Obviously I have been in need of a longer break--this is the first time I think I've even logged on to Paizo since the last post. I've been in a bit of a slump, lately, and just haven't had the energy to write much of anything, including a post for this.
That slump isn't over, but I realized I'd never posted here and had the energy in me to at least check in on Discussion. So here I am, letting you know that I'm okay, relatively speaking, but I will need a bit longer before I update the game.
Thank you again for all your patience and understanding so far, and I hope you know I understand if all the waiting around is too much for you at any point. I'm hopeful to make some changes, get out of this mental state, and get things moving again sooner rather than later.
This latest delay comes from some busy days and a bunch of days lately where I just don't have the mental energy to write up our next post. My apologies for that.
We'll hopefully be moving along within a day or two.
I had a feeling it was either that and/or life stuff, so no worries! There is one more thing to do, but we can do the shopping first. Here's the basic rundown of what's available that you might be interested in.
Personal Goods:
I think the main thing here is the cleaning and rehilting of the Whispering Shrike, which will run you 100 gp. Besides that, you can purchase most mundane goods of your choice in Sandpoint; they don't carry a great deal of expensive things or exotic weapons, but you could happen to find just about anything you'd want, especially on a market day. Price is 80% of its normal listed price in whatever book it comes from.
Caravan Wares:
You could make an Appraise check to gauge how much any of these might be worth to sell. Additionally, some items have another check or two included that you can make to gain some more information, including potential value. Finally, a single DC 20 Diplomacy check will reduce the price of any item by 10 percent; special, individual DC 20 Diplomacy checks reduce the price of the books and map each by 50 percent (which doesn't stack with the general price reduction).
Sandpoint Fine Glasswares (350 gp per cargo unit): Delicate and beautiful bottles, panes, and other artful pieces from Sandpoint's glassworks. Craft (glassworking) or Knowledge (engineering) to know more.
Sandpoint Specialty Salted Foods (25 gp per cargo unit): A collection of special fish and meats, seasoned and salted for a flavor you'd find nowhere else. Knowledge (local) or Profession (cook) to know more.
Varisian Fabric Bolts and Tapestries (100 gp, 1 cargo unit): A fine bunch of high-quality textiles made in the traditional Varisian style. Knowledge (geography) or (local) to know more.
Varisian Scarves (250 gp, 1 cargo unit): A huge number of finely-tailored scarves in an assortment of colors and sizes, enough to trade with clothiers. Knowledge (local) or Profession (tailor) to know more.
On Waters Beyond the Inner Sea, First Edition (150 gp): A pair of tomes holding a collection of writings on naval journeys both up Avistan and down Garund. Artistry (writing) or Knowledge (geography) to know more.
Sea Chart of the Varisian Region (200 gp): A yellowed parchment map that seems to detail the Lost Coast's sailing waters, though without particular accuracy. Knowledge (geography) or Profession (sailor) to know more.
Additionally, Wheen's Wagons can outfit you with a covered wagon or supply wagon, and the Goblin Squash Stables have enough horses that you could purchase a horse train, should you so choose. Wheen can also outfit your wagons with an enhanced undercarriage or wagon reinforcements. Once again, all this is available at 80% of the book price.
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
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 = 9A miss!
Enemy Attack:1d20 + 4 ⇒ (15) + 4 = 19A hit Enemy Damage:2d6 + 2 ⇒ (1, 2) + 2 = 5Your 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 ⇒ 19Confirm?: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
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 ⇒ 4Caravan has 67/90 hp remaining.
Caravan Combat Rolls:
Caravan Attack:1d20 + 6 ⇒ (17) + 6 = 23A hit Caravan Damage:1d6 + 3 ⇒ (4) + 3 = 7The enemy has 6/20 hp remaining
Attack vs. Caravan:1d20 + 4 ⇒ (20) + 4 = 24Oh, critical hit! Deals an extra d6 of damage. Damage:3d6 + 2 ⇒ (2, 5, 6) + 2 = 15
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.
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.
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.
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
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.
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.
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.
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.
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.
Seems like all I'm saying in here lately, but: sorry for this latest round of delays. Life picked up a little, but it's mostly that the past few days I've come down with another bad cold that's been killing my energy and ability to think. I'll hopefully get a post up later today, but if not it should be tomorrow of Friday at the latest.
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.
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.
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.
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?"
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."
My apologies for this latest delay--the week started with a migraine that I was recovering from the next day, and by the time I found time to post it was the middle of the site's breakdown that happened, and I've just finally been able to fix it.
I'll hopefully have a post for you in a little while here, but Fridays tend to be a bit busy for me so it might not be until tomorrow.
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
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.
While Koya offers you thanks for your offer of a destination, or at least the stop along the way, Madame Niska only nods knowingly. As you leave the Mvashtis' house, you can all but feel her gaze on your back, even after you're certain you're beyond her sight.
Ameiko nods in agreement, both at your assessment of Madame Mvashti, and your next destination. "I've always heard the Varisian caravans like to keep fortune-tellers with them. And I've always heard the women who serve that role tend to be... eccentric." She shrugs and smiles. "I'm certain she'll be a great boon on our trip. And if she had a dream like we did, then maybe she can guide you, too. Desna's the goddess of journeys, after all."
It doesn't take long to reach anywhere in Sandpoint, and soon enough you find yourself approaching the Red Dog Smithy. As usual, its moniker is apparent: a pair of the great, shaggy mastiffs are lounging near the smithy's entrance, and one raises its head slightly to offer a panting grin as you step past. Inside, the pounding of hammer on metal fills the air, high-pitched ringing as Das Korvut shapes whatever his latest work might be.
When he notices you, the big man grunts loudly and sets aside his work. Korvut's temper and demeanor are legendary: the only thing he does better than smithing is shouting. His wild muttonchops almost bristle as he turns to you, thick arms folding across his barrel chest. "'Can I do for you?" he asks, so eager to finish the conversation that he doesn't even speak the first word.
In the interest of getting you out of Sandpoint before the two-year mark since we started, I'm happy to RP any scenes we want as you go about your business preparing, but I'm also happy to handwave the interactions down to "Here's what I'm buying, here's how much it costs." In this case, having Korvut look over the sword and fit it with--or rather, to--a new grip will run you 100 gp.
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.
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.
All of those checks and the RP for them are more than good enough for me! I intentionally left it very open-ended and vague, specifically so you could make your own choices and play to Rei's particular strengths--I'd have never pictured Artistry being used for the Combat Training check, for example, but it absolutely makes sense for the character. Just for future reference, I'd consider a "spiritual" check to be anything related to religion or spirituality--Knowledge (religion) is the most obvious, but Sense Motive could work in some ways, as could other Knowledge skills or so forth.
Training Montage:
You spend two days, all told, receiving some training in the House of the Silken Veil. It's only very basic and somewhat haphazard training--even in your brief time there, you realize it could take a lifetime to learn all the House might teach--but you're also far more adept in their ways than the usual novice, or even a new apprentice to the arts.
The madame who admits you is impressed by your references to your quest, however vague they might be; she's equally pleased by your knowledge of Calistria, and it takes only a short while of convincing before she has someone bring you to the House's inner sanctum, to train you in techniques of the Savored Sting.
Combat and stealth are high strengths of yours, and you quickly prove yourself quite capable in each. The masters who watch your routine offer only the smallest of pointers and adjustments: a slight extension of the arm here, a twisting of the hips there, slight shifts of your footing that change the movements from an elegant performance to an efficient dance of death. When you're able to slip from shadow to shadow unseen, and walk across parchments unheard, one tutor claps with delight--the other puzzled as to how even they lost sight of you as you flitted from point to point.
When you push for the arts of manipulation and seduction, though, one of your trainers--the very half-elf who first offered to guide you to the House, apparently one of their younger graduates--clicks his tongue and shakes his head. In crass and certain terms, he explains how tense and poised you are, and suggests taking a more relaxed and looser approach. Ameiko--who's been proving her own worth alongside you--flushes and bristles at his comments, but everyone knows the truth of his words. And when you return the next day, he is most pleased at your adaptation; this time, his comments suggest you'd have little trouble convincing most warm-blooded folk to do most anything, with the right demeanor.
Finally, it is the madame who first admitted you to the Silken Veil's training regimen who presides over the last test of your understanding, from a small office overlooking the main floor of the House. Your knowledge is complete, and for every question she poses, you offer answers that bring small nods and even a raised eyebrow.
When that conversation--and your training--concludes, the madame offers you and Ameiko each a thin veil of sheer silk, which she suggests you can either wear normally, tie to your clothing like a scarf, or hide on your person, whichever you prefer. "This marks you as a novice, but a recognized novice, on our path. You are sisters of our school, now. So long as you do us proudly, you may seek and expect aid from others who have trained with us, unless your goals are truly at odds with one another. Of course, you're expected to respond in kind, should the need arise."
With that, she gives you a courteous nod, and escorts you back to the main hall, welcoming you to return to the pleasures and warmth of the House of the Silken Veil, when you should ever find yourself in Riddleport again.
Since that's really what you had planned for your time in Riddleport, I hope you won't mind if we move to the day of departure...
