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Jade Players Guide

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0% found this document useful (0 votes)
52 views28 pages

Jade Players Guide

Uploaded by

Nick Janesky
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

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Player’s Guide
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Player’s Guide
credits
Creative Director • James Jacobs
Senior Art Director • Sarah E. Robinson
Managing Editor • F. Wesley Schneider Publisher • Erik Mona
Editors • Judy Bauer and Christopher Carey Paizo CEO • Lisa Stevens
Development • Patrick Renie Vice President of Operations • Jeffrey Alvarez
Editorial Assistance • Jason Bulmahn, Director of Sales • Pierce Watters
Rob McCreary, Mark Moreland, Sales Assistant • Dylan Green
Stephen Radney-MacFarland, Sean K Reynolds, and Finance Manager • Christopher Self
James L. Sutter Staff Accountant • Kunji Sedo
Graphic Designer • Andrew Vallas Technical Director • Vic Wertz
Production Specialist • Crystal Frasier Marketing Manager • Hyrum Savage

Authors • James Jacobs and Patrick Renie Special Thanks


Cover Artist • Christer Sveen The Paizo Customer Service, Warehouse, and Website
Interior Artists • Mariusz Gandzel, Andrew Hou, and Teams
Christer Sveen
Cartographer • Corey Macourek
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OPEN GAME LICENSE Version 1.0a


The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of Game Content, You represent that Your Contributions are Your original creation and/or You have
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License to Use, the Open Game Content. Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
5. Representation of Authority to Contribute: If You are contributing original material as Open Jade Regent Player’s Guide © 2011, Paizo Publishing, LLC; Authors: James Jacobs and Patrick Renie.

This product makes use of the Pathfinder Roleplaying Game Core Rulebook, Pathfinder Roleplaying Game Advanced Player’s Guide, and the Character Traits Web Enhancement. These rules can be found
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Paizo Publishing, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC;
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T
he distant lands of Tian Xia contain the promise caravan guards for traders headed either south to Varisia
of an unlimited number of mysterious and or across the snowy mountains of the north. This life of
captivating spectacles, but also within this traveling may inspire dwarves prone to wanderlust, and
mystical realm is the ever-lurking fear of the unknown the hardy members of this race are particularly suited to
and the untrustworthy. After all, not everything is as it the hardships of caravan travel.
seems in Golarion, and this holds doubly true in this
part of the world, where the lands themselves seem to Elves
constantly change, simultaneously enchanted by the To outlanders, elves may seem content to live their long
benevolent kami and plagued by the demonic oni. Wary lives out in quiet contemplation and relaxation, but in fact
adventurers know to carefully scrutinize even the most many elves grow tired of long stays in one region. This
mundane creature, as it can just as easily change shape truth, plus their innate attraction to the supernatural,
into either something equally harmless or a monster of sometimes draws them to distant lands. Elves abound
devastating proportions. Regardless of the ever-shifting in the Mierani Forest in Varisia, though many are
nature of Tian Xia, one crucial rule remains constant: disheartened by their inability to reclaim the ancient
keep your eyes open. elven city of Celwynvian and may seek to escape the land
In the Jade Regent Adventure Path, PCs will travel that reminds them of what they lost. Those unfortunate
epic distances with a crew of lively NPCs, starting in the Forlorn within Varisia may seek refuge from their own
familiar nation of Varisia and ending up on the other lives of sadness by joining a caravan on its way to distant
side of the world. As a result, the primary element you lands and thus removing themselves from surroundings
should keep in mind when creating your character is the that have grown too intimate and allowing a glimmer
fact that while the Adventure Path begins in Sandpoint, it of hope into their otherwise drab existences. With their
won’t stay there—build your character as someone eager aff inity for nature and its sometimes mysterious inner
to leave this quiet town to seek adventure elsewhere in workings, elves are highly sought by traders and other
the world and you’ll be set! This guide’s purpose is to caravan leaders to keep an eye out for anything seemingly
help players create and equip their characters so they can unnatural or out of place on the often overgrown and
readily take on the challenges and trials they will face rugged trade routes north of Varisia.
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along the journey to a different continent. In addition to


spoiler-free details pertaining to the types of areas PCs Gnomes
are most likely to encounter on their legendary voyage, With their love of the wondrous and their unceasing
this guide will provide campaign traits to f lesh out desire to take in all that there is to be experienced,
characters’ backgrounds, advice on races and classes, and gnomes have a great many reasons to join a caravan
rules regarding their relationships with important NPCs on its way to distant lands. While many gnomes call
and the caravan they’ll be traveling with. Varisia their home—whether speaking of the vivacious
and colorful woods of Sanos Forest or the comfortable
Races cottage homes of Whistledown—the c­ omforts of a
Considering the air of mystery surrounding much of Tian fairly developed nation such as Varisia can begin to feel
Xia , it should be no surprise that individuals of all races stif ling to adventurous gnomes, and joining a caravan to
and ethnic backgrounds voyage from the comfortable trek to colorful (and perhaps a tad treacherous) foreign
lands of Varisia to the Dragon Empires. lands is an excellent way to relieve such tension. Varisia is
home to its own amazing sights, but the life of a caravan
Dwarves member is truly unparalleled for wandering-prone
The Lands of the Linnorm Kings, sparsely inhabited as gnomes, whose appreciation for new experiences will aid
they are, nonetheless stand as direct gateways between them well in a lengthy and perilous journey.
Varisia and the Crown of the World. Because of this,
dwarves are no strangers to the idea of making perilous Half-Elves
journeys, familiar as they are with travelers making Half-elves are rare in the Inner Sea, and Varisia is no
their way through the unforgiving lands. Copper is one exception. The close proximity of elven and human
of the most prevalent trade goods to come out of the settlements creates much intermingling between the
Lands of the Linnorm Kings, drawn out of the vast mine two races, but few trysts last long enough to foster a half-
in Kopparberget. The metal is often shipped south to elf child. Nonetheless, the few half-elves who do dwell
Varisia, where it is ref ined in the vast halls of Janderhoff within Varisia tend to gravitate toward the larger cities
before being traded to traveling merchant caravans. on the coasts, where they are more readily accepted and
Dwarven mercenaries and warriors are often hired as can interact with numerous people while not getting too

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honest machinations of trade along the routes from Varisia


Minkai Overview to other nations, bringing illicit goods with them to
The vast continent of Tian Xia is made up of many distinct peddle on the side; more honorable individuals, however,
nations, each with its own cultural traditions and rich may instead use their skills to ward off would-be swindlers
history. With the collapse of the Imperial Lung Wa over a and bandits they might encounter on the road. Half lings
century ago, much of the continent’s mainland has been from communities such as Baslwief can make a tidy profit
thrown into disorder and civil war, though the outlying trading their mined ores to other parts of Varisia or lands
nations remain independent of these internal conflicts. to the north. Caravans often find half lings particularly
The Minkai Empire, one the largest nations in Tian Xia, useful in roles such as cooks, scouts and messengers, and
would have been the most powerful region left standing thus seek to hire such talented individuals.
after the collapse of Imperial Lung Wa had it not quickly
begun to see the demise of its own power structure as Humans
well. The official ruler of Minkai, the unenthused Emperor Making up the bulk of Varisian society, humans come
Shigure Higashiyama, has recently been removed from from all over the Inner Sea region to the wild frontier.
the Jade Throne and taken into hiding by the Higashiyama Whether they be honest artisans, mysterious fortune-
clan, supposedly for his own safety. The Higashiyama clan tellers, or stalwart adventurers, humans always have
installed a temporary ruler in his place to maintain order a place within Varisia, and f lock to settlements both
as the nation began to fall apart, but the Jade Regent is large and small. Popular societies include the trade-
becoming an increasingly infamous public figure, and haven of Magnimar, as well as the quiet (though often
none can tell how much longer the instable nation will unfortunate) town of Sandpoint. The call to adventure
remain standing. is always there, and many who thought they could settle
down f ind themselves once again on the road via caravan,
a mode of transportation that promises excitement as
well as prof it. It was humans who forged or rediscovered
attached to any particular family. Half-elves are prone to many of the trade routes spanning Varisia and the other
traveling in order to seek out a place where they can be nations of the north, and the human drive to explore
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truly happy and f it in. With their sharp wits and love of and expand across the continents of Golarion continues
adventure, half-elves are often recruited for caravans to to spur adventurers toward traveling. Ever-curious and
act as scouts or to aid their traveling partners with their seeking to make their own way in the world, humans are
keen insight. almost instinctually attracted to the grand adventure
of travel to foreign lands, tantalized and charmed as
Half-Orcs they are by magnif icently crafted goods, mesmerizing
Shunned and despised in most lands as monstrosities, cultural traditions, and the unfamiliar mannerisms of
half-orcs f ind little refuge from this common hatred even foreign peoples.
in distant lands. Their goblinoid visages are considered
disgusting and terrifying to communities around the Classes
world. Nonetheless, half-orcs are always esteemed for Characters of all classes can find reason to join a traveling
their brute strength and raw power, and are often sought caravan headed out of Varisia, but those whose skills and
as caravan guards by traders venturing from the Inner abilities are both viable and useful on a long and perilous
Sea. In Varisia, half-orcs are most commonly found in trek will be best suited for the journey.
the lawless city of Urglin, where they f ight daily to retain
some sense of control over their tormented existences. Alchemists
The prospect of traveling away from their homeland— Forever seeking oddities and rare materials to brew into
which serves as a constant reminder of their unfortunate concoctions as eccentric as their own selves, alchemists
origins—is often motive enough for half-orcs to join a regard travel as a prime opportunity to obtain rare
caravan headed toward foreign nations. chemicals and ingredients for their concoctions. North
of Varisia, however, the lands become more perilous
Halflings and less rewarding for dedicated herbalists, as the frosty
Half lings are prone to traveling, finding comfort in winds generally kill any plants that may have been useful
making their unique qualities useful to travelers and in brewing new potables.
forging their way as best they can in the human-run trade Recommendations: Alchemists, being the varied and
settlements of Varisia. Half lings with f lexible moral versatile party members they are, will find themselves
compasses can easily find a way to exploit the otherwise useful most of the time during the journey in this

