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John Mechalas wrote:
Quote:
- All passengers can do one job per day (can be switched once per day): Cook, Driver, Entertainer, Fortune-Teller, Guard, Guide, Healer, Hero, Passenger, Spellcaster, Trader or Wainwright. They have to fulfill requirements (see original rules).

I would change this.

Spellcaster is not really a job. It is a trait that lets you qualify for other jobs.

Wainwright is not a job. It is only needed when something breaks. There's no point to making it a job, much less a daily job that burns someone's job slot.

Trading is not a daily job. You only need a trader when you are at a settlement. See above.

I know, what you mean. No one ever had "trader" oder "wainwright" as a daily job, indeed only, if something broke/ something had to be traded. Any other ideas?

I think, this mechanic was intended to limit the persons, who can repair/ traide in one day. Not that bad idea IMO.

At levels higher than 5 "Spellcaster" was nearly obsolete anyway: every player character and NPC had at least one rank in nearly any caravan releated skill. The only exception was "healer", but in my caravan combats only the caravan got damage, never a player character or NPC.

Quote:

Caravan Combat

I would just dump caravan combat entirely and replace it with regular encounters. Nothing can fix the fact that caravan combat is boring. There are no tactics, no strategies, no unique abilities. It's just one PC rolling attack and damage dice each round.

Yes, you are right, but this won't matter at higher levels that much. Most regular rolled random encounters, the DM doesn't adjust, are boring as well.

Wizard: "Chain Lightning." DM: "OK, combat finished."

You get the point? Maybe caravan encounters had no tactics, but my group was buisy for a few rounds and sweated, that the caravan didn't get too much damage (the caravan never was destroyed).
If you want exciting random encounters at higher levels, you only have two options: adjust them to "not-so-random-encounters" or skip them entirely. Caravan Combat will be obsolete in both situations.

In JR AP are a lot regular combat encounters, especially Book 4 (last part) and Book 6 (well, nearly the whole book), but also Ravenscrag or Brinewall. To be honest, if random encounters are a pain, no one will miss them.


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I still run JR for a five player group. They are at the end of Book 6 and the campaign will end in one to three sessions.


Matthew Downie wrote:


4686 The tiefling Soto Takahiro is born. His oni father, Anamurumon, murders Takahiro's mother.

Great summary, Thanx!

Only one thing: Anamurumon is Soto Takahiros grandfather, but maybe Anamurumon poisoned his own daugther (it stays unclear, if he is the father of Takahiros father or mother, but killing his own child would add some more evilness to the story).


I gave my players another option to deal with that (if they carry out the idea fast enough). I used the fast XP track, so level limits are no problem.

Because there was only rudimentary information about the five imperial families with castles, code of arms and territory, I used some information in the threads here and wove the rest around that. Because the Amatatsu seal was a dragon statue and there are five imperial families plus five different imperial dragons, I assigned one imperial dragon to each imperial family and made it part of their crest (Amatatsu, the explorer clan = yellow Souvereign Dragon on dark blue shield, Higashiyama, the scholar clan = light blue Sky Dragon on white shield, Shojinawa, the arcane magic clan = green Forest Dragon on red shield, Sugimatu, the diplomatic clan = dark blue Sea Dragon on light blue shield, Teikoku, the warrior clan = violet Underworld Dragon on yellow shield). Additionally I designed different magical Items linked to some type of imperial dragon and the corresponding imperial families.

My players now wanted to redeem the Golden Ghost Pagoda at all costs, so I designed a little side quest. In a well-hidden side room of the Teikoku castle in Washi (today a temple of General Susumu and an other room than they had to find for finishing the quest) they found the ancestral weapon of the Teikoku family and that little item here:

Teikoku Sokai's Dragon Figurine:
Variant Figurine of wondrous Power, Basalt Dragon: It is said, Teikoku Sokai used a huge underworld dragon in battles, he did not automatically win. This statue was one of the secrets, why the Teikoku Shogunate lasted that long. After Teikoku Sokai it is said, that an underworld dragon was seen sometimes in Teikoku battles, but not as large as during times of Teikoku Sokai. This figurine wasn’t seen since the fall of Uddo in 3616 AR/ 6116 IC.

This fist-sized, carved dragon is sculpted from volcanic rock. It becomes either a pseudodragon or a flame drake (Pathfinder RPG Bestiary 2 106), depending on the command word used. The transformation can take place twice per day, with a maximum duration of 2 continuous hours. The pseudodragon can use its telepathy to communicate with its owner over any distance, but not across planes.

