TEXT: TRADE ROUTES:
  Expanded Caravan Rules Sourcebook
  Compatibility with the Pathfinder Roleplaying Game Roleplaying Game requires the Pathfinder Roleplaying 
  Game Roleplaying Game from Paizo Publishing, LLC. See http://paizo.com/Pathfinder Roleplaying GameRPG 
  for more information on the Pathfinder Roleplaying Game Roleplaying Game. Paizo Publishing, LLC does not 
  guarantee compatibility, and does not endorse this product.
  3.5 SYSTEM COMPATIBLE
  LPJ9496
  
  WRiTTEn By
  Chris Field with Louis Porter Jr.
  COvER ART 
  Public Usage
  GRAphiC DESiGn & LAyOUT
  Louis Porter, Jr. Design
  LOUiS pORTER, JR DESiGn
  5580 SW 97th Terrace
  Cooper City, FL 33328
  LMPjr007@aol.com
  www.lpjdesign.com
  Louis Porter Jr. Design & logos are a trademark owned by Louis 
  Porter Jr. Inc. All rights reserved. All other content is copyright 
  2011 Louis Porter Jr. Design Inc. The mention of or reference to 
  any company or product in these pages is not a challenge to the 
  trademark or copyright concerned. This book is compatible with 
  3rd Edition and Revised 3rd Edition rules. This edition of adven-
  ture planner is produced under version 1.0a and/or draft versions 
  of the Open Game License and the System. Reference Document 
  by permission of Wizards of the Coast. Subsequent versions of 
  this product will incorporate later versions of the license and 
  document.
  Designation of Open Game Content: All the material that 
  appears in the System Reference Document is open, and all other 
  material is not.
  The following text is the property of Wizards of the Coast, Inc. 
  and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All 
  Rights Reserved. 
  1. Definitions: (a)”Contributors” means the copyright and/or 
  trademark owners who have contributed Open Game Content; 
  (b)”Derivative Material” means copyrighted material including 
  derivative works and translations (including into other computer 
  languages), potation, modification, correction, addition, exten-
  sion, upgrade, improvement, compilation, abridgment or other 
  form in which an existing work may be recast, transformed or 
  adapted; (c) “Distribute” means to reproduce, license, rent, lease, 
  sell, broadcast, publicly display, transmit or otherwise distribute; 
  (d)”Open Game Content” means the game mechanic and includes 
  the methods, procedures, processes and routines to the extent such 
  content does not embody the Product Identity and is an enhance-
  ment over the prior art and any additional content clearly identified 
  as Open Game Content by the Contributor, and means any work 
  covered by this License, including translations and derivative 
  works under copyright law, but specifically excludes Product 
  Identity. (e) “Product Identity” means product and product line 
  names, logos and identifying marks including trade dress; artifacts; 
  creatures characters; stories, storylines, plots, thematic elements, 
  dialogue, incidents, language, artwork, symbols, designs, depic-
  tions, likenesses, formats, poses, concepts, themes and graphic, 
  photographic and other visual or audio representations; names 
  and descriptions of characters, spells, enchantments, personalities, 
  teams, personas, likenesses and special abilities; places, locations, 
  environments, creatures, equipment, magical or supernatural abili-
  ties or effects, logos, symbols, or graphic designs; and any other 
  trademark or registered trademark clearly identified as Product 
  identity by the owner of the Product Identity, and which specifi-
  cally excludes the Open Game Content; (f) “Trademark” means 
  the logos, names, mark, sign, motto, designs that are used by 
  a Contributor to identify itself or its products or the associated 
  products contributed to the Open Game License by the Contributor 
  (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, 
  format, modify, translate and otherwise create Derivative Material 
  of Open Game Content. (h) “You” or “Your” means the licensee in 
  terms of this agreement. 
  2. The License: This License applies to any Open Game Content 
  that contains a notice indicating that the Open Game Content 
  may only be Used under and in terms of this License. You must 
  affix such a notice to any Open Game Content that you Use. No 
  terms may be added to or subtracted from this License except 
  as described by the License itself. No other terms or conditions 
  may be applied to any Open Game Content distributed using this 
  License. 
  3.Offer and Acceptance: By Using the Open Game Content You 
  indicate Your acceptance of the terms of this License. 
  4. Grant and Consideration: In consideration for agreeing to use 
  this License, the Contributors grant You a perpetual, worldwide, 
  royalty-free, non-exclusive license with the exact terms of this 
  License to Use, the Open Game Content. 
  5.Representation of Authority to Contribute: If You are contributing 
  original material as Open Game Content, You represent that Your 
  Contributions are Your original creation and/or You have sufficient 
  rights to grant the rights conveyed by this License. 
  6.Notice of License Copyright: You must update the COPYRIGHT 
  NOTICE portion of this License to include the exact text of 
  the COPYRIGHT NOTICE of any Open Game Content You 
  are copying, modifying or distributing, and You must add the 
  title, the copyright date, and the copyright holder’s name to the 
  COPYRIGHT NOTICE of any original Open Game Content you 
  Distribute. 
  7. Use of Product Identity: You agree not to Use any Product 
  Identity, including as an indication as to compatibility, except as 
  expressly licensed in another, independent Agreement with the 
  owner of each element of that Product Identity. You agree not to 
  indicate compatibility or co-adaptability with any Trademark or 
  Registered Trademark in conjunction with a work containing Open 
  Game Content except as expressly licensed in another, indepen-
  dent Agreement with the owner of such Trademark or Registered 
  Trademark. The use of any Product Identity in Open Game Content 
  does not constitute a challenge to the ownership of that Product 
  Identity. The owner of any Product Identity used in Open Game 
  Content shall retain all rights, title and interest in and to that 
  Product Identity. 
  8. Identification: If you distribute Open Game Content You must 
  clearly indicate which portions of the work that you are distributing 
  are Open Game Content. 
  9. Updating the License: Wizards or its designated Agents may 
  publish updated versions of this License. You may use any autho-
  rized version of this License to copy, modify and distribute any 
  Open Game Content originally distributed under any version of 
  this License. 
  10. Copy of this License: You MUST include a copy of this 
  License with every copy of the Open Game Content You 
  Distribute. 
  11. Use of Contributor Credits: You may not market or advertise 
  the Open Game Content using the name of any Contributor unless 
  You have written permission from the Contributor to do so. 
  12. Inability to Comply: If it is impossible for You to comply with 
  any of the terms of this License with respect to some or all of the 
  Open Game Content due to statute, judicial order, or governmental 
  regulation then You may not Use any Open Game Material so 
  affected. 
  13. Termination: This License will terminate automatically if You 
  fail to comply with all terms herein and fail to cure such breach 
  within 30 days of becoming aware of the breach. All sublicenses 
  shall survive the termination of this License. 
  14. Reformation: If any provision of this License is held to be 
  unenforceable, such provision shall be reformed only to the extent 
  necessary to make it enforceable. 
  15. COPYRIGHT NOTICE 
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, 
  Inc.
  System Reference Document. Copyright 2000, Wizards of the 
  Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, 
  based on material by E. Gary Gygax and Dave Arneson.
  Pathfinder RPG Core Rulebook. Copyright 2009, Paizo Publishing, 
  LLC; Author: Jason Bulmahn, based on material by Jonathan 
  Tweet, Monte Cook, and Skip Williams.
  The Book of Experimental Might. Copyright 2008, Monte J. Cook. 
  All rights reserved.
  Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; 
  Authors: Scott Greene, with Clark Peterson, Erica Balsley, 
  Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis 
  Hawvermale, Patrick Lawinger, and Bill Webb; Based on original 
  content from TSR.
  Seas of Blood Copyright 2001, Mongoose Publishing,
  Fading Suns: D20 Copyright 2001, Holistic Designs, Inc.
  Skull &Bones Copyright 2003, Green Ronin Publishing, Authors 
  Ian Sturrock, T.S. Luikart and Gareth-Michael Skarka
  Buccaneers & Bokor Copyright 2003-2004, Adamant 
  Entertainment, Author Gareth-Michael Skarka
  Future: Datastream 09.2005, copyright 2005 Michael Hammes and 
  Philip Reed. Published by Ronin Arts www.roninarts.com.
  Future: Datastream 10.2005, copyright 2005 Michael Hammes and 
  Philip Reed.Published by Ronin Arts www.roninarts.com.
  Future: 6 Free Sensor Contacts, copyright 2005 Philip Reed.
  Published by Ronin Arts www.roninarts.com.
  Jade Regent Player’s Guide Copyright 2011, Paizo Publishing, 
  LLC; Authors: James Jacobs and Patrick Renie.
  Trade Routes: Expanded Caravan Rules Sourcebook, Copyright 
  2011, Louis Porter Jr. Design, Inc.
  trade routes: Expanded Caravan Rules Sourcebook
  
  pAGE  1
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  A train of camels, carrying a thousand vials of puum dust 
  - the wealth of nations - strides slowly across the desert, 
  its lookouts alert for the shadow of a dragon, passing high 
  overhead. 
  On a king’s road crossing the old growth forests of the 
  North, just ten miles from the sanctuary city of Hillsboro 
  Downs, bandits waylay a twenty-horse team carrying casks 
  of fine Halfling cheese and Dwarven brandy. 
  Fleeing a loveless marriage, a young Half Elven princess 
  signs on to work a traveling circus as an acrobat, hiding 
  her true identity behind a velvet mask. 
  Caravans are more than just a part of the mundane 
  economy of the world. They are a springboard to future 
  adventures. The following new rules build upon the inno-
  vative caravan simulation rules. These new rules offer new 
  possibilities to players and game masters alike engaged in 
  nomadic adventures. 
  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 campaign 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. Which is decided by the 
  player characters.
  Level: When you first gain access to a 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 statis-
  tics.
  Derived Statistics: Each of a caravan’s primary statis-
  tics 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 trav-
  elers, 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.
  Speed: This value is the caravan’s base speed when trav-
  eling 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, modi-
  fied 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 provi-
  sions that your caravan consumes every day. Your cara-
  van’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.
  
  pAGE  2
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  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.
  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 compan-
  ions, 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 a 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: 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: The 
  responsibility for purchasing additional wagons and equip-
  ment and for hiring any needed specialists falls to you 
  beyond the initial monetary bonus.
  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 experi-
  ence 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.
  