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Adventure Path, but this class may prove to be a challenging proves a boon in this formidable voyage. Particularly
one to play for the first couple adventures. Suggested skills brave (or simply bullheaded) cavaliers from other lands
for alchemists include Knowledge (nature), Spellcraft, visit Varisia in order to build their fame and win great
and Survival. renown, only to realize their ambition would be better
received in even more distant lands. Cavaliers are always
Barbarians looking for more followers for their cause, and recruiting
Barbaric warriors are common throughout areas of the an entire caravan can be seen as only the beginning
Storval Plateau in eastern Varisia, and their brute strength to an entire journey teeming with potential converts.
and iron resolve are often welcome traits among traveling More solitary individuals who don’t necessarily seek
caravans. Shoanti and Kellid barbarians hailing from the the assistance of others may view the voyage to distant
northern reaches of Avistan are not strangers to the roads nations as a personal challenge with no reward save for
travelers and traders traverse, and such individuals can the personal satisfaction of having accomplished such an
earn a substantial wage by escorting trade caravans and epic journey.
diplomats to faraway nations. Recommendations: Cavaliers belonging to the Order
Recommendations: Barbarians of all makes might of the Dragon or the Order of the Shield would be the
have reason to travel many miles away from Varisia, but most cohesive members of a tight-knit band traveling
those with the Mounted Fury archetype will have an northward, and their powers to aid allies in combat would
easier time making the long voyage over mountains by be a valuable asset in the frigid and dangerous regions
horseback. Barbarians who make use of the Invulnerable of the north. Suggested skills include Bluff, Diplomacy,
Rager archetype and select invulnerability to cold climate Ride, and Sense Motive.
effects for their Extreme Endurance ability will best
withstand the harsh chill of the north. Suggested skills Clerics
include Climb, Perception, and Survival. Traveling clerics are already quite common among the
Inner Sea region, and their presence is often considered
Bards a must by caravans who hope to live long enough to make
Bards seeking to regale audiences and capture their hearts it to their destinations. Varisian clerics tend to worship
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(or purses) with tales of epic journeys need look no further Desna, while natives of the Lands of the Linnorm Kings
than a caravan voyage throughout and beyond the lands gravitate toward Gorum. Clerics of these deities, as
of Varisia. While Varisian culture is rich, its familiarity well as those of other gods that seek to do good while
often gives rise to wanderlust in bards, who are welcome maintaining the inherent balance of nature, will f ind
among caravan parties for their ability to boost morale their skills of utmost importance among a caravan. The
and inspire courage during difficult times. Cunning perils of foreign poisons and ailments prove a constant
Varisian bards who have overstayed their welcome in cities threat to travelers, making clerics’ divine healing powers
such as Riddleport and Magnimar may seek refuge in the a valuable asset.
distant lands to the north or even farther, and tribal bards Recommendations: Clerics of all domains will be useful
hailing from hillier regions such as the Kodar Mountains to the party, but certain specializations will likely be
and Storval Plateau are often privy to tales of the lands more useful than others, particularly those with healing
to the north, stoking their curiosity. Many other bards and protective powers, or those who do combat against
are motivated to take on long journeys by their desire to evil forces such as outsiders. Strong domain choices
enlarge their repertoires and win renown. include the Good, Protective, and Travel domains, and
Recommendations: Bards’ skill sets will prove useful useful subdomains include Exploration and Revolution.
in much of this Adventure Path, but certain abilities may Suggested skills include Heal, Knowledge (nobility), and
aid bards during their journey more than others. While Sense Motive.
part of this Adventure Path involves a long overland
journey, bards will still have numerous opportunities to Druids
interact with various and diverse elements of societies Most druids take to traveling easily, as they already exist
and cultures. Suggested skills include Acrobatics, Bluff, on the outskirts of society. While the wilder areas of
Linguistics, Stealth, and Use Magic Device. Varisia may entertain appreciators of nature for a time,
the prospect of even stronger forces of nature often drives
Cavaliers druids to travel. Caravans are usually composed of those
Honorable and dedicated cavaliers might have any with an affinity for the more natural ways of life, and
number of reasons to join a caravan’s expedition, and druids tend to get along with these nomadic types who
their dedication to their group of fellow adventurers have chosen to shun civilization for a variety of reasons.

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Gunslingers
Ninja and Samurai Daring and foolhardy gunslingers of the Inner Sea region
While players will be delving into the enchanting and often welcome the challenge of traveling in an entirely
foreign lands of Tian Xia in this Adventure Path, this does foreign environment, and traveling in a caravan with a
not mean you can’t start the game as a ninja or a samurai. crew of close companions is as much a guarantee of this as
Just as the Kaijitsu family traveled from distant Tian Xia anything. Gunslingers find a life of travel to their liking
to Avistan, your family could have made the long journey when looking for bold and daring ways to take down
as well, bringing with it some of that land’s ancient dangerous foes.
traditions. Of course, you need not even be from Tian Xia Recommendations: Gunslingers of all calibers will do
to be a ninja or a samurai—these classes and traditions, well in this Adventure Path, and their prowess with both
while rare in the Inner Sea region, are far from unknown. short- and long-range firearms will come in handy during
If you want to start the Jade Regent Adventure Path as combat as well as roleplaying. Suggested skills include
a ninja or a samurai (or for that matter, a geisha bard, a Acrobatics, Knowledge (local), Perception, and Survival.
martial artist, or any other on-theme option presented in SPECIAL NOTE: Since f irearms do not play a role in
Ultimate Combat, Ultimate Magic, or any other Pathfinder this Adventure Path at all, you should talk with your GM
rulebook), work with your GM to determine the details of about playing a gunslinger before making this choice—
how your character came to join this class. the lack of support for f irearms as readily available
treasure might make this class much less attractive if your
GM doesn’t adjust the Adventure Path to compensate.

Varisian druids dwelling in the Sanos Forest or the Kodar Inquisitors


Mountains will often hear from other nomadic druids tales Ruthless pursuers of justice from the Inner Sea region
of the majestic kami that enchant the forests and hills of often desire to make their way to distant lands in order
distant lands to the north. Stories of the treacherous oni, to hunt down heretics and blasphemers, regardless
who would seek to defile nature, also reach druids’ ears, of how even their closest party members regard their
and these rumors instill a sense of righteousness within zealous attitude. Inquisitors are often welcome either way
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druids who seek to reprimand such foes. because they possess skills that prove extremely useful
Recommendations: Druids of all types will fare well when encountering those who would seek to dismantle a
in this Adventure Path, and those with the Arctic or caravan. The steadfast and morale-boosting resolve of a
Mountain archetypes will f ind their talents particularly sure-minded inquisitor is a valuable asset to a party that
suited to travel. Since a portion of this Adventure Path is often hard-pressed to cooperate, especially in times
involves a long journey through cold terrain, choosing when unrest is high.
animal companions that can adapt to cold weather with Recommendations: Inquisitors whose focus is on
ease is a good plan. Suggested skills include Knowledge maintaining the bonds of teamwork will be well received
(geography), Perception, and Survival. in a group of close-knit travelers such as a caravan.
While their zealous and sometimes downright paranoid
Fighters demeanors may not be as welcome during times of
Whether hired as caravan guards or mercenaries ordered dire strain among allies, inquisitors’ many talents
to protect traveling diplomats, f ighters are constantly will nonetheless prove useful in most circumstances.
traveling in and out of Varisia through its various trade Suggested skills include Diplomacy, Knowledge (nature),
routes. Self-motivated warriors may simply seek their and Survival.
fortune in the distant and magical lands beyond, where
countless treasures and riches wait to be found in the Magi
untamed depths of the wilds. Fighters from all regions, Varisia is often a proving ground for wandering magi
including deserters of frost-ridden Irrisen as well as seeking to practice both the art of magic and melee,
roving mercenaries of the Lands of the Linnorm Kings but their training often requires constant movement
or Varisia, can f ind reason to leave the comforts of home and change of pace, and the trail to a distant land offers
behind and pursue the life of a vagabond. plenty of both. While most magi hail from more easterly
Recommendations: Any breed of f ighter will have his regions, the fortune-tellers and traveling magic-wielders
hands full, but should fare well in this Adventure Path. of Varisia nonetheless tempt nomadic magi, who will stop
Strong choices for archetypes include Free Hand Fighter in numerous cities of the region in order to glean what
and Savage Warrior, and suggested skills include Handle useful lore and techniques they can from the locals before
Animal, Intimidate, and Survival. moving on once again. The lure of lands rife with entirely