By expending one charge of an imperial seal, the user of the figurine can instead transform the figurine into a young dragon of the appropriate coat of arms (Amatatsu = Souvereign Dragon, Higashiyama = Sky Dragon, Shojinawa = Forest Dragon, Sugimatu = Sea Dragon, Teikoku = Underworld Dragon). If the user is at least 10th character level and expends two charges of the seal, she can instead transform the figurine into an adult dragon of the appropriate coat of arms. If she is at least 16th character level and uses 5 charges of the imperial seal, she can transform the figurine into an ancient dragon corresponding with the imperial family. Transforming the figurine into a true dragon renders the figurine powerless for 1 week after the transformation ends. Price 60,000 gp
Aura strong transmutation; CL 20th; Slotless; Cost 30,000 gp; Weight 1 lb. Requirements: Craft Wondrous Item, limited wish or miracle, animate objects, form of the dragon III, telepathic bond) --> was found well-hidden within the Teikoku Castle during the “Golden Ghost Pagoda” bonus quest.


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For a PC side Quest (Redeeming the Golden Ghost Pagoda) I created my version of the Teikoku ancestral weapon ...

The Teikoku Sting:
Variant “Bastard’s Sting”, ancestral weapon of the Teikoku imperial family: This +2 adamantine nodachi becomes a +5 unholy adamantine nodachi in the hands of an antipaladin (see: here). A worthy member (DMs decision) of the Teikoku imperial Family of Minkai can use the weapon as if she were an antipaladin, even if not chaotic evil. No member of house Teikoku ever gains a negative level from that weapon, regardless of alignment (but see below) and can use the unholy blight ability, if she wishes at will at her character level. It otherwise bestows a negative level to good creatures not of the family and any creature, that acts against the interests of the Teikoku imperial family. This negative level lasts as long as the weapon is held or carried and cannot be overcome by any means other than laying down the weapon. This weapon was missing since the Battle of the three Bridges.
Aura strong necromancy; CL 18th; Weight 6 lbs.; Price 123,035 gp. Requirements: Feats Craft Magic Arms and Armor; Spells unholy aura, unholy blight; Special creator must be evil; Cost 63,035 gp --> seen (but not touched) in a well-hidden part within the Teikoku Castle during the “Golden Ghost Pagoda” bonus quest.

The Shojinawa ancestral weapon I would create as a variant of this one. Maybe it was destroyed during a great BANG, that destroyed the Shojinawa home castle ...


I see your problem. I did one gigantic PCs vs. giants fight at the End of Book 5 - the large number of PCs, Caravan NPCs and other NPCs was a great challenge in coordination and a huge time sink (and my players were really disappointed about this small number of XP later). This (OK, really epic) fight took two complete sessions. It was a scene my players remember to this day, but I wouldn't do this a second time (at least not in this AP).

Maybe you either try my caravan rules, you reduce the number of NPCs (Ameiko and thats that) or the NPCs simply don't take part in PC fights (it's a bit unrealistic, why all NPCs have some other things to do, but hey).

I tried that NPC realationship model, but I had to adjust this too and only one player was interested into some realationship work (OK, he got Ameiko in the end). Maybe some side quests can help.


The Caravan Encounter List
A note first: I used the fast XP track and a 25 PB standard in this AP. If you use a slower XP track, adjust it, as you need it.

Originally, I used the in the AP presented Encounter list and rolled 1d2 for 1: PC-Encounter and 2: Caravan Encounter (as a second table I let them roll weather). I used the Encounter chance “10 % + 10 % per day without encounter” already in Book 1. The counter was set to zero after an encounter or by reaching a settlement. This encounter mechanics worked very good to the end.
The half PC and half Caravan encounter mechanics worked good up to the Land of the Linnorm Kings. Later I started to adjust the monsters (usually raising the rollable number or adding the “advanced” template). The Crown of the World had its own mechanics, so here I only needed to adjust the combat encounters. Here and then I added some not-so-random-Encounters.

Story Spoiler:
I sent them an Ice Yai in the middle of the High Ice to remember them, that they still were the most wanted of the Five Storms. Well, he couldn’t report back.