  pAGE  3
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  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.
  BORDELLO WAGOn
  Cost 800 gp HP 20 
  Traveler Capacity  3 Cargo Capacity 2 
  Limit 2 Consumption 1 
  Special Benefit Caravans engaging in adult and discrete 
  entertainment can use the Bordello Wagon to make special 
  Resolve checks to sell off trade goods without expending 
  cargo units. Instead, the caravan barters the services of the 
  wagon’s prostitutes. Each member of the caravan with the 
  Prostitute job provides a +1 bonus on this Resolve check. 
  DESCRipTiOn
  This luxuriously appointed wagon is constructed from fine 
  wood and is divided into 3-4 small compartments large 
  enough for entertaining two customers. Most bordello 
  wagons are decorated to call attention to their wares and 
  the seductive entertainers traveling within. These eye 
  catching wagons often bear special tax or clerical stamps 
  on the door jam, testifying to their semi-legal status. 
  ChUCk WAGOn
  Cost  800 gp HP 20 
  Traveler Capacity 2 Cargo Capacity 4
  Limit 1 Consumption 2 
  Special Benefit A caravan equipped with a Chuck Wagon 
  can benefit from the services of up to eight cooks, instead 
  of the usual five. This stacks with the benefit provided by 
  the Expert Travelers caravan feat. 
  DESCRipTiOn
  Sturdy, often overloaded chuck wagons rumble slowly 
  along at the back of a wagon train, filled with provisions. 
  Delicious smells waft from within.
  COnESTOGA WAGOn 
  Cost 1,200 HP 25
  Traveler Capacity 3 Cargo Capacity 12 
  Limit none Consumption 3
  Special Benefit This specially designed wagon provides a 
  +1 bonus on Resolve checks made to safely cross or ford 
  waterways. 
  DESCRipTiOn
  This heavy, wide-bodied wagon has an upwardly curving 
  floor, to prevent its contents from tipping or shifting. The 
  wagon can carry large amounts of cargo and is water-
  proofed to aid in fording rivers and streams. 
  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.
  FORTUnE-TELLER’S WAGOn
  Cost 500 gp; hp 30
  Traveler Capacity 2; Cargo Capacity 4
  Limit 1; Consumption 1
  Special Benefit allows fortune teller
  benefits
  DESCRipTiOn
  A cross between a covered wagon and a supply wagon, 
  a fortune-teller’s wagon is a specialized wagon tailored 
  to house the caravan’s spiritual guide—its fortune-teller. 
  A traveler capable of filling a fortune-teller role cannot 
  provide any benefits to the caravan without this wagon’s 
  supplies.
  GiAnT BEAST TRAin
  Cost  1,800 gp HP 20 
  Traveler Capacity 4 Cargo Capacity 2
  Limit 3 Consumption 8 
  Special Benefit +2 miles per day to caravan’s speed
  DESCRipTiOn
  Adding gargantuan beasts (such as elephants, yak, dino-
  saurs, or even stranger and more fantastic creatures) to 
  your caravan as beasts of burden can help increase its 
  speed but drastically increases its consumption as well. 
  These hulking creatures also give your caravan a distinct 
  style. 
  
  pAGE  4
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  hERBALiST WAGOn
  Cost 1,500 gp HP 30 
  Traveler Capacity 1 Cargo Capacity 4
  Limit 1 Consumption 2 
  Special Benefit If a Trader wishes to sell unique and 
  exotic naturally-grown brewed mixtures such as rot-gut 
  liquors, patent plant and herbal medicines (including 
  “snake oil” ointments) in addition to ordinary trade goods, 
  he or she can use the Herbalist Wagon resources. Doing so 
  provides a +2 bonus on the Trader’s special Resolve check 
  to sell trade goods. However, the Trader should roll 1d8 
  to find out what (if any) unfortunate or fortunate alarming 
  side-effects that batch of snake oil causes his customers. 
  Though none of these side effects are really harmful, cara-
  vans with an Herbalist Wagon in their train often need to 
  make quick escapes after selling their wares. 
  D8 Roll  Minor NPCs using the snake oil…..
  1 
   … are sickened for 1d3 days, vomiting and 
  suffering stomach cramps and diarrhea. 
  2 
   … have their ears ringing and suffer from deaf-
  ened for 1d3 days
  3 
   … are physically weakened and considered to 
  be fatigued.   
  4 
   … are intoxicated and suffer from being fasci-
  nated for 2d6 hours.  
  5 
   … have lost their sight and are blinded for 1d3 
  days 
  6 
   Lucked Out! No side effects from this batch of 
  snake oil.
  7 
   Healing! The side effects work better than 
  expected and acts like Cure Light Wounds and 
  cures 1d8 damage + 5.
  8 
   Powerful Healing! The side effects work better 
  than expected and acts like Cure Moderate 
  Wounds and cures 2d8 damage + 10.
  DESCRipTiOn 
  This colorfully painted and lightly armored wagon is fitted 
  with metal shelves and racks to hold experiments in place 
  during travel, and is fireproofed to ensure that experiments 
  don’t get dangerously out of hand when the wagon is 
  bouncing along rocky terrain. Removable clapboards fixed 
  to the sides of the wagon displays bright and cheerful egg 
  tempra paintings of the wares offered by the wagon’s snake 
  oil salesman. 
  hORSE TRAin
  Cost 1,200 gp; hp 10
  Traveler Capacity 6; Cargo Capacity 1
  Limit 3; Consumption 6
  Special Benefit +4 miles per day to caravan’s speed
  DESCRipTiOn
  Adding horses to your caravan can help increase its speed, 
  although at a significant increase to consumption.
  mOBiLE STAGE
  Cost 1,000 gp HP 20 
  Traveler Capacity 4 Cargo Capacity 1 
  Limit 1 Consumption 2 
  Special Benefit Once per game month per settlement you 
  visit, you can unfold the mobile stage and attract a crowd. 
  The caravans entertainers make a Perform (any) check, 
  receiving a +2 bonus for each caravan member filling the 
  entertainer role during the performance. The result of the 
  Perform check is the amount in gold pieces taken in by the 
  caravan. You must remain at the settlement for at least one 
  day to make this check. 
  DESCRipTiOn
  When this wagon is camped, it can quickly and effi-
  ciently unfold into a display stage or a small theater in the 
  round. Depending on the caravan’s interests, this mobile 
  stage might display preserved freaks, trophies taken from 
  monsters or looted from ancient ruins, or perform plays, 
  acrobatic displays, comedies or erotic dances. 
  mULE TEAm 
  Cost  800 gp HP 8 
  Traveler Capacity 4 Cargo Capacity 1
  Limit 4 Consumption 5
  Special Benefit +3 miles per day to caravan’s speed
  DESCRipTiOn
  Mules are a good, economical substitute for draft horses. 
  Adding a mule team to your caravan increases its speed but 
  drastically increases consumption. 
  nURSERy WAGOn
  Cost  500 gp HP 
  Traveler Capacity 6 (5 of which must be Child or younger 
  NPCs only) Cargo Capacity 3
  Limit  none Consumption 1 
  Special Benefit Only a single adult or teen character can 
  ride on the Nursery Wagon as a nurse-maid. The rest of 
  the wagon’s passenger slots must be filled with characters 
  in the Child age category or younger. These children are 
  considered Travelers, while the adult accompanying them 
  usually acts as the wagon’s Driver. By ‘stacking’ children 
  
  pAGE  5
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  into the Nursery Wagon, up to five children act as a single 
  traveler for determining the caravan’s consumption. 
  DESCRipTiOn
  This light wagon is filled with beds, cradles and small cribs 
  to carry the caravan’s children in safety and comfort. The 
  nursery wagon is decorated inside and out with cheerful 
  paintings and mosaics depicting local fairy tales, children’s 
  parables and nursery rhymes. 
  pASSEnGER CARRiAGE
  Cost 1,000 gp HP 20 
  Traveler Capacity 12 Cargo Capacity 2 
  Limit none Consumption 2 
  Special Benefit None. 
  DESCRipTiOn
  This long, narrow wagon allows the caravan to carry 
  paying passengers in relative comfort. The carriage 
  includes two tiny salons, each of which can seat six indi-
  viduals. Each salon is private and has its own door and 
  separate baggage compartments.  
  pEniTEnTiARy WAGOn 
  Cost 2,500 gp HP 20 
  Traveler Capacity 1 Cargo Capacity 1 
  Limit  1 Consumption 2 
  Special Benefit A single passenger can be designated as 
  the caravan’s Penitent. This passenger can take no other 
  job during the duration of the voyage, which must exceed 
  300 miles in length.  The Penitent receives the benefit of 
  an Atonement spell cast by a cleric of 10th level. 
  DESCRipTiOn
  This small, close wagon is effectively a monk’s cloister 
  on wheels. Designed to punish and re-educate, this small, 
  dark chamber is etched with scripture and punitive runes. A 
  single penitent rides inside, kneeling in prayer and medita-
  tion as the wagon slowly rumbles towards its pilgrimage 
  destination.  
  pRiSOnER WAGOn
  Cost 4,000 gp; hp 40
  Traveler Capacity 6; Cargo Capacity 2
  Limit 2; Consumption 2
  Special Benefit +2 bonus to caravan’s Security
  DESCRipTiOn
  This armored wagon is designed to transport prisoners, but 
  also increases a caravan’s overall security. Up to four trav-
  elers in a prisoner wagon can be designated as prisoners—
  these travelers can only serve as passengers, but have no 
  choice about whether or not they want to accompany the 
  caravan. At the GM’s discretion, certain powerful NPCs 
  might be able to escape a prisoner wagon.
  RELiqUARy 
  Cost  2,500 gp HP 30 
  Traveler Capacity 2 Cargo Capacity none 
  Limit one Consumption one 
  Special Benefit Once per day, the caravan’s Spellcaster or 
  Fortune Teller can open the reliquary, displaying the holy 
  artifact within. Doing so allows the character to substitute 
  a Knowledge (religion) check for any one of an Attack 
  check, Resolve check or Security check when confronted 
  by an undead, demonic or planar threat. The game master 
  makes the final determination whether this bonus is appli-
  cable: it would likely apply if the caravan is attacked by 
  a horde of zombies, but not when confronting raiders or 
  wolves.  
  DESCRipTiOn
  This elaborately decorated wagon is covered in religious 
  symbols and holy runes, and its fine metal wheels seem to 
  glow with silvery light. The gaudy, brilliantly decorated 
  reliquary is designed to carry a sacred object (such as the 
  bones of a saint or martyr, a holy book, sacred weapon or 
  other legendary object, whether real or fake). The reliquary 
  can be opened to display its sacred contents. Tradition 
  forbids sullying the reliquary with mundane cargo. 
  ROyAL CARRiAGE
  Cost 2,500 gp; hp 30
  Traveler Capacity 4; Cargo Capacity 2
  Limit 1; Consumption 2
  Special Benefit +4 bonus to caravan’s Resolve
  DESCRipTiOn
  A royal carriage is a beautiful wagon that lifts the spirits of 
  the entire caravan, provided at least one of its travelers is 
  filling an entertainer or passenger job.
  SkELETAL hORSE TEAm 
  Cost  1,500 gp HP 5 
  Traveler Capacity none Cargo Capacity 1
  Limit 1 Consumption none
  Special Benefit +3 miles per day to caravan’s speed. A 
  team of skeletal horses can be unnerving, and imposes a 
  -2 penalty on special Resolve checks made by Traders to 
  sell goods. The non-living horses tend to scare off most 
  customers! At the GM’s option, this penalty might not 
  
  pAGE  6
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  apply when trading with evil societies or any culture that 
  accepts necromancy or makes common use of undead 
  servants. 
  DESCRipTiOn
  A team of rotting or fully skeletal horses, risen from the 
  dead and animated by necromancy, pulls your wagons. 
  These lifeless beasts need no provisions or care, but are too 
  fragile to be ridden. 
  STEAm EnGinE 
  Cost 10,000 gp HP 40
  Traveler Capacity 1 Cargo Capacity 5
  Limit 1 Consumption 2
  Special Benefit +5 miles per day to caravan’s speed
  DESCRipTiOn 
  A new innovation of cunning Dwarven and Gnomish 
  craftsmen, this strange device pulls a wagon with the 
  power of ten horses and is powered by a coal or wood-
  fed steam boiler. This bubbling, clanking contraption 
  uses directed steam to turn its heavy iron wheels and pull 
  incredible amounts of cargo. Any caravan able to afford 
  one of these wondrous devices is sure to attract attention.  
  SUppLy WAGOn
  Cost 300 gp; hp 20
  Traveler Capacity 2; Cargo Capacity 10
  Limit none; Consumption 1
  Special Benefit none
  DESCRipTiOn
  These wagons are designed to carry cargo rather than trav-
  elers.
  TRAvELERS
  Every person associated with a caravan who accompanies 
  it on its journey is known as a traveler, and every trav-
  eler 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 circum-
  stance 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 partic-
  ular 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.
  Cook: As long as a caravan has at least 1 cargo unit of 
  stores (10 units of provisions) 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.
  
