Jade Reclamation

Game Master Helix Missionary

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


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Ander returns your vague gestures, and returns to his work in preparing the wagons as you approach Ameiko. Your sister--who had happily trained alongside you, and met your thanks with a grin and a comment that she couldn't let you get an unfair advantage--is far more serious now, when you admit your concern. She'd been restringing and tuning her shamisen, but she sets it aside and nods. "That definitely sounds unusual. Could be innocent enough, but I agree. I'll keep just in earshot and sight as I can."

As you work your magical disguise, supplemented by the veil you won from the House, Ameiko quickly goes through her own wardrobe; though it takes her a little longer, she sets herself with a fair approximation of a sailor on shore leave, her sword hidden along her back under a vest. As you head into the city, you notice her trailing behind to give distance, and the last you see of her is when she bumps into an actual sailor and begins fast-talking him with compliments on his hat.

Some Rolls:

Ameiko Disguise: 1d20 + 8 ⇒ (14) + 8 = 22
Ameiko Stealth: 1d20 + 9 ⇒ (6) + 9 = 15

Perception vs. Rei Disguise: 1d20 ⇒ 4
Perception vs. Ameiko Disguise: 1d20 ⇒ 4
Perception vs. Ameiko Stealth: 1d20 ⇒ 14

Ameiko Perception: 1d20 + 7 ⇒ (17) + 7 = 24
Sandru Perception: 1d20 + 7 ⇒ (3) + 7 = 10
Stealth: 1d20 ⇒ 16

Riddleport is uncomfortably quiet as you make your way into its winding streets. The sounds of the city are not absent, but they are muffled by the thick fog. You feel like you're hearing distant noises from some secluded place, rather than the bustle of a city all around you. And as you make your way closer to the river, the fog grows only thicker, damp and chilly on your skin, to the point that it seems all that exists is the thirty-odd feet around you. The only good thing seems to be that your disguise is more than adequate: passersby look at you the same way you noticed they look at any Calistrian priestess or temple-worker. One man asks when you'll be at the temple, so he knows when to make his offerings; the man he's walking with shakes his head and drags him away.

So goes your journey, until you come to one of the last intersections of the streets before the ferry that would bring you to the Free-Coin District. As you approach the crossroads, you start to get an uncanny sensation, as of something wrong, but it isn't until you step out that you realize what it is: there's no activity here. You can still hear the sounds of the city, muffled, but in this intersection, there is only a single man standing where you'd expect many townsfolk going about their business.

And something about the man is uncomfortable as well. He seems to be waiting, unusually still in his stance, his dark cloak thick and heavy about him. But even as you step into the intersection, he turns, and--

He is right there, looking right at you, at your hiding place in the alley where he has cornered you. You open your mouth to scream, or cry out, but no words come out; you are paralyzed, unable to move--

The too-dark eyes. The pale face, with its cold look of predatory calculation. The same sword at his belt. Even the same demeanor as he sees you: a slight, dangerous interest, quickly fading to a small frown as his eyes slip right past you, unrecognizing.

This is the man from Magnimar, the one who called himself Kite. And as you recognize that, you see another man emerging from the fog at the far side of the intersection: Sandru Vhiski, who notices the stranger, but not the danger you immediately believe he might pose.


Female Human Investigator (Cipher) 3 / Slayer 3 | HP 36/36 | AC 20 T15 FF16 | CMD 18 | F+6 R+8 W+4 |Init +4 | Perc +6 | Sense Motive +6

Small thing, (and something I forgot until now), but Rei could probably attempt an Aid Another on any Disguise checks Ameiko does (and perhaps vice versa).

Aid Ameiko Disguise: 1d20 + 10 ⇒ (2) + 10 = 12

Rei's heart leaps into her throat for a moment at the sight of the man, and it takes a supreme effort to keep her face neutral. Instead, she gives the man an appraising, once over look in the manner of a normal priestess before continuing on her way, moving at a slow, circling pace.

As she does so, Rei triggers her Inattention Blindness ability, trying to mimic her success with it previously. Part of her believes that its overkill as it appears that her disguise held up, but part of her also believes its necessary - the lack of crowds mean that loitering could be seen as suspicious. Rei is tempted to strike - but waits as Studies her target, idly sipping an extract she had disguised within a small water flask. She waits to see if the man she knows as Kite approaches Sandru in conversation, or attempts any aggressive action.

A few abilities triggered here. Studied Target active on Kite, and Inattention Blindness triggered in Kite. Heightened Awareness also drunk (so I can dismiss it for the init bonus if/when combat breaks out. Also spending one use of inspiration to increase the DC of my Inattention Blindess ability.

On positioning, I'm attempting to stay within Kites blind spot, and wait for Ameiko to show up. I'm currently waiting to see if Kite is going to threaten, converse or attack Sandru (since its plausible that Sandru sold us out to Kite although OOC I think its unlikely). I'll trigger combat if Kite seems to be taking a threatening or aggressive action toward Sandru (or Ameiko once she arrives). Otherwise I'm happy to listen to the conversation until Ameiko arrives, after which we probably move into a flanking position and attack. I need to stay within 30 feet to keep Inattention Blindness active.

Inspiration Roll added to Inattention Blindness DC: 1d6 ⇒ 5
Perception (Taking 10 if I can, rolling if not. I'm trying to see if he is really alone or has allies): 1d20 + 6 + 2 + 1 ⇒ (3) + 6 + 2 + 1 = 12

Inattention Blindness is DC 22 (17+5) vs Kite's Perception roll (subject to normal Perception penalties that might apply such as being distracted (+5 to DC) or distance (+1 for every 10 feet of distance). Sandru is not affected by Inattention Blindness, so if he draws attention to me the effect is broken (and I'd probably need to attack to take advantage of Sneak Attack.


Alright! Addressing some OOC things first: Aid Another is certainly a possibility, at least in some circumstances, and something you'll often be able to do for your companions if you like, and them for you at times. I would say that given how much of your disguise is built on spells Ameiko doesn't know, she wouldn't be able to help in this case (not that the difference between a 41 and a 43 is very much at the moment.)

By RAW, I think your Inattention Blindness wouldn't work here, as Kite is already aware of your presence. That said, I tend to go by intent and dramatic effect, and between his attention shifting to Sandru and the concealing fog, I'd say it's fine here.

Finally, it occurs to me that the only weapon Rei has--at least the only one on the sheet--is her naginata, which isn't exactly concealable, and would pretty well ruin a disguise as a Calistrian priestess. If you want to retroactively purchase something smaller--most any mundane weapon would be available--I'm fine with that, as the House of the Silken Veil would certainly have advised and given opportunity for you to do so, in retrospect.

Rolls:

Kite Perception vs. Inattention Blindness: 1d20 ⇒ 1

Sandru Perception vs. Ameiko's Disguise: 1d20 + 7 ⇒ (1) + 7 = 8

Rei Perception vs. Kite: 1d20 + 8 ⇒ (5) + 8 = 13
Rei Final Perception: 1d20 + 8 ⇒ (1) + 8 = 9

As the fog swirls and eddies, you shift your positioning, slipping around behind Kite as the man's gaze drifts from you. He turns to focus on Sandru, who finally notices the other man as he enters the intersection. Sandru's hand strays to his sword, clearly showing that he's suspicious and on edge; Kite, however, stands very still. As the tension grows thicker, there's another sound, and both Kite and Sandru turn to see Ameiko, still disguised--and now with the sailor's hat cocked on her head--stumble into the intersection. Neither of them seem to recognize or pay her much notice, though.

