn, and taps him first with a healing spell from his own reservoir.
CLW: 1d8 + 5 ⇒ (7) + 5 = 12
Kramac will then set forth mending Beak and his own wounds with his wand.
2 For Beak:
CLW: 1d8 + 1 ⇒ (5) + 1 = 6
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
2 For Kramac:
CLW: 1d8 + 1 ⇒ (1) + 1 = 2
CLW: 1d8 + 1 ⇒ (4) + 1 = 5
Stay alert for more saboteurs! Kramac will be able to prevent any more invisible foes from getting the jump on us, but who knows what trickery Adril will employ.
Fendel, is there anything you don't know everything about?

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"As proficient and capable the rest of you are at violence, I strive to be as accomplished in most other areas The Society pursues."

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Flyn comes to, nodding to Kramac. ”Thank you, my friend…”
He’ll use up his wand of cure moderate wounds (5 charges)…
Take the average for 12 hp each use (total of 60)

GM Hawthwile |

@Zaarah - since ablative barrier calls out "first 5 points of lethal damage the target takes from each attack are converted into nonlethal damage", I don't think it would convert the electric damage from the spell to nonlethal damage. That shouldn't make much of a difference in your healing, but it'll leave your barrier at full strength for the time being.
@Fendel - what did you want to accomplish with those Knowledge (engineering) rolls?
The crystalline structure in the middle of the ship begins to glow with a red light as Fendel deftly reactivates it. A few seconds later, the hull vibrates softly. But the pitching and rolling of the ship does not cease, nor does the ship's bow rise from its downward position. Kramac looks out a porthole and notices two important things - the mountains below are much closer than would be preferred and getting even closer, and Adril's ship above is much further away that would be preferred and getting even further away.
A little bit of railroading here to keep things moving:
Zaarah rushes back up to the bridge, but finds it empty. The ship's wheel spins freely, and the two red-skinned warriors are nowhere to be found. But with the engines back online - and with the weapons Kol Voss pointed out earlier - it could be possible to catch back up with Adril's ship!
Map has been updated - we're using a chart to track relative positions of the airships. Your ship is in the White circle, Adril's is in Red.
Fly the Ruby Skies
Round 1! Bold may act!
Fendel
Flyn
Kiboko
Mvumbu
Kramac
Beak
Zaarah
Possible Actions:
- Steer the ship to move one space forward or up (please specify which) with Fly, Knowledge (engineering), or Use Magic Device (can be done by multiple characters in a round)
- Fire a forward harpoon (ranged attack roll, requires harpoon to be loaded)
- Load a harpoon (requires two characters to load one harpoon, can be attempted by animal companions with successful Handle Animal check)
- Something else!
What do you do?

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@Fendel - what did you want to accomplish with those Knowledge (engineering) rolls?
I had five rounds, so I was just trying to use that time to get the engines going again. If I didn't need all of that time, Fendel would have tapped himself with the Wand of Infernal Healing for Fast Healing 10.
Do I have to be above decks to 'steer', or as it can be done by multiple characters, is that something I can do from the Engine Room? If I have to go up to the wheel, I will do so.
Also, are Voss and his men incapacitated or dead?
The detective struggles to bring the ship under control. Knowing most ariel predators prefer to strike from above, Fendel brings the bow of the ship up in an effort to gain altitude.
Knowledge Enge-Steering: 1d20 + 30 + 1d6 + 2 ⇒ (5) + 30 + (4) + 2 = 41

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That was Fast Healing 1 for 10 rounds
Also, are Voss and his men dead, or merely incapacitated?
Heal: 1d20 + 15 + 1d6 + 2 ⇒ (12) + 15 + (3) + 2 = 32

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From the blood and gore description, I assumed Kol Voss and his men were dead…but I could be wrong…
If he has the time, Flyn will take a hit from his cure serious wounds wand and then dash upstairs to reach the deck…
CSW: 3d8 + 5 ⇒ (5, 8, 2) + 5 = 20
Eying the harpoon, he looks to his friends. ”If someone, or someones, can load this thing, I think I can fire it…”

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"Everyone get up here! Someone help me with the harpoon!" Zaarah shouts.
She hopes that the harpoon will attach them to the other ship and Zaarah immediately starts to load the harpoon.

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I think it's assumed we're above decks now?
"Kiboko and Mvumbu will help you, Flyn."
handle animal, Mvumbu: 1d20 + 20 ⇒ (17) + 20 = 37 assuming this counts as Pushing, it's a move action for Kiboko so he helps load as well.