  pAGE  7
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  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 
  gypsy caravan 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 gypsy 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 divina-
  tion spells can serve as a fortune-teller.
  Guard: A guard helps to defend a caravan against aggres-
  sors. Each guard in a caravan grants a +1 circumstance 
  bonus to the caravan’s Offense score, and a +1 circum-
  stance 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 statis-
  tic’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. 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.
  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
  
  pAGE  8
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  Trader: A trader enables a caravan to conduct business 
  transactions whenever the caravan is stationed at a settle-
  ment. 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 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.
  Cargo Balloon: Filled with lighter-than-air gasses, these 
  huge, oval cargo balloons float high over the caravan, teth-
  ered to its wagons by long hemp ropes. Cargo balloons are 
  filled at the beginning of the journey, and then simply left 
  aloft until the caravan reaches its destination. 
  Each cargo balloon used by the caravan adds two cargo 
  slots. Since a filled cargo balloon takes up no more space 
  on the caravan than the hitching post that tethers it to the 
  wagons, it is an ideal way for caravan masters to pack 
  on a heavier load. The only drawback to cargo balloons 
  is that they place the caravan at the mercy of the winds. 
  The caravan suffers a -1 penalty on Security checks made 
  to withstand storms or high winds for every three cargo 
  balloons deployed by the caravan. 
  Cargo Sledge: This sledge is dragged behind one of the 
  caravan’s larger cargo wagons, and is capable of carrying 
  nearly a ton of cargo. Each cargo sledge in use adds +10 
  units of cargo space to the caravan, but reduces the cara-
  van’s base speed to 25 miles per day over smooth roads, or 
  16 miles per day over rough or broken terrain. The cara-
  van’s speed is unchanged over smooth ice, making this an 
  ideal cargo option for arctic caravans. 
  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.
  Dead Passengers: As caravans return to their home cities, 
  they often carry “dead cargo”, the mummified and casket-
  bound bodies of caravan drovers and merchants who died 
  somewhere along the same route. These bodies are buried 
  in the settlement nearest their death-site for three to four 
  years, until the corpse is reduced to bones. Later, when the 
  bodies are disinterred, caravans can charge a high price to 
  return them to their loved ones. 
  Dead passengers are normally considered cargo, but can 
  instead take up a single passenger slot, although living 
  passengers might have something to say about riding with 
  old bones. 
  When the dead passenger is returned to his or her home-
  land, one of the caravan’s Traders makes a special resolve 
  check. The result of this check is the amount in gold pieces 
  paid to the caravan for the cargo. Add +10 gp to the result 
  of this check if the caravan includes a Fortune Teller’s 
  wagon. Add +100 gp to the result of this check if the 
  caravan includes a Reliquary. 
  Driver’s Compass: This heavy bronze and iron compass 
  is bolted to the Driver’s bench, and provides a +1 bonus 
  
  pAGE  9
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  on Security checks made to avoid becoming lost or to get 
  back on track after losing the path. 
  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 under-
  carriage for every wagon in the caravan (not including 
  horse trains), the caravan’s speed increases by 8 miles per 
  day.
  Land Sails: A simple but ingenious system of retract-
  able canvas sails can be raised above the wagon, taking 
  advantage of any tail winds the caravan encounters. The 
  land sails are stowed away in harsh weather and whenever 
  the wind is against the caravan. As long as every wagon 
  in your caravan, not including horse or mule teams, is 
  equipped with land sails, the caravan’s speed is increased 
  by +1d4 miles per day. 
  Letter of Passage: The wealthiest caravans can afford to 
  buy a royal letter of passage that offers them safe passage 
  throughout a particular kingdom. Effectively a bribe to the 
  crown itself, such a letter of passage allows the caravan to 
  pass through the territory unmolested by army and police 
  forces and speeds entry through checkpoints. The game 
  master can assume that most standard entry taxes and fees 
  are waived for a caravan with this letter. 
  CARAvAn EqUipmEnT
  Item	
  Cost	
  Cargo	Units
  Ballista 
  500 gp 
  4
  Campsite traps 
  1,000 gp 
  2 
  Cargo Balloon 
  500 gp 
  one (when stowed)  
  Cargo Sledge 
  400 gp 
  none
  Cold-weather gear 
  200 gp 
  1 
  Dead Passengers 
  10 gp 
  two (special) 
  Driver’s Compass 
  300 gp 
  none
  Enhanced undercarriage 
  500 gp 
  1
  Land Sails 
  250 gp 
  one
  Letter of Passage 
  1,000 - 5,000 gp 
  none
  Mobile Fortress 
  1,500 gp 
  four
  Proud Colors 
  100 gp 
  none
  Repair materials 
  25 gp 
  1
  Repeating Crossbow Turret 
  900 gp 
  two
  Sin Caravan 
  5,000 gp 
  none
  Stores 
  5 gp 
  1
  Sugar Moss 
  200 gp 
  one
  Super Heavy Ballista 
  2,500 gp 
  two
  Trade goods 
  10 gp 
  1
  Treasure  
  —  
  varies
  Wagon reinforcements 
  500 gp 
  1
  Waterproofing 
  300 gp 
  none
  ExTRADimEnSiOnAL STORAGE
  Once you have the cash, you might want to consider 
  buying bags of holding or even a portable hole to 
  increase your caravan’s cargo storage. Anything 
  smaller than a bag of holding, such as a handy haver-
  sack, isn’t large enough to hold a significant amount of 
  cargo.
  The amount of cargo space each of these items can 
  provide is listed below. (Note that anything stored in 
  an extradimensional space is tough to get to, and can’t 
  provide bonuses to your caravan—you can’t mount a 
  ballista or wagon reinforcements in a portable hole!)
  Bag	of	Holding	(type	I):	1 cargo unit
  Bag	of	Holding	(type	II):	2 cargo units
  Bag	of	Holding	(type	III): 3 cargo units
  Bag	of	Holding	(type	IV):	4 cargo units
  Portable	Hole: 5 cargo units
  
  pAGE  10
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  A letter of passage only applies within the borders of a 
  particular kingdom, or rarely, a coalition of allied states. 
  Caravans passing through multiple territories are smart to 
  acquire multiple Letters of Passage. 
  Mobile Fortress: With a few hours of work, a Mobile 
  Fortress can be deployed from storage and raised to form 
  a durable palisade. A caravan equipped with a Mobile 
  Fortress receives a +2 bonus to Armor Class when 
  encamped. 
  Proud Colors: This wagon has been emblazoned with 
  beautiful colors: brilliant red wheels, sky blue walls, bleach 
  white roof and gilded window sills and frames. Green 
  painted vines and colorful flowers decorate the side of each 
  wagon. A wagon emblazoned with Proud Colors receives 
  +5 bonus Hit Points, which in turn makes your caravan as 
  a whole tougher and more durable. 
  You can even apply this bonus to an animal team or horse 
  train, in the form of bells, decorative ribbon and colorful 
  tabards. This piece of equipment can be chosen for each 
  wagon. 
  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).
  Repeating Crossbow Turret: This swivel-mounted 
  device consists of more than a dozen crossbows that fire 
  in sequence. It is usually mounted near the Driver’s station 
  of a wagon. This weapon can fill the air with arrows and 
  grants a +1 bonus on a caravan’s Attack checks. 
  Sin Caravan:  Things illegal and immoral in the wider 
  kingdom are allowed in the caravan. A caravan bearing a 
  royal or clerical indulgence may operate a bordello wagon, 
  sell forbidden items like drugs, magic or even poisons 
  without interference from local magistrates…. as long 
  as they are moderately discrete and do not disrupt public 
  order. A Sin Caravan must have a Letter of Passage in the 
  area they are operating in.
  Stores: A single cargo unit of stores equates to 10 units 
  of provisions. See the Resting section under Caravan 
  Encounters for an explanation of how consumption and 
  provisions work.
  Sugar Moss: Savvy caravan masters paint their wagon’s 
  trellised flanks with seed-rich mud that grows a sweet and 
  nutritious plant called Sugar Moss. Every three days, a new 
  crop of sugar moss grows on the wagon, providing 1d4 
  units of provisions. This piece of equipment may be chosen 
  for each wagon. 
  Super Heavy Ballista: This massive siege weapon really 
  packs a punch, and adds +2 to a caravan’s Attack checks. 
  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, trea-
  sure 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.
  Waterproofing: If every wagon in your caravan is 
  equipped with Waterproofing, the caravan receives a +2 
  bonus on Resolve checks made to ford waterways. 
  CARAvAn FEATS
  A caravan has a number of feats equal to its level. When 
  you first gain access to a caravan, you as a party may pick 
  the caravan’s first feat from the list below— provided that 
  the caravan qualifies for the feat, of course!
  BAnkER’S CARAvAn 
  Your caravan knows how to carry valuables (especially 
  coin, gems and other treasure) safely and efficiently. 
  Prerequisite: Resolve 5 
  Benefit: In most cases, 200 GP worth of party treasure is 
  considered one cargo unit for your caravan. In the case of 
  exceptionally bulky treasure, such as captured weapons, or 
  art objects like statuary, the ratio of treasure value to cargo 
  space might drop a bit at the game master’s discretion.
  
  pAGE  11
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  CARAvAn TOUGhnESS
  Your caravan is better built than most.
  Prerequisite: Defense 3.
  Benefit: One of your wagons gains 20 hit points. This 
  benefit increases your caravan’s total hit points as well. If 
  that wagon is destroyed, you lose access to this feat until 
  the wagon is repaired or replaced with another wagon of 
  the same type.
  Special: You can gain this feat a number of times equal to 
  the maximum number of wagons that you can have in your 
  caravan.
  CiRCLE ThE WAGOnS
  When you’re attacked, you can circle your wagons to gain 
  a defensive bonus.
  Prerequisite: Defense 3.
  Benefit: Rather than making an Attack check during a 
  round while undergoing caravan combat, you can have 
  your caravan move into a defensive circle. Doing so grants 
  your caravan a +4 bonus to its AC. Your caravan can’t 
  move while its wagons are circled—if the caravan moves, 
  it immediately loses this AC bonus.
  COURAGEOUS CREW
  The travelers in your caravan are particularly brave.
  Prerequisite: Morale 3.
  Benefit: Your caravan gains a +2 bonus on all Resolve 
  checks made against fear effects, including Resolve checks 
  made to resist a rout (see Caravan Combat). 
  Special: You can gain this feat up to three times. Its effects 
  stack.
  DESERT nOmADS 
  The caravan, its men, and its animals are all inured to 
  desert conditions. 
  Benefit: The caravan gains a +2 on Security and Resolve 
  checks when traveling through extremely hot environ-
  ments, or when confronting desert threats, such as sand-
  storms, thirst, or desert monsters. 
  DECADEnT CARAvAn 
  Your caravan and its crew enjoy drinking, dance and lustful 
  pleasures. 
  Prerequisite: Bordello Wagon
  Benefit: If the caravan succeeds on a Resolve check 
  to reduce Unrest after spending a day either resting or 
  doubling its consumption it reduces Unrest by 2 points 
  instead of 1.
  EFFiCiEnT COnSUmpTiOn
  Your travelers are well disciplined when it comes to 
  managing the caravan’s food stores.
  Benefit: Reduce your caravan’s total consumption by 2 
  (to a minimum consumption equal to your total number of 
  wagons).
  Special: You can gain this feat up to three times. Its effects 
  stack.
  EFFiCiEnT pACkERS
  Your caravan is adept at using every single inch of space 
  on the wagons. 
  Prerequisite: Morale 3
  Benefit: For every 10 units of cargo normally carried by 
  your wagons, you may add one ‘bonus’ unit of cargo to the 
  load. 
  Special: You can select this feat up to five times, even-
  tually increasing the ratio of normal cargo capacity to 
  ‘bonus’ cargo to 10:5. 
  EFFiCiEnT REpAiRS
  Your caravan is particularly easy to repair.
  Prerequisite: Defense 3.
  Benefit: Whenever you make a special Security check to 
  repair your caravan, you gain a +2 bonus on the roll.
  Special: You can gain this feat up to three times. Its effects 
  stack.
  EnhAnCED CARAvAn
  Your caravan is f lat-out better than most.
  Prerequisite: Caravan level 2.
  Benefit: When you gain this feat, increase two of your 
  caravan’s primary statistics (Offense, Defense, Mobility, 
  or Morale) by +1, to a maximum score of 10 per primary 
  statistic.
  Special: You can gain this feat multiple times. Its effects 
  stack.
  ExpERT GUnnERS
  The caravan’s archers, gunslingers and siege weapons can 
  fire and reload quickly and efficiently. 
  Prerequisite: Offense 3 
  Benefit: During the caravan’s action, this feat grants a +1 
  bonus to a caravan’s Offense. 
  
