Sandru's Caravan

Caravan.jpg

Caravan Statistics
Just as each character has her own statistics, so does your
party’s caravan. The end of this document presents a
blank Caravan Sheet you can use to track your caravan’s
successes, failures, and growth as the Jade Regent
Adventure Path proceeds. Descriptions of all caravan
statistics follow. See page 28 for a blank caravan sheet.
Use the following notes to fill in a caravan’s initial values.
Name: This is the caravan’s name. While the Jade
Regent Adventure Path itself refers to the caravan as
“Sandru’s caravan,” its actual name can be decided by the
player characters.
Level: When you first gain access to Sandru’s caravan,
it’s a 1st-level caravan. The caravan’s level increases as
you travel with it. Each time a caravan’s level increases,
it gains a new caravan feat that helps to increase its
statistics. A caravan’s level can never exceed the level of
its highest-level full-time PC traveler.

Primary Statistics: A caravan’s primary statistics are
each represented by a single number ranging from 1 to
10, with a value of 1 indicating the baseline, standard,
no-frills value for a caravan and a 10 indicating the
maximum extent of perfection a caravan can achieve
in a primary statistic. All caravans have four primary
statistics: Offense (ability to inf lict damage), Defense
(ability to withstand damage and speed at which repairs
can be effected), Mobility (ability to navigate terrain
and to react to sudden dangers), and Morale (the overall
attitude and loyalty of the caravan’s travelers). See the
Caravan Construction section below for how to set your
caravan’s starting statistics.
Derived Statistics: Each of a caravan’s primary statistics
inf luences its derived statistics. Derived statistics have
no intrinsic maximum value. These statistics include
Attack (the total modifier to a d20 roll when your caravan
attacks), Armor Class (the target number needed by a
creature to successfully hit your caravan), Security (the
total modifier to a d20 roll for your caravan to avoid a
physical danger, such as a landslide, a muddy section of
road, or a forest fire), and Resolve (the total modifier to
a d20 roll for your caravan to avoid a mental or spiritual
danger, such as mutiny or a mass fear effect).
Attack check: 1d20 + Offense + bonuses granted by
travelers, equipment, feats, wagons, and other sources
Armor Class: 10 + Defense + bonuses granted by travelers,
equipment, feats, wagons, and other sources
Security check: 1d20 + Mobility + bonuses granted by
travelers, equipment, feats, wagons, and other sources
Resolve check: 1d20 + Morale + bonuses granted by
travelers, equipment, feats, wagons, and other sources
In addition to the four primary statistics and four
derived statistics, an independent statistic exists: Unrest.
This statistic is detailed in the Unrest and Mutiny section
on page 25.
Speed: This value is the caravan’s base speed when
traveling over open ground on a road. The base speed
for all caravans is 32 miles per day—this speed can be
increased by horse trains, the Faster caravan feat, and by
enhanced undercarriages.
Hit Points: A caravan’s number of hit points indicates
how much damage it can withstand and still remain
mobile. A caravan reduced to 0 hit points becomes
immobile—further damage that is inf licted on a caravan
at this point hurts its travelers instead. A caravan’s
hit points are equal to the sum total of the hit points
possessed by its wagons, modified further by any
appropriate modifiers.
Traveler and Cargo Capacity: These values indicate
the maximum number of travelers and cargo units your
caravan can carry. If either of these values is exceeded
by your total number of travelers or cargo units, your
caravan cannot move. Your caravan’s total traveler and
cargo unit capacities are determined by the sum of its
wagons’ values, modified further by any appropriate
bonuses or penalties.
Consumption: This value indicates the amount of
provisions that your caravan consumes every day. Your
caravan’s consumption equals the total number of
travelers in your caravan plus the total of all the wagons’
consumption values, modified further by any appropriate
bonuses or penalties.
Wagons: Your caravan starts with three wagons and
initially has enough room in it for five total. Each wagon
must have a driver, and a driver must be a traveler in
your caravan—while filling the role of driver, that NPC
cannot fill any other role in the caravan.
Feats: Feats grant your caravan bonuses to its derived
statistics or to its traveler or cargo capacity, as well as
other benefits. A caravan starts with one feat, and gains
an additional feat at every level.
Travelers: Travelers are all creatures who belong to
the caravan with the exception of any draft animals used
to pull the wagons. Player characters, NPCs, animal
companions, mounts, and cohorts are all considered
travelers for this purpose. Familiars are covered by their
master as far as traveler count is concerned. Every traveler
(save for passengers) provides a benefit to a caravan in
some way. Use this space on the caravan sheet to list the
names of all travelers, their roles in the caravan, and
any bonuses that they may provide to the caravan. Use
the box in the upper corner to list the total number of
travelers in the caravan.