My half Caravan and half PC Encounter system started to fail in Tian Xia, so I had to adjust it.
Here I first merged all Caravan Encounters from Book 4 to Book 6 into one list to have a larger variety (plus Caravan Encounters in Book 6 make no sense any more – if they aren’t used earlier, they’re lost).

here is my list:

Caravan Encounter Table for Tian Xia

    1d100
  • 1-7: Hangman Grove (CR 11)
  • 8-12: Monsoon (CR 11, raised the Resolve and Security checks to 27)
  • 13-22: Oni Assault* (CR13 – See Caravan Encounter Statistics)
  • 23- 29: Colony of Giant Tarantulas (CR11 – See Caravan Encounter Statistics)
  • 30-37: Ninjas** (90% while camped; CR 12 – DC 28 Security Check or 5d8 extra sneak damage)
  • 38-45: Courious Villagers (CR 0; DC 25 Security check for ½ speed)
  • 46-54: Landslide heightened to CR 14, see below
  • 55-62: Nogitsune Bard* (CR 12; Uncovering DC 30 Resolve Check, later DC 35 Security Check)
  • 63-70: Ronin Maurauders (CR 13)
  • 71-76: Forest of Statues (CR 1, once, after the first time use Tiefling Magi** (CR 14))
  • 77-82: Origami Crafter (CR 1; once, after the first time use Tiefling Magi** (CR 14))
  • 83-89: Earthquake (CR 12; DC 30 Resolve Check)
  • 90-95: Company of Hobgoblins (CR 15 – Use Caravan Encounter Statistics)
  • 96-100: Imperial Dragon (CR 17 – Use Caravan Encounter Statistics, otherwise DC 30 knowledge (arcana, history, local or religion check))


Reworked CR 14 Landslide:

Landslide (CR 14): After several days of rain, the winding trail the caravan is following along a mountainside gives way as part of a massive landslide. In the first round of the mudslide, the caravan must make a Security check, and may take damage as a result as determined by the table below.

    Result Damage
  • 15 or less 10d6
  • 16–20 8d6
  • 21–25 6d6
  • 26–30 4d6
  • 31–35 2d6
  • 36+ No damage

One or more wagons may also be stuck in the landslide, as determined by a Resolve check using the table below.

    Result Stuck Wagons
  • 15 or less All wagons stuck
  • 16–20 4 wagons stuck
  • 21–25 3 wagons stuck
  • 26–30 2 wagons stuck
  • 31–35 1 wagon stuck
  • 36+ No wagons are stuck

If a wagon is stuck, freeing it requires a DC 34 Resolve check and 10 minutes of work. Each stuck wagon requires 12 creatures to work toward freeing it. (If a smaller group of caravan members work on a wagon, they take a –2 penalty on their resolve check for every 2 members they are short of 12.) If the check fails by 5 or more, the efforts cause another landslide, requiring a new Security check to determine damage dealt to the caravan. Special efforts by PCs may gain bonuses to these Security spell that seems likely to help grants a bonus on a single check equal to half the level of the spell. Skills or special abilities that seem likely to help, such as appropriate Knowledge checks, each grant a +1 bonus on a specific check.

Ey, WOW – this landslide let level 17 players sweat, but they never lost a complete wagon or worse.


New Caravan Encounter: Tiefling Magi** (CR 14):

Masked creatures with horns appear within the caravan, throwing scorching rays and flying from wagon to wagon (attack +23, damage: 12d6+21, AC 29, hp 200). In addition to the normal combat each round, the caravan must make a DC 30 Security check each round or take 5d8 points of damage from spell combat used to disable caravan guards. No magi bodies are found after the attack, even if the caravan wins the battle. If the caravan does win, there is a 50% chance the Tieflings attack again the next night, though this time they flee after taking 50 hp of damage. After the second attack, the caravan must make a DC 35 Security check to find magic traps the magi placed during their feinted attack. If the check is failed, the camp takes a –4 penalty on all attacks in its next encounter, as the ninja traps distract and disable members of the caravan.

Second, I reduced the chance of a PC-Encounter from ½ to 1/3, after there were too much “how-cute-can-we-keep-that” Encounter (Kirin, Foo Lion, Baku, Tanuki) on one hand and “Boring-I-slay-that-in-one-round” on the other. If there still was a PC Encounter, I increased the “not-so-random” Encounters with a CR matching to the party.
This adjusted system worked until the Caravan wasn’t used anymore (End of Book 5). Because the PCs traveled by (greater) teleporting (without the seal) or by Wind Walking (with seal) after abandoning the Caravan, the PC Random Encounters decreased to nearly zero in Book 6.


Ariadne wrote:
No caravan can move without a driver...

I meant one driver per wagon, I hope, it was clear enough ...