  pAGE  12
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  ExpERT TRAvELERS
  Your travelers are particularly well trained.
  Prerequisite: Morale 5.
  Benefit: Increase the maximum bonus that traveler jobs 
  can grant by +1.
  Normal: The circumstance bonuses granted by travelers 
  have a maximum combined value of +5 per statistic.
  Special: You can gain this feat up to three times. Its effects 
  stack.
  ExTRA WAGOnS
  Your caravan can handle more wagons than normal.
  Prerequisite: Mobility 3
  Benefit: Your caravan’s maximum number of wagons 
  increases by two.
  Normal: A caravan can have up to five wagons in it at any 
  one time.
  Special: You can gain this feat up to three times. Its effects 
  stack.
  FASTER
  Your caravan is faster than most.
  Prerequisite: Mobility 5.
  Benefit: Your caravan’s speed increases by 4 miles per 
  day.
  Special: You can gain this feat up to three times. Its effects 
  stack.
  FiGhTinG BEASTS 
  The strange beasts pulling your wagon know how to fight 
  when needed. 
  Prerequisite: Great Beast Train, Offense 5 
  Benefit: Your caravan receives a +1 bonus on Attack 
  checks for each Great Beast Train in the caravan when the 
  caravan is fighting off attacking animals or monsters. 
  FiRST STRikE
  Your travelers are adept at really hurting an enemy on the 
  first round of caravan combat.
  Prerequisite: Offense 3.
  Benefit: On the first Attack check of any caravan combat, 
  you gain a +4 bonus on the Attack check. If you damage 
  your foe, you deal an additional 4 points of damage.
  FRiEnDLy AnimALS 
  Your draft animals are friendly and charming, and you’ve 
  made a nice profit setting up impromptu petting zoos and 
  offering exotic animal rides when you camp in settlements. 
  Prerequisite: Great Beast Train, Horse Train or Mule 
  Team, Morale 3
  Benefit: Each time your caravan camps in a settlement 
  with at least a few children, it receives a +1d4 bonus GP 
  per day it remains at the settlement from its animal attrac-
  tions. Add +1 GP to this bonus for every Entertainer trav-
  eling with the caravan. 
  FinD OASiS 
  Your guides were born in the blazing desert, and know how 
  to find water in even the harshest land. 
  Prerequisite: Desert Nomads
  Benefit: Once per 60 miles of travel, when traveling in 
  desert conditions, your caravan can declare it finds an oasis 
  within 2d4 miles of its current position. This oasis can be 
  exploited to receive 1d4+1 units of stores, which must be 
  used within the same day. 
  hAiR hARvEST
  Your caravan is pulled by camels or other beasts of burden 
  which shed. Your drovers have learned to harvest the shed 
  hair and weave it into useful cloths while they ride. 
  Benefit: Each month, your caravan may make a special 
  DC 15 Resolve check. If the check is successful, the 
  caravan gains one unit of cargo from harvested hair, plus 
  one additional unit for every 5 points by which the caravan 
  beats this DC 15 check. 
  hARD WORkinG CARAvAn 
  Your caravan crew requires little rest. 
  Prerequisite: Morale 5 
  Benefit: Once per week, if prevented from moving because 
  it is making repairs or otherwise working, the caravan 
  may attempt a Resolve check to reduce Unrest as if they 
  had rested the day instead. However, this Resolve check is 
  made at a -5 penalty. 
  inCREASED DAmAGE
  Your caravan is particularly devastating in combat.
  Prerequisite: Offense 5.
  Benefit: The damage that your caravan deals to foes 
  increases by +1d6.
  Normal: A caravan normally deals base damage of 1d6.
  
  pAGE  13
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  Special: You can gain this feat up to three times. Its 
  effects stack.
  LATRinES 
  Your caravan digs sanitary latrine ditches far from the 
  main campsite, and disposes of its wastes safely to avoid 
  disease. 
  Prerequisite: Resolve 3
  Benefit: The caravan receives a +2 bonus on Security 
  and Resolve checks made to avoid disease during the 
  journey. 
  Special: You can select this feat up to three times; its 
  effects stack. 
  LUCky CARAvAn
  Your caravan is blessed with good luck.
  Prerequisite: Fortune-teller’s wagon.
  Benefit: Once per week, you may roll twice when you are 
  called upon to make an Attack, Security, or Resolve check. 
  Take the higher result of these two rolls as your actual roll 
  for the check.
  Special: If your caravan loses its fortune-teller’s wagon, 
  you lose the benefits of this feat until the fortune-teller’s 
  wagon is repaired or replaced.
  mERChAnT mASTERy
  Your travelers are particularly skilled at making money 
  through trade.
  Prerequisite: Morale 3.
  Benefit: You gain a +5 bonus on all special Resolve checks 
  made to trade goods.
  Special: You can gain this feat up to three times. Its effects 
  stack.
  phAnTOm DRivERS 
  Your wagon is served by helpful, ghostly spirits of long 
  dead caravan drovers who have returned from beyond to 
  guide their living comrades to their destinations safely. 
  Prerequisite: Fortune Teller’s wagon
  Benefit: Select one of your wagons. This wagon is 
  ‘possessed’ by a helpful spirit and needs no Driver. This 
  possessed wagon follows the caravan automatically. If this 
  selected wagon is destroyed, you lose the benefit of this 
  feat until it is replaced with another wagon of the same 
  type.  
  Special: You can select this feat once for every wagon in 
  the caravan. 
  RECkLESS TACTiCS
  You can order your caravan’s travelers to throw caution to 
  the wind in the hope of dealing more damage.
  Prerequisite: Offense 5.
  Benefit: At any point during caravan combat, you can opt 
  to decrease your caravan’s AC by –2 in order to gain a +2 
  bonus on Attack checks. Whenever you deal damage while 
  using Reckless Tactics, you deal an additional 2 points of 
  damage to your foe.
  REpUTABLE mARk 
  Your wares are easily identifiable thanks to a unique sigil, 
  brand or maker’s mark that assures their buyers of high 
  quality. 
  Prerequisite: Resolve 3
  Benefit: Add +2 to the GP total of any special Resolve 
  checks your Traders make to sell off cargo. 
  Special: You can take this feat multiple times, increasing 
  your profits by +2 GP each time this feat is chosen. 
  RiDE ThE SiDES 
  Each wagon in the caravan has handholds and hard-points 
  built into its outer hull designed to allow extra troops or 
  passengers to ride the sides of the caravan. 
  Benefit: Caravans with this feat may increase their traveler 
  capacity by 10 but increase their consumption by 4. 
  SCAvEnGERS
  Your travelers are adept at scavenging additional repair 
  supplies in the wild.
  Benefit: Once per week, you can make a DC 15 Security 
  check to gain 1 cargo unit of repair materials. You gain 
  ThE SLAvE TRADE
  Each campaign’s approach to slavery will be different, 
  though slavery always remains a cruel, evil act. 
  Incorporating slavery into your campaign can lead 
  to real world problems if the players and GM are not 
  suitably prepared for the ramifications of roleplaying 
  slavery conditions. Each GM should determine for 
  himself whether or not this cargo – and subject – is 
  appropriate for his campaign. Though it shouldn’t need 
  to be said, neither the author nor LPJ Design approve 
  of slavery. However, we do approve of cunning aboli-
  tionists, violent slave rebellions and desperate strug-
  gles for freedom, which lead to the drama and conflict 
  that great gaming memories are made of.
  
  pAGE  14
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  an additional 1 cargo unit of repair materials for every 5 
  points by which you exceed this DC 15 check.
  SLAvE CARAvAn 
  Your caravan’s primary cargo is slaves. 
  Prerequisite: Slave Trader caravan feat 
  Benefit: You can have any number of Prisoner Wagons in 
  your caravan. These extra Prisoner Wagons do not count 
  against the maximum number of wagons in your caravan. 
  Additionally, you care little for the comfort or health of 
  your slaves, and can cruelly overload a Prisoner Wagon. 
  You can fit 8 prisoners into any Prisoner Wagon in your 
  train without increasing that wagon’s consumption. 
  SLAvE TRADER 
  Your caravan deals in human lives, selling people as 
  commodities. 
  Prerequisite: At least one Prisoner Wagon in the caravan. 
  Benefit: When any of your caravan’s Traders make a 
  special resolve check to sell off trade goods, they can 
  choose to sell any Prisoner incarcerated in the caravan’s 
  Prisoner Wagon rather than a unit of cargo. 
  STORm TESTED
  The caravan is capable of withstanding the worst storms. 
  Benefit: The caravan gains a +2 on Security and Resolve 
  checks when traveling through extremely cold environ-
  ments or during violent weather like storms, hurricanes and 
  tornadoes.
  SUppLy CAChES 
  Your caravan travels along well-mapped routes.  During 
  the journey you can cache supplies. 
  Benefit: Before a caravan’s journey begins, the caravan 
  master can pre-purchase units of stores, additional units of 
  cargo and repair supplies to be cached. The caravan master 
  can purchase any amount of these supplies, which do not 
  count against the wagon’s cargo capacity. Instead, the 
  caravan master confers with the game master to determine 
  where they are cached along the route. 
  The caravan master might declare that the supplies are 
  cached 50 miles along the route, near a particular oasis. If 
  the caravan passes that way, they can claim some or all of 
  the cache, and either use them or add them to their cargo. 
  The cached supplies remain safely stored indefinitely, but 
  cannot be accessed if the caravan ventures off course or 
  fails to reach its supply. The caravan may decide to have 
  any number of supply caches along its route, splitting the 
  cached provisions among them in any manner they see fit. 
  TERRAin mASTERy
  Your caravan and its travelers are particularly adept at 
  navigating a specific kind of terrain.
  Benefit: Choose a specific type of terrain from the list of 
  rangers’ favored terrains (Core Rulebook 65). Your caravan 
  gains a +2 bonus on all Security checks made while in that 
  terrain.
  Special: You can gain this feat multiple times. Each time, 
  you must choose a different terrain type.
  viGiLAnT LOOkOUTS
  The caravan’s travelers are attentive and a little bit para-
  noid. 
  Benefit: The caravan receives a +2 bonus on Security 
  checks. 
  CARAvAn EnCOUnTERS
  While you, as player characters, won’t have much control 
  over the type and number of encounters your caravan is 
  destined to have, you do need to know the rules for how to 
  play out these encounters when they occur.
  TRAvEL
  A caravan’s speed determines how many miles it can travel 
  in a day—the speed doesn’t really affect much on a tactical 
  scale, since caravan combat utilizes very simple rules to 
  resolve conf licts. A caravan’s base speed is 32 miles per 
  day, but this can be increased by taking the Faster caravan 
  feat, by purchasing horse trains, or by purchasing enhanced 
  undercarriages for every wagon in your caravan. This 
  speed assumes travel on a road over clear terrain—use 
  Table 7–8 on page 172 of the Core Rulebook to adjust the 
  
