Jade Reclamation

Game Master Helix Missionary

A divine heir. A conspiracy against the empire. A Throne of Jade ripe for the taking.

Caravan Statistics:

The Vhiski Caravan
Caravan Level: 3
Max Wagons: 5


Offense: 4
Defense: 2
Mobility: 2
Morale: 4


Attack Checks: +6
Armor Class: 12
Security Checks: +4 (+6 vs. surprise)
Resolve Checks: +7

Hit Points: 90/90
Damage: 1d6+3
Speed: 40 miles per day
Unrest: 0
Consumption: 13


Efficient Consumption: -2 Consumption
Enhanced Caravan: +1 Offense, +1 Morale
Merchant Mastery: +5 bonus on Resolve checks to trade


Sandru's Covered Wagon: Sandru Vhiski's lead wagon for the caravan, which provides room for passengers and staff. (20 HP, 6 Travelers, 4 Cargo, 2 Consumption; enhanced undercarriage)
Sandru's Supply Wagon: The main cargo wagon for Sandru Vhiski's caravan. (20 HP, 2 Travelers, 10 Cargo, 1 Consumption; enhanced undercarriage)
Madame Mvashti's Fortune Wagon: The traditional fortune-teller's wagon housing Madame Mvashti. (30 HP, 2 Travelers, 4 Cargo, 1 Consumption; enhanced undercarriage; allows fortune-teller benefits, +1 Morale while Madame Mvashti serves as fortune-teller)
Wheen's Wagon: The personal wagon used by the Wheen family. (20 HP, 2 Travelers, 10 Cargo, 1 Consumption; enhanced undercarriage; counts each unit of repair materials as 1/2 a cargo unit, up to 20 materials units)

Total Traveler Capacity: 12/12
Total Monthly Wages: 5 gp/month

Rei Sugimatu: The destined empress of Minkai. Guard. Wages: N/A.
Ameiko Kaijitsu: The Kaijitsu daughter, skilled and cunning. Entertainer. Wages: N/A.

Koya Mvashti: The younger Mvashti, a cleric of Desna and journeywoman fortune-teller. Healer. Wages: N/A.
Madame Niska Mvashti: The elder Mvashti, an oracle of Desna and skilled diviner. Fortune-Teller. Wages: N/A.

Bevelek Artoi: The older Artoi brother, grim-faced but pleasant. Driver. Wages: N/A.
Vankor Artoi: The younger Artoi brother, easygoing and jovial. Driver. Wages: N/A.
Atsuii Kaijitsu: The Kaijitsu mother, devoted and watchful. Cook. Wages: N/A.
Lonjiku Kaijitsu: The Kaijitsu father, stoic and honorable. Guard. Wages: N/A.
Ander Vhiski: Sandru's younger brother, an energetic career Varisian. Driver. Wages: N/A.
Sandru Vhiski: The caravan's proprietor and leader. Trader. Wages: N/A.
Bilivar Wheen: A skilled but melancholic craftsman. Wainwright. Wages: 5 gp/month.
Vorah Wheen: Bilivar's caring but put-upon wife, a novice herbalist. Driver. Wages: N/A.

Total Cargo Capacity: 25/28

Repair Materials: Supplies and equipment for repairing wagons. 10 cargo units.
Stores: Foodstuffs, with 1 cargo unit providing 10 provisions. 12 cargo units.

On Waters Beyond the Inner Sea, First Edition: A pair of tomes holding a collection of writings on naval journeys both up Avistan and down Garund. 0 cargo units, purchased at 75 gp.
Sandpoint Fine Glasswares: Delicate and beautiful bottles, panes, and other artful pieces from Sandpoint's glassworks. 2 cargo units, purchased at 350 gp.
Sea Chart of the Varisian Region: A yellowed parchment map that seems to detail the Lost Coast's sailing waters, though without particular accuracy. 0 cargo units, purchased at 200 gp.
Varisian Fabric Bolts and Tapestries: A fine bunch of high-quality textiles made in the traditional Varisian style. These fabrics aren't merely Varisian in design and appearance: they're made from the wool of the highly-prized Velashu Lowlands sheep, which means they're incredibly soft and comfortable in even very mild weather. They're also quite symbolic of Varisian culture and history. 1 cargo unit, purchased at 90 gp.
Varisian Scarves: A huge number of finely-tailored scarves in an assortment of colors and sizes, enough to trade with clothiers. Much like the textiles, these scarves are made from local materials, meaning they're unique against other scarves. Some are made of light materials, some of the Velashu wool, and they are even more richly associated with Varisian culture, particularly the caravans and nomads. 1 cargo unit, purchased at 250 gp.