NOTE: Caravan Level
You don’t need to track experience points for your
caravan—its level increases as the PCs’ levels’ do.
Whenever a player character in your group gains an
experience level, compare that PC’s new experience level
to the caravan’s current level. If the character’s new level
is higher than the caravan’s current level, the caravan’s
level rises to match that character’s experience level.
Essentially, your caravan’s level is always equal to the level
of the highest-level PC in the group.

If the highest-level PC dies or leaves the party, the caravan’s level does not decrease—it simply takes a bit longer for the next highest-level PC to rise in level enough to exceed the caravan’s current level and thus trigger the caravan’s level increase. A caravan gains a new caravan feat when it gains a level, but apart from the advantages granted by that feat, a caravan gains no other benefit from gaining a level.

Cargo: Use this area to list any cargo and equipment
the caravan is carrying. All cargo takes up a certain
amount of space—see the section on cargo under Caravan
Equipment for details on how many units of space various
pieces of cargo and equipment take up.

Caravan Construction When you first gain access to Sandru’s caravan, you and the other players can determine the caravan’s initial build by selecting the caravan’s primary statistics. Primary Statistics: You initially have 3 points to spend among your primary statistics. Each primary statistic begins with a score of 1, and you can split these 3 points up in any combination you want between your caravan’s Offense, Defense, Mobility, and Morale scores. Beginning Wagons: Sandru’s caravan begins with 1 covered wagon, 1 fortune-teller’s wagon, and 1 supply wagon. See the Wagon Statistics section below for the abilities of these three wagons. Additional Equipment, Travelers, and Wagons: Sandru’s caravan starts with six travelers—Sandru, Koya, Ameiko, Shalelu, and two Varisian brothers named Bevelek and Vankor (additional drivers for the caravan, with Sandru himself serving as the third driver). The responsibility for purchasing additional wagons and equipment and for hiring any needed specialists falls to you beyond the initial monetary bonus provided partway through the first adventure. While you’ll be unlikely to be able to afford many additional resources for the caravan when you first join it during the first adventure in the Jade Regent Adventure Path, you’ll have numerous opportunities to buy or even find more upgrades as the campaign goes along. Wagon Statistics Each wagon in a caravan serves a specific purpose that helps to bolster the caravan’s statistics—and thus its chances of success at reaching its eventual destination. Each type of wagon is presented in the same format, along with its cost in gp, its hit points, its traveler and cargo capacity, its consumption, and any special benefits it conveys to caravans. When you buy a new wagon by spending its cost in gp (this cost includes the horses needed to pull the wagon), add its hit points and capacity totals to your caravan’s total hit points and cargo and traveler capacities. Although you can add many wagons to a caravan, there are limits to how many wagons of each type a caravan can effectively maintain. This limit varies by wagon type, and is listed in each entry. Wagons in excess of this limit in a caravan do not grant additional Special Benefits. For example, if you add a third armored wagon to a caravan, it does not increase the caravan’s AC by an additional +3 since the caravan is already at the armored wagon’s limit of 2. Finally, each wagon has a consumption value—this equates to the number of horses needed to pull the wagon, and increases the caravan’s overall consumption score by the listed amount. A caravan can have up to 5 wagons in it at any one time. The Extra Wagons feat increases this limit.

Armored Wagon
Cost 5,000 gp; hp 60
Traveler Capacity 6; Cargo Capacity 4
Limit 2; Consumption 2
Special Benefit +3 bonus to caravan AC
DESCRIPTION
An armored wagon functions like a
covered wagon—it gives travelers
a place to shelter. Unlike covered
wagons, however, an armored wagon
has heavily armored sides that provide
much more protection to the caravan than do those of a
simple covered wagon.
Covered Wagon
Cost 500 gp; hp 20
Traveler Capacity 6; Cargo Capacity 4
Limit none; Consumption 2
Special Benefit none
DESCRIPTION
A covered wagon gives travelers a
comfortable if basic place to shelter,
both during a caravan’s travels and
when it stops for the night in the wild.

Travelers
Every person associated with a caravan who accompanies
it on its journey is known as a traveler, and every traveler
on a caravan fills a different job during the caravan’s
journey—even if that job is simply being a passenger.
Individual characters can only perform one job at a time.
Characters who meet the prerequisites for more than one
job must pick which job they’re performing at the start
of a day—they can switch to a different job after 24 hours
have passed.
Most jobs provide bonuses on a caravan’s Attack,
Security, or Resolve checks. These bonuses are considered
circumstance bonuses—they stack with each other, but
never to a total value higher than +5 per statistic. Any
circumstance bonuses provided by travelers in excess of
+5 on a particular statistic’s checks are effectively wasted
unless the caravan has the Expert Travelers feat.
Jobs can be performed by PCs, allied NPCs, or NPCs
hired for the position. Note that not all job positions can
be hired for—some, like fortune-teller or spellcaster,
must be filled by PCs or allied NPCs they meet during
the course of the campaign. All higher-level travelers
must be allied with on a case-by-case basis as they are
encountered during the course of play; allies need not be
paid for their services.