  pAGE  15
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  number of miles you can cover in a day if you drift into 
  other types of terrain.
  A day of travel for a caravan assumes 12 hours of travel 
  and 12 hours of rest. Caravans typically travel during 
  daylight hours—if they travel after dark, their speed is 
  halved. A caravan that pushes itself to travel more than 12 
  hours in a day becomes fatigued, taking a –2 penalty on all 
  rolls, and halves its base speed. Every hour that a caravan 
  continues to push beyond the 12 hour mark, it must make 
  a DC 15 Security check to avoid becoming exhausted—the 
  DC of this check increases by +1 with each successive 
  check. An exhausted caravan takes a –6 penalty on all rolls 
  and cannot move at all. A full 12 hours  of rest is enough 
  to make an exhausted caravan fatigued, and to make a 
  fatigued caravan normal.
  pERiL
  As a caravan travels, it will eventually encounter some 
  form of peril. The less dangerous forms of peril include 
  bad weather, poor road conditions, and local disasters such 
  as landslides, forest fires, the threat of mutiny, and the 
  like. More dangerous forms of peril include monsters like 
  dragon, and large-scale disasters like tsunamis. When your 
  caravan encounters peril, it must make a Security check or 
  a Resolve check—the GM has information on which check 
  you’ll need to make, as well as what the  heck
  DC is and what happens to your caravan if it fails the 
  check. Normally, a failed check simply deals damage to 
  your caravan, but some failed checks can result in the loss 
  (temporarily or permanently) of traveler jobs, provisions, 
  repair materials, or other pieces of equipment. One particu-
  larly complex example of peril is combat.
  RESTinG
  A caravan must rest for 12 hours after 12 hours of travel to 
  avoid becoming fatigued. In order to gain the restorative 
  effects of resting, the caravan must consume a total number 
  of provisions equal to the caravan’s consumption score; 
  otherwise, no benefits are gained from rest. A caravan that 
  doesn’t have enough provisions to pay its consumption 
  uses up all of the remaining provisions, takes 1d6 points 
  of damage, and becomes fatigued. A caravan that lacks 
  provisions cannot be repaired or recover from fatigue until 
  it uses a number of provisions equal to its consumption 
  score, and it continues to take 1d6 points of damage twice 
  per day until its hit points reach zero, at which point the 
  caravan is effectively destroyed. Individual characters in 
  the caravan might survive if they remain with the caravan 
  at the GM’s discretion—if those travelers haven’t already 
  abandoned the caravan.
  Provisions can be purchased in any settlement by buying 
  stores—a single cargo unit of stores grants 10 units of 
  provisions. Units of provisions can also be gathered by 
  scouts at the rate of 2 per day. They can also be supplied 
  by the spells goodberry, create food and water, or heroes’ 
  feast. A single casting of goodberry creates 1 unit of provi-
  sions. A single casting of create food and water generates 
  3 units of provisions. A single casting of heroes’ feast is 
  enough to generate 1 unit of provisions per caster level. 
  All provisions magically created in this manner must be 
  consumed on the same day they are created.
  UnREST AnD mUTiny
  On long and arduous journeys such as those faced by the 
  PCs and their caravan, disputes between a caravan’s trav-
  elers are unavoidable. As unrest grows, members of the 
  caravan may turn on one another, question leadership deci-
  sions, want to turn back or take a different path, or other-
  wise disrupt the caravan. As a result, caravans also have a 
  fifth statistic: Unrest.
  A mutiny can occur whenever a caravan’s Unrest score 
  exceeds its Morale score. Whenever this is the case, 
  the caravan takes a –1 penalty to its AC and on Attack, 
  Security, and Resolve checks for every point by which 
  Unrest exceeds Morale. In addition, a caravan in mutiny 
  must make a Resolve check (DC = 20 + the caravan’s 
  current Unrest score) each day. If it fails this check, 
  the caravan moves at half its base speed that day. If the 
  caravan fails this check by 5 or more, the caravan either 
  refuses to move or moves at half its base speed in a 
  random direction (other than the direction desired by the 
  PCs) that day. 
  A caravan can offset its Unrest score by increasing its 
  Morale statistic when it gains a level. Unrest has no upper 
  limit, but it cannot be reduced below 0.
  Gaining Unrest: When any of the following events occurs, 
  a caravan must succeed at a Resolve check (DC = 20 + the 
  caravan’s current Unrest score) or gain 1 point of Unrest: 
  a wagon or horse train is lost (whether it is abandoned 
  or destroyed), a traveler is killed (even if subsequently 
  brought back to life), the caravan is reduced to 25% of 
  its hit points or fewer, or the caravan makes no progress 
  during a 12-hour travel day because of an adverse event.
  Reducing Unrest: A caravan’s Unrest score is reduced 
  by 1 whenever the caravan gains a level. In addition, a 
  caravan can attempt a DC 20 Resolve check with a penalty 
  
  pAGE  16
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  equal to its current Unrest score whenever the caravan 
  performs one of the following actions: adding a wagon to 
  the caravan, adding a wagon improvement, spending a day 
  resting (this does not include days spent making repairs or 
  otherwise working, nor days spent unable to move because 
  of adverse events or conditions), or consuming double the 
  caravan’s consumption for 1 day.
  If any of these actions are performed while camped at a 
  settlement, the caravan gains a +5 bonus on its Resolve 
  check. A success on this check reduces the caravan’s 
  Unrest score by 1 point. A failure results in no change. In 
  addition, certain situations and may increase or decrease a 
  caravan’s Unrest score.
  Giving away 1 cargo unit of trade goods to the caravan 
  crew also reduces Unrest by 1, and giving away 1 cargo 
  unit of party treasure decreases Unrest by 3. However, 
  buying loyalty in this way has diminishing returns, 
  requiring 1 additional cargo unit to provide the same reduc-
  tion in Unrest each time it is done. Cargo units used in this 
  way are effectively expended, and no longer count toward 
  a caravan’s total cargo capacity.
  CARAvAn COmBAT
  Caravan combat is not intended to be nearly as complex 
  or detailed as the normal combat rules—this is by design, 
  so that the actual game play can focus more on the player 
  characters than anything else.
  When a caravan combat occurs, it either takes place 
  while the caravan is active and on the move, or when it is 
  camped and stationary. If an encounter takes place while 
  the caravan is active, then the battle plays out with no 
  adjustments. If it takes place while the caravan is camped, 
  though, the caravan must make a DC 20 Security check to 
  avoid being surprised by the attack—if the caravan fails 
  this check, it takes a –2 penalty on Attack checks and a –2 
  penalty to its AC for the first round of combat. A caravan 
  is too large and unwieldy to ever effectively be able to 
  surprise a foe.
  Caravan combat plays out over the course of a number 
  of combat rounds, just like normal combat. Most caravan 
  battles will be between your caravan and groups of bandits, 
  humanoids, or other relatively low-level threats, although 
  periodically a fight might occur between your caravan 
  and a single larger foe. Significant encounters with actual 
  level-appropriate challenges for your party will generally 
  not be presented in the format of a caravan combat. In such 
  cases, it’s more likely that the player characters will face 
  off against the significant foes while the caravan plays out 
  a parallel battle against that foe’s minions.
  When a caravan combat begins, there’s no need to lay out 
  positions on a battlemat, since caravan combat resolves 
  with a number of simple rolls. Each round of caravan 
  combat, both sides of the battle make a single Attack 
  check. If a combatant’s Attack check equals or exceeds 
  the target’s AC, it deals an amount of damage to that foe 
  equal to its level (for a caravan) plus 1d6. Most weak 
  enemies deal similar damage, but more powerful foes can 
  deal multiple dice of damage if they hit your caravan. 
  If the Attack check was a natural 20, then an additional 
  1d6 points of damage are dealt, regardless of the number 
  or type of damage dice the original attack dealt. Combat 
  continues until either the caravan or its foe is reduced to 0 
  hit points.
  EnEmy REDUCED TO 0 hiT pOinTS
  An enemy that is reduced to 0 hit points either flees 
  or disbands—it’s generally not completely wiped out. 
  Defeating an enemy in this manner gives you XP and 
  allows your caravan to continue on its journey—successful 
  combats do not reduce the total miles a caravan can travel 
  in a day. Some foes defeated in this manner may even have 
  treasure or supplies your caravan can take.
  pCS’ CARAvAn REDUCED TO 0 hiT pOinTS
  If your caravan is reduced to 0 hit points, it is destroyed. 
  This doesn’t mean the end of your campaign, of course, but 
  it does mean things are going to be more difficult for you 
  since you won’t have a safe place to shelter or store gear 
  along the way. If your caravan is destroyed, all significant 
  NPCs in the caravan (this is generally the player charac-
  ters, and any other unique NPCs you’ve allied with) are 
  reduced to 1d20–5 hit points (not to exceed a character’s 
  maximum number of hit points). Characters reduced to 
  negative hit points are dying and need swift attention. 
  As a general rule, both you and the significant NPCs are 
  assumed to have f ed the destruction of your caravan and 
  to have momentarily eluded the foe that destroyed it—the 
  GM has information regarding what happens next in this 
  tragic situation.
  All non-significant NPCs are slain if your caravan is 
  destroyed, as are all horses used to draw the wagons (with 
  the exception of special PC mounts or animal companions). 
  All equipment purchased for the caravan is either destroyed 
  or looted by the victors.
  If any surviving characters can serve as wainwrights, you 
  might be able to repair your wagons enough to be service-
  able, but you’ll still need to find additional animals to draw 
  your caravan’s wagons—in such a disaster, it’s generally 
  