The moment is drawn out, the threat of violence hanging in the air with the mist. Sandru doesn't look ready to instigate, but he's clearly prepared to respond if anything happens; his eyes flick from Kite, to Ameiko, even to you, again with no recognition, seeing only a Calistrian temple worker skirting the scene. Ameiko does her best to keep walking nonchalantly, although you know her well enough to tell she's also prepared for danger.

Kite himself is an enigma, nothing in his stance or small movements telling his intentions. He turns back to Sandru slowly, his cloak swirling ever so slightly around him. "On edge, master merchant?" he asks, his voice--the same you heard in Magnimar, confirming his identity fully--wry to the point of goading. "I'd think a businessman like yourself would treat strangers with more friendliness."

"Only when I'm engaged in my business." Sandru offers his own sardonic grin. "And in better circumstances. You don't look like a local, so perhaps you don't know. Riddleport is a dangerous city."

"Oh, I'm well aware." Kite turns half-away from Sandru and folds his arms. "I'm sorry to hear we won't be doing business. You seem a... reliable sort. But all the same. Good day to you, master merchant."

Sandru keeps walking slowly, giving Kite a fair berth as he makes his way through the intersection; Ameiko does the same, making for a side road that should loop back around to the way you came. The man in black just stands there for a time, and once both Ameiko and Sandru have vanished into the mist, he scowls, sighs, and strides away, heading off in a direction neither of the others took. With his own disappearance, the intersection is empty once more.


Female Human Investigator (Cipher) 3 / Slayer 3 | HP 36/36 | AC 20 T15 FF16 | CMD 18 | F+6 R+8 W+4 |Init +4 | Perc +6 | Sense Motive +6

Ooh good catch GM! I probably would have bought a rapier or a dagger - something flavorful to a Calistrian priestess. Probably not a whip though (unfortunately) since I think you need specific feats to do damage with one.

Rei is tempted to follow Kite, but she isn't sure how perceptive the man was. She fooled him twice before with her Inattention Blindness ability, but she wasn't confident on continuing to rely on it to shield her. What if he was leading them into a trap?

Eventually, she decides that if she wanted to track Kite down, she could try and seek aid from the Silken Veil but that it was probably best to keep a low profile and leave the city quickly. A confrontation would only let her enemies know where she was after all - and how close to Brinewall she was.

Instead, she approaches Sandru, still in her current disguise. "What on earth did that guy want?" she asks idly as she walks up to Sandru before hesitating, pausing a beat "Are you alright sir? You look a little tense. Was he hassling you?"


Rapier or dagger makes sense to me--the dagger is probably the most fitting for a Calistrian priestess, if you're not going to go with a whip (and between exotic proficiency and the strange damage rules, I'd agree that's not super worth Rei doing), but either would be absolutely fine. Feel free to add it to the sheet whenever.

As Kite fades into the fog, and you contemplate what option to take, the city seems to remember this intersection exists. The sounds of townsfolk pick up, and even by the time you follow Sandru down one street, other people are passing in behind you.

It doesn't take you long to catch up to Sandru, although the man is walking briskly; from his body language, you imagine he's more alert and on edge now than he'd been before meeting Kite. His hand even strays toward his sword hilt once more as you approach, but once you enter his peripheral vision, he relaxes--slightly.

At your question, he also pauses for a moment, though he barely breaks stride. "I'm fine, miss," he offers with a small smile. "Just a bit shaken from an odd encounter. I'm not sure I'd call it hassling." He glances at you again as he continues walking. "He wasn't bothering you, too, was he? I'd tell the House about it, if I were you. I'd do so myself but I'm pressed for time at the moment."


Female Human Investigator (Cipher) 3 / Slayer 3 | HP 36/36 | AC 20 T15 FF16 | CMD 18 | F+6 R+8 W+4 |Init +4 | Perc +6 | Sense Motive +6

I'll take the dagger then ^_^. I'll add it to my sheet a little later.

"Yes, I can see how you are in a rush at the moment. Unfortunately, you are going to have to grant me a couple of minutes of your time all the same." Rei remarks firmly, gripping Sandru's wrist firmly, pulling him around to face her. With a free hand, she briefly pulls her veil aside to let the man see that it was her in disguise before pulling the veil back.

"Ander told me that you left him a note with a message for me, advising that you wanted to meet. Something about assisting with the bargaining. Instead I see you with a strange man in black who has left you shaken and on edge after he mentioned he was disappointed that you and him couldn't do business. Tell me what is going on please, because even your own brother thought the message you left was a little unusual."


Sandru seems ready to struggle for a moment as you grab him, but when you reveal your face, he pauses. A grin flashes across his face before he composes himself and continues on, gracefully loop his arm through yours to sell your disguise a little better while walking together. "That's a nice trick," he mutters.

When you explain your presence, though, any remnants of the smile on his face are replaced with a deep frown. "Ander said--I didn't leave any message. The bargaining was over yesterday, today was just when I met the buyer to officially finish the deal. I've never seen that man before."

Sandru's pace picks up as he falls into thought, as though his legs are trying to keep up with his racing mind. "If someone left a message for you to meet me, they must have wanted you or both of us out here." A thought occurs to him and he turns slightly toward you, his voice still hushed, but more urgent. "Have you seen that man before?"


Female Human Investigator (Cipher) 3 / Slayer 3 | HP 36/36 | AC 20 T15 FF16 | CMD 18 | F+6 R+8 W+4 |Init +4 | Perc +6 | Sense Motive +6

Rei swiftly keeps pace with Sandru "So it was a trap after all - considerable effort for someone to go to unless they were reasonably confident on who I was" she reflects, before nodding casually at Sandru's question. "Sure, I met him once before, purely by chance on the streets of Magnimar. It was a brief conversation - almost as brief has the one you had with him now, but I remember him creeping me out and I felt just like you do now - a little shaken. Its the first and only interaction I have ever had with him."

Rei broods for a moment before shrugging "If the bargaining was over, does that mean we can leave? The entire caravan was actually ready to leave before they realized you were elsewhere. I don't see much reason to stay at present."


Sandru grunts and increases your pace even further when you comment on having seen Kite before. "Well, I suppose it could be a coincidence, but I'm not sure I like an eerie man you met in Magnimar chancing to be in Riddleport to see both of us the same morning someone left a fake note for you to come find me." He glances over his shoulder, as though expecting the black-cloaked man to be right behind you, but there are only regular townsfolk--and now Ameiko again, having circled around to be trailing you at the edge of the fog. "I suppose 'Is there a reason someone would be following you' is one of those questions you don't care to answer?"

Thanks to the quickened pace, you're soon enough at the edge of the city proper, moving into Lubbertown, toward the caravanserai. "But yes, we should be set to leave. I did instruct the boys to offload the goods we sold here and load up the new supplies of foodstuffs. So long as they've done that, I think we should make haste out of Riddleport."

When you do reach the caravan, the mood is even more anxious, although the preparations are thankfully in order. Sandru barks a few commands to load the last of the cargo and quickly gets the wagons on the road, and it's still before midday when the caravan trundles away from the port city.

Fireday, the 19th of Arodus, AR 4711--Riddleport

Here begins your second period of Caravan travel! Leaving from Riddleport, your destination is Brinewall. Sandru plans to use some old (but not quite abandoned) trails that wind along the Velashu river, which will take you 6 days to reach the ruined city. We'll somewhat arbitrarily chunk that into two legs of 3 days each, during which you can engage in downtime activities and build relationships. An event will take place between those two legs, but feel free to post the relationship work for both of them now; I might not get that event posted until Wednesday of this week, because tomorrow is looking like a busy day.