A hired NPC is a 1st-level expert or a 1st-level warrior. All hired NPCs require a specific wage—this wage must be paid in full when the NPC is first hired, and then again on a monthly basis. A hired NPC who is not paid his wage leaves the caravan at the first opportunity, and until he leaves, he functions only as a passenger. During the course of the Adventure Path you will have many opportunities to venture away from the caravan (such as in towns or when you want to go exploring), and you can choose to leave NPCs back at the caravan site to ensure that they don’t come to any harm. Cook: As long as a caravan has at least 1 cargo unit of stores (10 units of provisions—see page 22) in storage in the caravan’s cargo, a cook reduces the caravan’s consumption score by 2 (to a minimum consumption equal to your total number of wagons). A single caravan can benefit in this manner up to five times—additional cooks beyond five provide no additional benefit. Each time you take the Expert Travelers feat for your caravan, increase the limit on the number of cooks by +1. Requirement: Any character with at least one rank in Profession (baker, brewer, cook, fisherman, gardener, innkeeper, or tavern keeper) can serve as a cook. Driver: A driver is required for every wagon in the caravan—a wagon without a driver cannot move. Drivers provide no additional benefit to a caravan. Requirement: Any character with at least one rank in Handle Animal or Profession (driver) can serve as a driver. Entertainer: An entertainer keeps the rest of the travelers distracted and amused during the journey, and grants a +1 circumstance bonus on the caravan’s Resolve checks. Requirement: Any character with at least one rank in Perform can serve as an entertainer. Fortune-teller: Fortune-tellers play a unique role in a Varisian caravan like Sandru’s—they serve as advisors, inspirations, and proxy mothers to everyone in the caravan. Fortune-tellers are traditionally elderly women, although this isn’t always the case. A Varisian caravan without a fortune-teller takes a –2 penalty on all Attack, Security, and Resolve checks. Once per week, a fortuneteller can give advice on how best to handle the coming week’s perils. In addition, once per week after the fortune-teller has given this advice, when the caravan has to make an Attack, Security, or Resolve check, you may roll twice and take the better result. Requirement: Any PC or NPC capable of casting divination spells can serve as a fortune-teller. Guard: A guard helps to defend a caravan against aggressors. Each guard in a caravan grants a +1 circumstance bonus to the caravan’s Offense score, and a +1 circumstance bonus on Security checks made to avoid being surprised (such as in an ambush or in an attack that takes place while the caravan is camped). Requirement: Any character with a base attack bonus of at least +1 can serve as a guard.

Guide: A guide keeps the caravan safe from regional
dangers, and grants a +1 circumstance bonus on Security
checks. Requirement: Any character with at least one rank in
Knowledge (geography) can serve as a guide.
Healer: A healer helps the wounded and the sick
to recover more quickly. Each healer in a caravan can
provide long-term care (Pathfinder RPG Core Rulebook 98)
to up to six travelers—these travelers automatically gain
the benefits of long-term care when they spend the night
in a wagon. Requirement: Any character with at least one
rank in Heal can serve as a healer.
Hero: A hero is a highly-trained character capable of
performing a variety of roles, from offense to defense.
Each hero grants a caravan a +1 morale bonus on Attack,
Security, and Resolve checks, to a maximum of +4. The
morale bonuses granted by heroes do not count toward
the maximum +5 circumstance bonus on each derived
statistic’s checks granted by other travelers performing
jobs. Requirement: Only PCs can serve a caravan as a hero,
but doing so does not count as a job role—a PC can effectively
serve as a hero and any one other job.
Passenger: Passengers provide no benefit to the
caravan’s statistics, although many passengers provide
payments to the caravan upon being delivered safely to
the caravan’s destination. You’ll have opportunities to
take on passengers for payments several times during
the Jade Regent Adventure Path—your GM will inform
you when such opportunities arise. Requirement: Any
character can serve as a passenger.
Scout: A scout spends her days traveling not with the
caravan but in the surrounding wilderness, looking out
for possible trouble on the route ahead and seeking out
stores in the form of water and game. A scout can provide
2 units of provisions in a day’s work if she focuses on
hunting for the day, or a +1 circumstance bonus on the
caravan’s Security checks if she focuses on scouting for
the day. Scouts provide their own food, and do not count
against the caravan’s total consumption. A caravan can
have up to three scouts working for it at any one time.
Requirement: Any character with at least one rank in Survival
can serve as a scout.
Spellcaster: Spellcasters are versatile characters who
can fill one of several job roles in a caravan, choosing from
entertainer, guard, guide, healer, or scout, regardless
of whether they meet the job’s requirement. Bonuses
granted by spellcasters stack with those granted by any
other job, but as with all jobs, any spellcasters in excess of
five do not provide additional bonuses. Requirement: Any
PC or NPC capable of casting spells can serve as a spellcaster.
Spellcasters must be recruited during the course of the adventure;
they cannot simply be hired.
Trader: A trader enables a caravan to conduct business
transactions whenever the caravan is stationed at a
settlement. Upon arriving at a city, a trader allows a
caravan to spend 1 cargo unit of trade goods (which must
have been purchased in a different settlement than the
current one) in order to make a special Resolve check.
This Resolve check earns the caravan a number of gold
pieces equal to the result of the check. Up to five traders
may attempt these Resolve checks (spending 1 cargo unit
of trade goods per check) each time a caravan visits a new
settlement. Requirement: Any character with at least one
rank in Bluff, Diplomacy, or Profession (merchant) can serve
as a trader.
Wainwright: A wainwright is required for field repairs
to a caravan. So long as the caravans spending the day
without moving, a wainwright can make a special Security
check by spending 1 cargo unit of repair materials. This
check repairs an amount of hit points to the caravan equal
to the result of the Security check. Up to five wainwrights
may attempt these Security checks (spending 1 cargo unit
per check) each time a caravan spends a day not moving.
Requirement: Any character with at least one rank in Craft
(carpentry) or Profession (engineer or wainwright) can serve as
a wainwright.