- - - - -
Fireday is indeed market day in Riddleport, and the caravan is set to stay at least through the opening of the market that morning. Since your training concluded and you reconvened with the caravan, you've come to understand that Sandru simply could not find equitable trade deals on the prior days, which is why your party has remained in the city so far. But most everyone is itching to leave, by now; Riddleport's caravanserai is far less comfortable than Sandpoint's, and since few guards bother to patrol the Lubbertown shanties, the Artois and Vhiskis have had to work in shifts to keep the passengers and cargo safe. The Wheens certainly seem ready to leave, as do your own parents; only old Niska Mvashti seems to be enjoying herself in the city, reading palms and chicken-bones for some of the locals while Koya frets at her shoulder.
So on the morning of Fireday, the main sense of the caravan is one of anticipation. The mood isn't helped by the weather: the fog is thick and heavy on Riddleport, making it hard to see much more than thirty or fifty feet at most times, and dampening sounds. Everyone seems a little uneasy--particularly Ander Vhiski, who approaches you about the time you're finishing your morning meal.
"I found a note," he begins, then blinks and shakes his head. "Sorry, I found a note for me, asking for you. From Sandru? He said you're good with negotiations, drive hard bargains, and you know more about some of the cargo we're carrying than he does, so could you meet him at the market square in the Free-Coin District to help with the bargaining?" Ander shrugs as he finishes his relayed message. "I guess you've impressed him, he usually takes care of the trade on his own."
Sense Motive DC 15:
Ander seems uneasy beyond just the weather and the general mood of the caravan; something about the message itself seems to bother him. If you ask, he assures you it isn't much of anything, really, just that the note doesn't seem like Sandru's usual self. "I'd think he would have asked you himself, or at least told me to tell you. He probably just woke up early and didn't want to bother any of us, though. I'm not sure when he left the note, I only just noticed it."
You know your way around the city well enough to find the market square, and you can ask anyone you like to tag along (as usual, Ameiko will by default unless you ask her not to, and can either be at your side or more subtle). If you do head into the city, please give me a Perception check.
Koya Mvashti looks startled and concerned at your words; she glances to her mother, and her hands come together, fingers wringing nervously. Old Niska, though, just holds your gaze with her cloudy eyes. There's a long, heavy moment of silence in the house, and you might find yourself wondering if the old woman fell asleep with her eyes open. As it reaches the point of being unbearable, Koya turns back to you and opens her mouth, but the moment she does, Niska cuts her off.
"So you're going on a journey with the young mule, and he doesn't want his wagons empty for it, hmm?" She pats her fingers on the teapot in her lap, and her wrinkled face splits in a wide grin. "And I'm guessing he didn't want to come himself on account of the bruising I gave him last time. Shouldn't need a fortune teller to know better than bothering an old woman while she's cooking!" She cackles, and while the sound makes you think of every children's story with an old witch you've ever heard, it's certainly jovial.
When her laughter ends, Madame Niska takes a deep, dry breath and lets it out with a sigh. "Yes, yes, it's only right for a caravan to have a wise woman directing things. Without anyone reading the stars, Vhiski's likely to steer you all right into the Steaming Sea, and that'll be the end of Haruto's story." She shakes her head and glances down at the teapot before nodding. "You tell the mule that he doesn't need worry about empty wagons for this journey."
"Mama?" Koya's voice is questioning, but you hear a tinge of hope. "You don't really mean--you left the roads because you were tired of the travel years ago. And that was around here. Now you want to go off on a dangerous trip?"
"Of course I do. It isn't right for a woman of my stature to wither away in some house, as nice as the house might be." Niska's assessment of herself is less arrogant and more a statement of fact. "But that hardly matters. Even if I didn't want to go, I need to. Or doesn't anyone wonder why I've been smashing our teaset all morning?" With a mischievous grin, the old woman raises the teapot as though to throw it, and she cackles again if anyone moves to prevent the destruction.
"I had a dream last night. I didn't know what all it meant, gardens and trees and storms and snow, but I knew it was the Starsong. Damned tea leaves didn't have anything more to tell me, so I was letting them know what I had to say." She scowls down at the teapot, but doesn't move to break the piece. "Now, though, I don't need the tea leaves, or anything else, for the moment. Because I think I have an idea whose garden it was I saw, and what I'm supposed to do about it." She looks to you once more, and now her eyes, for all their apparent blindness, seem to see you with uncanny clarity. "So we're going. You tell Master Vhiski as much."
Koya seems caught between anxiousness and excitement, but she settles on a smile as she kneels at her mother's side. "There'll be plenty of packing, then. But yes, if mother's going, I will as well. Let Sandru know we'll be there."
I'll let it here for now, and you can respond to anything here, say anything you may want to say to the Mvashtis, and/or figure out where you're headed and what you're doing now.
That break ended up being a little longer than planned, but it was good for recuperating and getting my energy and focus back. We now return to our regularly scheduled programming.
Before Sandru fully moves away, he ponders your questions for a moment, thumbs hooking into one of the sashes at his waist. "Safe? You're hard pressed to find much of that anywhere in Riddleport. Your best bet would be the Cypher Lodge, but the prices are steep and the rooms are few, not to mention you'll be dealing with the cyphermages themselves..." Sandru's tone suggests he has nothing against the Lodge himself, but it's general knowledge that their members are suspicious at best. "In general, I'd aim to land yourself in the Wharf if you can. Actually, your safest bet would be one of the, ah." The man clears his throat and lowers his voice. "The Calistrian houses in the Leeward are considered sanctuary, if a bit... Well. That's your choice."
A slight flush in his cheeks, Sandru steps away to begin bantering with the guards, and you're left to contemplate your plans in the city. You don't know anything more of safe or respectable inns than Sandru mentioned, but you're familiar with what he means by those being hard to find. Riddleport is a city dominated by its criminal factions: fully half the districts or more are known to be under the control, direct or indirect, of one of the city's crime lords. Lubbertown, the Rotgut, and the Boneyard, you know, are the worst; the Wharf isn't a great deal better, but as it used to be the city's center of commerce, it still has some prosperity and regular patrols. The Free-Coin District should be the new hub of trade and the safest section, but as its main industry is gambling overseen by the city's pirate Overlord, even that region isn't free of danger.
As for your intended destination, though, you feel confident you'll be safe enough if you make it there. Calistria is a vengeful, spiteful goddess, and her holy houses are considered safe havens, if not for their sanctity, then for the swift reprisal troublemakers can expect. The House of the Silken Veil is the largest and most respected Calistrian temple in the city, nestled in the stony spur of the Leeward District. Being a Calistrian temple, it naturally doubles as the city's premier brothel... which, you'd imagine, means it's tied to the city's criminals, in its own way. You, however, are interested in the rumors you've heard of that mention it as a training ground for assassins and other dangerous sorts. Such talk is rarely confirmed, but you feel confident there's something to the chatter.
So when you approach Ameiko with your plan, the usual spark of mischief alights in her eyes, accompanied by a nervous biting of her lower lip. "I think I've heard of them, too. Mother mentioned it once, when some man too deep in his drink brought it up one night. Prostitutes make good spies, good allies for killers. People like to talk when they're drunk and happy, and it makes them easy targets." She frowns and hums in thought. "Father wouldn't approve. Mother would be worried. Me?" She smiles and straightens. "I have your back. Always."
As she falls into step beside you, though, your sister can't seem to help making one more joke. "Of course, I never imagined I'd be covering for you secretly visiting a brothel. If we had a brother, maybe, but you?" She laughs and gives you a wink.
- - - - -
Although Sandpoint was still warm with late summer when you left, even your short journey north has brought a change in the weather. Riddleport feels autumn early, it seems; every breeze off the ocean is not only salty, but chilling. In addition, a fog seems to linger throughout the city streets, even at midday, most likely fed by the Velashu River as it winds through Riddleport's western half. The buildings speak a great deal of the city's construction, history, and present state: they're mostly wooden, with steep roofs to ward off winter snows, packed tightly against one another, leaning on poor foundations and creaking timbers. These buildings don't look built for permanence, not because the residents planned to leave, but simply because they couldn't afford better structures. The few that are well built form a stark contrast with their surroundings.
One of these is the House of the Silken Veil, easily found on your own or with the eager help of a scandalously-clad half-elf; you imagine his clothes are meant to make him look like a pirate, but you have trouble imagining how he hasn't caught a chill in the city, let alone on the open ocean. The House is shaped as an eight-sided pyramid, the blood-red steeple at its top visible even through the misty spray that covers the city. While its sides are stained from salt and the air around is as foul-smelling as any in the city, the curtains in the entranceway are fine, clean silk, and when you step inside, it is clean, well-lit, and the air is scented with exotic incenses.
Finding the House is only a small part of your business here, of course. Now you need to gain access to their more secret facilities, and hopefully prove worthy of some training.
- - - - -
I think we'll handle this in a sort of montage format using an adaptation of something akin to a skill challenge. Your goal here, roleplay-wise, is fairly obvious: you want to try and get some special training with the Silken Veil assassins, perhaps over the course of a couple of days here in Riddleport. Mechanically, we'll handle this as a series of skill checks. Over the course of these, you need to get 5 successes before you get 5 failures. The information on the checks is listed below; rather than giving you a hard list of skills, I'm including the general type of skill check, and you can use your best judgment for what would work or not. Just like with Relationship scenes, if you give me a brief RP description of the skill check, you get a +2 bonus. You may not take 10 or 20 on any of these skill checks. If you have any questions, as always, ask away!