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different styles of f ighting and magic is irresistible, Paladins


and magi, who seek to be experts in both, should f ind Paladins are incredibly useful assets to a traveling
traveling with a caravan of equally adventurous voyagers caravan, whose passengers undergo attacks and trials
to their liking. that often call for the aid of an expert healer or banisher
Recommendations: Magi of all sorts will be useful in of evil. The various evil spirits that inhabit the route
this Adventure Path, as both swordplay and sorcery will from Varisia northward prove much more manageable
be pivotal skills to have while making the epic voyage. with the aid of a holy warrior. Paladins with wanderlust
Suggested skills include Climb, Knowledge (arcana), and often take to the road in hopes of vanquishing evildoers
Use Magic Device. during their journeys, and are almost always welcome
among caravan groups.
Monks Recommendations: Paladins who are willing to travel
Monks, always looking for the next step in their journey and lack strong ties to a particular locale will fare well
toward self-perfection, often seek out the company of a
caravan, which allows them access to myriad experiences
that will strengthen their resolve. Western Avistan is
home to the many monasteries of Varisia as well as the
island monasteries on the archipelagos of the Steaming
Sea, and a pilgrimage to a far-off land in the company of
a group of friends and strangers is a fairly common rite
of passage to reach the next level within the hierarchy of
the monastery.
Recommendations: No matter what discipline a monk
follows, he will have an easy time making the long
caravan voyage and working within a tight-knit group of
travelers. Common archetypes include monk of
the lotus, monk of the sacred mountain, and
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zen archer. Suggested skills for monks include


Acrobatics, Perception, and Sense Motive.

Oracles
Oracles, ever in tune with a mysterious “other” that most
can hardly fathom, sometimes hear the call to travel
which they can only heed obediently. In Varisia, where
fortune-tellers and harrowers are not only accepted but
embraced by believers, oracles are also accepted with
open arms, their talents in reading messages of a divine
nature a boon to many travelers. Varisia is ever the home
to the wayward or misunderstood magic-user, including
many oracles. Most such oracles hail from the barbaric
areas of the Storval Plateau and Kodar Mountains. Many
more oracles hail from the Hold of Belkzen, where they
sometimes act as enslaved humanoid shamans to tribes
of orcs. While traveling across the world may not appeal
to many oracles for its own sake, the prospect of hidden
knowledge and untapped sources of power in a foreign
realm are powerful draws.
Recommendations: Oracles of all types will be useful
in this Adventure Path, but those with certain curses,
such as clouded vision and haunted, will have an easier
time dealing with their hindrances. All mysteries are
good choices, but common ones include Battle, Nature,
or Wind. Suggested skills include Heal, Sense Motive,
and Spellcraft. Shalelu Andosana

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spirit ranger, and suggested skills include Knowledge


Starting in Sandpoint (geography), Perception, and Survival.
The Jade Regent Adventure Path begins in the small town
of Sandpoint on the west coast of Varisia—but it isn’t Rogues
going to stay there. The Jade Regent Adventure Path will be Rogues are always drawn to rumors of distant lands,
leaving the comfortable town of Sandpoint before the first especially those that allude to riches and wonders
adventure in the campaign is done. While your character unattainable in local places. The prospect of such treasures
should be from the town of Sandpoint (or at least from that is often enough to tempt rogues from all over northern
region, if only to explain how your character established Avistan to venture with a caravan to foreign lands. Even
his or her relationship with one of the four key NPCs), you the most obscure rumor spoken in the right tavern in
should avoid building in any long-term character goals that Varisia’s Riddleport can pique the interest of pirates or
require your PC to remain in town. The Campaign Traits thieves. If ever on the run from authorities or others who
mostly encourage a sense of adventure and wanderlust seek to make rogues pay for their misdeeds, there are
and a desire to see the world beyond Sandpoint, but part few places that offer better protection than a wandering
of the responsibility for cultivating that mindset falls upon caravan, ever on the move and out of sight of the law.
you as the player. Remember that when you sign on to play Recommendations: Rogues of all varieties will be of
an Adventure Path, you’re signing on for a specific story. great use to a caravan of adventurers, and those seeking
While you still have an enormous amount of freedom wealth need no better reason to join an expedition than
in designing your character, if you focus your design the promise of untold riches. Common rogue archetypes
choices on ones that fit this Adventure Path’s theme of that would be particularly helpful in the trek out of
long journeys, you’ll have a much more enjoyable and Varisia are the acrobat, burglar, and scout, while useful
rewarding experience in the end! skills to place ranks in include Knowledge (local), Sense
Motive, and Stealth.

during the long journey. Those who seek to right wrongs Sorcerers
and honor ancestors will also fit well with this Adventure A relatively high proportion of the natives of Varisia
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Path. A paladin should be prepared to stand on his own and its neighboring nations possess the innate arcane
two feet in the middle of wastelands void of churches, abilities that classify them as sorcerers, and many
however. Suggested skills include Diplomacy, Knowledge might thus seek a change of pace from a land that has
(nobility), and Sense Motive. grown used to their wondrous powers. Some sorcerers—
especially those hailing from settlements near Galduria,
Rangers where the Twilight Academy focuses on the talents and
For those who heed the call of nature and wish to explore teachings of more scholarly magic-users such as wizards
it, joining a caravan of traveling adventurers is a logical and alchemists—f ind the idea of remaining still stif ling,
decision, and the frostbitten lands to the north are and thus take extremely well to the prospect of traveling
considered the ultimate challenge by diehard rangers. to faraway lands. Caravans always welcome the useful
Rangers from all over Avistan can appreciate the tundra powers of sorcerers, whose talents make them suitable for
and the unique challenges it presents both to travelers any number of job positions within the caravan.
passing through and to those trying to make their way Recommendations: Any sorcerer would be a boon to an
living in it. Those from the Lands of the Linnorm Kings adventuring party making a long trek in a caravan, and
and neighboring Irrisen understand the trials implicit certain archetypes that might be more inclined to make
in venturing through the unforgiving wilds, and make the journey include boreal and starsoul; skills that would
excellent guides for traveling caravans going through be most benef icial to hone include Knowledge (arcana)
dangerous mountain passes. Sharp-eyed rangers are and Spellcraft.
also often hired as scouts to inform the caravan leader of
threats such as foreign monsters and hazardous terrain Summoners
up ahead. Summoners are less common in the battle-fueled tribes
Recommendations: Excellent favored enemy choices of the north, but their presence is a known and somewhat
for rangers playing in the Jade Regent Adventure Path feared one. They are often compelled to travel thanks to
include animal, humanoid (human), outsider (evil), the ill reputation surrounding them, and they are used
outsider (native), and undead. For favored terrains, to being pushed out of societies and onto the road. The
good choices include cold, forest, mountain, and urban. presence of a summoner and his eidolon within a caravan
Suitable archetypes include guide, shapeshifter, and can be benef icial to morale and helpful with the various

