Caravans

Caravan wagon
Caravan Construction
Caravan Travelers
Caravan Equipment
Caravan Feats
Caravan Encounters
Caravan Combat

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 of the Player’s Guide 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.
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.

Caravans

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