Mvumbu |

Mvumbu picks up a harpoon in her massive maw and helps Kiboko place it in the launcher.
Maybe Beak and Kramac can load another and Zaarah can shoot? Or Kramac can shoot?

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GM: Is Flyn considered proficient with the harpoon?
Flyn will quickly look over the harpoon to familiarize himself with the weapon…
Knowledge (Engineering)?: 1d20 + 6 + 1d6 ⇒ (8) + 6 + (5) = 19
…and once his friends have loaded it, he will aim and fire it at Adril’s ship…
Harpoon: 1d20 + 17 ⇒ (12) + 17 = 29

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Kramac will aid Zaarah in loading the 2nd harpoon.
Beak! You obstiniate Bird, why can't you be more like Mvumbu!
Never invested much into handle animal, so not even gonna try to get Beak to help load

Mvumbu |

"Moooaaarrghhhh!"
Mvumbu looks over at Beak and nods her head in assent.

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"Ha ha, you are right Brother Kramac! There is no other like Mvumbu the Wise and Beautiful!"
Kiboko grins as he works with his companion to arm a harpoon launcher.

GM Hawthwile |

Also, are Voss and his men dead, or merely incapacitated?
They're dead, Jim. And only one check was needed to get the engines back online, so be sure to include that healing in your status on the slides/statbar.
GM: Is Flyn considered proficient with the harpoon?
I would assume so because there's absolutely nothing written in here about proficiencies (I don't think siege weapons were even a thing in Pathfinder at the time this scenario was written - or maybe it'd just come out). Regardless, for simplicity's sake we'll assume everyone is proficient.
Also, my apologies for the confusion. You can only perform one of the Ship actions each round. Since Kiboko and Mvumbu have a harpoon ready, I'll resolve Flyn's attack and not the Knowledge (engineering) check.
Fendel takes the helm and begins pulling the bow upward. As the ship's engines whine in response to the increased effort, the other Pathfinders begin unloading the heavy harpoons from their racks and sliding them into the crossbow-like launchers. Flyn hops up on the platform, looks down the weapon's sight, and pulls the trigger! The harpoon flies straight and true, but falls just short of the other ship.
1d100 ⇒ 47
As the projectile falls, a sudden frigid gust of wind rises to take its place and slams into the airship's hull. The wheel tries to turn violently in Fendel's grasp and the deck tilts perilously to the side.
@Fendel - since you're the only one currently "piloting" the ship, please make a Piloting check (same skills as usual) to keep the harpoons from rolling off their mounts and scattering all over the decks. This is in addition to your action for the round.
Fly the Ruby Skies
Round 2! Bold may act!
Fendel
Flyn
Kiboko
Mvumbu
Kramac
Beak
Zaarah
Ship Status:
- Harpoons loaded: 1
Possible Actions:
- Steer the ship to move one space forward or up (please specify which) with Fly, Knowledge (engineering), or Use Magic Device (can be done by multiple characters in a round)
- Fire a forward harpoon (ranged attack roll, requires harpoon to be loaded)
- Load a harpoon (requires two characters to load one harpoon, can be attempted by animal companions with successful Handle Animal check)
- Something else!
What do you do?

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Focusing on the task at hand, the detective becomes deathly quiet.
Engineering vs Gust of Wind: 1d20 + 30 + 1d6 + 2 ⇒ (18) + 30 + (4) + 2 = 54
Fendel continues his attempt to gain altitude.
Engineering vs Gust of Wind: 1d20 + 30 + 1d6 + 2 ⇒ (4) + 30 + (5) + 2 = 41
Only up or forward, correct? No diagonals? (In short, we get to move like a rook, not a queen). If we CAN diagonal, I would prefer to do that this round.

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No worries on the Knowledge (Engineering) check, GM, I only threw it out there if I might’ve needed such for proficiency. From your post, I was thinking we’re outside of at least the first range increment. Can we tell how far away we are from Adril’s ship…

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So if more than one person can pilot, anyone else have a decent Fly or UMD? Might be helpful to catch up if we could move more then one square on our turn.