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My players are half-through book 6 too and I reworked and upgraded nearly all of the NPCs. I had 5 players and used the fast XP track through the AP, so I had to rework nearly all monster starting at Book 2 anyway (and no, my players had 25 PB - there is no reason to torture them). The players are level 19 actually and it seems, they reach level 20 in the end. The NPCs I always left two character levels below the PCs. Here is my list:


  • Ameiko (Bard 7/ Ashavic Dancer 10 – after her possession at Brinewall I decided that she can meet the requirements - Ameiko accompanies the group since middle of Book 5, without PC class levels she wouldn't have survived to tell the tale)
  • Sandru (Rogue (Swashbuckler) 17 – I was glad that he took part in only a single PC fight (I use my own Caravan rules, but hey, he is a good merchant)
  • Koya (Cleric of Desna 17 - boring, but effective)
  • Shalelu (I removed her fighter levels and reworked her to a Ranger 17 - see Koya)
  • Nesoul Thunderarm (mountain dwarf, new NPC the group recruited as driver and wainwright, he was a survivor of a caravan attack in book 1 - I made him a Two-handed Fighter 17, bought him the "Master Crafter" feat and his dream is to open a shop as a weapon and armor smith in Kasai - he has enough skill points for that, no need to cross class into Expert)
  • They recruited Kelda (she was a barbarian 6 until the left at Kalsgard)
  • They recruited Spivey (she was a lyrakien cleric of Desna 10, until she decided to watch over the redeemed stone tree in the Uqtaal Necropolis)
  • They recruited Helgarval (I gave him some Charisma and he leveled as a Cassisian Angel Life Oracle 15 with the Accursed Oracle Curse - he is still with the group)
  • They recruited Skygni (a Winterwolf Ranger 7 (natural combat style) - he left after passing the Wall of Heaven)
  • they recruited Ulf Gormundr (he left as a human ranger (guide) 12 at Ordu-Arganhei)
  • they recruited Miyaro (I made her a Stalker Vigilante 15 named “The Red Knife” as the Vigilante Identity and “Hakushaka Miyaro of Hiyosai” (Countess of Hiyosai) as her social Identity - she left the group at the End of Book 5 to set “things right” within her own province and the party can contact her later to oppose the Jade Regent)
  • They recruited Akumi (he got the “advanced” Template and was otherwise left, as he was – he stayed with Koya)
  • They allied with Hirabashi Jiro (human Samurai 18 – I changed his ancestral sword into a +1 keen, holy, valiant adamantin Katana)
  • They allied with Habesuta Hatsue (I made her a Female human quinggong monk (sohei) 12/paladin of Irori 5 – she has a Kirin mount named Yumako via Leadership)
  • They allied with Sikutsu Itsuru (I made him some kind of antithesis to his brother: a LG Samurai 11/Paladin of Shizuru 6)
  • they allied with Numerato Sama (a male Kappa oracle of lore 20)
  • naturally they allied with Asachi Isao (I left him as he was)

By the way, apart from “Expert” I never use NPC classes at all. “Commoners” or non-combat-encounter aristocrats simply don’t have stats. They are roleplaying encounters with awful abilities, roll a d20 for sense motive, diplomacy or bluff and add, say, +2. For what should I bother to generate stats?


Most of the Miyaro background story I simply trashed.

These are the Kitsune starting ages:

Adulthood Intuitive1 Self-Taught2 Trained3
15 years +1d4 years(16-19 years) +1d6 years(16-21 years) +2d6 years (17-27 years)

Even if she had the lowest "Intuitive" background, she should be 16 years old.

In my campaign I left Miyaro a Kitsune with a roguish background, but I made her a Stalker Vigilante named “The Red Knife” as her Vigilante Identity and “Hakushaka Miyaro of Hiyosai” (Countess of Hiyosai) as her social Identity (I was a little inspired by “Diane Foxington” from “The Bad Guys”). Naturally she had the “Everyman” and “Quick Change” Social Talents what helped her hiding in the crowed of Ordu-Aganhei later. She still had a relationship with the Kami and helped translating. And no, she is no child anymore.

more story spoilers here:
The group met her the first time in her Social Identity as a guest of Prince Batsaikhar during the “Feast of Three”. They managed to win her trust during Book 4 and after she rode into Seinaro Heikiko in her Social Identity at the End of Book 5, she left to set “things right” within her own province and the party could contact her later to oppose the Jade Regent. This gave a bonus Rebellion Point in Book 6 (well, Hirabashi Jiro was a bit confused, why a Countess rides into a fortress without guards, but why question that openly).


