The Caravan

Caravan

Early in the Jade Regent Adventure Path, your adventuring group will find themselves joining up with Sandru Vhiski’s caravan to make a long overland journey. While the adventures themselves focus on the encounters and ordeals your characters are at the heart of, you’ll need Sandru’s caravan to make the long journey safe and sound. You won’t start out traveling with Sandru’s caravan in the beginning of the Jade Regent Adventure Path, but it won’t be long into the first adventure before that changes. Initially, Sandru’s caravan is relatively small, since the caravan master has fallen on some hard times, but it’ll be big enough for him, your whole party, and three other important friends who are destined to accompany you on your journey—Ami, Koya, and Shalelu—as well as for several other passengers. As the campaign unfolds, however, you’ll have many opportunities to make improvements to Sandru’s caravan so that it can handle what destiny has in store for you all. Some of these opportunities will come in the form of discoveries and new allies that you recruit along the way, while others can be purchased by you or by using the caravan’s trade funds (see below). The caravan will provide you a means of commerce, food, and as a mobile inn. Many NPCs will work to better the caravan and if the PCs choose to help, they can gain favor and benefits by assisting the caravan by performing jobs and have a say in its development.

!http://cdn.obsidianportal.com/assets/235531/The_Caravan_.jpg(The caravan )!

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. 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 inflict 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 influences 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 inflicted 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.
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
Caravan Travelers and Jobs

The Caravan

The Onyx Throne Ventus