Female Human Investigator (Cipher) 3 / Slayer 3 | HP 36/36 | AC 20 T15 FF16 | CMD 18 | F+6 R+8 W+4 |Init +4 | Perc +6 | Sense Motive +6

Rei frowns, trying to seem dismissive and not appear too rattled. "I'd chase after him, and find out who he actually is and what hes doing hanging around, but I guess sometimes its not wise to seek out trouble. If I run into him again though...well we will see. Anyway I'd rather not just conclusions, he wanted to see you remember as well as me - its possible your brother wanted to dish out a little payback after all" she offers as an alternative theory.

Leg 1:

Diplomacy Atsuii: 1d20 + 11 ⇒ (10) + 11 = 21

After the caravan leaves Riddleport and stops for the night, Rei goes to talk with her adopted mother. In truth, she wanted to come clean about what she had been doing in Riddleport, and besides, it was an opportunity to give her a gift, something small she had found in the city.

Pausing for a moment, Rei presses a small bottle into her mothers hands. "I got this for you, its paint, for faces or the body. Its mostly there to help with disguises, and I got it while visiting the House of Silken Veil. I err...I did some training while we were in the city. It seemed useful to brush up on my clandestine skills - or at least dust them off before I need to use them. Something tells me that we might be sticking to the shadows for a little while longer yet. Did you want me to show you some of what I learned about disguises?" she asks hopefully.

Leg 2:

Diplomacy Madame Niska Mvashti: 1d20 + 11 ⇒ (5) + 11 = 16[

On the 3rd day, Rei decides to see how Madame Niska Mvashti was doing. The journey had been a long one, and the woman was very old. Rei wanted to check in and see if she was managing after years away from the road.

"Madame Niska, how are you finding the road? Has Lady Desna been allowing you to walk through my dreams once again, or have you been wandering among someone elses?" she smiles in a light, amused tone. She didn't think Madame Niska would respond too well to sympathy or concern - predicting that she was the sort of old lady that preferred to do things herself.

"Did you want to do some fortune-telling while I am here, or have you had your fill after our stay in Riddleport? Perhaps you could predict while I'll dream about next" she finishes, offering a light chuckle.


Sandru frowns at your final suggestion that Ander might be partly to blame. "I'll have a word with him, but I doubt it. We'll see, though. Keep an eye out for him." Those are Sandru's final words before he leaves you to finish the preparations, and the caravan soon trundles out of Riddleport to begin its trek to Brinewall.

The Truth with Atsuii:

As the sun slides beyond the horizon, your mother looks up from her notes and smiles. Her eyes light up at the sight of the paint, although there is a question there as well--one quickly answered by your confession. She asks a few questions about your training, the nature of the House, and once you explain she nods with a knowing look.

"The Oniwaban have used similar techniques. In Minkai, there are many teahouses and parlors where the geisha are not so different from these Calistrian priestesses. Information and intelligence are the chief tools of a skilled oniwabanshu, after all. Where better to acquire them than from the thoughtless lips of comfortable men and women?"

Atsuii is more than happy to examine your knowledge of disguises and practice using the paint--and even perhaps surprises you with some of her own knowledge and tips for success.

Including the bonuses for the RP and gift, you rolled a 25 against the DC of 16, enough to increase Atsuii's Relationship score by 4 over the 3 days of the leg, bringing it to 20.

Fortune Telling with Madame Mvashti:

The wagons are rolling along a patch of open, relatively smooth ground as you clamber in to Madame Mvashti's wagon. The old woman herself is bundled in her usual attire, with a couple of additional blankets wrapped around her shoulders and piled in her lap. She sets aside a small clay bottle--which you suspect is filled with stronger drink than tea--and gives you a mischievous grin.

"Oh, most nights I don't get too involved in the dreams of others. Desna sends me what I need to know, when I need to know it. And I remember the dreams from when I was young well enough to know I shoudn't go prying in anyone else's!" She cackles and grabs a teapot and cup, and after pouring, she insists you drink so she can read the leaves. If you agree, she takes your empty cup and studies the remains.

"Hmmm. I'd half expected more about storms or gardens. Or at least the sun." She frowns deeply and hands it back to you. "That just has something to say about birds. One with a long beak, in particular. Does that mean anything to you?"

Including the bonus for RP, you roll an 18, which means over the course of 3 days you improve Madame Niska Mvashti's Relationship score by 5 points, bringing it to 10 which is Friendship. That advancement also increases Koya's score by 2 points, bringing it to 7 which is also a Friendship.

- - - - -

On your third day of travel out from Riddleport, the air has begun to grow noticeably colder. It's far from unbearable--the late summer season still offers enough warmth under the light of the sun. But the changing climate and plants are another sign of the distance you've traveled, and reminders of the changes yet to come. The tracks have similarly changed: the well-worn roads from Sandpoint to Riddleport are gone, replaced by simpler tracks with shallow ruts from the passing of wagon wheels. If you ask, any of the caravan's regular hands explain that most trade between Varisia and the Linnorm Kingdoms is done by ship, and only a scant handful of caravaneers take this route with any regularity.

It seems you've managed to find another one, though. As you round a bend in the Velashu River--Sandru's route has been following it until it reaches a passage through the Red Mountains, into the Nolands--shouts quickly go up that another group has been spotted. Their wagons and horses are currently in the midst of the Velashu, the waters coursing around them; from what you can gather, it seems they were fording the river when one of the wagons got stuck.

A man standing atop their lead wagon quickly raises his arms and waves as he notices your caravan's approach, and shortly after, you can hear his calls. "Hello! Good day and well met, cousins! I don't suppose you might lend a fellow traveler some aid?" His voice is deep and surprisingly cheerful, heavily flavored with a Varisian accent.

Perception DC 22:

Although the man himself looks ethnically Varisian, including in his dress, his accent sounds a bit like the one Sandru occasionally uses: one that's intentionally thickened and put on.


Female Human Investigator (Cipher) 3 / Slayer 3 | HP 36/36 | AC 20 T15 FF16 | CMD 18 | F+6 R+8 W+4 |Init +4 | Perc +6 | Sense Motive +6

Sorry for my lateness past few days, work kicked my ass :(

At the sight of potential trouble, Rei drinks her extract of Heightened Awareness. There was a chance that the situation was entirely harmless, but then again, it didn't often hurt to be prepared.

Perception: 1d20 + 6 + 2 + 1d6 ⇒ (12) + 6 + 2 + (2) = 22

"Be very careful everyone" she mumers to Sandru and members of her family "He dresses like a genuine Varisian, but hes intentionally thickened it and put it on - kinda like what you do Sandru. It could be nothing, but best to be prepared."

Rei steps forward and waves "You seem to have run into some trouble. What is your name stranger, what happened here?"

Keeping her eyes on the man, Rei leans over to Sandru and whisper sin an undertone. "How likely is it that an experienced caravan rider wrecks himself here and on this route. I'm all for giving him a hand, but I'm not experienced enough in caravan trains to know if this is a common occurance or if I should be more suspicious."


No worries on time with posting--I've certainly got you well beaten for delays, and life always comes first.

As you note the stranger's thick accent, those around you nod. Sandru also rubs his chin as he draws the wagon to a halt and prepares to dismount. "That's not an uncommon trick, truth be told. Varisian caravaneers learned many years ago that it can pay well to play into foreign stereotypes, rather than against them." He pauses as he steps to the ground, offering help to anyone else as they climb down from the wagon.