Here is a list of possible trade goods using the trade good model above. Feel free to adjust or expand it as you like:


  • Magnimar: Trade hub: it is possible to purchase rare and exotic trade goods (particularly from Absalom, Cheliax, and Osirion), with luck a very rare exotic trade good may be purchased
  • Sandpoint: high quality glass-blowing (may be purchased in rare and exotic quality)
  • Galduria: polished wooden figurines (may be purchased in rare quality)
  • Wolfs Ear: exotic furs (may be purchased in rare or exotic quality)
  • Ravenmoor: excellent vine (may be purchased in rare, exotic and very exotic quality)
  • Riddleport: noting special, apart from drugs (these may be purchased in rare or exotic quality, but on the black market only)
  • Jol: exotic furs (may be purchased in rare, exotic or very exotic quality), leather goods (uncommon)
  • Tomgruv: Copper (rare) and leather goods (uncommon)
  • Delmon’s Glen: exotic furs (may be purchased in rare or exotic quality), gnome art (rare or exotic)
  • Losthome: Darkwood and exotic furs (may be purchased in rare or exotic quality)
  • Trollheim: gems and jewelry (may be purchased in rare or exotic quality); with luck very exotic gems can be purchased
  • Kalsgard: metropolis, nearly everything can be purchased, Special: Kalsgard special honey and mead (may be purchased in rare and exotic quality), Iceferry schnaps (exotic)
  • Aaminiut: Ice Peppers (may be purchased in exotic quality)
  • Ashuvit: (self-designed elven town on the high ice): elven ice whine (may be purchased in exotic quality)
  • Jaagiin: Buriyiim pearls (may be purchased in exotic quality)
  • Ketskerlet: Wall of Heaven Salt (may be purchased in exotic quality)
  • Ordu-Aganhei: Trade Hub: nearly everything can be purchased. Special: silk, porcelain, tea and the fur of the corsac fox (exotic); cloaks made of corsac fox (very exotic)
  • Muliwan: Darkwood and Darkwood Items (may be purchased in exotic quality)

…after that the caravan didn’t trade anymore


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Since I started playing my Jade Regent Campaign in 2021 it got quicky very obviously, that the original Caravan Rules are a mess on higher levels and become unfair for the party. Sadly, I really liked this second game mechanics, so I startet to adjust the Caravan rules. Now my campaign nearly comes to an end and I can say, those rules are playtested now and at least for my group: they worked!

I made them a combination of the original Caravan rules, threads I found here and homebrew (feel free to use those, they worked up to level 18 – until the Caravan was left at Seinaro Heikiko (I used the “fast” XP track for the AP)).

Hot tip: Don’t invest in AC, at higher levels the monsters hit the caravan anyway, invest in hp of the caravan (via masterwork wagons, number of wagons, wagon reinforcements and “Caravan Toughness” feat), in attack and damage (buy “First Strike” and “Increased Damage” feats plus invest in masterwork Ballista (at least two, better four) and create magic weapons out of those [+1 flaming for example] (see below)). Max out Security first and Resolve second: this will help you in most situations.

Caravan Rules:
- A caravan has its own statistics: It has primary statistics: Offense (inflict damage), Defense (withstand damage), Mobility (navigate terrain) and Morale (attitude and loyalty). The starting primary statistic is 1, the highest value 10. With the “Enhanced Caravan” feat this value can be raised to a maximum of 15, roles add without a total maximum. Those primary statistics influence derived statistics: Attack (1d20 + Offensive + bonus granted by travelers, equipment, feats, wagons and other sources), Armor Class (1d20 + Defense + bonus granted by travelers, equipment, feats, wagons and other sources – armored and masterwork wagons add their bonuses to the caravan AC up to a maximum of +12 ); Security (1d20 + Mobility + bonus granted by travelers, equipment, feats, wagons and other sources) and Resolve (1d20 + Morale + bonus granted by travelers, equipment, feats, wagons and other sources)

- A caravan has the level of the highest PC. On every level up, the caravan improves as following :

  • * choose one new feat,
  • * +1 to one primary statistic (Offense, Defense, Mobility or Morale),
  • * add +1 damage on every level,
  • * add +1d6 damage on any odd-numbered level beginning at 3rd,
  • * add +1 on Repair checks and Trade checks (see below)

- A caravan can have up to 5 wagons (“Extra Wagons” feat -increases that maximum by two up to three times to an overall maximum of 11 wagons)

- All passengers can do one job per day (can be switched once per day): Cook, Driver, Entertainer, Fortune-Teller, Guard, Guide, Healer, Hero, Passenger, Spellcaster, Trader or Wainwright. They have to fulfill requirements (see original rules). Hero is for PCs only (up to 4) and does not count as a job, to choose the “Spellcaster” role, the person must be able to provide spells fitting to the copied job. Persons with an Item creation feat can craft items, but at full speed only, if the caravan is resting 24h, otherwise half speed, if the caravan is moving and the person has no other caravan job or ¼ speed alongside a caravan job (1/2 speed, while the caravan is resting 24h and they have still a caravan job - see rules for adventuring and crafting)