NPC Relationships:


Ameiko Kaijitsu (26 - Fellowship): The cunning and energetic daughter of the Kaijitsus, Ameiko has been your foster sister and closest confidante since childhood. Trained in arts of both combat and guile, she serves as your official yojimbo guard, your first sword, your eyes and ears, and your most loyal ally.
--Preferred Gifts: Exotic or beautiful works of art; Exciting stories of adventure

Atsuii Kaijitsu (20 - Fellowship): The compassionate and tactful mother of the Kaijitsus, Atsuii has been your mother as well, and educated you in both knowledge and wordplay. She herself is a daughter of the Oniwaban shinobi guardians, and in that capacity she serves as advisor, councilor, and even spy.
--Preferred Gifts: Tien jewelry; Painting supplies

Lonjiku Kaijitsu (16 - Fellowship): The stoic and disciplined father of the Kaijitsus, Lonjiku is your own adopted father, and he has taught you a great deal about composure and combat. He comes from a line of samurai devoted to guarding your family, and serves as a peerless defender and counsel.
--Preferred Gifts: Unfamiliar combat equipment or techniques; Folk tales and stories


Koya Mvashti (7 - Friendship): The younger Mvashti, caring and filled with wanderlust. Koya has never been on a grand journey before, and is as excited for its possibilities as she is worried for her mother.
--Preferred Gifts: Stories from far-off lands

Madame Niska Mvashti (10 - Friendship): The elder Mvashti, shrewd and quick-tempered to both joy and anger. Niska has spent most of her life as a fortune teller on the roads, and is convinced of her duty to Desna in accompanying you on this journey.
--Preferred Gifts: Items used for telling fortunes

Ander Vhiski (10 - Friendship): The younger Vhiski brother, outgoing but naive. Ander is still finding his place in the world, unsure of his future outside of his devotion to his brother.
--Preferred Gifts: Songs and poetry

Sandru Vhiski (14 - Friendship): The middle Vhiski brother, clever and adventurous. Sandru is proud of the traditions he follows, and loves little more in life than the freedom and romance of journeys on the open road.
--Preferred Gifts: Fine foodstuffs (particularly shellfish and wines)

The Wheen Family (5 - Association): Bilivar, the melancholic husband, and Vorah, his somewhat put-upon wife. The Wheens had little left in Sandpoint, and while their future is uncertain, it's surely brighter for leaving their sordid past behind them.

PBP Caravan Travel and Relationship Rules Reference:

During your long journey to Minkai, you will be spending a great deal of time on the road. Your caravan offers some extra speed and safety over foot travel, but it also includes a number of NPC travelers with whom you can spend time and build relationships. Important NPCs will have a Relationship Score by default, indicating their potential as steadfast companions and friends (or even useful rivals!). If you wish to build a relationship with an NPC who isn't introduced with a Relationship Score, let the GM know and they will be added.

To help render the journey's interactions a bit more abstract--and to prevent having to roll a very high number of skill checks--each period of caravan travel is broken up into legs. These legs are assigned by the GM, and generally represent smaller periods within the longer travel time to reach your current destination. A given journey's legs will be presented at the outset of the travel period.

During each leg of travel, you can focus your efforts on improving your Relationship Score with one NPC. (Sometimes, improving your relations with one NPC will also offer a small improvement to relations with another.) To do this, you choose the NPC in question and roll a Diplomacy (for positive relationships) or Intimidate (for negative or rivalry-based relationships) check. The DC of the check is the NPC's current Relationship Score. You receive a +2 bonus on this check if you offer a special gift (or insult, in the case of negative relationships) to the character in question; you also receive a +2 bonus if you offer a written RP scene describing your time with the NPC, or engaging in conversation with them. (Usually presenting your comments or "side" of the conversation in one post, with the GM responding in the next, is enough; the GM may elect to explore the conversation further, which will result in greater Relationship Score increases.)

When your have tallied the result of your check, the NPC's Relationship Score changes as shown below:
Check fails by 5 or more: The NPC's Relationship Score is unchanged.
Check fails by 4 or less: The NPC's Relationship Score increases by 1.
Check succeeds: The NPC's Relationship Score increases by 1 for each day of the leg.
Check succeeds by 5 or more: The NPC's Relationship Score increases by an additional 1 for every 5 points by which you exceeded the DC.

Example: Teikoku Shihiro is interested in developing the rivalry he's begun with his adopted brother, Tsuto. Tsuto's current Relationship Score is 11, representing a Competition. Shihiro has a +9 bonus to Intimidate, and feels confident he'd be able to properly annoy his brother, but wants to make the most of a three-day leg of the journey (he has other relations to develop, after all). Knowing that Tsuto is especially proud of his archery, Shihiro's player writes up a post describing how the brothers, in their daily scouting, are ambushed by a pair of bandits, and while Tsuto is scrambling for a position to fire his bow, Shihiro quickly dispatches the bandits with his sword--and a sharp-witted comment toward his brother. With the +4 bonus for a fine insult and the RP, Shihiro gets a 24 on his Intimidate check. This meets and exceeds the DC, and Tsuto's Relationship Score increases by 5 (+3 for the days of the leg, and +2 for beating the DC by 10). The rivalry between the brothers only grows more fiery.

Note that this system allows for relatively quick growth when Relationship Scores are lower, and means longer travel periods are useful (or even necessary) for significantly growing more developed relationships. Taking 10 and 20 should not be allowed for these Relationship checks, unless a character has a class feature or similar ability that allows for Taking 10 or 20 in unusual circumstances, at the GM's judgment.

Note that this system was developed with a solo game in mind; adjustments might be in order for a full group of players, such as limiting how frequently the Relationship Score of a particular NPC can be improved for one character.