When you wave to the man, he waves back again, and doffs the wide-brimmed hat from his head, revealing short, curly black hair. "Trouble is a fair name for it, that's true. My name is Emel Stoica, and this is my caravan, such as it is!" The man gestures to the chaos about him: the two wagons, nearly a dozen horses between them, and some half-dozen men as you can see, doing their best to either ferry cargo to the riverbank or get the wagons free again, not to much success at the moment. The man returns his cap to his head and spreads arms wide in a welcoming gesture. "We'd much appreciate some aid, if you can offer it!"

Sandru has kept pace with you as you approach and listen to the man, and he shrugs before whispering response to your thoughts. "The Velashu can be tumultuous. There are only a few spots you'd want to ford, normally, and this isn't one. Lots of places in the river seem more shallow than they are, that's probably what's happened here." Sandru's eyes narrow slightly, more in concern than suspicion. "As far as suspicions, are you still worried from that man in Riddleport? I don't see how this would be related to him."

At your other side, Ameiko stands, ready as always. She does meet you with a quick glance, one equal parts sharing your concern and showing slight guilt, probably over your part in Sandru's ignorance of the full reasons behind your concern.

If you do want to help Stoica and his caravan, you'll need to roll three skill checks, which I will leave to you to choose and narrate. Likely candidates would include Acrobatics, Swim, Handle Animal, perhaps Perception, but if you can think of a way any others might apply I'm happy to allow them.


Female Human Investigator (Cipher) 3 / Slayer 3 | HP 36/36 | AC 20 T15 FF16 | CMD 18 | F+6 R+8 W+4 |Init +4 | Perc +6 | Sense Motive +6

Hmm, Rei doesn't really have many ranks in the typical 'physical' skills yet. I'll see how she goes.

Rei glances at the caravan, and the men unpacking it. She had initially been worried that this could have been an ambush somehow, but the sight of people ferrying cargo seemed to disprove that concern.

"Bilivar, would you be able to lend your assistance, perhaps we can use your experience to figure out how badly the caravan is damaged, and how best to repair it?" she asks the man, deciding that she could give the man a time to shine and show off his knowledge if he wanted it.

Glancing at the river, Rei reflects best on what she knows about it, how fast it flows, and quirks it might have or any hazards that would affect how they would move through water or fix the caravan.

Knowledge Local: 1d20 + 11 + 2 + 1d6 ⇒ (1) + 11 + 2 + (2) = 16

Once she has finished flicking through what she remembers from her local knowledge, Rei moves into the water, stepping carefully, keeping an eye out for any further hazards, missing cargo, or area's that might need further repair.

Perception: 1d20 + 6 + 2 ⇒ (7) + 6 + 2 = 15
Perception: 1d20 + 6 + 2 ⇒ (6) + 6 + 2 = 14


Alright, back to it.

Sandru remains hesitant, cautious, as you glance back to the struggling wagons, but he lets go of his concerns for the moment as you do the same. Bilivar Wheen is quick enough to respond to your call; although he'd been standing by his own wagon, looking on somewhat helplessly, he nods and strides to the river's edge, and soon enough is barking orders for how best to keep the wagons from further damage. His wife Vorah remains by their wagon, making sure their children don't get near the danger, but she has a proud smile on her face whenever she looks toward her husband's activity.

Soon all hands are pitching in to salvage the situation as best they can. While the Vhiskis, the Artois, and even Lonjiku work to calm and unhitch the horses and move the wagons, you and Ameiko focus mainly on gathering cargo and keeping an eye out for possible new hazards. Your knowledge of the Velashu River and this area isn't comprehensive (as it would really fall more under Knowledge (geography) than Knowledge (local)), but you grasp at what bits of information you've picked up, and at least know enough that you don't get in the way. Your eyes are more valuable: you spy several crates that had tumbled free and started to drift downstream, and even point out a startled horse in time for someone to grab its reins before it bolts off.

Ultimately, it takes an hour or more, but your work reaps its share of rewards. The wagon that was stuck is unfortunately beyond saving: the first efforts to move it broke an axle and a wheel, and it's too caught in river stones to move it for repairs. The other wagon is guided free, though, as are the horses, and it seems very little of the caravan's cargo was lost. As you finish reloading the remaining wagon and the work comes to an end, the caravan's leader, Emel Stoica, turns to you with a tired grin.

"Well, you all have my deepest thanks. I've no doubts that I'd be in dire straits, had you not happened along!" The man, who is broad throughout his body and dressed similarly to Sandru in Varisian road clothes, sweeps his hat free again in a jovial, overwrought bow. "I would say that you have my services, such as they are, for ever and a day, but I fear that may be little good to you, as we are both men of the road, and may never meet again. Not soon, as I gather you are northbound, and my destination lies to the south."

Sandru smiles and clasps Stoica's outstretched wrist. "I'm sure you'd do the same for us, cousin, should you ever find us in similar trouble. How did you come to be stuck in the waters? This isn't one of the regular crossings."

Stoica's face remains caught in his broad grin. "Ah, you show more knowledge of the road than I have, cousin. This is the first journey I've undertaken as the leader, and I admit I've made some poor calculations. I'd thought I could make the crossing here to save time, but you've seen how foolish that thought was." He waves his hands dismissively. "Bah! But let me thank you. There are not so many hours left in the day; I insist we celebrate our meeting and I use some of the drinks and food I cannot now carry to fill our bellies!" He lets out a booming laugh.

Sense Motive DC 20:

Sandru and Stoica's conversation is lighthearted and familial, on the surface, but you can tell that Sandru isn't quite so earnest as he tries to seem. Something about the interaction is bothering him. As for Stoica, you notice the slightest of hesitations and oddity in his own behavior--but that could simply be his character, or his own noticing that Sandru seems a touch on guard.

Unless you make a case to insist against Stoica's invitation--which will require a hefty social skill check--your caravan will spend the remainder of the day and that night relatively nearby, socializing with Stoica's caravan and the fine foodstuffs he has stored. This won't really lose you any time overall for the journey, just make your arrival at Brinewall happen later on the day it normally would.

If you do engage in the party, willingly or not, you have several hours of time to speak with others--or poke around if you're feeling curious or suspicious. If there's anyone you want to talk to, you can include that in your post, as well as if there's anyone you specifically want to avoid. You can also improve one relationship during the festivities, treating it as a 1-day leg.


Female Human Investigator (Cipher) 3 / Slayer 3 | HP 36/36 | AC 20 T15 FF16 | CMD 18 | F+6 R+8 W+4 |Init +4 | Perc +6 | Sense Motive +6

Whoo lets roll!

Sense Motive + Inspiration: 1d20 + 6 + 1d6 ⇒ (10) + 6 + (4) = 20

Rei doesn't say anything in response to Stoica's invitation. Technically it was Sandru's decision as caravan leader but even if it wasn't - she didn't want Stoica to think Rei herself held any influence over the decision.

On the other hand, Rei did notice that Sandru didn't seem particularly earnest as she would have expected him to be. The man had picked something up during the conversation that Rei couldn't quite see and while she could see the Stoica was also hesitant, she couldn't get as much from him.

Rei waits as the chaotic mess of food / tables and preparation begins before 'accidently' finding herself standing next to Sandru. She takes his hand, but only because she could subtly squeeze it, hoping the pressure will let him know something was up. She attempts to maneuver him into an unobtrusive, quiet spot and raises her eyes carefully. "Not that I'm worried, but I can tell that you are bothered by that conversation - that something is playing on your mind. As the caravan leader, I trust your gut instinct but in this case I don't know what its telling you. Would you mind sharing?"