Skill Challenge--Silken Veil Training:
Phase 1: Gain Access Requires 1 success to complete
You must convince those in charge of the House to give you access to their inner circle of training.
Skill Type: Academic (DC 20), Social (DC 15), or Spiritual (DC 15)
Phase 2: Combat Training Requires completing Phase 1; requires 1 success to complete
You must display and hone your physical prowess.
Skill Type: Physical (DC 15)
Phase 3: Stealth Training Requires completing Phase 1; requires 1 success to complete
You must display and hone your ability to move unnoticed.
Skill Type: Infiltration (DC 20)
Phase 4: Social Training Requires completing Phase 1; requires 1 success to complete
You must display and hone your talents for manipulation.
Skill Type: Social (DC 20)
Phase 5: Mastery Requires completing Phases 2, 3, and 4
You must showcase your understanding of the Silken Veil's training.
Skill Type: Any (DC 25)
Another break for a few days here--the last couple have been unexpectedly busy with sudden plans, and likewise the couple after New Year's have suddenly been filled with a short trip. We should be back on track by the 4th of January.
Hope you're doing well and have a great start to the new year!
Wealday, the 17th of Arodus, AR 4711--Riddleport, Varisia
The final stretch of your current journey is slower going than the easier pace you had, your first few days out of Sandpoint. You're not in the Velashu Uplands just yet--the Vhiskis and Artois happily comment that you'll know the difference when it comes, in the flora, the fauna, and the air itself, when you make the crossing of the Velashu River. But that change isn't as steep or sudden as climbing to the Storval Plateau; it's a steady rise, one that naturally sets a slower pace for the horses, even on the well-worn wagon trails through the rolling hills.
As you round a bend in the trail, though, you finally see the city ahead: Riddleport, the City of Cyphers, the City of Pirates. It's certainly far bigger than Sandpoint, with multi-storied buildings and even a whole neighborhood outside the city proper. You can't make out all the buildings on your approach--the rising, stony hills around the city make for natural walls and help shield it from view--but you can see enough, and Sandru is quick to point out the massive stone arch that arcs up higher than any other building, above the surrounding rocks, spanning the cove mouth where the river and city meet the sea. The whole place seems lit up and gleaming in the noon sun.
As the wagons approach the city's eastern entrance--there is no gate, only a small pair of shacks with a couple of bored-looking guards standing post--Sandru stretches, grins, and looks to you. "Well, Miss Rei, here we are. You've done your part, and now I'll do mine. Riddleport usually has market on Fireday, like Sandpoint does, so given how the traders here like to haggle, I imagine we can stay at least through then. Seeing as I have precious wares in stock, and won't take a poor price." He winks and adjusts his clothing slightly; you can almost watch him putting on the Varisian merchant persona he had when you first met. "That gives you at least a couple of days to see the sights, get the city experience. You might want to get started now, before the wagons get tied up haggling with the welcoming crew." He nods at the guards, who appear to be hastily shaping up.
"Do be careful in Riddleport," Sandru adds, swinging down from the wagon with ease, and offering you a hand to help you do the same. "You and your sister can obviously handle yourselves, I've seen that much, but there's worse than a pair of third-rate thugs here, and more clever, too. Get a room at a nice inn, or plan to sleep with the caravan--they'll put us up near the city's northern edge." With a final grin, your caravan master saunters over towards the guards, flinging his arms wide and calling out his hello in accented cheer.
Welcome to Riddleport! I know you've said you're stopping here mostly for filler and cover for your journey, but there are a couple potential events that can happen here, so we'll spend a bit of time in the city. It's up to you where you'd like to go--I know the House of Silken Veils has been mentioned--and what you'd like to do. You can have any of the NPCs accompany you as you like; unless you prefer otherwise, Ameiko will stay at your side essentially all the time.
Holiday rush has settle down a bit, so let's try to push things a bit more before an inevitable slow-down on New Year's Eve/Day.
Also--egads! I completely forgot to put any information about likes and dislikes in the Relationship logs. You won't know everything about everyone yet; as another adaptation, you'll learn one preferred gift/insult for each "level" of the Relationship Score that you achieve with a given character. I'll be adding the ones you'd know already--and based on these rolls--after I finish this post.
Swordplay with Ameiko:
The night sky is beautiful, filled with stars that keep it bright alongside the nearly-full moon above. When you approach your sister, her own face lights up similarly. "Of course I'd have your back. I always have, and I always will." She casts her eyes about to glance for anyone listening in--no one else is nearby at the moment--and leans in as she drops her voice. "And now it's my job, it'd be a bad thing to slip up on the first chance!"
She lets you inspect her wound, which is healing well; it was a shallow cut, and there's no redness or swelling to indicate infection, thankfully. "I learned a little about healing from Mother, and she took a look too. It was a little stiff yesterday, but now I feel fine." She grins again when you ask about her technique, and quickly moves to get her own naginata from where it leans against a wagon. "Absolutely! It's called Sayaka's Vigilance, and it's really made for a smaller sword, but I've been thinking about how to apply it with two hands..."
As the night continues, a couple of the other travelers marvel at the two of you, going through the motions of combat training by fire- and starlight.
With the bonus for RP, you get a 33, and I'll give you the bonus for a preferred gift as well, since it's my bad for not sharing them before. As such, you get a 35 against the DC of 20 for this 3-day leg, and Ameiko's Relationship Score increases to 26.
Stories with Sandru:
While the caravan only stops in Galduria for a half-day and the night, you find enough time to visit the Twilight Academy. While its focus is on arcane arts beyond your own knowledge and skillset, the school promotes experimentation, and you manage to meet a pair of students who dabble in alchemy and are happy to while away some time discussing its ins and outs. As a parting gift, one of them insists you take a vial of his "prototype fireblast," with the caution that you should stand well back when you try to use it.
After your time in the nearby river, you find Sandru idly taking in the fresh air with a pipe of sweet-smelling tobacco. He offers you some as well, and his mouth turns up in a grin at your suggestion of the game. "This almost sounds like a game you'd play with some motive in mind. But your motive is just learning about the region, of course." He shrugs and finds a bottle of wine before beginning. "So, this was a few years back, when I was captured by a family of cannibals--it's true, I swear--and would you believe an elf came by and saved me..."
Again, I'll give you both the bonus for RP and a preferred gift, bringing you to a total of 23 against the DC of 7. Over the course of this 3-day leg, Sandru's Relationship Score increases to 13.
Apologies to Ander:
When you come back from your walk and run into Ander, he seems to be in a similar state to your own. In fact, when you stumble across him, you very nearly stumble into the young man. Ander's appearance is similar to Sandru's, but his hair is lighter, and his face clean-shaven and a touch less angular. He's quiet as you speak, not quite meeting your eyes at first. When you finish, he finally looks you in the face and offers a small smile.
"That's--It's not your fault, Miss Kajitsu. Really." He looks away again and shakes his head. "My brothers... They've hated each other as long as I can remember. At least since Mom and Dad died. I used to think there was a reason, something we could fix, but I think it's just who they are. And I know Sand's a good man, and Brayl's..." He trails off, as though unable to make him say what he knows is true. "Anyway. I don't think it would have been much better if you hadn't been there. So it's not your fault."
He does manage a better smile as he meets your eyes again. "Thank you for saying something, though. It's nice to know I'm not the only one who's been thinking about it." With that, Ander clears his throat and departs, saying he needs to help get things ready for your arrival in Riddleport.
You get the RP bonus here, but as you didn't really know Ander before this point, you wouldn't know any preferences. Even so, a 29 against the whopping DC of 3 means his Relationship Score increases to 10 over the 2-day leg. That brings it to a Friendship (I assume you're trying to build a positive relationship here), which triggers a +1 to Sandru's Relationship Score as well.
That was a lot, so I'll leave it there for just now; feel free to respond to any or all of those as you please. Either way, look for a post bringing us into Riddleport either later today or, more probably, tomorrow.
Holiday rush has settle down a bit, so let's try to push things a bit more before an inevitable slow-down on New Year's Eve/Day.
Ameiko laughs at your response and shakes her head. "I don't think you need to worry. You might not have the same glower that Father does, but I don't think you'd need it. It's nice to have a..." She trails off, catching her own tongue before saying anything too prominent in public. "It's nice to have someone around who knows how to smile," she finishes.
- - - - -
At the Mvashtis' house, Koya's snap open from their gingerly closed state, and even widen a bit at the name you drop. "Vhiski? I assume--I hope--that would be Sandru Vhiski, not his elder brother? Although I'm not sure which my mother would rather have come calling, truth be told." She sighs and smooths her skirts; the movement seems more nervous than intentional, as the fabric doesn't really change shape much. "No, no, I'm not sure now is any worse than any other time. I haven't seen her like this for years, but if it's anything like it used to be she's not likely to stop soon. Please do forgive the mess." As the woman turns to enter the house, you hear her mutter, "And anything Mother might say."