  pAGE  17
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  a better option to press on without your caravan or, more 
  likely, retreat to the nearest settlement to buy new wagons 
  and hire new help to try again. If all of this sounds kind 
  of scary, remember that your caravan will, on average, 
  be tougher than most of the enemies it encounters. If you 
  take care of your caravan, keep it in good repair, and 
  know when to retreat or avoid combat, you should be able 
  to avoid meeting such a devastating fate as total caravan 
  destruction.
  ESCApinG AnD AvOiDinG COmBAT
  If your caravan is already relatively damaged, avoiding 
  or escaping combat is often a better choice than battle. If 
  you wish to try to evade a foe, you can’t make an Attack 
  check in that round of combat—instead, you must make 
  a Security check to outmaneuver your foe. Your enemy 
  still gets to make an attack against your caravan when 
  you’re attempting to make a Security check to escape. A 
  successful Security check allows you to escape your foe. 
  The DC for this check is equal to 10 + the foe’s CR. At the 
  GM’s option, more powerful or mobile foes could require 
  two or more checks. If you escape from a foe, your caravan 
  is considered to have backtracked a certain amount, and 
  you can make no further progress traveling for the rest of 
  the day.
  ThE REAL-WORLD  
  LOGiSTiCS OF CARAvAnS
  Caravans traveling along known and well traveled routes 
  have a huge advantage over those caravans crossing 
  the wild spaces or pushing into unexplored territories. 
  Caravans on well traveled routes can count on settlements, 
  trading posts and resupply depots being there when needed. 
  CARAvAnASERAi
  Caravanaserai are small to medium sized encampments 
  built along important trade routes. These stone structures 
  have a rectangular or square, walled exterior, with a single 
  wide entry gate large enough for even the largest and 
  most heavily laden beast of burden to enter. The interior 
  courtyard is often built with an opening to the sky, and the 
  caravanaserai’s inside walls are filled with merchant stalls. 
  Local traders and merchants can rent a stall in the enclo-
  sure, and profit from trade with caravan travelers passing 
  through the caravanaserai. 
  Caravanaserai sell fodder, provisions and clean water, 
  while individual traders working from a rented stall might 
  carry or sell anything and everything from general food 
  supplies like grain ands and wheat to magic weapons. 
  Caravanaserai stalls are small and usually over-stuffed with 
  wares, watched over by an experienced merchant prince 
  and one or two well trained for hire guards. Since most 
  caravanaserai stand at the cultural and economic crossroads 
  of the campaign world, the encampment’s merchants will 
  have access to and interest in purchasing virtually any 
  item the adventurer desires. Some caravanaserai might 
  offer other services including inns, taverns and bathhouses. 
  A caravanaserai might be one of the few places in the 
  campaign world where the game master might legitimately 
  place a magic item shop or potion vendor. 
  DRy CAmpS 
  Dry camps are cleared campsites commonly used by 
  travelers along an established caravan route. As the name 
  implies, these camps lack water supplies. Dry camps are 
  usually unattended, though merchant guilds might drop 
  off or bury supply caches for their wagons near the dry 
  camp. In most places a dry camp is little more than a large 
  patch of smooth ground with shade and decent sightlines, 
  a pre-dug fire pit and some well used latrine ditches. 
  Caravans stopping at a dry camp might share the campsite 
  with other merchant trains, and if they’re lucky, might 
  trade supplies with a merchant passing this location. 
  SUppLy RUnS 
  When a merchant caravan reaches its final destination and 
  offloads its cargo, it might return to its base-camp nearly 
  empty. To maximize efficiency, caravan owners might try 
  one of two tactics. First, the merchants might purchase 
  exotic cargo from their destination to sell at a profit when 
  they return to their base-camp. Second, the caravan might 
  purchase fodder and provisions including lots of water for 
  desert journeys. During the return to its base-camp, the 
  caravan will cache these supplies at convenient spots along 
  its route. That way, when the caravan makes an out-bound 
  journey, it has access to the cached supplies. 
  hALTinG SiTES 
  Nomadic societies, similar to the real world’s Roma or 
  Irish Travelers, may have established a network of halting 
  sites across their range. These sites are traditional camp-
  sites for a caravan that might host a nomad family for a 
  few days or even an entire season. Some halting sites are 
  cleared and relatively safe wilderness camps a few miles 
  from the nearest settlement. Other halting sites might be a 
  public park or fairground inside a village or even a disused 
  corner of a farmer’s field. Depending on the mores of the 
  nomadic culture, and their relationship with settled folk in 
  the region, halting sites might be legally recognized under 
  
  pAGE  18
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  squatter’s rights, legally leased land, or seen as an invasion 
  of a group of itinerant thieves by town-folk. 
  ROyAL ROADS 
  The best maintained roads in a region usually are grouped 
  around the capital city or other important trading centers. 
  Royal roads are clearly marked and often patrolled by 
  foot soldiers. Some roads are even leveled and graded, or 
  smoothed with cobblestones, and most have marker posts 
  that count the leagues to the nearest city. Travelers on a 
  royal road usually have to pay a hefty tariff or fee for the 
  privilege of security and speed. 
  This tariff is usually ½ SP per GP of cargo carried. 
  However, the smooth and well patrolled royal road adds +5 
  miles per day of travel, if the caravan remains on the road. 
  pLOT hOOkS
  The following plot hooks can form the basis of a caravan 
  adventure, or can be woven into larger stories to add color 
  and detail to the world. 
  ThE DRUiD’S qUARTER 
  A major caravan route passes through a section of forest 
  now claimed by a druidic sect. So far, the druidic circle has 
  allowed travel through its newly claimed land, but caravans 
  must hire a druidic-trained Guide at the usual rate, for the 
  duration of the passage (about a day). Caravans guided 
  by these guides must respect the wilderness- hunting is 
  prohibited, if limited, but a caravan cannot dig latrines nor 
  burn or bury garbage in the druid’s territory. 
  ThE inTOLERABLE CODE
  Long standing prejudices and grievances against caravan 
  nomads have resulted in a host of new laws in a kingdom 
  that was once the winter sanctuary for dozens of caravans. 
  Among the new laws: all wagons traveling along royal 
  roads must have iron-shod wheels (which most caravans 
  can’t afford), the distinctive colorful clothes worn by most 
  caravan traders have been outlawed as immodest, and 
  vagrancy can now be punished by death.  
  miSSinG CARAvAn 
  The merchant caravans of a particular nation are being 
  attacked. While the goods of these caravans manage 
  to make their way to other cities, the nation’s military 
  has been unable to find the privateers responsible. The 
  merchant caravans simply disappear over the horizon.  
  When their travelers are found, they are unable to 
  remember anything that occurred. (The privateers are actu-
  ally elves that magically put the crews to sleep, hide the 
  wagons and move them to accommodating ports.  This 
  band of elves is sanctioned as privateers by a rival nation).
  ThE piLGRimAGE TRAiL 
  The birth of an Aasimar child in a trading center that is 
  already infamous for its religious devotion has filled the 
  roads with pilgrims from dozens of surrounding commu-
  nities. Every inn is filled to capacity, as are any barns or 
  farmhouses with floor space worth renting out. The press 
  of pilgrims has strained even the best roads to capacity and 
  slowed movement to a crawl. The caravan must succeed 
  at a DC 15 Security check or have its daily movement rate 
  slowed by half while within 60 miles of the birth place. 
  SECRET pROTECTOR
  A native tribe is easily conquered by an imperialist nation. 
  The nation enslaves the natives and colonizes the area. 
  Later, when a merchant caravan arrives to re-supply the 
  new colony and fill its wagons with goods for the mother 
  country, it is surprised to find the ambassador and the 
  colony missing. The PCs are asked to investigate. (The 
  tribe is protected by a dragon that sleeps most of the time. 
  The dragon awoke to discover the foreign invaders, and 
  decided to destroy them. The PCs must tread carefully or 
  suffer the same fate).
  STRAnGE pASSEnGER 
  Shar-shadryl, a badly wounded Brass Dragon, contracts 
  passage aboard the player’s caravan. Too injured to fly, 
  the great beast has promised the caravan’s owners a king’s 
  ransom for passage to a secret sanctuary deep in the heart 
  of the desert. The massive dragon can cram (uncomfort-
  ably) in one of the caravan’s largest supply wagons. Shar-
  shadryl’s enemies are only a few days behind the caravan, 
  however, and they are truly mighty. Worse, the dragon’s 
  foes have impressive political pull in this region, and the 
  dragon has become a wanted fugitive. Any caravan found 
  sheltering the great dragon will be seized, and its members 
  put to death. Too bad Shar-shadryl didn’t tell the caravan 
  this before the contracts were signed….
  UnDiSCOvERED COUnTRy
  An uninhabited land is discovered in late summer. This 
  land includes a small forest, the wood of which has unique 
  and highly desirable properties. Merchant caravans came 
  and went throughout the autumn logging the forest for its 
  wood. One winter morning, a merchant caravan arrives to 
  discover that the entire forest is gone. It’s as if someone 
  had come along and uprooted every tree. (While not intel-
  
  pAGE  19
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  ligent, the trees actually migrate to a different part of the 
  island for the winter and remain rooted there until spring, 
  upon which they return to their coastal site).
  ThE vULTURE’S FLAG
  One of the nations the player’s caravan has passed through 
  on previous runs has just survived a vicious civil war, and 
  its throne has changed hands. The new ruling power has 
  passed a series of laws regulating trade, giving the newly 
  installed army lots of ways to seize property to enrich the 
  new nation. This new, totalitarian regime demands that 
  all caravan wagons passing through the country must be 
  painted in the colors of their new flag- the ugly thing that 
  locals call “the Vulture’s Flag”… but never when soldiers 
  are around to hear. The Vulture’s Flag is a dingy green with 
  a black eagle emblazoned upon it. Now all wagons must 
  be painted green and black, or they and their cargo can be 
  freely seized by the nation’s army. 
  WiDOW in DiSTRESS
  The PCs are contacted by a widow of a plantation owner. 
  She claims to be in need of a caravan that will carry her 
  cargo to the nearest large city. She claims that the cargo is 
  the most valuable elements of her late husband’s belong-
  ings, which she wishes to smuggle out before they are 
  confiscated by creditors (her husband having run up large 
  debts before his death). In reality, however, Widow is 
  a dabbler in the dark arts, responsible for the death of 
  her husband. The cargo she’s trying to smuggle is what 
  remains of her late husband’s booty, which he was holding 
  in trust for his old friends, who are now coming to collect.
  ThREATS TO ThE CARAvAn
  The road can be a dangerous place. Bandit incursions, wild 
  animal attacks, unexpected floods and sudden storms are 
  only some of the threats drovers and their animals face. 
  In a world of magic, monsters and dragons, the threats to 
  travelers are significantly greater than those faced by the 
  Roma and Arab traders in our reality. 
  ABOLiTiOniST AmBUSh (CR 2) 
  A well disciplined, highly drilled team of abolitionists 
  attacks the caravan, in hopes of freeing its slaves and 
  chattel. The abolitionists receive a +1 morale bonus on 
  damage rolls for every prisoner wagon in the caravan, and 
  will only attack caravans with the Slave Trader caravan 
  feat. The abolitionists receive a +3 morale bonus on attack 
  rolls if the caravan has the Slave Caravan feat. 
  ABOLiTiOniST STATBLOCk
  Armor Class 13, Hit Points 20, Attack +3, Damage 
  1d6+2
  The abolitionists will gladly fight to the death. If defeated, 
  the group of bodies can be looted for one cargo unit of 
  treasure worth 300 gp.
  ThE ASTRAL WinDS 
  The walls between dimensions grow thin, and cold, white 
  winds from the Astral Plane itself sweep across reality- 
  especially the corner of reality the caravan is trying to 
  cross. The caravan must succeed at a DC 18 Resolve check 
  or find themselves shunted to the Astral Plane for 1d4+1 
  days. During this time, the caravan cannot make progress, 
  and may be vulnerable to astral dangers. 
  If the caravan has a Fortune Teller’s wagon or an allied 
  Spellcaster, it receives a +3 bonus on this check. An allied 
  Spellcaster may be able to return the caravan to reality 
  with powerful magic. 
  AvALAnChE 
  While traveling along a rocky cliff side, a slide of rocks 
  and loose earth spills down on the road and any wagons 
  unfortunate enough to be there. The caravan must succeed 
  at a DC 14 Security check or suffer 2d6 points of damage 
  from falling rocks and lose 2d4 miles of progress for the 
  day as they dig out or find an alternate route. 
  BAD WEAThER 
  Fog, rain, high winds or some other form of bad weather 
  slows the caravan, reducing its overall speed by half for the 
  day unless the caravan makes a DC 12 Security check. 
  BLACk Fin’S FEEDinG FREnzy
  An infamous bullete male, the scarred and impossibly 
  huge beast the locals call Black Fin, has started preying 
  upon caravans passing through a particular stretch of rocky 
  ground. So far, Black Fin has claimed more than two dozen 
  wagons from three companies, dozens of horses, uncount-
  able mules and far too many drovers. 
  BLACk Fin’S STATBLOCk 
  Armor Class 14, Hit Points 45, Attack +3, Damage 
  2d4+4 
  Black Fin will retreat if brought below 15 Hit Points. If 
  the caravan manages to slay the behemoth, his scaly hide 
  can be processed into 1d4 cargo units of trade goods and 
  