You may have your misgivings, and you suspect Sandru has his own, but having no reason to turn down Stoica's offer, your caravan accepts the gracious thanks. The wagons are driven a short distance to a flat section of grass and circled before the horses are unhitched and tethered to graze. The Artois and Stoica's men start laying out crates, barrels, and spare equipment for makeshift tables and chairs, while Sandru and Emel Stoica share the traditional first glasses of wine. Upon learning of Madame Mvashti's presence, Stoica insists that she officially begin the celebration; the old woman sniffs and seems as cantankerous as usual, but she does perform the ceremony, and soon enough the party is under way.

And it is a party in true Varisian caravan fashion! It brings to mind your memories of festivities in Sandpoint, but with more color and chaos, even given the smaller number of people. There are less than two dozen men and women here, but the mood is jovial enough to make up for the size. It isn't long before one of Stoica's men brings out a set of pipes and begins playing; Ameiko is convinced soon after to join in on her shamisen, and soon a small space seems designated for dancing.

Amid the frantic energy of the party's beginning, you are able to subtly contact Sandru and pull him to one side, where he gives you a questioning look that settles into a slight frown at your words. "It's probably nothing," he starts, then shakes his head. "But there's been a lot of 'probably nothings' recently. It's just odd that we happen on these wagons, crossing the river where they were." Sandru rubs his chin, his tone sounding as though he's thinking out loud. "There's no regular trail that side of the Velashu, all the typical crossings are further south. And I can't imagine their route, since we didn't see them in Riddleport, and even with extra horses, they wouldn't be much faster than we are."

He shrugs, then. "But this Stoica fellow does seem rather foolish, don't you think? Maybe he did simply make poor choices, have a slower route because he doesn't know the roads." Sandru turns to face you, his face taking on the same concerned-suspicious look he had when you first came upon Stoica's wagons. "Do you think we should be on guard? Is there a reason you're... 'not' worried?"

Feel free to finish up your conversation with Sandru--or continue it!--and also include anything else you want to do during the party in your post. I'll also comment that as far as speaking with NPCs goes, you'd have a difficult time getting a one-on-one conversation with either Sandru or Stoica after this point, and unless you turn him away for some reason, Bilivar Wheen does seek you out at one point.


Female Human Investigator (Cipher) 3 / Slayer 3 | HP 36/36 | AC 20 T15 FF16 | CMD 18 | F+6 R+8 W+4 |Init +4 | Perc +6 | Sense Motive +6

Rei listens carefully to Sandru, keeping a relaxed expression on her face, even a smile just in case anyone was observing as she listens to Sandru's reasoning.

"I wasn't worried before, but hearing after your insight, I guess I'm a little concerned. On the one hand, I'm sure its not an easy task to 'wreck' a caravan on cue, in the middle of a river. I'd be far more suspicious if something had happened on the road as it were, but I guess a disaster on the river has far more drama and is more likely to result in aid. So, I guess I'm in a similar opinion as you - it seems suspicious but its a fine line between suspicion and paranoia."

Rei muses for a moment, fiddling with a strand of her hair before shrugging slightly. "To answer your question though, yes, I would absolutely stay on guard for this for the reasons you outlined. I'm going to poke around and see what I can dig up."

Party Time

So, I'll definitely want to speak to Bilivar Wheen because he would have seen the damage done to the caravan and might be able to tell me how that damage occurs and whether it could be self inflicted. Even without that, I want to tell him that he did an excellent job earlier (which I guess makes him my relationship improvement NPC for the party - albeit rushed because I have something else to do as well).

Immediately after that though, I want to have Rei investigate their caravan using a combination of Stealth + Inattention Blindness to stay unseen to try and see if she should be more concerned or if she is just overly paranoid. Probably having a bit of a poke around to see whats up (eg bandits might have peoples personal wealth lying around, or Stocia might have an actual caravan route planned somewhere etc)


Sandru's frown deepens as you offer your response to his questions. "I'll let the boys know," he says. For a moment, it seems like he's going to let whatever else is on his mind sit for now, but he barely turns to go before adding his final piece. "My reasons aren't really worthy of concern, which is why I asked. Sooner or later, you're going to need to trust someone with whatever's got you on guard. I'd prefer you do that before anyone gets hurt." The look in his eyes isn't angry, or even accusing, but it's certainly very earnest. With that, though, Sandru leaves you for the time being, returning to the celebration. As the day winds on, you do catch him briefly speaking with Ander and the Artois, presumably sharing the message of staying on guard.

- - - - -

It's shortly before the evening meal--which looks to be practically a feast compared to normal road food, as Stoica is providing expensive preserved meats and cheeses to supplement the typical rations--when Bilivar Wheen approaches you. The merriment is continuing even as food preparations are made, and the man steps away from dancing with his wife as he catches sight of you, walking a short distance from the main gathering as he begins to speak.

"Miss Kaijitsu," he starts, wringing his hands as though nervous. "I wanted to thank you again. For having me along, I mean. My family and me. It's... It's already doing us good. Vorah and the little ones, I've seen so much more of them, smiling. It means the world to us to be here."

There's a pause, and then the stout man clears his throat, and his voice drops to a hoarse approximation of a whisper. "I wouldn't say anything, but I overheard Master Vhiski telling his brother to keep an eye out? And, well." He pauses again, and seems hesitant, but even light prompting sees him continue. "I don't know everything about how the caravans like their wagons, but that one in the river was... odd. It was definitely broken, and broken from getting stuck like that, but it was pretty shoddy work, the whole undercarriage. Wouldn't hold up for long on much of anything but good roads." He clears his throat again and glances around. "Not that it couldn't happen, but I'd think any cartwright would know that, and any merchant would avoid it."

Bilivar Wheen wipes his hands on his vest, his eyes already asking the question he voices a moment later. "Is there something wrong? Do you think they're... bandits? Sczarni?"

Feel free to include your Diplomacy check to improve his Relationship in any response, and you do get the bonuses for both a gift and the RP.

- - - - -

Walking around the circle, you're able to slip behind Madame Mvashti's wagon and attempt some stealth in approaching Emel Stoica's. Most of the attention is on the festivities, and you feel confident you can at least pass by without anyone paying you much mind. The wagon looks fine enough: it's similar to Sandru's supply wagon, made more for cargo than passengers, which makes sense given the lead wagon lost in the river looked more equipped to carry people. Even with the lost parcels and the foodstuffs opened for the party, there are plenty of crates, barrels, and sacks piled in the wagon's bed.

It quickly becomes apparent, however, that a more thorough investigation will need more than casual stealth. There isn't much to glean from just passing by, and as you round the wagon you see that one of Stoica's men is leaning against the wagon's rear steps, seemingly on guard. Although your talents mean the man's attention seems to pass right over you, the lack of covering on the wagon means that anyone else might easily see you poking through the wagon's contents; you'll have to be cautious if you want to find out more.

All this is to say that I'll certainly need a Stealth roll from you, along with Perception, if you want to commit to searching through Stoica's wagon. The party in general is just distracting enough to allow for the Stealth check, even though there's nothing in particular to block line of sight. If you have any ideas for a bigger distraction, though, that could potentially add a bonus to the roll.


Female Human Investigator (Cipher) 3 / Slayer 3 | HP 36/36 | AC 20 T15 FF16 | CMD 18 | F+6 R+8 W+4 |Init +4 | Perc +6 | Sense Motive +6

Rei glances at Sandru and makes an ambivalent gesture. "In this case, I'm no more or less on guard than usual. Like many, I have heard the stories of bandits on the road and other such hazards and I'm just being careful - overly careful perhaps but I don't have your experience on the roads. In this case, I'm just being myself."