The Mvashti house, contrary to Koya's comment, is mostly very clean and tidy. It's not particularly organized, at least not in a standard way. Bits of fabric and paintings overlap one another on the walls, some hanging precariously; bobbles and trinkets crowd most every available surface, glittering and colorful in the light that emanates from candles, none of their flames a normal color. Smells suffuse the air: smoking leaf blends, herbal teas, local spices, and a tinge of the smell of old age, though well-masked.
The parlor Koya leads you into is similar in most ways, but here you find the mess she warned of. Bits of clay and ceramic litter the shining hardwood floor and carpet; there are enough of them that between the shapes and the lacquering you're fairly certain at least three teacups have met their doom here. One of them has a base that's mostly intact, and you can make out what looks like tea-leaves stuck there.
As you enter, there's another string of curses and a whirling sound. You, Ameiko, and Koya instinctively crouch as a fourth teacup--this one a bright white thing with a floral design--shatters against one wall. It's easy to trace the projectile to its source, sitting in a large, over-stuffed chair across the room.
Madame Mvashti is dressed similarly to her daughter, although with the addition of a radiant rainbow-patterned shawl around her shoulders, and a thick quilt on her lap. She's also noticeably older: her hair is a brilliant silvery white, her skin more deeply lined from age, sun, and laughter. The oversized seat dwarfs her comically, and she is gaunt and lean, but even as you watch she moves with more energy than you'd expect from her aged body. She twists sideways to a table, where a clay teapot rests--her latest victim, judging by the ferocity with which she snatches it. She starts muttering and raises the thing above her head.
"Mama!" Koya's sharp call grabs Madame Mvashti's attention, and the old woman turns her head to look at her--but her gaze settles on you. Her eyes are cloudy; a bluish film covers her pupils and stretches into watery irises, and it's hard to say how well she can actually see. But she certainly seems to fix her attention on you. The teapot, she slowly lowers to her lap.
"Mama, we have visitors. Haruto and Ameiko Kaijitsu. They say they're here on behalf of Sandru Vhiski." Ameiko gives a small curtsy at your side, while the old woman in the chair sniffs and raises the thin remains of her eyebrows, wrinkles piling high on her forehead.
Madame Niska Mvashti glances at Koya and Ameiko, but only for a moment. Her eyes settle on you once more as she speaks with a voice like snapping twigs. "Good. I think I know what you're doing here, but go ahead and say what you have to say." She sounds more annoyed or frustrated than truly interested in your words, but you also sense that her anger, whatever its source, isn't directed at you.
"I imagine mother would be happy to cook along the way," Ameiko responds. "At least, I hope she will. I wouldn't mind having our meals every night, either." She grins and pulls herself up to full height. "As for me, I plan to keep spirits high with my music, of course! And you and father can keep them grounded with your serious frowns." Your sister's tone is also clearly joking, and she laughs as you make your way toward Madame Mvashti's.
The Mvashti house is a pleasant, quaint building, with painted colors similar to the ones you saw on Sandru's wagon. You know it well enough: the Mvashtis have lived here for a number of years, getting by on savings from their days on the road, the good will they have with the community, and earnings from locals--mostly young folk--who want their fortunes told. When you knock on the door, there's a brief pause, and then it opens to reveal Koya Mvashti, smiling out at you. She's dressed in what you've come to recognize as traditional Varisian attire: layered skirts of many colors, a hand-woven vest, and a bright sash. Her silvery hair is thrown back, which helps display the glass butterfly that rests on a chain at her throat--a symbol of Desna, goddess of good fortunes and a matron of the Varisian people.
"Ahh, Haruto, Ameiko. Lovely to see you again. Are you here for a reading? My mother is feeling especially, ah, vibrant today, so if you're looking for something more somber..."
Koya trails off as there's a sharp shattering sound from within the house, not unlike when something clay or ceramic is smashed against the floor. It's shortly followed by a string of somewhat muffled Varisian; few of them are words you found in your primers on the language, and several in particular result in small winces and a flushing of the cheeks on Koya's part.
That certainly makes sense, regarding the man's death. It was more a potential point of interest than anything, and I do imagine she's been trained explicitly with that in mind, and Sandpoint is a dangerous frontier town, after all.
Jubrayl Vhiski only scowls as you leave. When the door swings shut behind you, you might catch the sounds of a knife being angrily stabbed into a desk, and hissed curses in the Varisian tongue.
- - - - -
The sun has finally, truly crested as Sandru Vhiski's caravan rolls out of Sandpoint's Northgate; the guards on duty and the few locals milling about all wave and shout and give you a cheerful send-off. From your position by the lead wagon, you and Ameiko watch the only home you've known begin to recede down the road. It's a somber moment, perhaps, but your sister is never one to let such feelings linger overlong. She claps your shoulder and grins.
"It's a whole new life ahead of us, Rei. The journey of a lifetime. Of a hundred lifetimes!" She beams at you and squeezes her hand. "I can't wait to see what comes next."
- - - - -
In the spoiler below, I've placed the general rules we'll be using to cover your interactions during Caravan travel. The short version on doing this is that while I want to explore lots of RP potential and the relationships you build with other characters, I don't think it'll be especially useful for us to play out days upon days of travel in a post-by-post format.
Any other systems the game offers that could reasonably take place during travel are also in play--if you want to Craft anything, do Retraining, or otherwise engage in general Downtime. And, of course, there's the potential for "random" encounters on the road!
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.
For your first period of Caravan travel, your destination is Riddleport. As such, the journey breaks down as follows:
Leg 1, Sandpoint to Galduria: 3 days
Leg 2, Galduria to Roderic's Cove: 3 days
Leg 3, Roderic's Cove to Riddleport: 2 days
Feel free to post anything for your relationship activities all together, or over separate posts, and don't feel like you have to play out a full scene for everything. I just want to reward the RP, and even just a paragraph or two gets you that bonus. I'll place any encounters you have on the road in posts during the travel, and indicate where and when they happen.
Sorry for another delay--we got almost two feet of snow dumped on us over Wednesday into yesterday, and I've had to spend a lot of time and energy the last couple days helping to take care of that. Today I also had a short session I was running and a longer session playing, so my apologies that this didn't end up getting my time! I plan to update in the morning, so look for something tomorrow, hopefully.
Jubrayl has not yet drawn a weapon, and is still behind his desk.
Like so many training sessions and scant few battles you've been through before, this combat crystalizes in your view. You are graceful and skillful, but fierce in your movements, and you strike without hesitation. Your attack comes on the thug's blind side, and he notices it too late to respond. Ameiko's opening slash wounded the man; yours is the finisher, biting deep through his shoulder into his chest. He struggles for a moment, one hand loosely grabbing at your naginata's haft, and then Ameiko plants a firm kick in his gut that sends him to the floor, lifeless.
Out of curiosity, has Rei ever killed a man before? I imagine this could be quite a startling moment.
As that thug expires, leaving Jubrayl alone against you, Ander finally manages his exclamation. "Stop! Stop it!" The young man is clearly distressed, his eyes wide with horror at how quickly things have turned. "I didn't--I don't want--You didn't have to fight!" His gaze sweeps back and forth between his brothers, clearly blaming them both; they linger on you and your sister, clearly including you in that blame, if not quite as much.
In the shocked silence that follows a combat, Ander stands for a moment more, and then hurriedly pushes past all of you, heading out through the door to the Fatman's main room.
A half-conscious groan from the man Sandru wounded breaks the quiet, and Jubrayl curses in Varisian. "We're done here. Go make sure Ander doesn't do anything stupid." He turns to you and Ameiko. "You've made an enemy of me today, girls. I can only hope for your family's sake that you've thrown in with my brother because you're leaving town with his wagons." The crime lord clenches his fists, grits his teeth, and glances down at his dead and dying henchmen. "Now get the hell out of my sight."
Sandru grimaces as he wipes his sword clean, and as he sheathes it, he turns and gestures for the three of you to leave. "Come along. Ander's probably gone back to the wagons. We should get going."
The man's mood seems more than a little dour, but as you make your way out of the Fatman's Feedbag, he offers you a smile and a nod. "You have my thanks for backing me up in there. What you said about choices... You were right. I can't live Ander's life for him. But I don't think I could stand losing the only kin I have left. Not to that snake."
Sandru Vhiski pauses in the early morning light and fixes both of you with a smile more broad and genuine than you've seen on him yet. "You did me a great service, just now. I won't soon forget it." As if suddenly uncomfortable with the earnest moment, he winks and chuckles. "Now, the road awaits! We have an entire journey ahead of us."
I'll leave it here for the moment, in case you want to respond to any of that, but the next post will see the beginning of our first caravan segment! I'll outline how we'll handle that when I post in to bring us there.
In the meanwhile--and in preparation for the caravan's travels--I've updated the Campaign Info tab with a spoiler containing your Relationship Values with various NPCs. I'm adapting the system in the Player's Guide a little, and you'll note that your scores with the Kaijitsus are much higher than with everyone else, since they're your family and you've lived with them all your life. The current scores are mostly baseline, but the events of things so far have had their effect. Only NPCs of particular importance will be listed here, but if you'd like to focus on a relationship with someone I haven't added (or mentioned as a potential one in-game), let me know and I'll add them in!
"Of course. Maybe at some point down the road I'll even get you to tell me what you're looking for." Sandru winks again, and Ameiko tries on a scowl at your side, but you can tell she isn't really all that upset. "I'd definitely feel more comfortable with a diviner in that wagon again, and I know all my hands would, too. Especially when they find out we're headed for Brinewall."