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jobs that need to be accomplished while traveling, Campaign Traits


making summoners incredibly useful during the voyage. Character traits are essentially half-feats that help
Recommendations: Summoners with animal-shaped customize PCs’ background and tie them to the themes
eidolons will f ind the voyage through the wilder regions and events of a particular adventure. Each character
of Varisia easier than others. Summoners with eidolons should begin play with two traits, one of which must be
resembling more demonic beings may be mistaken selected from the Jade Regent campaign traits that are
for allies of terrible spirits, and thus may have a hard described below. For general traits, see the Pathfinder
time integrating themselves in the various settlements RPG Advanced Player’s Guide or the Character Traits Web
they will travel to. Suggested skills include Knowledge Enhancement, a free PDF download available at http://
(geography), Linguistics, and Spellcraft. paizo.com/traits. Additionally, most Pathf inder Player
Companion supplements contain racial, regional, and
Witches faith traits unique to Golarion and suitable for use by
Though witches are feared and mistrusted by cultures Jade Regent PCs.
throughout the entire world, caravans headed out of Campaign traits are tailored to a specif ic Adventure
Varisia f ind witches a bit less threatening than do those Path and give your character a built-in reason to begin
from other nations, so ingrained in Varisian culture is the f irst adventure in a new campaign. For Jade Regent,
the narrative of the traveling fortune-teller. In the regions these traits also codify your character’s relationship with
near Irrisen, however, where tales of the White Witches one of four primary NPCs who will be accompanying
haunt peoples’ dreams, witches are an unwelcome sight, you on much of the campaign—these NPCs will play a
and thus many practitioners f ind little reason to stay. more important role in the overall Adventure Path than
Their eerie skills remain potent in times of dire strain, any NPCs before, and in many ways, their successes
and their addition to the party could prove to be a boon in and failures will be closely tied to your own character’s
situations that require the powers of the divine. successes and failures.
Recommendations: Witches of all backgrounds will Campaign traits assume a lot more about your
f ind travel to faraway realms populated by cautious character’s backstory than do normal traits, and they are
individuals diff icult, but not impossible. Small meant to help serve as inspiration for players seeking
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mammalian familiars such as foxes and wolves will to create a detailed and interesting history for their
f it in best, while patrons such as Animals, Endurance, characters. You have a certain amount of leeway in
or Wisdom may grant a witch a particular edge during adjusting a campaign trait’s expected backstory once
travel. Suggested skills include Heal, Knowledge (nature), you’ve selected the trait that’s right for you; just be sure
and Spellcraft. to get your GM’s approval before you play a character with
a modif ied history.
Wizards All of the following traits revolve around ways
The ever-studious and often hermetic wizards of Varisia characters may know one of the four primary NPCs of the
don’t usually travel far from their academies—such as Jade Regent Adventure Path—Ameiko Kaijitsu (owner of
the illustrious Twilight Academy in Galduria—but with a popular local tavern and one of the town’s aristocrats),
the right amount of coaxing or promises of even more Shalelu Andosana (a warden of the wilderness around
knowledge and potent magical items to be gained on the town and a talented hunter), Koya Mvashti (a mysterious
other side of the world, a few might be persuaded to make fortune-teller), and Sandru Vhiski (owner of a caravan
the journey. Ever in search of more knowledge that will and younger brother of one of the town’s more notorious
help them unlock powers scarcely yet realized, wizards scoundrels). You can take a look at these traits to get
have many reasons to join a caravan of diverse individuals a general, spoiler-free idea of the types of foes and
to trek to foreign realms. challenges your character might encounter over the course
Recommendations: Wizards, with their spells, scrolls, of the Adventure Path. Knowing that there are going to
and various useful abilities, make a great addition to be elements of Asian fantasy, cold-weather environments,
a traveling party such as the one established in this caravan travel, conf licts with supernatural foes, politics,
Adventure Path, and they will have no trouble f itting and the like should help you build a character that f its
in with an eclectic group of travelers and putting their more organically into the campaign you’re about to join.
diverse skills to use. All schools of magic will work with In addition to selecting a campaign trait, you’ll need
equal effectiveness, though Abjuration and Enchantment to pick which of the four NPCs your campaign trait ties
are popular choices among those who don’t wish to be you to. Descriptions of these four NPCs, along with brief
universalists. Some suggested skills are Knowledge explanations of their roles in the town of Sandpoint,
(geography), Linguistics, and Spellcraft. appear below.

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Ameiko Kaijitsu (female human bard) Koya Mvashti (old female human
Ameiko is a beautiful but somewhat irreverent woman cleric of Desna)
of Tian descent who runs Sandpoint’s Rusty Dragon Until she passed away from natural causes just a few
tavern and happens to be a member of one of Sandpoint’s months ago, Madame Niska Mvashti was the oldest person
founding families. Her parents and older siblings have in Sandpoint. No one quite knows exactly how old the
met unfortunate ends over the past several years, leaving Varisian seer actually was when she died (she was already
the young woman as the sole remaining Kaijitsu in town. old when Sandpoint was founded over 40 years ago)—but
Ameiko may be among the town’s nobility, but she’s never the fact that her only daughter Koya is herself an old
really cared for the aristocracy—she’s always had an woman is a telling fact. Koya has spent a fair amount
urge to explore, and loves hearing stories of adventures of her life traveling Varisia with a number of caravans,
and daring deeds. She even spent a year or so as an serving as a healer when she was younger and
adventurer herself, along with her friend Sandru more recently as a fortune-teller. For the
Vhiski. Her short adventuring career earned her past several years, she’s been traveling
enough money to buy the Rusty Dragon outright, with her adopted son Sandru Vhiski on a
and she now serves as its sole proprietor in her regular caravan route that travels between
“retirement.” You get the feeling, though, Riddleport, Magnimar, and Korvosa two or
that abandoning the adventuring life three times a year. The caravan spends most of
wasn’t entirely her choice—certainly she its time relatively close to Sandpoint, though,
doesn’t talk much about what happened and that has suited Koya f ine, since it gave her
on her last adventure, or what more time to care for her aged mother.
happened to the others in her Since old Niska’s death, however, Koya’s initial
group. And although she has a lot mourning has transitioned into a sort of
of friends and admirers in town, morose melancholy. A life-long worshiper of
Ameiko has never accepted anyone Desna, she has come to realize that while
as anything more than a friend; she has traveled extensively
she dodges personal questions and through the Varisian lowlands,
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diplomatically avoids proposals she’s never been beyond the


of romance, much to the region’s borders. Tales of other
frustration of several eager Desnan explorers have long
suitors here in Sandpoint. delighted Koya—even her
She’s a talented singer own mother reputedly took
and samisen player, and part in several extensive
if she wanted to, Ameiko caravans that traveled
could certainly lead a north to the Lands of the
comfortable life here in Linnorm Kings and even
Sandpoint. You know as far as Qadira. Koya’s
her fairly well, however, having something of a
well enough to know that late-life crisis as a result—a
she is growing increasingly growing sense of disappointment
bored and impatient with that she’s never made a long caravan
having nothing more trek. With her mother dead, Koya
to look forward to than has little reason to stay in Varisia,
a “safe life” in a “safe and she’s been pressuring Sandru to
town.” If the chance to go take a long journey soon: “The sooner
on an epic voyage or other the better, ’cause I won’t be around
grand adventure ever presents for long!” Koya’s in remarkably good
itself, you’re convinced that shape, physically, for a woman well over
Ameiko would sell the 60 years of age—obviously, longevity
Rusty Dragon and runs in her family—but with each year
set out once more that passes, the chance of her having
to seek her fortune the chance to experience a truly
in a heartbeat. epic journey like the ones in her
Ameiko Kaijitsu
favorite stories grows slimmer.

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Sandru Vhiski (male human rogue) Shalelu Andosana (female elf ranger)
Only a few years from middle age, Sandru Vhiski is a Although Shalelu Andosana is something of a mystery
charming man, handsome and irreverent in precisely to the residents of Sandpoint, she’s certainly one of the
the ways that could have made him a highly successful town’s most admired defenders. She doesn’t actually live
Sczarni con artist, even before one takes into account in town, but she sometimes spends the night at the Rusty
in the fact that his older brother, Jubrayl, is said to be Dragon free of charge, thanks to her long friendship
the local Sczarni leader in Sandpoint. The death of with Ameiko Kaijitsu. Everyone in town knows that
their parents during a violent storm, while tragic, was Shalelu is something of a loner and prefers to spend her
ironically just the thing to save Sandru from life as a time wandering in and exploring the wilderness around
Sczarni, for while Jubrayl was old enough at the point to Sandpoint. She periodically vanishes from the region for
strike out on his own (and thus fell in completely with weeks or even months at a time to visit friends elsewhere
the Sczarni), Sandru was still a young child. His care in Varisia (particularly, it’s said, near Hook Mountain
fell to Koya Mvashti, a family friend and practically or up north near the elven village of Crying Leaf ),
an aunt to the young Sandru. Under her guidance but she never fails to return to Sandpoint. No one
and support, Sandru managed to avoid falling quite understands why she keeps coming
in with the Sczarni, and when he grew of age, he back. When asked why, she merely says,
instead sought employment as a caravan guard. “Someone’s got to keep an eye on you
For several years, Sandru avoided returning all.” Her timely reports of goblin
to Sandpoint, but after he lost his job activity have helped save folk from
in the caravan business, he joined ambushes or warned the militia
up with a group of adventurers of possible attacks on the town
eager to explore the Mushfens, or the surrounding farmlands
Churlwood, and the Fogscar numerous times. Yet in recent
Mountains. As fate would days, Sheriff Hemlock has
have it, another former begun taking a more active
resident of Sandpoint, role in patrolling the
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Ameiko Kaijitsu, was surrounding area, and his