- No caravan can move without a driver, without a fortune-teller the caravan suffers a -2 penalty to all Attack rolls, Security and Resolve checks. (Maybe you should add: “Without a guide, the caravan suffers a -2 penalty to Security and Resolve checks. This improves to -4 on High Ice and -8 within the Boreal Expanse (or -6 in wastelands, as you wish).” - otherwise recruiting Ulf makes no sense at all)

- A caravan can only carry the maximum of the indicated traveler or cargo capacity

Movement:
- A caravan can move 32 miles per day (can be increased 3x by the “Faster” feat or “Enhanced Undercarriage” (1x per wagon – this does NOT decrease cargo capacity). This rate is valid for roads and increases cross-country, at night or in hills, mountains or forests (see Overland Movement). It can be additionally enhanced or reduced by encounters like bad weather, with fatigue or exhaustion

- Fatigue: -2 penalty to all rolls and base speed halved
- Exhaustion : -6 penalty to all rolls and cannot move

- A caravan moves 12 hours and rests 12 hours. If it moves longer, it automatically is fatigued and roles 1/ hour for exhaustion (DC 15 Security check +1 per check)

- Every complete day resting far from of some kind of settlement, a lost horse train or wagon, a killed traveler or if the caravan is reduced to 25% of its hp potentially produces Unrest (roll a Resolve check DC 20 + caravans current Unrest score). Unrest: see original rules

Consumption:

- The caravan costs consumption per day: 1/ passenger (including companions, but not familiars) + the number noted under “wagons”/ wagon + possible bonuses or penalties (Stores: 5 gp/ Unit)

If a Caravan doesn’t provide enough food to cover the consumption, it takes 1d6 damage and is fatigued. The caravan can’t be repaired until enough food can be provided. Otherwise, the caravan takes damage twice per day until either enough stores are available or the hp reach zero (effectively destroying the caravan). The caravan can be fed magically by casting the following spells (10 units provisions = 1 cargo unit stores) – all magically created rations must be consumed on the day the spell was cast:

  • * Goodberry (1 unit provisions)
  • * Create food and water (1 unit provisions/ 2 caster level)
  • * Bountiful banquet (1 unit provisions/ caster level)
  • * Hero's feast (1 unit provisions/ caster level + additional effects)

Repair:
If the caravan takes damage, it should be repaired. A caravan with zero hp is effectively destroyed. A repair check (Security + caravan level) made by a wainwright uses up 1 cargo unit repair materials and takes one day. Up to 5 wainwrights can repair a caravan per day. The caravan repairs as much hit points as the overall result, the “Efficient Repairs” feat provides a bonus of +2 (max. 3x). A wagon cannot be repaired without enough repair materials (Repair Materials: 25 gp). The caravan can get free Repair Materials with the “Scavengers” Feat. The caravan can be repaired magically, but this still uses one cargo unit repair materials. Following spells can be cast to repair a wagon:

  • * Mending (does not function on the caravan)
  • * Make Whole (+1 to a Caravan Repair Check and heals the result +1d6 hp)
  • * Minor Creation, Make Whole, Greater or Wood Shape (+2 to a Caravan Repair Check and heals the result +2d6 hp)
  • * Fabricate or Major Creation (+3 to a Caravan Repair Check and heals the result +3d6 hp)
  • * Hammer of Mending (+5 to a Caravan Repair Check and heals the result +1d6/ 2 caster levels hp)

Trade:
the caravan can trade in any settlement: up to 5 Traiders roll Resolve + Caravan level (and get the overall result in gp, see “trade goods” below). The Caravan looses 1 Cargo Unit (cu) trade goods per check. Per difference between settlements where the trade good was bought and is sold, add +2 to the check. The “Expert Trader” feat (prerequisite: 5 Morale, can be bought once) doubles the amount of gold, the “Merchant mastery” feat adds +5 to the Trade Resolve checks (can be bought up to 3x). Following trade goods can be bought (selling them up to the purchase limit of the settlement):