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So Fendel steers as he’s got the highest modifier, Kramac and companion load one harpoon and Kiboko and companion load one. That means Flynn and Zaarah with the highest dexterity shoot.
”Okay! I’ll shoot!“
Harpoon : 1d20 + 18 ⇒ (20) + 18 = 38
Crit?? : 1d20 + 18 ⇒ (13) + 18 = 31

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We need more than one pilot if we're going to get in range for the harpoons. Zaarah is the only one other than Fendel trained in Fly or UMD.
"Fendel needs some help flying this machine. But Kiboko has no knowledge of such contraptions."
handle animal (mvumbu): 1d20 + 20 ⇒ (5) + 20 = 25
Kiboko and Mvumbu continue loading the harpoon launchers.

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Kramac, seeing no one available to help load the harpoon pulls out a small gem and begins yelling into it.
SAGES! Kramac needs your help! How do I fly this thing!?!
With that, Kramac begins frantically running around the ship holding the gem up to various panels and levers, and shouting into it. He seems to have gone quite mad.
After a few moments though, Kramac begins assisting Fendel in flipping levers and turning knobs.
Kn Engineering: 1d20 + 26 ⇒ (11) + 26 = 37
Using a boon that lets me consult the Jeweled Sages and have them make a knowledge check with a bonus equal to 2x my level. If you'd like I can pass a copy of the chronicle along for you GM

GM Hawthwile |

@Flyn - judging by the harpoon's flight path, you'd estimate the second range increment currently. Each square on the grid represents 100 ft.
@Kramac - Hah! I love it! No need to see the chronicle (I think I know which one it's from).
As Fendel, Kiboko, and Mvumbu work methodically, Kramac and Zaarah seem to have other methods in mind. The former's involves a lot of running around and yelling, while the latter's involves a wild shot at Adril's ship...
Critical Harpoon damage: 15d10 + 60 ⇒ (1, 7, 5, 6, 4, 8, 7, 1, 5, 7, 5, 9, 3, 1, 3) + 60 = 132
...that leaves a large hole in the vessel's stern and slows it down, allowing the Pathfinders to inch even closer!
The crit wouldn't have confirmed without Kramac's success - nice teamwork folks! Ambrus Valsin would be so proud if he could see you right now. XD
Fly the Ruby Skies
Round 2! Bold may act!
Fendel
Flyn
Kiboko
Mvumbu
Kramac
Beak
Zaarah
Pathfinder Ship
Adril's Ship (-122)
Ship Status:
- Harpoons loaded: 1
Possible Actions:
- Steer the ship to move one space forward or up (please specify which) with Fly, Knowledge (engineering), or Use Magic Device (can be done by multiple characters in a round)
- Fire a forward harpoon (ranged attack roll (5d10+20 dmg), requires harpoon to be loaded)
- Load a harpoon (requires two characters to load one harpoon, can be attempted by animal companions with successful Handle Animal check)
- Something else!
What do you do?

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Since Zaarah fired, I wasn’t sure if the harpoon was loaded but I see from your post that it is…also, I forgot that Flyn has Far Shot so the range increment penalty will be -1 instead of -2; I’ll include that in my roll…
”Nice shot, Zaarah!”
Flyn follows up that shot with another…
To Hit: Base/Dex, 2nd increment w/Far Shot
Harpoon: 1d20 + 17 - 1 ⇒ (12) + 17 - 1 = 28

GM Hawthwile |

Harpoon damage: 5d10 + 20 ⇒ (10, 1, 9, 4, 10) + 20 = 54
Flyn's work is not quite as flashy as Zaarah's, but the archer's harpoon strikes the fleeing airship and pierces a hole in its mainsail. Cries of alarm finally float back to the Pathfinders - as do a salvo of retaliatory projectiles!
Harpoon, Range vs Pathfinder Airship: 1d20 + 12 - 2 ⇒ (4) + 12 - 2 = 14
Harpoon damage: 5d10 + 20 ⇒ (2, 3, 6, 8, 6) + 20 = 45
Harpoon, Range vs Pathfinder Airship: 1d20 + 12 - 2 ⇒ (13) + 12 - 2 = 23
Harpoon damage: 5d10 + 20 ⇒ (5, 2, 2, 10, 4) + 20 = 43
Both fall short of their target, descending through the cold air to the planet below.
1d100 ⇒ 50
The leading airship suddenly dives, whipping between thin mountaintops in an attempt to throw off its pursuers!
Either Fendel or Kramac will need to make a Pilot check at the start of their turn to avoid falling further behind Adril's airship. (Maybe coordinate over Discord or the Discussion thread before posting.)
Fly the Ruby Skies
Round 3! Bold may act!
Fendel
Flyn
Kiboko
Mvumbu
Kramac
Beak
Zaarah
Pathfinder Ship
Adril's Ship (-166)
Ship Status:
- Harpoons loaded: 0
Possible Actions:
- Steer the ship to move one space forward or up (please specify which) with Fly, Knowledge (engineering), or Use Magic Device (can be done by multiple characters in a round)
- Fire a forward harpoon (ranged attack roll (5d10+20 dmg), requires harpoon to be loaded)
- Load a harpoon (requires two characters to load one harpoon, can be attempted by animal companions with successful Handle Animal check)
- Something else!
What do you do?