also a member of the militia is better trained
group. Sandru and Ameiko now than ever before,
hit it off at once and soon which means that Shalelu’s aid
became close friends—though in keeping an eye on the
both say they have never been hinterlands is growing less
anything more than that. Like and less necessary. She
Ameiko, Sandru earned a fair amount actually seems relatively
of money during his short-lived pleased with this development,
adventuring days, and like Ameiko, he however, as though she’s proud
doesn’t talk about the reasons why he that Sandpoint is f inally starting
abandoned the life. When he retired to look after itself rather than
from adventuring, instead of buying disappointed at not being
a tavern, he bought his own caravan, needed any longer. She has
after which he invited Koya to join him even started hinting that
on his journeys, knowing she wanted she’s thinking of taking a
to see more of the world. He’s had a few long journey away from
clashes with his brother in the past few Sandpoint sometime
years, and you’ve heard he’s increasingly in the future, but
considering taking on a longer-than- whenever she is
normal caravan contract, in part to pressed for details, she just shrugs
indulge Koya’s desire to experience and changes the topic. Of the four key
a grand journey, and in part to NPCs in the Jade Regent Adventure
get away from the dangerous Path, Shalelu is the most distant
inf luence of his troublemaking and her motives are easily the most
older brother and Jubrayl’s Sandru Vhiski mysterious, but she otherwise seems
Sczarni compatriots. friendly and helpful enough.

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Traits player are looking for, go for it! In addition, you gain a +1
Each of the following traits lists one to four of the trait bonus on all attack rolls against foes that threaten
signif icant NPCs presented above. When you pick your your crush. NPC Choices: Ameiko, Sandru, Shalelu.
Campaign trait, you also need to pick which of the Foster Child: Koya Mvashti might be old enough
associated NPCs your trait links you to. to be your grandmother, but to you, she’s always been
Best Friend: You are best friends with one of the NPCs; your mom. Ever since your parents passed away, Koya’s
you’ve grown up together, and while your friend has been taking care of you as if she were your mother. You
had a much more exciting life than you so far, you hope never really f igured out why Koya took you into her care,
one day to follow in your friend’s footsteps and see the but you do know she’s done this before—most recently
world—or perhaps even become an adventurer yourself. with Sandru Vhiski, whom you think of as your brother.
You’ve picked up a lot from your friend, but particularly Growing up, Koya made sure that you had the best
his or her skill in interacting with others. If Ameiko is education possible, particularly in one particular topic.
your best friend, you gain a +2 trait bonus on Diplomacy Choose any Knowledge skill—you gain a +2 bonus on
checks. If Sandru is your best friend, you gain a +2 trait skill checks with that Knowledge skill, and it becomes a
bonus on Bluff checks. Whichever skill you gain a trait class skill for you. In addition, you gain a +1 trait bonus
bonus on, that skill is always considered a class skill for on all attack rolls against foes that threaten your adoptive
you. In addition, in situations where your best friend is mother. NPC Choices: Koya.
in danger, you gain a +1 trait bonus on all attack rolls Friend of the Family: Your family has been close friends
against foes that threaten your friend. NPC Choices: with the Mvashtis for as long as you’ve been alive. Old
Ameiko, Sandru. Niska Mvashti’s recent death wasn’t all that unexpected—
Caravan Guard: You recently hired on to Sandru’s she must have been over a hundred years old, as far as
caravan to serve as a guard, but the job, while it paid well, you know—but it was a sobering moment nonetheless.
gave you little chance to scratch the adventuring itch, since What no one else in your family knows, though, is that
the caravan never really ventured into dangerous territory. in the weeks before her death, Niska must have known
You understand why Sandru avoided the more dangerous that her days were numbered, because she called you to
routes, of course, but that didn’t help assuage your urge her house one day and made you make a promise: If her
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to seek adventure. You’ve just told Sandru that you’re daughter Koya ever went on a long trip, you would go with
quitting the job in order to try your hand at adventuring— her to ensure her safety. Although the chances of Koya
he seemed to understand, and even gave you some good going on a long trip seem remote (she must be at least
tips on how best to survive potential challenges. You gain 60 years old, after all), you’ve made a promise to Niska to
a +1 trait bonus on Survival checks, and Survival becomes accompany her daughter if such an event comes to pass.
a class skill for you. NPC Choices: Sandru. Ever since you made this promise, you’ve felt a strange
Childhood Crush: You’ve never had the guts to act on it, sense of destiny looming in your future—you might even
but for as long as you can remember, you’ve had a crush think that Niska is now watching over your shoulder, just
on one of the NPCs. Someday, maybe you’ll be able to earn as she asked you to watch over her daughter. As a result of
the NPC’s love, but for now, you’re content to spend time this eerie sense of being watched over, you’ve been able to
in the NPC’s proximity, or even to do things for the NPC react to dangerous situations more quickly than ever. As
that might earn you a word of thanks or a smile. Once per long as Koya remains alive, you gain a +1 trait bonus on
day, you may attempt to earn a kind word or a smile from Perception checks, and Perception becomes a class skill
the NPC whom you have a crush on by making a DC 15 for you. In addition, you gain a +1 trait bonus on all attack
Charisma check. If you’re successful, the elation and joy rolls against foes that threaten Koya. NPC Choices: Koya.
at the attention gives you a +1 trait bonus on all saving Hero Worship: Everyone in town seems to admire
throws for the remainder of the day. If you’re ever lucky Ameiko and Shalelu—they’re heroes, after all, and played
enough to win the NPC’s love, this +1 trait bonus on saving key roles in the recent troubles that plagued Sandpoint.
throws applies at all times, as long as your relationship You, though, take this admiration to a new level—you
remains active. Note that gender isn’t an issue in the case practically worship one of these two. This could be
of these three NPCs. Unless your GM says otherwise, all because you saw one of them perform a particularly
three of these NPCs are considered to be bisexual as far impressive act of bravery at some point in the past, or
as this trait’s implications are concerned. Note that if maybe they just happened to give you the exact right
you take this trait, you’ll likely want to coordinate NPC words of encouragement or a kind gift at some point a
choices with any other player who chooses this trait as few years ago when you were young and impressionable.
well, since choosing the same NPC could cause unwanted In any case, you’ve done your best to emulate your hero’s
party strife. Of course… if that’s what you and the other talents at spellcasting or combat. If your hero is Ameiko,

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you gain a +2 bonus on concentration checks. If your hero