The merchant shakes his head and then offers another handshake, to seal your bargain. "I'll start making preparations. Purchase some supplies, some usual trade goods. Oh, if you happen to purchase any extra supplies, wagons, hands, anything to trade, I can count that toward your price, as well." Sandru claps his hands with an eager, excited look. "If you're headed all the way to Kalsgard, might as well bring some goods along for us both to make a profit, hmm?"
With a final grin and well-wishes, the man helps you out of his wagon and sets off to start preparations, leaving you and Ameiko to the rest of your own affairs.
I've just realized I never actually established how much money you have to work with! According to the notes Atsuii's given you, she estimates you have about 3000 GP to use, from your family's savings and the sale of the inn and other belongings you won't bring with. Right now you owe Sandru 1500 of that--half before you leave, half on safe arrival in Kalsgard--minus any deductions for convincing Madame Mvashti to join the journey and any purchases you might make for the caravan. You know both where Madame Mvashti lives and some likely places to make purchases (the market, Wheen's Wagons, etc.).
An interesting tactic. It could play out a number of ways... So let's see. For what it's worth, this is a fairly small room with a number of people in it, and I think you only have your naginata for a weapon? Rather than requiring constant maneuvering for room to use it (since it has reach), I'll say you take a -1 penalty to attack rolls with it in here, should it come to that.
Jubrayl's face is screwed up into fury early into your statements, and by the time you finish, he's fuming. "You dare?!" he hisses. In a flash, he's on his feet, chair toppling backwards. In that same moment, the guards at his flanks draw their daggers, Sandru whips out his sword, Ameiko curses in Minkaian and draws the Whispering Shrike from under her vest, and Ander stands and moves to the nearest wall, calling out, "Don't!"
But it's too late. The spark is lit, and the fire roars into life.
Your sister is the quickest to act, surprising everyone else in the room with her speed. She waits for the exact moment you see murderous intent in the one-eyed thug's face, and even as that man starts to move forward, she's in front of you, blade flashing. The thug shouts in pain as it slashes across his forearm, drawing a long line of blood across his tan flesh. His own counterattack is more wild than skillful, but he manages to connect--your sister twists to turn a lethal stab to the ribs into a grazing blow.
The other thug moves around the opposite side of the desk, meeting Sandru. The caravaneer is still drawing his sword, and for a moment it seems the thug's knife will strike. But in a sudden flourish, Sandru's sword leaps up to turn the man's weapon aside, and in that moment of imbalance, Sandru whips the blade back in a beautiful, deadly arc. The man howls as blood wells in a slash across his face; you might have a guess as to how the eyepatched man got his own scar. Whatever the case, that thug drops his weapon and collapses backwards onto the floor.
It's your turn; the thug with the eyepatch is still standing and fighting Ameiko, and Jubrayl remains standing behind his desk. I'd also like you to make me a Sense Motive check (as a free action); open either or both of the spoilers below based on your result.
Sense Motive DC 15:
Ander Vhiski is pressed against the wall, watching the fight unfold with a mix of fear and distress in his eyes. He looks like he's about to call out, probably to call for everyone to stop fighting, although you're not certain what good that might do.
Sense Motive DC 20:
Jubrayl Vhiski may be vicious, bloodthirsty, and cruel, but he isn't stupid. Ameiko's opening strike and the ease with which Sandru dispatched his attacker have clearly shown him this won't be the one-sided beating he likely assumed it would be. The man looks ready to call off his bodyguard and end things here.
"Brinewall?" That word in particular catches Sandru's attention, and he sets down his cup to look down at the tray. The map is old enough that Brinewall is still noted on it, sitting at the mouth of the Steam River--with a small red X drawn through it. Sandru looks at it for several seconds before peering up at you.
"If you left anything in Brinewall, I'm sorry to hear that, but I doubt you'd be able to find much. The caravans catch sight of it sometimes, if they use one of the older tracks that runs near enough the city, but no one goes there anymore. 'Ruins' is an understatement for what happened there. You know that entire city was destroyed almost overnight in a storm? They say there's nothing left but crumbling stone and ghosts. That second part might even be true."
Ameiko speaks up at your side. "We know it's a long shot, Master Vhiski, but it's important to our family. If there's even the slightest chance..."
What you said is basically all truth, but it's enough of an omission, and raising Brinewall directly makes Sandru curious enough, that it calls for a Bluff check. It's more than believable, though, so I'll give you the +5 bonus.
The caravaneer mulls over things for another while, sipping once at his wine as he thinks. Finally, he leans back and looks between you and Ameiko. There's a question in his eyes, and he opens his mouth as if to ask it before shaking his head.
"I'd guess I'm right in thinking there's more to Brinewall than some old heirloom of your family's, but you've told me enough. That said, a trip to Kalsgard by way of Brinewall, especially if we're stopping for you to rake through the rubble, will take some time, and presents some dangers. Four passengers for that distance, taking into account the extra provisions and risks..." Sandru does some counting in his head, and nods. "I'd say fifteen-hundred gold pieces would cover it."
Then he leans forward. "But. I'll offer you a discount, if that price seems high. Two options. You can lay out the full story of why I'm risking my people by going to the haunted city--"
"Nope." Ameiko cuts him off with a slightly smug grin--and is promptly caught off guard when Sandru gives her a wink without missing a beat.
"I knew you'd say no, but can't fault me for trying. Which gives us option two: you get me my fortune teller." He leans back again and folds his arms behind his head. "Madame Mvashti has a house in town, I'm sure you know. She quit the road a few years back, said she was too old to keep it up, but I'm sure she could be persuaded to come along." His face takes on a sheepish look. "I'd do it myself, but last time I tried, she threw a pan at my head."
"You probably deserved it," Ameiko quips.
"I'm sure I deserved the throw. Not sure I deserved it to actually hit me." Sandru winces and works his jaw, as if remembering the injury. "Guess Desna's favor told her which way I'd duck."
Your sudden entrance into the room surprises even Ameiko, who has to quickly step in after you, her own face settling into the best glare she can muster. As you speak, you take in the scene: Sandru stands only a step or two from the door. Seated before a wooden desk, his head hanging, is a younger Varisian man, perhaps just over twenty, who you presume is Ander Vhiski.
Behind the desk are three men, all Varisians, and all familiar to you as Sczarni. You don't recall the names of the two standing men, just their appearance and warnings from your parents and other honest townsfolk to steer clear of their doings. They're both tall, muscled, and scowling. One has a crude eyepatch with what looks like horrific scarring creeping around the leather's edges; both have thick, slightly curved daggers at their belts.
The man behind the desk, though, is the one you know is most dangerous. Jubrayl Vhiski is thin-faced and athletic. His eyes are dark beyond reading, his nose sharply angled and vaguely rat-like. He sports his hair, mustache, and goatee all finely styled and trimmed, with a dark sheen of expensive oil that gleams in the candle-light of the room. Seated as he is, you can't tell if he's armed, but you've little doubt of the threat he poses regardless. Jubrayl Vhiski is the boss of Sandpoint's Sczarni crime family, and oversees the various crimes they commit in the region. Mostly, those crimes are nonviolent and profit-driven: burglary, pickpocketing, confidence schemes, extortion, and smuggling tend to be the Sczarni's favorites, as they offer the highest profits with the lowest risks. But if rumors are true, Jubrayl is particularly vicious; it's believed he's ordered the beatings or murders of multiple people over the years, and been personally involved in at least one himself.
And while your stormy entrance and stern words have certainly quieted Sandru, at least for the moment, Jubrayl Vhiski gazes at you with unimpressed eyes.
"I don't know what you're doing here, girls," he begins. While his face does little to betray his emotions, his voice is thick with contempt and coiled danger. "Clearly you know my wayward brother, here, and I'm glad I'm not the only one talking some sense into him. But barging into my offices and accusing me of bribery and worse is an insult of the highest order." His brow furrows and he practically spits his final piece. "I'm not a man who takes insults lightly."
Ander opens his mouth, but Sandru is already speaking. "Jubrayl, they're not part of this. I'm warning you, leave them out of it." His hand is straying to the hilt of his sword, and you see Jubrayl's guards do the same, thick fingers wrapping around their daggers' grips.
"Warning me? Is that a threat, brother dearest?" Jubrayl's tone has gone from heated to icy in an instant. At your side, Ameiko is subtly shifting her hands from her hips to the small of her back.
The room is a bonfire ready for lighting. The question is who will strike the flint, and can the spark be stopped?
"Certainly. I've always been fond of stories." Sandru has a hint of more questions in his eyes, but he turns and waves for you and Ameiko to follow him as he walks up the line of wagons. When he reaches the lead, he opens the fabric covering and steps up, offering each of you a hand to help you inside. The interior of the wagon is comfortable enough, as far as your knowledge of wagons goes. It's well built and broken in, with thin cushions and mats on the benches, and a few barrels and crates inside.
Sandru takes a seat and slides one box over to act as a makeshift table. Reaching into another, he pulls out a bottle of wine and three clay goblets, offering a drink to each of you and pouring one for himself. That done, he rummages in the same box and pulls out a flat tray. When he sets it on the table, you can see it's a beautifully illuminated map of Varisia and the surrounding lands, clearly old but well cared for.