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Would that be 'in response' to their dive, like a chase mechanic, or the entirety of our action?

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"Good shooting friends! We will bring Hestram down!"
Kiboko and Mvumbu load another harpoon.
handle animal, mvumbu: 1d20 + 20 ⇒ (12) + 20 = 32

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”Thanks for loading Kiboko!“
Harpoon : 1d20 + 18 ⇒ (16) + 18 = 34
Harpoon damage: 5d10 + 20 ⇒ (5, 10, 5, 7, 2) + 20 = 49

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I'll let Fendel make the check - my boon is a per use one, so it would require another use of it while fendel gets to do it for free. I will expend another use of it for my main check this round though
Kramac continues running around flipping knobs and turning switches, while periodically shouting into his little gemstone.
Kn Engineering: 1d20 + 26 ⇒ (4) + 26 = 30

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Not today Andril!
The detective pushes the ship to keep pace with the fleeing airship!
Engineering: 1d20 + 30 + 1d6 + 2 ⇒ (4) + 30 + (6) + 2 = 42
Engineering: 1d20 + 30 + 1d6 + 2 ⇒ (6) + 30 + (6) + 2 = 44

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Flyn can’t fire and can’t load a harpoon by himself…so guess he’ll heal…
Finding himself unable to contribute in a significant way, Flyn will retrieve a wand and heal…
CSW: 3d6 + 5 ⇒ (4, 6, 3) + 5 = 18

GM Hawthwile |

Would that be 'in response' to their dive, like a chase mechanic, or the entirety of our action?
The former - you'll always have at least your usual action for the round.
Fendel just barely keeps up with the other airship, pushing the bow down into a steep dive to pick up speed before bringing it abruptly back up to avoid crashing into the mountaintops below. Kramac continues his mad behavior, and Kiboko his methodical process. The TWONG! of the harpoon launcher is answered by the faint crunch of wood and cries of alarm. The other ship returns fire!
Harpoon, Range vs Pathfinder Ship: 1d20 + 12 - 2 ⇒ (7) + 12 - 2 = 17
Harpoon damage: 5d10 + 20 ⇒ (9, 2, 5, 9, 9) + 20 = 54
Harpoon, Range vs Pathfinder Ship: 1d20 + 12 - 2 ⇒ (5) + 12 - 2 = 15
Harpoon damage: 5d10 + 20 ⇒ (6, 9, 10, 9, 4) + 20 = 58
But there seems to be something wrong with their harpoon launchers as the massive bolts don't even make it halfway to the other ship before arcing downward.
CSW: 3d6 + 5 ⇒ (4, 6, 3) + 5 = 18
Whoops, I think those should be d8's? Go ahead and reroll if you want, or you can keep that result.
Fly the Ruby Skies
Round 4! Bold may act!
Fendel
Flyn
Kiboko
Mvumbu
Kramac
Beak
Zaarah
Pathfinder Ship
Adril's Ship (-205)
Ship Status:
- Harpoons loaded: 0
Possible Actions:
- Steer the ship to move one space forward or up (please specify which) with Fly, Knowledge (engineering), or Use Magic Device (can be done by multiple characters in a round)
- Fire a forward harpoon (ranged attack roll (5d10+20 dmg), requires harpoon to be loaded)
- Load a harpoon (requires two characters to load one harpoon, can be attempted by animal companions with successful Handle Animal check)
- Something else!
What do you do?