is Shalelu, you gain a +1 bonus to your AC against attacks Playing as the NPCs
of opportunity. In addition, you gain a +1 trait bonus on While making unique PCs to play alongside the caravan’s
all attack rolls against foes that threaten your hero. NPC NPCs is fun, you may also find it an exciting change of pace
Choices: Ameiko, Shalelu. to simply play as one these prevalent Sandpoint characters
Rescued: At some point in the past, you had a during the Jade Regent Adventure Path. If you play this
terrifyingly close brush with death. Maybe a goblin way, you should collaborate with your fellow players to
nearly killed you during an attack on the town, or perhaps make sure none of you pick the same character, then make
a building struck by a giant’s boulder collapsed around a character sheet with the character’s background (above)
you. Whatever the peril was, you would have certainly in mind, as well as these basic guidelines.
died if not for the swift actions of Koya or Shalelu, who Ameiko: A female human bard, Ameiko is likely chaotic
intervened just in time to save your life. You’ve never good, perhaps taking levels in rogue later on.
forgotten this, and remain f iercely loyal to the NPC who Koya: A female human cleric of Desna, Koya is of old
saved you. Perhaps even more importantly, the method age, and incurs the bonuses and penalties for being such.
in which she saved you seems to have had an impact on Sandru: A male human rogue, Sandru is stalwart and
your own skills. If Koya saved you, she did so by casting a honorable, and might take levels in fighter later on.
healing spell on you just before you died, and as a result Shalelu: A female elf ranger, Shalelu is steadfast in her
you gain a +2 trait bonus whenever you use cure spells to morals and most likely chaotic good.
heal damage. If it was Shalelu who saved you, she did so
by pulling you to safety while simultaneously defeating
the peril that almost did you in, and as a result, you gain +1 trait bonus on all Ref lex saving throws. Note: Although
a +1 trait bonus on Acrobatics checks and Acrobatics is a you’re a younger sibling of an established NPC, this
class skill for you. In addition, you gain a +1 trait bonus doesn’t necessarily lock you in to being the same race
on all attack rolls against foes that threaten your savior. as that NPC—if you’re a different race or ethnicity than
NPC Choices: Koya, Shalelu. the NPC you choose as your older sister or brother, you
Student Survivalist: Although she is seen as something were adopted into the family by your parents. In addition,
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of a mystery to most of Sandpoint’s citizens, Shalelu has you gain a +1 trait bonus on all attack rolls against foes
never really seemed all that mysterious to you. Of course, that threaten your older sibling. NPC Choices: Ameiko,
that’s probably because she helped raise you. You have Sandru, Shalelu.
never quite f igured out why Shalelu decided to treat you
as a younger sibling, but you certainly appreciated it— Building Relationships
and you eagerly absorbed all of the survivalist tricks that As the Jade Regent Adventure Path progresses, you can
she showed you over the years. As a result, you gain a +2 build relationships with all four of the NPCs mentioned in
trait bonus on all Survival checks, and Survival is a class this document—Ameiko Kaijitsu, Koya Mvashti, Sandru
skill for you. In addition, you gain a +1 trait bonus on all Vhiski, and Shalelu Andosana (and with additional NPCs
attack rolls against foes that threaten your mentor. NPC you’ll meet later on, during the course of the campaign).
Choices: Shalelu. Building a relationship between your PC and one of these
Younger Sibling: You’ve lived your whole life in the NPCs can eventually grant you unique advantages and
shadow of your older sibling, a person who seems to boons—whether your relationship is of a confrontational
have the adventure-f illed lifestyle you’ve always wanted or friendly nature.
for yourself. While your sibling always took care of A relationship with an NPC can be friendly or
you, he or she never supported your desire to become competitive—you get to choose which kind you wish to
an adventurer—your sibling never explained why, only pursue. Some in-game events can spontaneously change
saying, “Adventuring can cause a lot of pain just as a relationship from friendly to competitive, or vice
easily as it can bring success and riches.” As a younger versa—if you want to deliberately change a relationship
sibling to one of Sandpoint’s more inf luential citizens, from friendly to competitive on your own, you can do so
you share some of that NPC’s innate talent and skill at by reducing your Relationship Score by half.
adventuring. If you’re Ameiko’s younger sibling, your When you f irst meet a signif icant NPC, the GM will
ferocious independence and self-conf idence give you a inform you that you can build a relationship with that
+1 trait bonus on Will saving throws. If you’re Sandru’s NPC. If you’re interested in building a relationship with
younger sibling, your hearty constitution gives you a that NPC, record the NPC’s name on your character sheet,
+1 trait bonus on all Fortitude saving throws. If you’re followed by the current Relationship Score you have with
Shalelu’s younger sibling, your quick ref lexes give you a that NPC, and whether your relationship is friendly

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observing the NPC in play, but the GM will inform you


Troubles with of one gift or insult category for the NPC associated with
Teleportation your Campaign Trait once the campaign begins. You can
One of the key themes of the Jade Regent Adventure Path give a gift or an insult to an NPC once per character level—
is the concept of the mythic, heroic journey. Numerous when you think that you have the right kind of gift (be
classic stories have covered this topic—the Lord of the it an item you found, built, or purchased; in most cases,
Rings, The Dream Quest of Unknown Kadath, and The the cost of the item is irrelevant as long as it’s an honest
Odyssey all spring to mind. In all of these stories, the gift) or have composed the right insult, simply inform
journey itself was as important as the events that play the GM of what you intend to do, then make a Diplomacy
out at the conclusion—had the protagonists skipped the check (for gifts) or an Intimidate check (for insults). If
journey, not only would they have missed out on a lot of you roleplay the gift or insult’s delivery particularly well,
the best parts of the story, but they would have found the GM might award you a +4 bonus on this check, at
themselves ill-prepared to deal with what waited for them his discretion. Likewise, if you roleplay the interaction
at the story’s climax. poorly, or if you time things badly enough (attempting to
Jade Regent fits right in among these storylines, with give a gift in the middle of combat, for example), the GM
the overland journey aspect playing a key role in the could inf lict a –4 penalty on the check. The DC for this
campaign’s development. As a result, don’t expect to be check is equal to your current Relationship Score with
able to skip past the significant long overland journey the NPC. If you succeed at the check, your Relationship
sections with spells like teleport, wind walk, or shadow Score with that NPC increases by 1 point. If you exceed
walk. You can certainly still use these spells when you the DC by 10 or more, your Relationship Score increases
become powerful enough to use them for other purposes, by 2 points instead.
but don’t plan on using these powerful effects to “fast Giving a gift to a competitor actually reduces your
forward” through adventures to get to the end! Relationship Score, as does insulting a friend. You must
still make the appropriate skill check (Diplomacy or
Intimidate); a success reduces your Relationship Score by
or competitive. Your initial Relationship Score with a 1 or 2 points, as above.
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signif icant NPC is equal to your Charisma modif ier (this 5) Special Events: Certain events in the Jade Regent
can be a negative number), but you will have the chance to Adventure Path can alter your Relationship Score
increase that score as the campaign progresses. with some NPCs—the GM will inform you of these
adjustments if and when they occur.
Improving Relationships
You can increase your Relationship Score with an NPC in Relationship Levels
the following f ive ways. As your Relationship Scores with NPCs increase, your
1) Charisma: Since your base Relationship Score with Relationship Level with an NPC increases as well, as
any NPC is equal to your Charisma modif ier, when listed below.
your Charisma score changes permanently, your total
Relationship Score with NPCs changes as appropriate. R elationships
Short-term changes, such as from ability damage, ability Relationship Score Relationship Level
drain, or bonuses from spells like eagle’s splendor, do not 5 or less Association
alter Relationship Scores. 6–11 Friendship/Competition
2) Campaign Trait: You gain a one-time +4 bonus to 12–30 Fellowship/Rivalry
your Relationship Score with the NPC associated with 31 or more Devotion/Enmity
your Campaign Trait. Association: You and the NPC know each other, but not
3) Companionship: Every time you gain an experience well enough to have formed a signif icant opinion about
level, you may increase your Relationship Score with one each other.
signif icant NPC still active in the campaign by 1 point. Friendship/Competition: You are a good friend or
4) Gifts and Insults: A special gift can increase a known competitor of the NPC. The f irst time you reach
friendly Relationship Score with an NPC, while a perfectly this Relationship Level with an NPC, you gain 400 XP.
crafted insult can increase a competitive Relationship Whenever you gain this Relationship Level with another
Score. Gifts and insults can’t be just anything—each NPC for the f irst time, you gain 200 XP.
signif icant NPC has three categories of gifts and three Fellowship/Rivalry: You have strong ties to the NPC,
categories of insults that work particularly well with either through deep mutual respect and admiration or
that NPC. You’ll need to learn what most of these are by through a strong sense of competition and conf lict. As

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long as the other NPC is alive, you gain a +1 morale bonus opportunities, complications, or even dangers during the
on all Charisma-based skill checks. The f irst time you course of an adventure, usually at the GM’s discretion.
reach this Relationship Level with an NPC, you gain The exact detail to which the romance is played out at
1,200 XP. Whenever you gain this Relationship Level with the table should be determined by the comfort level of
another NPC for the f irst time, you gain 600 XP. your group—the GM should make sure he understands
Devotion/Enmity: You and the NPC are devoted to what this comfort level is before proceeding with this
each another, or are actively opposed to one another. type of addition to the campaign. Unless the GM rules
If you reach this Relationship Level with the NPC otherwise, an NPC can only be involved in a romance
associated with your Campaign Trait, the trait bonus with one PC at a time.
granted to you from your Campaign Trait doubles.
The f irst time you reach this Relationship Level with
an NPC, you gain 3,200 XP. Whenever you gain this
Relationship Level with another NPC for the f irst time,
you gain 1,600 XP. In addition, your relationship with
the NPC is strong enough to grand you a boon, whether
your relationship is friendly or competitive. The nature
of this boon differs for each NPC—your GM will inform
you what kind of boon you earn at this stage. The effects
of this boon last for as long as the NPC is alive and active
in the campaign.
You cannot gain XP bonuses from an individual NPC
more than once (such as if you decrease your Relationship
Level with an NPC and bring it back up).

