Trade Routes - Expanded Caravan Rules Sourcebook.pdf

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TRADE ROUTES:
Expanded Caravan Rules Sourcebook
LPJ9496
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TRADE ROUTES: EXPANDED CARAVAN RULES SOURCEBOOK
WRiTTEn By
Chris Field with Louis Porter Jr.
Louis Porter Jr. Design & logos are a trademark owned by Louis
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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.
COvER ART
Public Usage
GRAphiC DESiGn & LAyOUT
Louis Porter, Jr. Design
LOUiS pORTER, JR DESiGn
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LMPjr007@aol.com
www.lpjdesign.com
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Trade Routes: Expanded Caravan Rules Sourcebook, Copyright
2011, Louis Porter Jr. Design, Inc.
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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.
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.
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
innovative caravan simulation rules found in the Jade
Regent Adventure Path Player Guide, published by Paizo
Publishing. These new rules offer new possibilities to
players and game masters alike engaged in nomadic adven-
tures.
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.
nEW WAGOn TypES
The following new types of wagons can be added to your
caravan, offering new benefits, both magical and mundane,
to travelers accompanying your wagon train. These wagons
are especially common to nomadic cultures that live on the
road and carry their people’s traditions with them.
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.
• Bordello Wagon
• Chuck Wagon
• Conestoga Wagon
• Giant Beast Train
• Herbalist Wagon
• Mobile Stage
• Mule Team
• Nursery Wagon
• Passenger Carriage
• Penitentiary Wagon
• Reliquary
• Skeletal Horse Team
• Steam Engine
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
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
pAGE 1
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TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
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.
tempra paintings of the wares offered by the wagon’s snake
oil salesman.
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.
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
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
into the Nursery Wagon, up to five children act as a single
traveler for determining the caravan’s consumption.
pAGE 2
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TRADE ROUTES: ExpAnDED CARAvAn RULES SOURCEBOOk
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.
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.
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.
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
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.
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 10 th 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.
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.
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
pAGE 3
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Zgłoś jeśli naruszono regulamin