The wait is long, and you dare only communicate in hushed whispers, in case the boat is moving right along without your notice, but this doesn't bother you much. In your minds are pathways of arcane powers and nexus of energies, and making yourself familiar with those all the time is a second nature to all of you. There is a saying that goes ''A keysackran is never alone, for he has his mind as a companion'' and although somehow innacurate, it has a kind of poetic sense to it that is quie compelling.
Suddenly, a faint shimmer in the air catches the eye of some of you, who quickly alert the others, and you focus your attention, piercing the faint veil surrounding a flat riverboat slowly going along the current, poled by a tall elf in wayfarer dark greens. At the same time you notice the shimmer, he seems to notice yours, and his eyes widen briefly, before he makes a quick hand gesture, a flat open palm towards you, obviously he means he will not betray you if you spare him. Fear can be seen in his eyes, no one wants to mess with a Keysackran raid party.
On the boat with him are 5 men, one is drapped in long white robes, although they are humid and stick to his wiry frame. One of these primitive peoples god's symbol can be seen on the robes*, he is obviously the emissary. With him are 4 men, 2 of those are tall muscular men, holding guisarmes in their hands, they stand vigilant. The other 2 are somewhat skinnier, but look faster, they each have a pair of kukri's out, and scan the surrounding area, one of them noticing the log and cursing. Each of them has a symbol representing nine points forming a ring pinned to their dark orange cloaks**, and wears light armor, as befit a jungle traveller.
The trap is closing, what do you do?
*Knowledge Religion DC 15
[spoiler]The symbol of Quenti the good, god of light and peace[/spoiler]
**Knowledge Local DC 10
[spoiler]This is the heraldics of the graduates of the temple of nine, the place where they train martial adepts[/spoiler]