  pAGE  20
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  1d6 units of stores. The butchering takes an entire day and 
  requires a DC 10 Resolve check. 
  DROW mARAUDERS (CR 4) 
  While the caravan is camped for the night, a silent band 
  of Drow thieves approach stealthily. The caravan must 
  succeed at a DC 18 Security check to detect their approach.  
  If ambushed, the caravan suffers a -2 penalty on attack and 
  defense rolls for the first round of the assault. 
  DROW mARAUDER STATBLOCk 
  Armor Class 17, Hit Points 25, Attack +6, Damage 
  2d4+2 
  Each round the fight continues, the Drow manage to steal 1 
  cargo unit of treasure. The Drow Marauders flee if reduced 
  to 15 HP or less, or if they manage to steal 5 cargo units 
  of loot. If the Drow Marauders are defeated, the group of 
  bodies can be looted for 3 cargo units of treasure worth 
  600 gp each. 
  FALSE LABOR (CR 3) 
  What appears to be a pregnant woman in some distress 
  along the roadside is really a female bandit with a goblin 
  knife-fighter crouched and concealed under her dress. 
  Unless the caravan succeeds at a DC 18 Security check, the 
  first good Samaritan who tends the woman gets a goblin 
  knife in the throat, right before the rest of the bandits 
  attack.  
  If the caravan fails this security check, it suffers a -2 
  penalty on attack and damage rolls for the first round of 
  combat. 
  BAnDiT STATBLOCk
  Armor Class 15, Hit Points 20, Attack +4, Damage 
  2d6+4 
  FORTUnE’S WELL 
  A shallow lagoon deep in a forest clearing has a trace of 
  ancient magic about it. If a unit of cargo is dumped into the 
  well, make a straight d20 roll. On a roll of natural 20, the 
  cargo unit is transformed into a unit of treasure. Otherwise, 
  the cargo unit sinks into the luminous pool and simply 
  melts away to mist and fog. 
  hUnTinG DRAGOnS (CR 7) 
  Al-sahyari, a juvenile Green Dragon female is teaching a 
  trio of her wyrmling siblings how to hunt. To her inexperi-
  enced eyes, the caravan’s horses look like a good meal. 
  hUnTinG DRAGOnS STATBLOCk
  Armor Class 18, Hit Points 30, Attack +4, Damage 
  4d6+4
  Al-sahyari will retreat if reduced to 10 HP or fewer, unless 
  one of the wyrmlings are killed. At that point, she’ll 
  fight to the death. The stat block above accounts mostly 
  for Al-sahyari’s actions during the battle. Her wyrmling 
  brothers and sisters are effectively useless during the fight. 
  One of them is killed if the caravan rolls a 1, 2, or 3 on 
  an Attack check during the battle. If any of Al-sahyari’s 
  siblings are killed, the dragon receives a +1 morale bonus 
  on attack and damage rolls for the duration of the fight. 
  kOBOLD kAvE-in (CR 4) 
  An ingenious band of kobold bandits has excavated an 
  enormous sinkhole beneath a royal road, and cleverly 
  camouflaged their large pit trap. The caravan must succeed 
  at a DC 20 Security check or drop, wagons and all, into the 
  pit. 
  The fall inflicts 1d6 points of damage upon every wagon 
  and animal in the caravan. If the caravan falls, it suffers a 
  -5 penalty on attack and damage rolls during the first round 
  of combat, as hundreds of screaming kobolds come boiling 
  out of bushes. 
  kOBOLD SAppERS STATBLOCk 
  Armor Class 15, Hit Points 25, Attack +2, Damage 
  1d4+3 
  The kobold sappers fight until slain and, if they are 
  defeated, the group of little corpses can be looted for 
  1d4+1 cargo units of treasure worth 150 gp each, and 1d4 
  cargo units of provisions (mostly smoked and jerked dog 
  meat). 
  If the caravan falls into the enormous pit trap, it requires 
  4 days to right and extract the wagons, minus one day 
  for every three points the caravan beats a DC 15 Security 
  check by, to a minimum of one day lost. 
  ThE GiAnT’S hERD (CR 3) 
  A halfwit Hill Giant named Borrith Parrhand is letting 
  his enormous herd of sheep, yak and goats graze. 
  Unfortunately, his herd is grazing in the middle of the 
  road the caravan needs to cross. Convincing the stubborn 
  Borrith to move his herd requires a DC 14 Resolve check. 
  The giant will not strike first. If the caravan attacks the 
  giant, use the statistics below. He’ll flee if reduced to half 
  HP or less, but is likely to return with reinforcements in the 
  form of his brothers. 
  
  pAGE  21
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  BORRiTh pARRhAnD STATBLOCk
  Armor Class 14, Hit Points 18, Attack +2, Damage 
  2d10+4
  If Borrith gets away, he returns in a day or two, now 
  accompanied by his two idiot brothers. They will attempt 
  to ambush the caravan (DC 12 Security check to spot, or 
  suffer a -1 penalty on attack and damage rolls during the 
  first round of combat) 
  BORRiTh AnD BROThERS STATBLOCk
  Armor Class 14, Hit Points 32, Attack +4, Damage 
  3d10+4 
  A GLUTTOnOUS WinD 
  A new danger comes out of the East. An unseasonably hot 
  wind, redolent of oranges and spice, blasts the caravan and 
  its beasts. For 1d6+1 weeks after this strange gust of wind 
  (a wind that occurs every few years, and is well known in 
  the area’s darkest legends), all living animal trains in the 
  caravan have their Consumption doubled. These cursed 
  animals are marked with spiraling orange sigils which 
  cover their skin and fur, and spell out curses of starvation 
  and gluttony in a long dead language. 
  A caravan equipped with a Reliquary or Fortune Teller’s 
  wagon can attempt a DC 20 Resolve check when this 
  wind passes. If the check is successful, the wind’s effect 
  is reduced by one week, plus an additional week for every 
  five points by which the caravan beats the check DC. 
  nECROmAnTiC hORDE (CR 2) 
  A black rain and cold fog that stinks of grave dirt rolls 
  in. A horde of zombies erupts from beneath the earth, 
  attacking the caravan mindlessly. For every five “Dead 
  Passengers” carried by the caravan, add +1 to the horde’s 
  Attack and Damage rolls, and +3 to Hit Points. 
  nECROmAnTiC hORDE STATBLOCk
  Armor Class 10, Hit Points 60, Attack +2, Damage 
  1d4+1 
  A caravan equipped with a Reliquary receives a +2 bonus 
  on attack and damage rolls made against the Necromantic 
  Horde. 
  OvERTURnED mAiL CARAvAn 
  Your caravan encounters another, still trying to recover 
  from a devastating highwayman ambush. A royal mail 
  caravan has been attacked, its animals slaughtered, and 
  most of its wagons rendered unusable. The surviving 
  drovers are understandably tense, and it requires a DC 15 
  Resolve check to set their mind at ease and convince them 
  to put down their swords.
  An obviously experienced caravan of at least 8th level can 
  convince the mail caravan to allow them to carry 5 cargo 
  units worth of mail sacks and parcels to a settlement some-
  where along their route at least 100 miles from the current 
  position. The mail caravan will not offer this duty to a 
  caravan of lower than 8th level. 
  The agreement struck with the mail caravan requires the 
  caravan to maintain an average speed of at least 30 miles 
  per day until they reach their destination. If the caravan 
  maintains this speed, then upon offloading the mail with 
  a designated local leader, the caravan will be paid 50 gp x 
  caravan level. If the caravan arrives any later, they are paid 
  in provisions, receiving only 10 cargo units of stores. 
  RiDDLinG ROAD (CR 8) 
  Rael, an arrogant and bored young sphinx, has set up a 
  lair near a bridge that provides the only river crossing 
  for twenty miles in either direction. She has a good scam 
  going- she plays the traditional riddling game of her 
  species. Passing caravans must either solve Rael’s riddle or 
  else give up at least 3 units of cargo or one unit of treasure 
  as payment for passage. If the players choose to solve the 
  problem with violence, play the encounter out as a standard 
  combat encounter. 
  STiRGE SWARmS 
  At twilight, huge swarms of hungry stirges come boiling 
  out of deep forest caves in search of warm blood. Unless 
  the caravan succeeds at a DC 15 Security check, the swarm 
  spooks and severely injures the animals. Any animal train 
  or horse team associated with the caravan suffers 1d6 
  points of damage, and provides half the usual movement 
  benefit during the next day. 
  TEnGU TinkERS 
  The caravan meets a Tengu caravan traveling the opposite 
  direction. For a caravan that’s been on the road for a few 
  weeks, it might be a welcome distraction, but wary trav-
  elers know to keep one hand on their coin purses when the 
  bird men are around. 
  The Tengu are more than willing to trade with the caravan. 
  The caravan can purchase up to 1,000 GP worth of goods, 
  including dozens of “Dead Passengers” bound for a city on 
  the caravan’s route. Of course, a DC 12 Resolve check sees 
  through the ruse: these Dead Passengers are drunks and 
  vagrants, dug up from potters’ fields around the region - as 
  
  pAGE  22
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  worthless in death as they were in life. The caravan can 
  offer up to 300 gp of goods for sale to the Tengu.
  At the end of the visit, the caravan must succeed at a DC 
  12 Security check or find 1d4 cargo units of treasure have 
  mysteriously ‘gone missing.’
  TORnADO STRikE! 
  A tornado touches down near the caravan. You must 
  succeed at a DC 20 Security check or a single wagon, 
  chosen randomly suffers 2d20 points of damage as the 
  funnel cloud makes a direct strike! Damage in excess of 
  that wagon’s Hit Points is simply wasted, not applied to the 
  caravan as a whole. 
  TREAChEROUS ROAD
  The road conditions become hazardous, becoming muddy, 
  partially flooded or blocked by a fallen tree. The caravan 
  must make a DC 14 Security check or lose 2d6 miles of 
  progress for the day as the situation is dealt with. 
  UnEARThED (CR 13) 
  A road gang repairing guide posts along a royal road acci-
  dently unearths an Iron Golem of ancient and unfamiliar 
  design. Symbols etched into the giant construct’s body 
  match the royal crest of a nation fallen millennia before. 
  The awakened golem has already slaughtered the road 
  gang and is wandering the royal road, destroying anything 
  larger than a house cat it encounters. 
  Play this encounter out as a regular combat encounter. If 
  the players simply want to avoid the rampaging golem, 
  doing so requires only a DC 12 Security check, but lose 
  2d4 miles of progress for the day as they circle cautiously 
  and find an alternate route. 
  WinDS OF ChAnGE 
  Probabilities start twisting as alternative realities start 
  invading the current reality. The caravan must succeed at a 
  DC 16 Resolve check or undergo a reality flux. One of the 
  wagons, chosen at random undergoes a change, instantly 
  becoming another wagon type. Unimportant passengers or 
  cargo in excess of the new wagon’s capabilities are lost, 
  wiped out of reality as if they never were. The value and 
  type of the new wagon is determined by the game master. 
  SAmpLE CARAvAnS
  These five sample caravans may be rivals for the player’s 
  caravans, prey for larcenous players, victims in need of 
  rescue by heroes, future employers or simply strangers met 
  around an oasis.
  GnOmiSh mEDiCinE ShOW
  This wagon is colorful beyond measure, and it has to be - 
  drawing in the curious and the credulous is the caravan’s 
  lifeblood. Its mismatched wagons are every color in the 
  rainbow, and are an unsightly patchwork of replaced wood 
  and peeling paint. The miniature wagons are sized for the 
  comfort of Gnomes and Halflings and their doorjams can 
  be absolute murder on the foreheads of taller travelers. 
  The pride of the caravan is the herbalist’s wagon, which 
  is painted a cheerful egg-shell blue, decorated with flower 
  and candy motifs, and is pulled by a pair of tamed and 
  venomless manticore named Mixxy and Manxy. 
  At first level, the Gnomish Medicine Show has the 
  following statistics. They might hire on additional hands, 
  especially small-folk adventurers. The Dalehallower clan 
  tends to be a little suspicious of larger creatures, and will 
  absolutely, under no circumstances, ever hire on what they 
  refer to as ‘one of those goat-fondlin’ Half-Orcs.”
  Three Wagons: One Herbalist’s Wagon, One Great Beast 
  Train, and One Supply Wagon 
  Offense 1 Defense 1 Mobility 2 Morale 3 
  Attack Rolls: +1 due to Repeating Crossbow Turret
  Speed: 34 + 1d4 miles/day of travel 
  Total Hit Points: 75
  Total Traveler Capacity: Seven (4 currently) 
  Total Cargo Capacity: Sixteen
  Consumption: Eleven plus Passengers 
  Caravan Feat: Friendly Animals (bonus GP collected 
  from passer-by while camped at a settlement) 
  Caravan Funds and Equipment: Proud Colors (x1), Land 
  Sails, 10 units of trade goods (worth 100 gp), Repeating 
  Crossbow Turret (on Herbalist’s wagon), 900 gp to 
  purchase additional NPCs or equipment. 
  The Gnomish Medicine Show is owned and operated 
  (as it has been for three Elf-generations now) by the 
  Dalehallower family. The matriarch and patriarch of the 
  clan, Andrews Halox and Syndell Foghound act as the 
  primary Drivers and as the caravan’s primary Traders (and 
  snake-oil salesmen) when encamped. The oldest daughter, 
  Halla Marshtrippler, also serves as a Driver, guiding the 
  tame wyverns that are her closest friends. The youngest 
  of the family, Amelia Wolfbottle serves triple duty as the 
  Cook, sometimes another Trader and often an Entertainer 
  when the wagon is on the road. 
  