"So, where are you looking for my wagons to head? I'm guessing not Riddleport, since you didn't just say that, and it wouldn't be much of a story. Somewhere in the Lands of the Linnorm Kings? Visiting family in Kalsgard, maybe?" The man's voice is curious, but it doesn't strike you as more than the natural curiosity of a merchant.
With the enhanced undercarriages, you're actually full up on cargo, since their construction takes up 1 cargo unit worth of space on each wagon. You've essentially cut your travel time by 20%, though, which means you don't need as many foodstuffs to reach destinations. You can put the 80 gp left over in your personal inventory. I've also added you in as a guard--again, just let me know if you want anyone to switch roles at any point.
Vankor Artoi gives you a nod, but doesn't quite muster a smile at your joke. "Somehow I imagine it's rather the opposite. Watch yourself, and don't get involved if you don't have to."
"I'll keep an eye on her too," Ameiko volunteers. She swings down from where she's been sitting on the lead wagon, and falls in step with you as you start heading toward the tavern. "Hopefully it's nothing. But better safe than sorry."
- - - - -
The Fatman's Feedbag is everything you'd expect from a seedy, low-class tavern in a small town like Sandpoint. Its construction is solid enough, but clearly maintained only as far as it must be; the outside shows clear signs of weather wear, and the inside is grimy and dim. The lighting mostly comes from sunlight through windows that haven't been washed for a long while, and as you step inside, your eyes need a moment to adjust. As they do, you take in the mismatched tables and chairs, the stains on the floor, and the utter absence of anyone in the main room.
For a moment you aren't sure where to begin, but then you hear muffled shouting from the far side of the room, and a wooden door set into the wall near the bar. Should you move closer to the door--Ameiko tiptoeing at your side--the voices gain a little clarity, and you start to make out the words.
"...ffering my little brother money for the road, talking about his future." The first voice you pick up more clearly reminds you of Sandru's, but it strikes you as his voice if the worst rumors about him were true. It's a voice that wants to be charming, but it isn't an honest charm. It's deceiving and distracting, a snake's voice.
"That's blood money and horsesh*t." The louder voice, you're certain, is Sandru, but filled with more rage and disgust than you'd imagine from the man you met the other day. "We've been over this, Jubrayl. You stay away from him."
"He came to me, Sandy," the other voice--Jubrayl Vhiski, Sandpoint's own resident crime lord--responds. The forced charm takes on a threatening edge. "Every man has to make his own choice, don't you know? You should let your brothers talk."
"I'm no brother to a rat," Sandru snarls.
"You should watch your tone." The threat in Jubrayl's voice is sharper, and it doesn't take years of training to imagine this situation might escalate.
When you comment on the level of preparation, Ameiko nods to you as you head outside. "It's something they've talked about for ages, as long as I can remember, anyway. Either going further south, or even dreams of heading back. Once I was old enough, I learned about the plans, too. They've always been maybes, what-if scenarios. I don't think any of us really believed we'd do it." She grins and winks. "But you bet I'm excited! What could be more exciting than this?"
- - - - -
Sandru Vhiski gives you a nod, an easy smile resting on his face. "I've heard about you, seen you now and then when I'm in town, even if we've never had the pleasure of meeting. Known a few hands and merchants who stayed at the Dragon, they always had good things to say about your family."
Bringing up the prospect of hiring him sees Sandru's grin widen, but his body language also changes, subtly. He straightens a little, and his eyes flicker over both you and Ameiko in a quick sizing-up. The details are different, but it's a change you've seen in your father, when a man goes from friendly banter to business talk.
"North? Looking for new foods or trade goods in Riddleport? Or would this just be a run for me to sell something for you?" He cocks his head to the side. "Whatever it is, I'm happy to discuss terms. We caravaneers, the real ones anyway, we usually do business under the open sky, but I understand if you'd prefer privacy."
His comment raises the very question: Would anyone overhear your conversation? Would anyone notice if you made the decision to do your business in private? The caravanserai's courtyard isn't quite as bustling as the market square, which means fewer people present, but less noise to cover your words. Asking for privacy wouldn't be out of the ordinary, but it might signal you have something to hide... assuming, of course, that someone were looking for that signal.
Ameiko flushes as you bring up Sandru again, but the color grows even deeper when you compliment her and your mother for their tutelage. She throws an arm around your shoulders and pulls you into a tight hug for a moment. "Thanks. You were a good student, too." Then she releases you and gives you a playful shove. "So, you up for a race now, slowpoke?"
Whether casually walking, or racing through the streets, the two of you make your way home, confident that you've made good preparations for the journey ahead.
- - - - -
Sounds good! For defenses, Bilivar Wheen would be able to install an enhanced undercarriage or wagon reinforcements on any or all of the wagons; the more specialized materials needed for that would mean he can't offer a full discount, so they'd be 400 gp apiece. So far you've spent 1,320 gp of the 3,000 your family has available, which more than covers the fare Sandru was charging (including the reduction for getting Madame Mvashti to go along). The enhanced undercarriages would need to be fit to all 4 wagons to have any effect, whereas the wagon reinforcements can be a piecemeal job. And in case you're wondering, Sandpoint simply doesn't have a ballista or campsite traps available for sale--but Riddleport just might.
- - - - -
Toilday, the 9th of Arodus, AR 4711--Sandpoint, Varisia
The sun is just high enough in the sky to begin warming the air, casting long morning shadows throughout the caravanserai. The courtyard isn't nearly as busy as it was a few days ago; the other caravans present on that day are already gone, and the lone wagon that took their place is a local trader's, a small covered thing drawn by two graying oxen. Still, there's a sense of energy and bustling in the air, as the Vhiski caravan is in its final stages of preparation to begin its journey north.
The Artoi brothers are taking care of most of the heavy lifting and preparations, and they've graciously helped direct your family where to store your belongings. When Atsuii announced she'd be happy to take charge of cooking, and Lonjiku mentioned he could serve as an extra guard, they seemed even more pleased, and the older of them, the one called Bevelek with nasty scars and a broken nose, all but clapped with delight when he noticed Ameiko's shamisen. The Mvashtis are already set at their wagon: Koya worries after her mother, while Madame Niska seems content to sit by the driver's seat and take in the morning air. Even Bilivar Wheen seems in higher spirits, trying unsuccessfully to keep his children from pestering the Artois in their work.
The only thing that's missing is the caravan's namesake: the Vhiski brothers are nowhere to be seen. When your father finally speaks out, wondering aloud where they could be, Vankor Artoi happens to be nearby, and he sets down a box with a sheepish expression.
"I think they might be having a bit of a family problem," he offers. He runs a hand through his thick, dark hair and glances away, then back. "Heard them in an argument earlier. I think Ander wanted to talk to the other brother, Jubrayl, before we left. Sandru told him in, ah, certain terms that he shouldn't. I'm guessing Ander went anyway, and Sandru probably went after him."
"How long do these 'family problems' usually take to resolve?" Lonjiku asks. Ander answers by way of a noncommittal shrug, and Lonjiku sighs. "Perhaps we had best send someone to seek them out?"
"They're probably at the Fatman's," Vankor says, referring to one of Sandpoint's less well-reputed taverns, the Fatman's Feedbag. "Everyone knows Jubrayl and his Sczarni thugs like to gamble in the back rooms. Might be good for someone to check in on them, but we've still got cargo to load here."
Your family nod at your words, and Lonjiku agrees that the sword deserves some care after its time in the swamp. "I should have a spare grip that will fit it well, if the smith is unable to fit it properly." Your mother doesn't look especially tired; whether that's because she's used to long nights with little sleep, or some of this planning had, in fact, been laid out earlier, you can't tell.
As the conversation seems to reach a conclusion, Lonjiku stands, and Atsuii and Ameiko quickly follow suit. "Go and prepare things, Haruto. We will take care of our business here."
Atsuii takes a few more papers from the box and hands them to you. "Promissory notes. They should cover any costs while we find a buyer for the Dragon."
Ameiko steps towards the door and is practically bouncing on her feet, clearly excited to take care of the provisions for your journey. "Both Sandru and Stian are probably at the caravanserai, up near the Northgate. We should catch them while the morning's still early, before they get into any other business." So saying, she steps out of the room, clearly expecting you to keep up.
- - - - -
The morning is well under way as you walk through Sandpoint. It's a market day, so the town's market square is packed with both merchants--some from as far afield as even Riddleport or Korvosa, though most just up from Magnimar--and the local townsfolk, all looking to make deals. This could be fortuitous for outfitting your caravan, as the market's customary haggling often leads to better prices than usual, but for now you push through the crowds, or else circle around them. A few familiar faces greet you as you pass by, and scents you've grown accustomed to for years fill the air alongside the din.
Finally, you break free of the busier streets and pass the Sandpoint Cathedral before reaching the caravanserai. A collection of open-air pavilions loosely ringed around a small courtyard, it has its own small market today, as some of the traders hawk wares directly from their wagons. It looks like at least 4 caravans are here today, parked as separately as they can be in the space. Ameiko comments that two of them strictly run the southern trade routes, mostly Magnimar to Korvosa, which leaves your two other options. Of those, it isn't hard to determine which caravan would be Sandru's: it's (presumably) the smaller one that doesn't have a massive Ulfen man drinking atop one of the wagons.