Just a heads up that as the Wheen family are currently at 'Association' level I don't know what gifts they would appreciate or enjoy. Which is totally fine but just mentioning this so that I don't get a bonus that I'm not entitled to :)

Diplomacy Influence Bilivar Wheen: 1d20 + 11 ⇒ (20) + 11 = 31

Rei clasps the mans hands firmly in a placating gesture. "I'm glad to have you and your family here as well on this journey, and you did the right thing telling me this - I'm glad your experience was able to pick up this information. To address your question, Master Vhiski and I are just being overly careful - as you do when you encounter strangers on the roads. There is no evidence that these people are bandits or Sczarni and therefore no need for concern. Relax Bilivar, enjoy the party. I'll let you know if there is any cause to be concerned, you have my word"

Rei leaves the man hopefully relaxed. She doesn't want to distress him or his family, and technically there was no need to panic until Rei could confirm that she wasn't just being overly paranoid herself. Sneaking through the camp, Rei keeps a close eye out for anything of interest, while trying to hide her presence from any observers that might be nearby.

Perception: 1d20 + 6 + 1d6 ⇒ (8) + 6 + (5) = 19
Stealth: 1d20 + 9 + 1d6 ⇒ (14) + 9 + (1) = 24

I don't have any ideas for a big distraction, aside from maybe timing my stealth for when Ameiko undertakes a particularly flamboyant performance!


Re: The gift bonus: While it's true you still had a basic Association and therefore didn't know what gifts they'd appreciate, that doesn't mean you can't stumble upon it! In this case you happened to hinge your approach on one: Trusting and praising their handiwork, which you now know due to increasing their score. (Hint: I do mean their handiwork, Vorah just hasn't had an opportunity to do much of hers yet.) As such, your result of 35 exceeds the DC enough that the family's Relationship Score immediately increases to 12, becoming a firm Friendship.

Bilivar is still a little nervous after your words, but not much more so than he usually seems. He does offer you a nod and a small smile, though. "I'll do my best, Miss Kaijitsu. But do let me know if there's trouble." With a final grasp and shake of your hands, the man returns to the party, sweeping his wife back into dancing with little grace but a healthy zeal.

- - - - -

Ameiko and the Stoica musician will certainly engage in a lively performance after the supper--if you let Ameiko in on the plan, she makes sure to get everyone's attention and keep it as much as possible, which provides the bonus on your check.

Rolls:

Stoica Perception: 1d20 ⇒ 4
Stoica's Men Collective Perception: 1d20 ⇒ 11
Stoica's Guard vs. Inattention Blindness: 1d20 ⇒ 1

As the shamisen and pipes capture the crowd's attention--weaving through a series of popular songs, the players encouraging folk to sing and dance along--you slip back around the camp once again, using the wagons and dimming light to break line of sight and stay hidden as you move for Stoica's wagon once again. A different man is on guard, now, but you sneak right past him. With a little care, you climb onto the wagon itself, keeping your body low and your steps muffled, and soon you find yourself crouched in the bed, able to start looking through the contents for anything suspicious.

Unfortunately, that search is slow going, and the first few spots turn up nothing of interest. Each crate you open seems filled with usual trade goods or supplies for the road; the barrels are obviously filled with water or wine. There are no obvious ill-gotten gains lying about, nothing to suggest danger or criminal activity of any kind... but then, there's a good deal of the wagon you haven't yet searched over.

You haven't found anything with your first Perception check; you can keep trying, but each check will effectively take a full minute to perform, which means the guard on duty will get to roll against your Inattention Blindness again, and he'd have a much easier time spotting you than everyone else. It's your call whether to keep going or just slip away unseen.


Female Human Investigator (Cipher) 3 / Slayer 3 | HP 36/36 | AC 20 T15 FF16 | CMD 18 | F+6 R+8 W+4 |Init +4 | Perc +6 | Sense Motive +6

Hmm in that case I'll gracefully slip away unseen. Bit risky to continue to try. I don't have any other plans for the party though (apart from being on guard) as I don't have any other ideas on how to allay her suspicions.


Fair enough. That being the case, and I realize I should have mentioned it in the last post, I'll need a Perception check from you. And I suppose I should ask: Does your being on guard extend to the point of trying to stay awake that night, or setting up any sort of guard/watch system? Ameiko, Lonjiku, and Atsuii would be willing to take turns on watch if you ask; any other members of the caravan will require a Diplomacy check to convince.


Female Human Investigator (Cipher) 3 / Slayer 3 | HP 36/36 | AC 20 T15 FF16 | CMD 18 | F+6 R+8 W+4 |Init +4 | Perc +6 | Sense Motive +6

Perception: 1d20 + 6 ⇒ (14) + 6 = 20

I think we will have a watch / guard system between Ameiko / Lonjiku / Atsuii. If Sandru and his men want to assist in a guard rotation then thats totally fine as well (since I already provided him with my concerns) but I won't bother the other NPCs with a watch since there isn't too much reliable evidence to be suspicious. Could turn out to be nothing which is why I'm comfortable handling it with my family.


Alright!

Moonday, the 22nd of Arodus, AR 4711--Somewhere in the Velashu Uplands

It seems at first that the festivities will continue long after sundown, but this night is quick to change the mood. The clouds rolling in from the west, which had first caught the sunset in a beautiful display, are quick to blot out the stars, and offer little warmth against the chill that sweeps them along. The moon is on its final day of newness, still invisible in the sky, and when the last rays of the sun are gone, the darkness is swift to arrive, and thick when it settles. The makeshift tables are quickly stored away, the food and drink finished or gathered. By the time good nights are bid and beds are taken to, the party seems suddenly a distant memory.

Your family agree to keep watch over the night, understanding your concerns. You end up with the midnight watch, and so you find yourself awakened in the dead of the darkness to take Ameiko's place, sitting at the entrance to the wagon, peering and listening to the night. You can barely make out the other wagons by the dim light of the campfire's coals. The only sounds you hear are the droning cry of the wind, and the occasional call of some wild creature.

Then the wind picks up for a moment, and with a sighing hiss, the coals of the fire die out. But you realize the moment after that the sound you heard was not the wind blowing out those embers: it was the sound of water, poured to quietly douse them. A few seconds later, you hear noise from the horses, but it's a startled sound.

And then, in the darkness before you, you sense a figure approaching. They are almost invisible, their mottled clothing--similar to the outfit Ameiko wore into the swamp--making their form indistinct from the shadow; you sense them more from the soft sound of their footsteps, and the unmistakable scraping of a blade leaving its scabbard as they draw nearer to you.

Every instinct is certain: this man is one of the men from Stoica's caravan, and he is moving as a killer moves.

Rolls:

Watch (Ameiko 1, Lonjiku 2, Rei 3): 1d3 ⇒ 3
Stealth vs. Rei Perception: 1d20 ⇒ 6


Female Human Investigator (Cipher) 3 / Slayer 3 | HP 36/36 | AC 20 T15 FF16 | CMD 18 | F+6 R+8 W+4 |Init +4 | Perc +6 | Sense Motive +6

Rei listens patiently on watch. While initially patience hadn't come easy to her, Amieko had taught her the value of sitting quietly, listening, and observing. While it was tempting to daydream or lose focus, tonight Rei was on high alert even after the party - still suspicious that something was wrong.

Its this level of alertness that allows her to hear the figure approaching the caravan, eventually spotting the man as he approaches, moving closer. Barely taking her mind off the assassin, she reaches behind her, grapping a leg, trying to shake someone awake.