  • * Common Trade Goods: 10 gp/ cu --> Trade Check Result x1 (purchase: any Settlement, max. to Base Value)
  • * Uncommon Trade Goods: 25 gp/ cu --> Trade Check Result x2.5 (purchase: Village+ only, max. to Base Value)
  • * Rare Trade Goods: 50 gp/ cu --> Trade Check Result x5 (purchase: large Town+ only, max. 10 cu/ Settlement)
  • * Exotic Trade Goods: 100 gp/ cu --> Trade Check Result x10 (purchase: Large City+ only, max. 5 cu/ Settlement)
  • * Very Exotic Trade Goods: 500 gp/ cu --> Trade Check Result x50 (purchase: Metropolis or special only, max. 1 cu/ Settlement)
  • * Treasure: varies by treasure (50 pounds = 1 cargo unit) (purchase: none)

- Settlements which are famous for some kind of goods can differ from the model above.
Example: Ravenmoor: Village, but famous for exquisite wine. There can be bought: up to 10x Ravenmoor vintage wine (rare), up to 5x Ravenmoor superior quality wine (exotic) and/ or (DMs decision) up to 1x Ravenmoor select berry harvest (very exotic).

Evening Show:
Since a Varisian Caravan is some kind of gipsy caravan, travelers can perform an evening show once per day, if resting within a settlement. Any character (PC and NPC) can make a skill check once per Evening Show, if she has at least one rank in one of the following skills: Perform (any), Sleight of Hands (use the “Entertain” option) or Handle Animal (if the animal knows either the “Perform” or the “Entertain” trick). The result provides the following: DC 10 [1d10 cp], DC 15 [1d10 sp], DC 20 [3d10 sp], DC 25 [1d6 gp], DC 30 [3d6 gp].

- Money, that was gained via trade or evening shows belongs to the caravan, not to the PCs. The money has to be spent on hirelings, to maintain the caravan (including buying stores, repair materials or trade goods), for new wagons or upgrades first. If still enough money is left, it can either be distributed as a dividend (include PCs and major NPCs evenly) or buy some kind of group resources (a diamond worth 5000 gold to raise a party member or major NPC later, for example).

Extradimensional Storage:
The caravan can be equipped with extradimensional storage using the following scaling:

  • * Handy Haversack (2.000 gp, 5 lb.): too small, 0 cargo units
  • * Bag of Holding (type I, 2.500 gp, 15 lb.): 1 cargo unit
  • * Bag of Holding (type II, 5.000 gp, 25 lb.): 2 cargo units
  • * Bag of Holding (type III, 7.400 gp, 35 lb.): 3 cargo units
  • * Bag of Holding (type IV, 10.000 gp, 60 lb.): 4 cargo units
  • * Portable Hole (20.000 gp, 0 lb.): 5 cargo units
  • * Corsair’s Coffer (24.000 gp, 250 lb.): 8 cargo units
  • * Captain's Locker (30.000 gp, 150 lb.): 4 cargo units + +50% cargo capacity of the attached vehicle

- Bags of Holdings or Captain's Locker cost 1 Cargo Unit / 50 lb. weight – Portable Holes have theoretically no maximum. Anything stored in an extradimensional space can’t provide bonuses to the caravan --> don’t store extradimensional space within an extradimensional space

Caravan Combat:
Roll Initiative (1d20 only) to determine, which party attacks first. Both sides can make their attacks regardless of being reduced to zero hp that round. Ignore the 1 always misses, 20 always hits rule – there is no critical hit or failure (a natural 1 nearly always misses anyway). The caravan can avoid combat or flee, roll a Security check DC 10+ CR. If the encounter is more (or extremely more) powerful or mobile, roll with a -5 penalty or a -10 penalty respectively (DMs choice). If the roll is successful, the caravan can avoid combat or flees successfully. On a failure, the other party attacks, but the caravan can attempt to flee next round again, if it doesn’t attack itself. A caravan or encounter reduced to zero hp is effectively destroyed. Instead of fleeing the caravan can attempt a Resolve check (DC 10 + CR – may have -5 or -10 penalties as well) convincing a caravan encounter not to fight by bluffing it or using diplomacy in the first round. This only works, if the Encounter shares the same language and has an Intelligence of at least 3. On a success the encounter stays peaceful, by failing it the encounter attacks. After ending the encounter, the encounter grants XP corresponding to its CR.