The Vhiski caravan looks to be formed from three wagons. The lead is a usual covered wagon, and looks like it's built to be comfortable enough for long-distance travel, with space for passengers to sit, stand, or lie down as they please. The second wagon you'd guess is designated for cargo; the open bed certainly doesn't look made for passengers. The third wagon is the most curious: it looks almost like a cross between the other two in structure, looking like it won't hold either as many passengers or as much cargo. It also has solidly built walls and a roof, all of boards painted in various shades of purple and blue, and a door built into the back that reads MADAME MVASHTI in gilt lettering. At that you remember what you know of traditional Varisian caravans: this would be the fortune-teller's wagon, home to an honored traveler who helps guide the caravan and tend to the spirits of the passengers.
As you realize this, you hear a knock from the side, and turn to see a Varisian man leaning against the wagon. Sandru Vhiski is, you'd guess, about thirty years old. His hair is dark and lustrous, beard neatly trimmed and styled into a goatee. His clothing looks made for the road, and shows signs of it, but the plain vest and trousers are accented with multi-colored scarves, and he does wear a sword at one hip. When he offers you a grin--you can tell he knows it's a charming one--his teeth, brown eyes, and gold earrings all flash in the sunlight.
"It's a fine wagon," he says. The man's voice is rich and mirthful, filled with a local Varisian accent. "Even if Madame Mvashti herself isn't riding in it anymore, it's part of the caravan. Can't quite bring myself to part with it." He runs a hand over the weathered surface, then turns back to you and extends it in greeting. "Sandru Vhiski, owner and proprietor. You're the Kaijitsu kids, right? How can I help you?"
Bilivar Wheen gives you another smile and nod. "I'll do my best. Thank you again, Miss Kaijitsu. You let me know what you need and when you're ready to go, and we'll be with you." The handshake he offers a moment later is only a little awkward, and certainly genuine.
As you step outside, Ameiko nudges your side and smiles. "You know, Sandru was right. You really are good with people. I always knew you'd be good at this sort of thing." She grins and stretches. "Of course, I'd do even better, but I don't want to steal the show away from you." Your sister chuckles at her own joke and suggests you head towards the inn to check in with your family and help prepare for your departure.
I've put the current statistics for the caravan in the Campaign Info tab so you can take a look. The cargo there is what comes free with Sandru and Wheen's contributions--you have very little room for more, and 10 units of foodstores will last you until Riddleport (with top-ups in the smaller towns you'll pass through) assuming nothing goes wrong, but you can buy more to fill out the cargo if you like. The traveler roles for your family are what they'd default to; if you want any of them to change, they certainly can.
Do let me know if you're feeling ready to move to the day of departure--there's one more thing that'll happen in Sandpoint, but after that you're ready for the road!
Weekend carried into the week, and everything's taken more time and energy than I thought it would. Sorry about that.
"I have no doubt there will be danger there, yes," Lonjiku responds, looking down at Brinewall on the map. "Hopefully, there will be good fortune as well."
Your family all nod at your decision to avoid using a ship; Ameiko also lets out a small breath, as though she'd been worried about that possibility. When you mention the caravan, she and Atsuii both smile, and their eyes light up a little. Your sister can't help revealing why: "I was hoping you'd pick that. Mother and I figured it was the best option ourselves, and it's what we're the most prepared for."
Atsuii gives Ameiko a sidelong glance with raised eyebrows, but she's still smiling as she reaches behind her and slides a small box forward. Opening it reveals a collection of parchments, envelopes, and small books, on which you note mostly your mother's neat, tidy handwriting--all in Minkaian--with Ameiko's less-trained hand joining it in margins and small sections. Atsuii sorts through the contents and eventually hands you a few specific papers, filled with notes and thoughts.
"I don't know if there are any merchants who make regular travel to Tian Xia by land. The route is treacherous, the journey a long one, compared to simply sailing to the free port of Goka. But there are some caravaneers who should be in town now that could be persuaded at least to take us to Kalsgard by way of Brinewall. From there we can either renegotiate, or else find a new group to travel with."
"And we could also just buy our own, hire some guards and drivers," Ameiko adds. "But that could take longer, and if none of us have the same knowledge as a caravaneer, we could have trouble really blending in." You get the sense that Ameiko has an ulterior motive to why she'd push for hiring a caravan, even if her words have merit.
Caravan Master: Sandru Vhiski:
One of Sandpoint's better-known native sons in wider Varisia, Sandru Vhiski is himself of solidly local Varisian stock, with family going back generations upon generations in the region. Unfortunately, much of that family has a dark reputation, as many of the Vhiski clan fall in with the Sczarni criminal societies that operate throughout Varisia. It's more or less an open secret that Jubrayl Vhiski, Sandru's older brother, is the leader of the Sczarni in Sandpoint; he and his thugs frequent one of the town's less reputable taverns.
Sandru, though, is by all accounts cut from a very different cloth. He and his brothers were orphaned in the storms and flooding that struck Sandpoint and its surrounding area seventeen years ago--which you now know to be the very storms that led to the wreck of the Kaijitsu Blossom in Brinestump Marsh, and which apparently pursued that ship from Brinewall. While that made it natural for his older brother Jubrayl to fall in with the Sczarni, Sandru himself was still young, and had an even younger brother to care for. The two younger Vhiski boys joined one of Varisia's caravans, and have been living that life ever since.
By all accounts, Sandru is a shrewd, charming, and efficient caravan master. Some of his more bitter rivals whisper that he must have criminal connections to be so successful, but the facts suggest it's simply because he knows his work and throws himself into it--Sandru's caravan barely ever spends more than a day or two at rest. Rumors abound as to why the man busies himself so much when he could probably retire or at least live more leisurely. Some believe he's running from something in his past; some believe he's simply greedy. But from what you know of the man, it's far more likely that he simply loves the road, and enjoys the lifestyle of journeying far more than whatever payment lies at his destinations.
Sandru owns his own caravan, which while not particularly large, has a well-earned reputation for success. His services don't always come cheaply, but by all accounts he's worth every copper.
Caravan Master: Stian the Ox:
While not a local of Sandpoint--nor even of Varisia at large--Stian is nonetheless at least known of in the area. He is a caravaneer native to the Lands of the Linnorm Kings, specifically from Kalsgard, one of the northernmost cities and an important trading destination. Being himself of the Ulfen people of that land, Stian is something of an oddity in Varisia, and some of the more suspicious folk wonder if he isn't a raider in disguise.
From what you know and have heard, though, the man is an honest trader, if a tad boisterous and unrefined. His wagons mostly travel from Kalsgard to other cities of the Linnorm Kings, and down to Magnimar or occasionally Korvosa, almost always by way of the Lost Coast and Sandpoint. Stian is a businessman, and clearly knows little of Varisia outside of the roads he travels and the customs he needs to understand to ply his trade. But he has a well-earned reputation for timely travels and defending his wares from bandits and monsters.
Stian's nickname of "the Ox" comes from his stubborn, bullish nature, as well as his broad body. Why he's specifically an ox rather than a bull is an open question; Stian himself is known to respond to anyone who asks with a leery grin, an emphasized wink, and an odd counter-question: "Why do you think?"
Stian's caravan is well-funded and sizable, but it certainly isn't cheap to hire the man's services. He's well known to turn down even easy jobs if there doesn't seem to be money in it.
Building Your Own Caravan:
Rather than hiring a caravan that already exists, you might be able to outfit your own, based on Atsuii's notes. To do so, there are three men you'd mainly be working with for material.
Daviren Hosk runs Sandpoint's Goblin Squash Stables. The man is a grizzled former hunter approaching his twilight years, and while his stables are well-regarded, he's legendary in the area for his hatred of goblins. The front of the stables is decorated with dried goblin ears on leather strings, his most prized possession is a large bottle holding a brine-preserved goblin's corpse, and rumor has it that he cares for horses mostly because goblins fear them. Whatever the case, Hosk is Sandpoint's only regular horse salesman.
Bilivar Wheen is the owner of Wheen's Wagons, and he serves as the town's wheelwright. Some five years ago, Bilivar was considered a prominent and upstanding citizen of the town, well-known and well-loved. Sadly, though, his young daughter Tanethia drowned in the Mill Pond, and the man has seemed almost broken since that loss. When not in his workshop he spends most of his time drinking, and most folk have heard him muttering about wanting to take his family and leave the town for good.
The third man, Ven Vinder, is proprietor of Sandpoint's general goods store. Vinder is respected as a member of the community, although most folk quietly agree he could easily drop his prices and still make a tidy profit. He's also, of late, been a bit scatterbrained, as his focus is caught by his daughter Katrine, who he feels is improperly dallying with one of her suitors. Meanwhile, his younger daughter Shayliss has garnered quite a reputation among the younger folk of Sandpoint, particularly the young men--a fact that everyone agrees is best kept hidden from Ven, lest he tear out his own beard and fly into an incoherent rage.
Sense Motive DC 15:
Now that read through the notes, you have a good idea of why Ameiko might be pushing for you to hire a certain caravan. You recall that she's mentioned a certain Master Vhiski more than once in the past, usually by way of commenting on how brave or charming he seems, and even once "joking" about his good looks.