  pAGE  23
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  hARD TRAvELLin’ mERChAnT CARAvAn 
  Pilo DaGrassi’s caravan has seen far better days. On his 
  last run across the desert, he lost half his wagons and most 
  of his horses to a hungry manticore. Most of his drovers 
  left, his wife returned to the city of her birth with half her 
  dowry, and his creditors are one step behind him. That 
  left old Pilo with two options: gather up enough scratch to 
  make one last run in hopes of a big score, or find himself a 
  short rope and a tall tree. 
  As a first level caravan, Pilo’s ragged cluster of wagons 
  has the following statistics. The caravan master is anxious 
  for anyone who looks halfway bright to sign on - just don’t 
  expect to get paid promptly. 
  Two Wagons: Two Supply Wagons 
  Offense 1 Defense 1 Mobility 4 Morale 1 
  Speed: 32 +1d4 miles/day of travel 
  Total Hit Points: 40 
  Total Traveler Capacity: Four (2 currently) 
  Total Cargo Capacity: Twenty-Two  
  Consumption: Four plus Passengers 
  Caravan Feat: Efficient Packers (+1 unit of cargo for 
  every 10 units of cargo carried) 
  Caravan Funds and Equipment:.Land Sails (x2), 500 
  gp, 15 cargo units of trade goods (worth 150 gp), 1,850 gp 
  remaining to spend on additional NPCs or equipment
  This woefully under-equipped and under-funded caravan 
  includes only luckless Pilo and one of his many nephews, 
  Staz DaPlaya, who he convinced to sign on as an extra 
  driver with tales of fortune and glory. At thirteen and a 
  half, Staz is already displaying more common sense and 
  financial savvy than his uncle by far. Both men work as 
  Drivers, having no time for any other duties. 
  mERChAnT CARAvAn
  A hundred different trading companies compete for profit 
  and opportunity. This wagon train is typical of the many 
  trading caravans crisscrossing the world. At the beginning 
  of the journey, this caravan will hire on additional wagons 
  as needed, and will put out an open call for journey-man 
  guards and allied traders. 
  By tradition, wagons associated with this caravan usually 
  paint the caravan’s sigil upon their doors in crude white 
  paint. This wagon’s sigil is a cheese-wheel, hinting at its 
  prime money-making cargo - hundreds of wheels of good 
  Dwarven cheese. 
  As a first level caravan, a Merchant Caravan has the 
  following statistics, but these are likely to change as the 
  caravan hires on additional wagons and drovers. 
  Three Wagons: Three Supply Wagons 
  Offense 1 Defense 2 Mobility 1 Morale 3 
  Speed: 25 miles/day of travel over smooth ground 
  Total Hit Points: 60 
  Total Traveler Capacity: Six (4 currently) 
  Total Cargo Capacity: Sixty 
  Consumption: Six plus Passengers 
  Caravan Feat: Reputable Mark (+2 GP per sale of cargo) 
  Caravan Funds and Equipment: Cargo Sledges (x3), 45 
  cargo units of trade goods (worth 450 gp total), 5 cargo 
  units of repair materials (worth 125 gp total), 725 GP 
  remaining to purchase additional NPCs or equipment
  This Merchant Caravan is headed by Olaf Narchestar, a 
  canny old one-eyed Dwarf who’s been running trades for 
  three centuries now. He’s an impossibly egotistical and 
  unpleasant man to work for, but honest and fairly trust-
  worthy. He acts as the head Driver and primary Trader 
  when at their destination. The old Dwarf is accompanied 
  by Travis Stout and Kyle Hedwick who serve as addi-
  tional Drivers. A cagy Half-Orc blacksmith named Barquo 
  serves as the caravan’s Wainright- he hit the caravan trail 
  a few years back, fleeing a particularly unpleasant divorce. 
  Finally, a taciturn forester answering to Middlesex serves 
  as the caravan’s Guard when passing through dangerous 
  areas and its Scout when passing through safer territory. 
  pERFUmED GUiLD CARAvAn 
  The Perfumed Guild is a union of prostitutes and adult 
  entertainers spanning two continents and a dozen small 
  kingdoms. Their garish crimson and white painted wagons 
  are a common and welcome (for men weary from days on 
  the trail) sight at caravanaserai across the world. These 
  wagons are often bound for major cities during festivals, 
  carnivals and gladiatorial championships, but make a 
  decent living by selling the services of their glamorous 
  courtesans to other travelers along the way. 
  A first level Perfumed Guild Caravan has the following 
  statistics, and is always looking for attractive, vivacious 
  player character to join as entertainers, or skilled warriors 
  to sign on as guardians. 
  Four Wagons: One Covered Wagon, Two Bordello 
  Wagons, One Mobile Stage 
  Offense 1 Defense 2 Mobility 1 Morale 3 
  Speed: 35 miles/day of travel 
  
  pAGE  24
  TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
  Total Hit Points 100 
  Total Traveler Capacity: Sixteen Passengers Max (8 
  currently) 
  Total Cargo Capacity: Nine 
  Consumption: Six plus Passengers 
  Caravan Feat: Merchant Mastery (+5 bonus on Resolve 
  checks to trade) 
  Caravan Funds and Equipment: Mule Team and Proud 
  Colors (x4), 1,300 GP remaining to purchase additional 
  equipment or NPCs 
  The caravan is comprised of four Guild adult entertainers, 
  of various genders and species. They are accompanied by 
  three Drivers (Donner Harkess, Amanda Witt, and Corson 
  Kayle) and a Cook (Fex Kadatha), for a total of eight 
  passengers. One of the Prostitutes, a voluptuous human 
  woman in her early 40s named Maggie Dove, doubles as 
  the final Driver when the caravan is on the road. 
  The three other Drivers are former militia soldiers who 
  signed on with the caravan several towns and a few years 
  ago, in search of relatively light, safe duty. Fex, the cook, 
  is a jolly and morbidly obese gnome who can barely walk 
  a hundred yards before collapsing in a gasping heap. His 
  stew and pies are legendary, as his ever expanding belt-line 
  can attest. The remaining prostitutes rotate through various 
  Perfumed Guild wagons, and rarely stay with a single 
  caravan more than one or two journeys. Maggie Dove is 
  notable exception. She has developed a real affection for 
  her Drivers and Fexs’ cooking (and inexhaustible supply of 
  dirty limericks). 
  ROyAL mAiL TRAin 
  This caravan is trusted with carrying a kingdom’s parcels 
  and official mail. This wagon train is instantly recogniz-
  able on the horizon, painted in royal colors and flying their 
  nation’s flag. The mail train’s horses are adorned with 
  colorful tabards and the head horse in every train wears 
  small silver bells. 
  A first level Royal Mail Train has the following statistics, 
  and might consent to allow trustworthy patriots the honor 
  and privilege of carrying royal mail to its appointed desti-
  nation safely. 
  Three Wagons: One Armored Wagon, Two Supply 
  Wagons
  Offense 1 Defense 3 Mobility 2 Morale 1 
  Armor Class +3 due to Armored Wagon
  Speed  32 miles/day of travel 
  Total Hit Points 80 
  Total Traveler Capacity:  Ten (6 currently) 
  Total Cargo Capacity: Twenty-Four 
  Consumption: Four plus Passengers 
  Caravan Feat: Circle the Wagons (+4 to AC when wagons 
  are circled) 
  Caravan Funds and Equipment: Driver’s Compass, 
  2,200 GP remaining to purchase additional NPCs or equip-
  ment. 
  The Royal Mail Train has four Drivers (Master-At-Arms 
  Hector Donnalson, Harold Perk, Thomas Arkady, Charlik 
  Hale), all of whom are professional soldiers with years 
  of trustworthy service. Three of them drive at any given 
  time, while the fourth does double duty as a Guard and 
  serves as a back-up if any of the other drivers become ill 
  or is injured. The caravan is accompanied by Hellene and 
  Aubrey Cardova, sisters who have fallen into mercenary 
  work- they know the local wilderness pretty well and are 
  good in a fight. Hellene serves as an additional Guard, 
  while Aubrey acts as the caravan’s Scout and sometimes 
  Healer.  
  UnWAnTED ADDiTiOnAL COmpLExiTy?
  Adding caravan rules to your game adds an additional 
  layer of complexity—a layer that some parties might not 
  want to deal with. Fortunately, the matter of tracking a 
  party caravan’s statistics is a task that can be delgated 
  to one player to track during the game—this should be 
  the same player who tracks things like party treasure, 
  since caravans exist to facilitate an in-game explana-
  tion as to where that party treasure is being kept in the 
  first place.
  
  CARAvAn ShEET
  primary Statistics
  Caravan name
  Caravan Level
  Campaign
  max Wagons
  OFFEnSE
  DEFEnSE
  mOBiLiTy
  mORALE
  hp
  DAmAGE
  SpEED
  UnREST
  COnSUpTiOn
  Caravan Feats
  Secondary Statistics
  =
  +
  +
  +
  +
  ATTACk
  =
  +
  +
  +
  +
  ARmOR CLASS
  =
  +
  +
  +
  +
  SECURiTy
  =
  +
  +
  +
  +
  RESOLvE
  Total
  Abil.
  mod.
  Traveler
  mod.
  Equip.
  mod.
  Wagon
  mod.
  misc.
  mod.
  Travelers
  Traveler
  monthly 
  Wage
  Special
  Job
  Wagons
  Wagon
  Traveler
  Cap
  Cargo
  Cap
  Consump-
  tion
  Special
  Driver
  Totals
  Cargo
  Units
  Bonus / Special
  Totals
  Total Travelers
  monthly Wages
  notes:
  © 2011 Louis Porter Jr. Design Inc.. Permission granted to photocopy for personal use only.
  
SOURCE: textdata/thevault/Pathfinder/1st Edition/3rd Party/Louis Porter Jr. Design/LPJ9496 - Trade Routes - Expanded Caravan Sourcebook.pdf