Romances
Not all gaming groups are comfortable with the concept
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of PC/NPC romance, so these rules are more optional


than most. Consult with your GM to determine whether
romance is an option in your game.
Each signif icant NPC has a Romance Score known only
to the GM. In order to begin a romance with an NPC, your
Relationship Score with that NPC must exceed the NPC’s
Romance Score. Once per level, you may attempt a Sense
Motive check (DC equal to the NPC’s Romance Score) to
determine whether an NPC is potentially interested in a
romance with you. If the NPC is interested in a romance
with you, you must make a successful Diplomacy check
(DC equals 10 + the NPC’s level + the NPC’s Charisma
modif ier) to begin the romance. The romance ends if
your Relationship Score with an NPC ever drops below
that NPC’s Romance Score. Each time a romance ends,
that NPC’s Romance Score increases by 5.
Note that a PC can have a romance with an NPC with
whom she has a competitive relationship—opposites do
sometimes attract, after all—but this kind of romance can
be more diff icult to begin. If the PC’s Diplomacy check
to start a romance is successful, the romance begins,
and the nature of the PC’s relationship with that NPC
immediately changes from competitive to friendly. This
change does not necessitate reducing the Relationship
Score by half in this case.
Romances do not grant additional in-game bonuses Koya Mvashti
or benef its, but might grant situational benef its,

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Caravans
E
arly in the Jade Regent Adventure Path, your be purchased by you or by using the caravan’s trade funds
adventuring group will find themselves joining (see below).
up with Sandru Vhiski’s caravan to make a long
overland journey. While the adventures themselves focus Caravan Statistics
on the encounters and ordeals your characters are at the Just as each character has her own statistics, so does your
heart of, you’ll need Sandru’s caravan to make the long party’s caravan. The end of this document presents a
journey safe and sound. blank Caravan Sheet you can use to track your caravan’s
You won’t start out traveling with Sandru’s caravan in successes, failures, and growth as the Jade Regent
the beginning of the Jade Regent Adventure Path, but it Adventure Path proceeds. Descriptions of all caravan
won’t be long into the f irst adventure before that changes. statistics follow. See page 28 for a blank caravan sheet.
Initially, Sandru’s caravan is relatively small, since the Use the following notes to f ill in a caravan’s initial values.
caravan master has fallen on some hard times, but it’ll Name: This is the caravan’s name. While the Jade
be big enough for him, your whole party, and three Regent Adventure Path itself refers to the caravan as
other important friends who are destined to accompany “Sandru’s caravan,” its actual name can be decided by the
you on your journey—Ameiko, Koya, and Shalelu—as player characters.
well as for several other passengers. As the campaign Level: When you f irst gain access to Sandru’s caravan,
unfolds, however, you’ll have many opportunities to it’s a 1st-level caravan. The caravan’s level increases as
make improvements to Sandru’s caravan so that it can you travel with it. Each time a caravan’s level increases,
handle what destiny has in store for you all. Some of these it gains a new caravan feat that helps to increase its
opportunities will come in the form of discoveries and statistics. A caravan’s level can never exceed the level of
new allies that you recruit along the way, while others can its highest-level full-time PC traveler.

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Primary Statistics: A caravan’s primary statistics are


each represented by a single number ranging from 1 to Caravan Level
10, with a value of 1 indicating the baseline, standard, You don’t need to track experience points for your
no-frills value for a caravan and a 10 indicating the caravan—its level increases as the PCs’ levels’ do.
maximum extent of perfection a caravan can achieve Whenever a player character in your group gains an
in a primary statistic. All caravans have four primary experience level, compare that PC’s new experience level
statistics: Offense (ability to inf lict damage), Defense to the caravan’s current level. If the character’s new level
(ability to withstand damage and speed at which repairs is higher than the caravan’s current level, the caravan’s
can be effected), Mobility (ability to navigate terrain level rises to match that character’s experience level.
and to react to sudden dangers), and Morale (the overall Essentially, your caravan’s level is always equal to the level
attitude and loyalty of the caravan’s travelers). See the of the highest-level PC in the group.
Caravan Construction section below for how to set your If the highest-level PC dies or leaves the party, the
caravan’s starting statistics. caravan’s level does not decrease—it simply takes a bit
Derived Statistics: Each of a caravan’s primary statistics longer for the next highest-level PC to rise in level enough
inf luences its derived statistics. Derived statistics have to exceed the caravan’s current level and thus trigger the
no intrinsic maximum value. These statistics include caravan’s level increase.
Attack (the total modif ier to a d20 roll when your caravan A caravan gains a new caravan feat when it gains a
attacks), Armor Class (the target number needed by a level, but apart from the advantages granted by that feat,
creature to successfully hit your caravan), Security (the a caravan gains no other benefit from gaining a level.
total modif ier to a d20 roll for your caravan to avoid a
physical danger, such as a landslide, a muddy section of
road, or a forest f ire), and Resolve (the total modif ier to
a d20 roll for your caravan to avoid a mental or spiritual caravan cannot move. Your caravan’s total traveler and
danger, such as mutiny or a mass fear effect). cargo unit capacities are determined by the sum of its
Attack check: 1d20 + Offense + bonuses granted by wagons’ values, modif ied further by any appropriate
travelers, equipment, feats, wagons, and other sources bonuses or penalties.
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Armor Class: 10 + Defense + bonuses granted by travelers, Consumption: This value indicates the amount of
equipment, feats, wagons, and other sources provisions that your caravan consumes every day. Your
Security check: 1d20 + Mobility + bonuses granted by caravan’s consumption equals the total number of
travelers, equipment, feats, wagons, and other sources travelers in your caravan plus the total of all the wagons’
Resolve check: 1d20 + Morale + bonuses granted by consumption values, modif ied further by any appropriate
travelers, equipment, feats, wagons, and other sources bonuses or penalties.
In addition to the four primary statistics and four Wagons: Your caravan starts with three wagons and
derived statistics, an independent statistic exists: Unrest. initially has enough room in it for f ive total. Each wagon
This statistic is detailed in the Unrest and Mutiny section must have a driver, and a driver must be a traveler in
on page 25. your caravan—while f illing the role of driver, that NPC
Speed: This value is the caravan’s base speed when cannot f ill any other role in the caravan.
traveling over open ground on a road. The base speed Feats: Feats grant your caravan bonuses to its derived
for all caravans is 32 miles per day—this speed can be statistics or to its traveler or cargo capacity, as well as
increased by horse trains, the Faster caravan feat, and by other benef its. A caravan starts with one feat, and gains
enhanced undercarriages. an additional feat at every level.
Hit Points: A caravan’s number of hit points indicates Travelers: Travelers are all creatures who belong to
how much damage it can withstand and still remain the caravan with the exception of any draft animals used
mobile. A caravan reduced to 0 hit points becomes to pull the wagons. Player characters, NPCs, animal
immobile—further damage that is inf licted on a caravan companions, mounts, and cohorts are all considered
at this point hurts its travelers instead. A caravan’s travelers for this purpose. Familiars are covered by their
hit points are equal to the sum total of the hit points master as far as traveler count is concerned. Every traveler
possessed by its wagons, modif ied further by any (save for passengers) provides a benef it to a caravan in
appropriate modif iers. some way. Use this space on the caravan sheet to list the
Traveler and Cargo Capacity: These values indicate names of all travelers, their roles in the caravan, and
the maximum number of travelers and cargo units your any bonuses that they may provide to the caravan. Use
caravan can carry. If either of these values is exceeded the box in the upper corner to list the total number of
by your total number of travelers or cargo units, your travelers in the caravan.

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Wagon Statistics
Caravans M ap Pack Each wagon in a caravan serves a specif ic purpose that
The caravan maps presented in this section come from helps to bolster the caravan’s statistics—and thus its
Paizo Publishing’s Map Pack: Caravans, available at paizo. chances of success at reaching its eventual destination.
com or at finer game stores near you. With this map Each type of wagon is presented in the same format,
pack, you can build your caravan along with its cost in gp, its hit points, its traveler and
on the game table by picking and cargo capacity, its consumption, and any special benef its
choosing map tiles to match your it conveys to caravans. When you buy a new wagon by
choices. Keep track of who’s spending its cost in gp (this cost includes the horses
riding in what caravan by placing needed to pull the wagon), add its hit points and capacity
minis or tokens on the tiles to totals to your caravan’s total hit points and cargo and
represent characters. You can traveler capacities.
even note directly on cards Although you can add many wagons to a caravan, there
(use sticky notes if you don’t are limits to how many wagons of each type a caravan can
want to write on the card effectively maintain. This limit varies by wagon type, and
itself ) which wagons have is listed in each entry. Wagons in excess of this limit in
enhancements like mounted a caravan do not grant additional Special Benef its. For
weapons or the like! 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
Cargo: Use this area to list any cargo and equipment of 2.
the caravan is carrying. All cargo takes up a certain Finally, each wagon has a consumption value—this
amount of space—see the section on cargo under Caravan equates to the number of horses needed to pull the wagon,
Equipment for details on how many units of space various and increases the caravan’s overall consumption score by
pieces of cargo and equipment take up. the listed amount.
A caravan can have up to 5 wagons in it at any one time.
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Caravan Construction The Extra Wagons feat increases this limit.


