Revised Caravan Rules for Jade Regent.


Jade Regent


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I am unsure whether to post here or in home brew.

After playing around with caravans and reading the threads here, I was thinking to adopt some slightly revised rules based on suggestions I read here for this campaign.

Below are the rules. Please let me know if there are any glaring problems with the mechanics. If I don't mention a change, assume it is the same as the players guide.

Caravan Adjustments:

Caravan Jobs: (streamline into catagories)
Anybody can be a passenger or worker*. Only PCs can be heroes.
Common jobs (Cook/Driver/Trader/Wainwright)
Expert Jobs (Guide/Healer/Entertainer)
Warrior Jobs (Guard/Scout)
Magical Jobs (Fortune-Teller/Spellcaster)

NPC Caravan Hirelings: (lower upkeep costs)
1st level commoner, 5 gp/mo: Commoners begin with 1 common job to be qualified for.
1st level expert, 10 gp/mo: Experts begin with 3 three expert or common jobs to be qualified for.
1st level warrior, 15 gp/mo: Warriors begin with 2 warrior or common jobs to be qualified for.
1st level adept, 50 gp/mo: Adepts are qualified to be Fortune-Tellers and Spellcasters. They typically are not available to be hired for caravan jobs. They cannot be hired in the Jade Regent Campaign.
PC and NPC allies can perform any job they qualify for and do not require wages.

Trade goods: (allow some variety. make salt lucrative again)
Common (Trade Resolve DC 10): 10gp
Uncommon (Trade Resolve DC 15): 50gp
Rare (Trade Resolve DC 20): 100gp
Exotic (Trade Resolve DC 25): 500gp
Service (Trade Resolve DC 10): Varies

New Job: (give broke caravans a way to raise money)
Worker
Workers provide special services that can be traded like another good at a settlement. Each worker committed to this job counts as 2gp towards a special Service Trade Good. This good can only be traded once per day per settlement.

Trade Rule: (change trading rule to scale with new goods. Make trading expensive goods risky)
Trade resolve check. every point over the DC gives +10% base trade good value as profit. Every point under the DC gives -10% base value (you got burned). 5 trades per day, up to settlement purchase limit.

Combat and leveling: (keep non-offense caravans from getting steamrolled)
Caravan gets +1 Primary Statistic per level beyond first.
Caravan gets +1 Damage per level beyond first.

Let me know your thoughts.


Considering I put the caravan rules aside to try to clean my brain-bits off the wall, these look a lot simpler and concise.

And loaning out workers seems like a great way for random encounters with the caravan in settlements to include Angry Husbands whose wives have run off with workers. Or the local unions protesting, "They're taking our jobs!"

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