Assassin she whispers, if she can successfully rouse someone, before moving into the darkness herself, seeking to circle around to either strike from his blind spot, or alternatively pin the man between one of her family - opening up a flanking opportunity.

Moving away from my position and Stealthing. If I can successfully get within 30 feet I'll trigger Inattention Blindness as well for good measure, and then either flank with one of my family, or alternatively ambush / strike out herself, engaging alone should she be unable to wait for allies.

Stealth: 1d20 + 9 + 1d6 ⇒ (12) + 9 + (6) = 27


There in the darkness, you reach back, and your hand finds Ameiko first. She wakens quickly, eyes snapping to full alertness as you whisper. With a slight nod, she whispers back. "I'll wake them." Even as you slip away, you just barely perceive your sister's careful movements to rouse your parents without drawing attention from the apparent killer.

That man fails to see you as you slip from the wagon and circle about him; it seems your usual skill in simply letting the attention of others slip over you is still working. But as you do so, snatching your naginata from its place leaning by the wagon, you realize there are other prowlers about. They are similarly dressed and armed; in the near-black darkness of the night, it's impossible to know just how many there might be, but you spy two headed for the supply wagon, and at least one is stepping toward Madame Mvashti's.

The first man you spied is still skulking in the direction of the lead wagon, where your family sleeps. You've no doubt that Ameiko and your parents are ready now; the question is where you will choose to strike.

There are four of these apparent assassins about that you can see; the caravan is circled closely enough that you could move to intercept any of them in time before they could enter a wagon. However, it is extremely dark out. This moonless, cloudy night counts as darkness, although I'll rule that because night vision is a thing once your eyes adjust, for you (and anyone else who's been awake, including the assailants) it counts as dim light instead--which still means there's a 20% miss chance if you don't have darkvision.

This is also going to function as a simultaneous tactical/heroic combat and a caravan combat, once the fight actually starts and people wake up. If you'd like, I can do all the rolls for that, but if you'd like to roll for the caravan, I'll need a first-round Attack check at a -2 penalty, since the caravan is surprised.

Rolls:

Awaking, Ameiko 1, Atsuii 2, Lonjiku 3: 1d3 ⇒ 1
Perception vs. Inattention Blindness: 1d20 ⇒ 3


Female Human Investigator (Cipher) 3 / Slayer 3 | HP 36/36 | AC 20 T15 FF16 | CMD 18 | F+6 R+8 W+4 |Init +4 | Perc +6 | Sense Motive +6

Nooo I don't get to Sneak Attack :(

I might get you to roll for the caravan for this combat. I haven't done caravan combat before so I might need to see it in action before I take the reins!

Rei is a little worried as she spots the other men around the camp. She doesn't want them attacking helpless members of the caravan, or even sabotaging the wagons that she has. Seeking to be a distraction, she strides closer to the man, before lashing out with her naginata, seeking to both be a distraction, and reduce numbers as quickly as possible.

Attack: 1d20 + 8 + 1 ⇒ (11) + 8 + 1 = 20
Damage: 1d8 + 7 + 1 ⇒ (7) + 7 + 1 = 15


Re: Sneak Attack:

Woops! This is one of the little things I houserule that I sometimes forget isn't in baseline Pathfinder. I let any class that gets Sneak Attack use it when an enemy has normal concealment from lighting conditions (not total concealment, and not concealment for other reasons.

So, for example: Right now, you could use Sneak Attack, because the enemy only has normal (20%) concealment, and they only have that concealment because of the lack of light. If they were under the effect of a blur spell, you wouldn't be able to Sneak Attack, because their concealment isn't due to lighting; if it were pitch black and they had total concealment (50%) due to the darkness, you also wouldn't be able to use Sneak Attack, as you're effectively blind.

I do this because I hate that, by default, someone with Sneak Attack is no better than anyone else at knifing someone in the dark, when that's exactly what the ability seems to be for.

Re: Caravan Combat: No problem! I'll put those rolls under a separate spoiler with more notes for ease of access.

Finally, I'll narrate a bit generically for the moment, but you're attacking the first man you saw, who was headed for your wagon, yes?

With targets all around, you recall lessons on the importance of decisive action--it does no good to wonder where to begin when you must begin immediately. With that in mind, you spring forward, steps still all but silent on the ground. With the added momentum, you bring your weapon forward, arcing at the would-be killer's back. Even in the shadow, your strike is true: the naginata bites deep from hip to shoulder, slashing through flesh, cloth, and leather, and the man cannot even muster a cry before he collapses to the ground.

Other sounds begin to erupt around you, not long after, though. The first comes from Madame Mvashti's wagon: its door creaks open, and a moment louder you hear a shriek from Koya, followed by the resounding, metallic impact of something hitting a person. Moments later, there are muffled shouts from the supply wagon where the Vhiskis and Artois sleep; you're not sure of anything happening at the Wheens' wagon just yet, but you can guess at least one of the enemies went that way as well.

By the time the first shouts are up, your family is stepping from the wagon, Ameiko in the lead. None are armored, only Ameiko and Lonjiku are obviously armed, but they all appear ready to move in defense of the caravan.

That was essentially the first round of combat, so you're up! You'd still be able to move and attack, or charge, basically any given enemy here, so just tell me where you're going and what you're doing. Note that your family's contributions will be part of the Caravan Combat.

Rolls:

Miss Chance Rei: 1d100 ⇒ 93
Sneak Attack Rei: 2d6 ⇒ (5, 5) = 10

Caravan Combat Rolls:

So, Caravan Combat pretty much always works in the same way: The Caravan rolls an Attack roll, and Damage if it hits the enemy's AC; then the enemy rolls an Attack roll, and Damage if it hits the Caravan's AC. The exception is that normally, a potential ambush triggers a Security check from the Caravan to prevent being surprised; in this case, I didn't do that because of the narrative. If the Caravan is surprised, it takes a -2 penalty to Attack rolls and Armor Class for the first round of Caravan Combat.

For most of the Caravan Combats I envision us doing, I'll be relaying information more openly than I do for your standard enemies, for the sake of letting you more accurately handle the rolls and knowing what's happening. In this case, your enemies have an AC of 14, 20 hp, an Attack bonus of +4, and deal 2d6+2 damage if they hit.

Caravan's Attack Roll: 1d20 + 6 - 2 ⇒ (13) + 6 - 2 = 17 A hit
Caravan Damage: 1d6 + 3 ⇒ (4) + 3 = 7 The Enemy has 13/20 hp remaining.

Enemy's Attack Roll: 1d20 + 4 ⇒ (15) + 4 = 19 A hit
Enemy Damage: 2d6 + 2 ⇒ (5, 1) + 2 = 8 Your Caravan has 82/90 hp reamining.


Female Human Investigator (Cipher) 3 / Slayer 3 | HP 36/36 | AC 20 T15 FF16 | CMD 18 | F+6 R+8 W+4 |Init +4 | Perc +6 | Sense Motive +6

Yay thats neat :) Thanks GM!

Rei steps toward the Wheens' wagon - not hearing any noise from that direction but knowing that an assassin must have been near. Any attempt at stealth is gone as she dashes across the campsite, slashing with her naginata rather hastily - at full stretch, attempting to distract more-so than slay.