Caravan Jobs
Traveler Monthly Wage
Cook 10 gp
Driver 10 gp
Entertainer 50 gp
Fortune-teller PC or allied NPC only
Guard 100 gp
Guide 50 gp
Healer 50 gp
Hero PC only
Passenger none
Scout 100 gp
Spellcaster PC or allied NPC only
Trader 10 gp
Wainwright 10 gp

Caravan Equipment
Not only can caravans be used to transport large
amounts of gear (including treasure the PCs may have
found in the course of play), but some equipment can
actually enhance a caravan’s statistics, making it easier
to defend or repair or enhancing its speed. Both types of
equipment are detailed below.
Each of these items takes up a certain number of cargo
units, as indicated.
Ballista: The only siege weapon capable of being
mounted and used from a caravan, a ballista grants a +1
bonus on a caravan’s Attack checks.

Campsite Traps: This collection of portable traps
consists of items such as bear traps, noisemakers,
tripline-activated light crossbows, and the like. Setting
up campsite traps around a caravan grants a +4 bonus
on Security checks made to avoid being surprised if a
caravan combat occurs while the caravan is camped, and
grants a +4 bonus on Attack checks during the first round
of combat that takes place while camped.
Cold-Weather Gear: Cold-weather gear consists of furs
and various tools that aid in de-icing caravans, helping
them move through snow, and otherwise providing
comfort to their travelers. A caravan that is equipped with
cold-weather gear does not take any additional penalties
on Security and Resolve checks when traveling through
extremely frigid environments.
Enhanced Undercarriage: These improvements consist
of a combination of reinforced wheels, masterfullyengineered
axles, and other enhancements meant to
increase a wagon’s speed. As long as a caravan possesses
one enhanced undercarriage for every wagon in the
caravan (not including horse trains), the caravan’s speed
increases by 8 miles per day.
Repair Materials: Repair materials are to repair a
caravan after it’s been damaged. A wainwright uses up
one cargo unit of repair materials each time she makes a
special Security check to repair damage (see the entry for
the wainwright job above).
Stores: A single cargo unit of stores equates to 10
units of provisions. See the Resting section under
Caravan Encounters on page 25 for an explanation of how
consumption and provisions work.
Trade Goods: A single cargo unit of trade goods
consists of a combination of metals, spices, cloth, wood,
salt, and such. Depending on a trader’s special Resolve
check (see the entry for the trader job above), significant
profit can be made selling trade goods to new cities the
caravan visits along its route.
Treasure: This unusual form of cargo can’t be
purchased. Treasure consists of all manner of loot,
gear, treasure, and clutter that you collect during your
adventures, but that no one in your party wants to use
or even carry on their own. Things like looted armor,
weapons, coins, gems, and other valuable objects can
be combined into one big pool of treasure. You’ll need
to track the total value yourself. Whenever the caravan
reaches civilization, you can assume that the unwanted
treasure is sold off so that the profit can be split among
the PCs. As a general rule, 50 pounds of treasure takes up
1 cargo unit, although in some cases, treasure might take
up even more room at the GM’s discretion.
Wagon Reinforcements: These additional wooden
struts, metal plates, and extra supports use up some of
a wagon’s cargo space, but in return they increase that
wagon’s hit points (and thus the caravan’s overall hit
points) by +10.

MORE IS LISTED IN THE PLAYER’S GUIDE FOR JADE REGENT

Sandru's Caravan

The Jade Regent akbrowncoat