Caravan Encounter statistics:
CR 2 (attack +4, damage: 2d6+3, AC 14, hp 20);
CR 3 (attack +6, damage: 3d6+6, AC 15, hp 30);
CR 4 (attack +8, damage: 4d6+2, AC 17, hp 40);
CR 5 (attack +10, damage: 4d8, AC 18, hp 55);
CR 6 (attack +12, damage: 4d10, AC 19, hp 70);
CR 7 (attack +13, damage: 6d8+3, AC 20, hp 85);
CR 8 (attack +15, damage: 10d6, AC 21, hp 100);
CR 9 (attack +17, damage: 8d8+4, AC 23, hp 110);
CR 10 (attack +18, damage: 7d8+4, AC 24, hp 130);
CR 11 (attack +19, damage: 10d8+5, AC 25, hp 145);
CR 12 (attack +21, damage: 10d8+10, AC 27, hp 160);
CR 13 (attack +22, damage: 12d6+10, AC 28, hp 180);
CR 14 (attack +23, damage: 12d6+21, AC 29, hp 200);
CR 15 (attack +24, damage: 12d6+36, AC 30, hp 220);
CR 16 (attack +26, damage: 5d8+50, AC 31, hp 240);
CR 17 (attack +27, damage: 7d8+50, AC 32, hp 270)
--> some monsters have a special attack, see there

Encounter Treasure : Animals/ Magical Beasts/ Dragons:[/] CR 2-5: 1 cargo unit hide, furs or provisions (hide/furs worth 200 gp); CR 6+: 1 cargo units hide, furs and/ or provisions per 40 Points of damage dealt (hide/furs worth 250 gp/ unit). [i]Goblins/ Ogres/ Trolls/ Giants/ other weapon using Monsters: CR 2-9: 1 cargo Unit Treasure (worth 250 Gold) per 40 Points of damage dealt; CR 10+ 1 cargo Unit Treasure (worth 500 Gold) per 50 Points of damage dealt (round down). This treasure belongs to the caravan, not the PCs.

Masterwork (Darkwood) Wagons and Ballista:

One of my major Caravan changes was the introduction of masterwork wagons (see below) at Losthome made of Darkwood harvested in the Grungir Forest. I used the caravan encounter of Book 6 as a template and reworked all wagons as a masterwork version.


  • * Darkwood Armored Wagon: Cost: 6,400 gp; hp 80, Traveler Capacity: 6; Cargo Capacity: 6; Limit: none; Consumption: 1; Benefit: +4 bonus to caravan AC
  • * Darkwood Covered Wagon: Cost: 1,200 gp; hp 40, Traveler Capacity: 6; Cargo Capacity: 6; Limit: none; Consumption: 1; Benefit: +1 bonus to caravan AC
  • * Darkwood Fortune-Teller’s Wagon: Cost: 1,200 gp; hp 60, Traveler Capacity: 2; Cargo Capacity: 6; Limit: 1; Consumption: 1; Benefit: +1 bonus to caravan AC
  • * Darkwood Supply Wagon: Cost: 1,000 gp; hp 40, Traveler Capacity: 2 Cargo Capacity: 14; Limit: none; Consumption: 1; Benefit: +1 bonus to caravan AC
  • * Darkwood Ballista: Cost: 1,000 gp; Limit: 1/ wagon; Cargo Unit Cost: 2; grants a +2 bonus to caravan attacks and can be enhanced using the Create Magic Arms and Armor feat.
  • * Darkwood Prisoner Wagon: Cost: 4,700 gp; hp 60, Traveler Capacity: 6; Cargo Capacity: 4; Limit: 2; Consumption: 1; Benefit: +3 bonus to caravan Security
  • * Darkwood Royal Carriage: Cost: 3,200 gp; hp 60, Traveler Capacity: 4; Cargo Capacity: 4; Limit: 1; Consumption: 1; Benefit: +6 bonus to caravans Resolve

Example of a Darkwood Wagon
Yoska Musat’s „Prachtstück“ (available at Kalsgard – Oak Quarter): Darkwood Armored Wagon (masterwork with additional metal plates), has the “Enhanced Undercarriage” and “Wagon Reinforcements” bonus equipment. Has appliances (and include) a Heatstone (center) and two Everburning Torches (left and right) in the ceiling. Two bunk beds with mattress and curtain in the upper part of the caravan which can be fold to the wall; two additional beds in the lower part, also useful as a chest and couch. Further a foldable table at the end of each bed, an extra secret storage in the subfloor (1 CU, can hold up to 2 Bags of Holding Type II – not included) and another extra storage in the back part (with board for a hitched chamber pot). --> perfect use of the room with maximum possible comfort:

“Prachtstück” statistics: Reinforced Armored Wagon: 90 hp, +8 miles/ day, Traveler Capacity: 6, Cargo Capacity: 6-1=5, Consumption: 1, benefit: +4 bonus to caravan AC --> on demand with foldable Darkwood Ballista attached to the roof (+1.000 gp, CU -2) = 8.720 gp complete with Ballista (Cargo Capacity: 3 left)