"While you find out how we'll travel, we'll start packing and settling things here," Lonjiku says. "With what we have saved and the profits of selling this inn, we should be able to pay for the journey, although if it gets too expensive..." He trails off and then shakes his head.
"In any case. There is one matter I would like you to deal with before you go. My brother's sword." Lonjiku reverently gestures to the wakizashi, if it's present. "The Whispering Shrike was his, but not his alone. It was passed to him by our father, and to him from his uncle. Traditionally, it has been the symbol of your family's sworn Yojimbo: the first sword and closest guardian of the Amatatsu scion. To gift it is a sign of utmost respect and trust." He bows his head. "It is yours to do with as you will, but it will be an honor to my brother and my family, whatever you choose."
My apologies again, seems like everything this week has taken far more time and energy than expected.
Re: The Goods: I probably didn't make it clear but the only ones you can get multiple of are the glassworks and the salted foods; there's only 1 cargo unit each for sale of the fabrics and scarves.
And finally, I'd say your words to Wheen do call for a Diplomacy check, albeit a fairly easy one thanks to your logic... Rei's Diplomacy:1d20 + 11 ⇒ (20) + 11 = 31...and you pass with flying colors!
Wheen stares off as you speak, his eyes seeming to look past the walls of his store at something further beyond, something you imagine he couldn't identify if asked. "Opportunity," he murmurs. His hands wring together, and he glances back toward you, his eyes still distant. "I'm really the first choice." It doesn't come out as a question so much as an attempt to convince or realize it for himself.
A smile cracks Wheen's face again, however small and weak it might be. He swallows, nods, and responds to you in a firmer voice. "This... means a lot to me, Miss Kaijitsu. To my family. I don't know how soon you're leaving, but when you do, we'll be ready to go with you. I've a cart for us already, and I could have more done shortly if you need them, I'm almost finished with a couple..." He glances around his shop and nods again. "I'll do my best not to let you down."
With that, Bilivar Wheen has agreed to join you, with his wife and children accompanying. He's perfectly suited for the wainwright position--or at least will be with a little time, and in the meanwhile he's more than capable--and he'll bring an additional supply wagon (the children won't really count as passengers). This does mean the caravan will have a higher Consumption, which means you'll either need to buy rations yourself or make Sandru aware accordingly. Finally, Wheen will need payment for his services and can build you up to 3 more wagons (covered or supply wagons only), but all can be had for 50% of the usual price.
Entries below are only listed if they change something from what I put above. You can absolutely by anything or everything available, including as many cargo units of the salted foods as you desire.
Sandpoint Specialty Salted Foods (now 22.5 gp per cargo unit): A collection of special fish and meats, seasoned and salted for a flavor you'd find nowhere else. The bulk of the delicacies are indeed specific to Sandpoint: there are crabs that aren't found further north, smoked and salted fish native to the area, and the herbs and spices used are unlike the typical ingredients for simply preparing food to last.
Varisian Fabric Bolts and Tapestries (now 90 gp, 1 cargo unit): 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.
Varisian Scarves (250 gp, 1 cargo unit): 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.
On Waters Beyond the Inner Sea, First Edition (75 gp): A pair of tomes holding a collection of writings on naval journeys both up Avistan and down Garund.
- - - - -
Wheen looks very caught off-guard by your offer. He stares at you blankly for several seconds, then looks away. His shoulders droop, and he breathes deep and slow as he runs a hand over a board. "I... I don't know what to say. You don't just need me to patch your wagon now, maybe give you a spare wheel or two? To come along..."
Bilivar Wheen sits on a stool, and for a moment, he perks up and becomes more like the man everyone in town would recognize from five years ago. "You think I'm the best around?" He manages a smile that looks far more genuine than the one he forced as you came in, and his broad hands clasp together eagerly. But something in that motion catches his attention; he glances down and sees the band on one finger, and the air and energy seems to leave him.
The man runs a hand across his cheek and takes another deep breath. "I don't know. It's a very nice offer, Miss Kaijitsu. And I know my family doesn't have much reason to stay here. But I also know what people say, and I know it's at least a little true. I don't know if I'm up to this."
Even taking 10 on Sense Motive, you can tell that Wheen really just needs a gentle prodding here. You rolled well enough on Knowledge (local) to know he's right, his family doesn't have any particular roots in Sandpoint, and to know that his wife and children certainly wouldn't mind leaving the town.
Sorry about the delay, this weekend got kind of busy.
Lonjiku continues his stern look for a long moment, and then it morphs into a smile. He nods, and then a laugh rises up from his throat. "Good. Good! I had hoped you would say so, but you say it very well. You have learned many things and become a good and great man, Haruto. And it is our honor to serve you in this journey."
The man gives a small nod to Atsuii and Ameiko; your mother is beaming, while Ameiko looks like she wants to throw a hug around your shoulders and is growing tired of the meeting's decorum. For his part, Lonjiku reaches into his kimono and draws forth an old-looking roll of parchment, which he spreads on the floor between you. Doing so reveals a rough map of Varisia and the lands to the north; certain cities and roads are marked clearly, and there are small notes added--some in Tien, even Minkaian--on things like where good resting places are and how long some journeys would normally take.
"There are many preparations to be made, but the first step is to determine our route and destinations. I think you will agree that Brinewall should be the first stop. We lived there for a time, before coming to Sandpoint, and according to Tsutamu's letter, your family's Seal is still there, hidden away in the warding box. It is not only an important relic, but proof of your divine right, and it will be of invaluable help in your mission." He grunts and taps his finger on the old, ruined city, sitting at the mouth of the Steam River. "The question is, how?"
"That choice is ultimately yours, Haruto," Atsuii speaks up. "I have my own thoughts, of course, and I'm happy to share them, but this is your journey, and you must make the decisions. We could travel by ourselves, either on foot or with horses, or we could travel with a caravan, either hiring one or buying our own wagons and hiring hands. I suppose we could try to find a ship, as well, but I admit that would not be my first choice." She sighs and looks to you directly. "Whatever the case, I will make sure our preparations go smoothly, and Ameiko will accompany you in town with any hiring or shopping."
Apologies for the delay in posting, this weekend was fairly busy for me.
Ameiko agrees with all your assessments. "Books and maps... there might not be many here, but I'd bet there are some. And The Curious Goblin could have a selection." Sandpoint's odd little bookstore/library is nearly as eclectic and amusing as its owner, but it certainly could have some options. Your sister also nods at your idea of glassworks and scarves, commenting that Riddleport likely gets some cold weather, being further north.
All in all, between the marketplace and the bookstore, you find a few choice options...
Potential Goods to Purchase:
You could make an Appraise check to gauge how much any of these might be worth to sell. Additionally, some items have another check or two included that you can make to gain some more information, including potential value. Finally, a single DC 20 Diplomacy check will reduce the price of any item by 10 percent; special, individual DC 20 Diplomacy checks reduce the price of the books and map each by 50 percent.
Sandpoint Fine Glasswares (350 gp per cargo unit): Delicate and beautiful bottles, panes, and other artful pieces from Sandpoint's glassworks. Craft (glassworking) or Knowledge (engineering) to know more.
Sandpoint Specialty Salted Foods (25 gp per cargo unit): A collection of special fish and meats, seasoned and salted for a flavor you'd find nowhere else. Knowledge (local) or Profession (cook) to know more.
Varisian Fabric Bolts and Tapestries (100 gp, 1 cargo unit): A fine bunch of high-quality textiles made in the traditional Varisian style. Knowledge (geography) or (local) to know more.
Varisian Scarves (250 gp, 1 cargo unit): A huge number of finely-tailored scarves in an assortment of colors and sizes, enough to trade with clothiers. Knowledge (local) or Profession (tailor) to know more.
[b]On Waters Beyond the Inner Sea, First Edition (150 gp): A pair of tomes holding a collection of writings on naval journeys both up Avistan and down Garund. Artistry (writing) or Knowledge (geography) to know more.
Sea Chart of the Varisian Region (200 gp): A yellowed parchment map that seems to detail the Lost Coast's sailing waters, though without particular accuracy. Knowledge (geography) or Profession (sailor) to know more.
- - - - -
As you finish your shopping, you make for Wheen's Wagons, and fortunately, you find the man himself there. Bilivar Wheen is a bit short-statured, standing barely taller than you, with a barrel chest, broad shoulders, and thick arms. More noticeable than his stout frame are the gray streaks that have shot through his dirty blonde hair in the past few years, and the nose that has grown redder with each long night spent in a tavern. Wheen looks like a man dispossessed: his strong body seems to sag when not occupied with effort, and when he turns to face you as you come in, you see sallow cheeks under a scruffy beard, and deep, dark circles under brown eyes that lack most emotion.
Still, he hasn't forgotten himself entirely, and he puts on an attempt at a smile and pats his hands together as he steps away from a half-finished wheel. "Hullo there, Miss Kaijitsu. Miss Kaijitsu." He nods to both you and Ameiko in turn, and clears his throat. "What can I do for you today? Family cart break a wheel on your way back from Magnimar?" His voice is almost normal, but in a forced, routine way, like a bad actor going through rehearsed lines.