Attack: 1d20 + 8 ⇒ (17) + 8 = 25
Damage: 1d8 + 7 ⇒ (6) + 7 = 13


As your first target falls, you dash off, your family spreading out behind you. By the time you round the wagon's corner, you're sure you hear more sounds of fighting: shouts, and the ringing of steel on steel. You yourself turn the corner to see another figure, dressed the same as the first, perched on the edge of the Wheens' wagon. He had just enough time to hear our steps, but not enough, it seems, to really ready himself: he brings a pair of short, heavy knives up in an attempt to defend himself, but only succeeds in turning your cut to the side, and one hand fumbles and drops the knife as your blade bites across his shoulder.

Your opponent doesn't seem to be finished just yet, though, and it seems only your first strike caught him at all unaware. He steps back and forth, using the dim lighting and his dark clothing to your advantage--you barely see his strike before it comes in, and while you're able to dodge, you're sure that with enough of those slashes, one will connect. (You take 7 points of damage.)

All around you, the wider battle seems to continue. You hear a cry from one of the Wheen children as they awaken, startled; you hear a curse in Varisian, followed by a gurgling shout, and in the edge of your vision, a body topples from the wagon where the Vhiskis and Artois sleep. You hope it's an enemy, rather than one of your own.

You're up again as we move into the third round of the combat. If you want to roll what's likely the final round of Caravan Combat as well, feel free!

Rolls:

Rei Miss Chance: 1d100 ⇒ 43
Attack vs. Rei: 1d20 ⇒ 17
Miss Chance vs. Rei: 1d100 ⇒ 66
Damage vs. Rei: 1d4 ⇒ 4 Caravan has 67/90 hp remaining.

Caravan Combat Rolls:

Caravan Attack: 1d20 + 6 ⇒ (17) + 6 = 23 A hit
Caravan Damage: 1d6 + 3 ⇒ (4) + 3 = 7 The enemy has 6/20 hp remaining

Attack vs. Caravan: 1d20 + 4 ⇒ (20) + 4 = 24 Oh, critical hit! Deals an extra d6 of damage.
Damage: 3d6 + 2 ⇒ (2, 5, 6) + 2 = 15


Female Human Investigator (Cipher) 3 / Slayer 3 | HP 36/36 | AC 20 T15 FF16 | CMD 18 | F+6 R+8 W+4 |Init +4 | Perc +6 | Sense Motive +6

Rei winces a little as she takes a grazing blow in the dim light, her reflexes not yet enough to slide away from the strike. Worried about how the rest of the caravan was fairing, Rei twists, tries to strike out at her opponent, hoping to bring it to a close.

Attack: 1d20 + 8 + 1 ⇒ (16) + 8 + 1 = 25
Damage: 1d8 + 7 + 1 ⇒ (2) + 7 + 1 = 10


Having strained yourself with one dodge, you work to bring this fight to a close. Your opponent is quick, but his knife only has so much reach, and you use your own weapon to your advantage. A simple enough series of steps and feints lines the man up for an uppercut slash that catches him under one arm, and he grunts as you pull your blade free before he topples to the ground.

As he does, you see Bilivar Wheen pushing his way out of the wagon, eyes wild and startled, his fist tightly clenched on a cudgel that looks rather simply constructed from raw timber. A moment later, you feel a lancing pain down your back, and as you twist reflexively, wet warmth spreads from your shoulders to near your waist. It seems another attacker is upon you, this one both quieter and better equipped: his sword looks like the wakizashi you gave Ameiko, and it is now lined with your blood. (You've taken 19 damage from a critical hit!)

A roar from beside you seems to startle the man, though--as does Bilivar's furious strike, lashing out with the cudgel. The nail-studded wood clips the attacker's shoulder, sending him spinning for a moment, although you're sure it isn't enough of a blow to stop him entirely--that may well be up to you.

You're up once again, as both combats continue for the moment! Now that Bilivar has joined the fight, even though he can barely see, he is your ally and threatens the squares around him--if you want to go for a Sneak Attack you could by maneuvering, which would call for an Acrobatics check if you want to avoid provoking an attack of opportunity.

Caravan Combat Rolls:

Caravan Attack: 1d20 + 6 ⇒ (3) + 6 = 9 A miss!

Enemy Attack: 1d20 + 4 ⇒ (15) + 4 = 19 A hit
Enemy Damage: 2d6 + 2 ⇒ (1, 2) + 2 = 5 Your Caravan has 62/90 hp remaining

Rolls:

Rei Miss Chance: 1d100 ⇒ 29
Stealth: 1d20 ⇒ 15
Rei Perception: 1d20 + 6 ⇒ (14) + 6 = 20
Sneak Attack vs. Rei: 1d20 ⇒ 19 Confirm?: 1d20 ⇒ 15
Damage: 2d6 + 2d6 ⇒ (1, 6) + (4, 2) = 13
Bilivar Wheen Attack: 1d20 + 4 ⇒ (18) + 4 = 22
Miss Chance: 1d100 ⇒ 94
Damage: 1d6 + 2 ⇒ (5) + 2 = 7
Miss Chance I forgot: 1d100 ⇒ 24


Female Human Investigator (Cipher) 3 / Slayer 3 | HP 36/36 | AC 20 T15 FF16 | CMD 18 | F+6 R+8 W+4 |Init +4 | Perc +6 | Sense Motive +6

10/36 HP

I don't have any ranks in Acrobatics, and I think an AoO might finish me off so I can't move outside of a five foot step. I think I'll try a caravan roll since things are looking pretty dangerous now.

Attack: 1d20 + 8 + 1 ⇒ (13) + 8 + 1 = 22
Damage: 1d8 + 7 + 1 ⇒ (7) + 7 + 1 = 15

Rei hisses at the strike, feinting low before going high, attempting a looping overhead slash against the enemy, hoping to bring him down swiftly before he could retaliate.

Caravan Attack: 1d20 + 6 ⇒ (10) + 6 = 16
Damage: 1d6 + 3 ⇒ (3) + 3 = 6


A fair decision--and a good takeover of the caravan combat!

Although the pain in your back is tight and burning, you've been trained to ignore pain in the past--even if it wasn't so intense as this. Bilivar's strike helps as well: his presence splits the assassin's attention, and the blow knocked the man off balance. That state means that the man's blade comes low too late to move after your feint, and your true attack catches him along the throat and collarbone, cutting a line to the bottom of his ribs before the blade pulls free. His eyes go wide between the folds of fabric covering his face, and he staggers back as blood seeps across his chest and the wakizashi drops from his fingers. A moment later, he loses his footing, and the corpse sprawls backward across the ground.

As Bilivar looks at you, his face painted in a mixture of awe and fear, the final sounds of the battle come from the other wagons. A sword piercing flesh; a heavy crunch from some blunt thing caving in a skull. The only sound you don't hear is death cries. It seems not a one of your attackers lets out even a cut-off or muffled shout as they die.

A moment after the last sound of combat, though, you do hear a shout. It's not a wordless death cry, nor a cheer of victory, but a name, screamed by Bevelek Artoi. The shout is accompanied by the vague outline of the man leaping from the side of one wagon.

"VANKOR!"

I imagine I could safely assume you'll move to see what's going on and assist as you can, but I'll leave it here for just this moment and you can decide that yourself and narrate what you do.

Rolls:

Rei Miss Chance: 1d100 ⇒ 32
Injured Party: 1d3 ⇒ 2
Stabilize: 1d20 ⇒ 6


Female Human Investigator (Cipher) 3 / Slayer 3 | HP 36/36 | AC 20 T15 FF16 | CMD 18 | F+6 R+8 W+4 |Init +4 | Perc +6 | Sense Motive +6

Rei's heart sinks a little as she hears one of the Artoi brothers cry out. Fearing the worst, she quickly moves in that direction, trying to see what misfortune had befallen the man or otherwise ascertain what had happened.

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