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Not certain how durable either craft is, the detective continues to gain altitude in order to claim the superior position.
Engineering: 1d20 + 30 + 1d6 + 2 ⇒ (17) + 30 + (1) + 2 = 50

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Sorry, GM…but I‘ll keep it as it maxed me out. I’ll wait to see what the others do as I don’t have many options as yet…

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Kiboko and Mvumbu load another harpoon.
"Keep shooting! We can force them down!"
handle animal, mvumbu: 1d20 + 20 ⇒ (9) + 20 = 29

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Flyn nods to Kiboko and fires the harpoon at Adril’s ship…
To Hit: Base/Dex, 2nd increment w/Far Shot, Elven Ranger Confirmation Bonus
Harpoon: 1d20 + 17 - 1 ⇒ (20) + 17 - 1 = 36
Confirmation: 1d10 + 17 - 1 + 3 ⇒ (9) + 17 - 1 + 3 = 28
Critical Damage: 15d10 + 60 ⇒ (1, 7, 9, 4, 8, 7, 8, 6, 3, 1, 6, 8, 2, 10, 8) + 60 = 148

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“Kramac, load the harpoon please with beak! I will steer with Fendel!“ Zaarah shouts.
umd : 1d20 + 14 ⇒ (14) + 14 = 28

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Kramac will attempt to cajole Beak into helping.
Handle Animal: 1d20 + 5 + 2 ⇒ (19) + 5 + 2 = 26
And hopefully succeeds at loading the harpoon!

GM Hawthwile |

Kramac cajoles Beak into following Mvumbu's example, sliding a second harpoon into the portside launches as Flyn fires the one on the starboard side. From this close, the Pathfinders can see the bits of wood and metal falling off the other ship like blood from a wound. At the helm, Zaarah tries to lend Fendel a hand - but the alien technology eludes her efforts to utilize it.
A hearty bellow heralds the departure of another pair of harpoons from Adril's airship!
Harpoon vs Pathfinder Ship: 1d20 + 12 ⇒ (6) + 12 = 18
Harpoon damage: 5d10 + 20 ⇒ (2, 6, 9, 9, 2) + 20 = 48
Harpoon vs Pathfinder Ship: 1d20 + 12 ⇒ (17) + 12 = 29
Harpoon damage: 5d10 + 20 ⇒ (3, 5, 9, 7, 4) + 20 = 48
This time one of the missiles strikes the ship's hull, jolting the visiting crew and forcing Fendel to steady their trajectory while the other ship pulls ahead.
1d100 ⇒ 13
As soon as the engines stop whining furiously, Beak squawks in alarm! A flock of bizarre, two-headed red and white bird-creatures rise up between the two ships, perhaps startled by the falling debris. There's only seconds to adjust course to keep from crashing into them!
Either Fendel or Zaarah need to make an additional Piloting check at the start of their turn before their regular turn action.
Fly the Ruby Skies
Round 5! Bold may act!
Fendel
Flyn
Kiboko
Mvumbu
Kramac
Beak
Zaarah
Pathfinder Ship (-38)
Adril's Ship (-343)
Ship Status:
- Harpoons loaded: 1
Possible Actions:
- Steer the ship to move one space forward or up (please specify which) with Fly, Knowledge (engineering), or Use Magic Device (can be done by multiple characters in a round)
- Fire a forward harpoon (ranged attack roll (5d10+20 dmg), requires harpoon to be loaded)
- Load a harpoon (requires two characters to load one harpoon, can be attempted by animal companions with successful Handle Animal check)
- Something else!
What do you do?

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Flyn takes aim and fires the loaded harpoon again at Hestram’s ship…
To Hit: Base/Dex, 2nd increment w/Far Shot
Harpoon: 1d20 + 17 - 1 ⇒ (14) + 17 - 1 = 30
Damage: 5d10 + 20 ⇒ (1, 4, 6, 7, 8) + 20 = 46

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Enginneering vs Flock of Birds: 1d20 + 30 + 1d6 + 2 ⇒ (7) + 30 + (1) + 2 = 40
The detective quickly calculates the flight path of the alien avians and adjusts accordingly. Once that has been compensated for, he continues to gain altitude.
Enginneering: 1d20 + 30 + 1d6 + 2 ⇒ (12) + 30 + (2) + 2 = 46

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"Hestram's vessel surely cannot withstand much more punishment!"
Kiboko exhorts the team's shooters, whilst keeping the ammunition coming...
handle animal, mvumbu: 1d20 + 20 ⇒ (6) + 20 = 26

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”Thanks for loading Kiboko!“
Harpoon : 1d20 + 18 ⇒ (12) + 18 = 30
Harpoon damage: 5d10 + 20 ⇒ (9, 5, 9, 8, 2) + 20 = 53
”Is all so crazy! A flying ship and chase that is super awesome!“

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Handle Animal: 1d20 + 5 + 2 ⇒ (1) + 5 + 2 = 8
Kramac continues cajoling the bird, but is unable to coax the obstinate beast to cooperate this time.