When you f irst gain access to Sandru’s caravan, you and
the other players can determine the caravan’s initial Armored Wagon
build by selecting the caravan’s primary statistics. Cost 5,000 gp; hp 60
Primary Statistics: You initially have 3 points to spend Traveler Capacity 6; Cargo Capacity 4
among your primary statistics. Each primary statistic Limit 2; Consumption 2
begins with a score of 1, and you can split these 3 points Special Benefit +3 bonus to caravan AC
up in any combination you want between your caravan’s DESCRIPTION
Offense, Defense, Mobility, and Morale scores. An armored wagon functions like a
Beginning Wagons: Sandru’s caravan begins with 1 covered wagon—it gives travelers
covered wagon, 1 fortune-teller’s wagon, and 1 supply a place to shelter. Unlike covered
wagon. See the Wagon Statistics section below for the wagons, however, an armored wagon
abilities of these three wagons. has heavily armored sides that provide
Additional Equipment, Travelers, and Wagons: much more protection to the caravan than do those of a
Sandru’s caravan starts with six travelers—Sandru, simple covered wagon.
Koya, Ameiko, Shalelu, and two Varisian brothers named
Bevelek and Vankor (additional drivers for the caravan, Covered Wagon
with Sandru himself serving as the third driver). Cost 500 gp; hp 20
The responsibility for purchasing additional wagons Traveler Capacity 6; Cargo Capacity 4
and equipment and for hiring any needed specialists Limit none; Consumption 2
falls to you beyond the initial monetary bonus provided Special Benefit none
partway through the f irst adventure. While you’ll be DESCRIPTION
unlikely to be able to afford many additional resources A covered wagon gives travelers a
for the caravan when you f irst join it during the f irst comfortable if basic place to shelter,
adventure in the Jade Regent Adventure Path, you’ll both during a caravan’s travels and
have numerous opportunities to buy or even f ind more when it stops for the night in the wild.
upgrades as the campaign goes along.

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Fortune-Teller’s Wagon Supply Wagon


Cost 500 gp; hp 30 Cost 300 gp; hp 20
Traveler Capacity 2; Cargo Capacity 4 Traveler Capacity 2; Cargo Capacity 10
Limit 1; Consumption 1 Limit none; Consumption 1
Special Benefit allows fortune teller Special Benefit none
benefits DESCRIPTION
DESCRIPTION These wagons are designed to carry
A cross between a covered wagon cargo rather than travelers.
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 Travelers
capable of filling a fortune-teller role cannot provide any Every person associated with a caravan who accompanies
benefits to the caravan without this wagon’s supplies. it on its journey is known as a traveler, and every traveler
on a caravan f ills a different job during the caravan’s
Horse Train journey—even if that job is simply being a passenger.
Cost 1,200 gp; hp 10 Individual characters can only perform one job at a time.
Traveler Capacity 6; Cargo Capacity 1 Characters who meet the prerequisites for more than one
Limit 3; Consumption 6 job must pick which job they’re performing at the start
Special Benefit +4 miles per day to of a day—they can switch to a different job after 24 hours
caravan’s speed have passed.
DESCRIPTION Most jobs provide bonuses on a caravan’s Attack,
Adding horses to your caravan can Security, or Resolve checks. These bonuses are considered
help increase its speed, although at a circumstance bonuses—they stack with each other, but
significant increase to consumption. never to a total value higher than +5 per statistic. Any
circumstance bonuses provided by travelers in excess of
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Prisoner Wagon +5 on a particular statistic’s checks are effectively wasted


Cost 4,000 gp; hp 40 unless the caravan has the Expert Travelers feat.
Traveler Capacity 6; Cargo Capacity 2 Jobs can be performed by PCs, allied NPCs, or NPCs
Limit 2; Consumption 2 hired for the position. Note that not all job positions can
Special Benefit +2 bonus to caravan’s be hired for—some, like fortune-teller or spellcaster,
Security must be f illed by PCs or allied NPCs they meet during
DESCRIPTION the course of the campaign. All higher-level travelers
This armored wagon is designed to must be allied with on a case-by-case basis as they are
transport prisoners, but also increases encountered during the course of play; allies need not be
a caravan’s overall security. Up to four paid for their services.
travelers in a prisoner wagon can be A hired NPC is a 1st-level expert or a 1st-level warrior.
designated as prisoners—these travelers can only serve as All hired NPCs require a specif ic wage—this wage must
passengers, but have no choice about whether or not they be paid in full when the NPC is f irst hired, and then
want to accompany the caravan. At the GM’s discretion, certain again on a monthly basis. A hired NPC who is not paid
powerful NPCs might be able to escape a prisoner wagon. his wage leaves the caravan at the f irst opportunity, and
until he leaves, he functions only as a passenger.
Royal Carriage During the course of the Adventure Path you will have
Cost 2,500 gp; hp 30 many opportunities to venture away from the caravan
Traveler Capacity 4; Cargo Capacity 2 (such as in towns or when you want to go exploring), and
Limit 1; Consumption 2 you can choose to leave NPCs back at the caravan site to
Special Benefit +4 bonus to caravan’s ensure that they don’t come to any harm.
Resolve Cook: As long as a caravan has at least 1 cargo unit of
DESCRIPTION stores (10 units of provisions—see page 22) in storage
A royal carriage is a beautiful wagon in the caravan’s cargo, a cook reduces the caravan’s
that lifts the spirits of the entire caravan, consumption score by 2 (to a minimum consumption
provided at least one of its travelers is equal to your total number of wagons). A single caravan
filling an entertainer or passenger job. can benef it in this manner up to f ive times—additional

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cooks beyond f ive provide no additional benef it. caravan. Fortune-tellers are traditionally elderly women,
Each time you take the Expert Travelers feat for your although this isn’t always the case. A Varisian caravan
caravan, increase the limit on the number of cooks by without a fortune-teller takes a –2 penalty on all Attack,
+1. Requirement: Any character with at least one rank in Security, and Resolve checks. Once per week, a fortune-
Profession (baker, brewer, cook, fisherman, gardener, innkeeper, teller can give advice on how best to handle the coming
or tavern keeper) can serve as a cook. week’s perils. In addition, once per week after the
Driver: A driver is required for every wagon in the fortune-teller has given this advice, when the caravan has
caravan—a wagon without a driver cannot move. Drivers to make an Attack, Security, or Resolve check, you may
provide no additional benef it to a caravan. Requirement: roll twice and take the better result. Requirement: Any
Any character with at least one rank in Handle Animal or PC or NPC capable of casting divination spells can serve as
Profession (driver) can serve as a driver. a fortune-teller.
Entertainer: An entertainer keeps the rest of the Guard: A guard helps to defend a caravan against
travelers distracted and amused during the journey, and aggressors. Each guard in a caravan grants a +1
grants a +1 circumstance bonus on the caravan’s Resolve circumstance bonus to the caravan’s Offense score, and a
checks. Requirement: Any character with at least one rank in +1 circumstance bonus on Security checks made to avoid
Perform can serve as an entertainer. being surprised (such as in an ambush or in an attack that
Fortune-teller: Fortune-tellers play a unique role in a takes place while the caravan is camped). Requirement:
Varisian caravan like Sandru’s—they serve as advisors, Any character with a base attack bonus of at least +1 can serve
inspirations, and proxy mothers to everyone in the as a guard.

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Guide: A guide keeps the caravan safe from regional


dangers, and grants a +1 circumstance bonus on Security Caravan Jobs
checks. Requirement: Any character with at least one rank in Traveler Monthly Wage
Knowledge (geography) can serve as a guide. Cook 10 gp
Healer: A healer helps the wounded and the sick Driver 10 gp
to recover more quickly. Each healer in a caravan can Entertainer 50 gp
provide long-term care (Pathfinder RPG Core Rulebook 98) Fortune-teller PC or allied NPC only
to up to six travelers—these travelers automatically gain Guard 100 gp
the benef its of long-term care when they spend the night Guide 50 gp
in a wagon. Requirement: Any character with at least one Healer 50 gp
rank in Heal can serve as a healer. Hero PC only
Hero: A hero is a highly-trained character capable of Passenger none
performing a variety of roles, from offense to defense. Scout 100 gp
Each hero grants a caravan a +1 morale bonus on Attack, Spellcaster PC or allied NPC only
Security, and Resolve checks, to a maximum of +4. The Trader 10 gp
morale bonuses granted by heroes do not count toward Wainwright 10 gp
the maximum +5 circumstance bonus on each derived
statistic’s checks granted by other travelers performing
jobs. Requirement: Only PCs can serve a caravan as a hero, settlement. Upon arriving at a city, a trader allows a
but doing so does not count as a job role—a PC can effectively caravan to spend 1 cargo unit of trade goods (which must
serve as a hero and any one other job. have been purchased in a different settlement than the
Passenger: Passengers provide no benef it to the current one) in order to make a special Resolve check.
caravan’s statistics, although many passengers provide This Resolve check earns the caravan a number of gold
payments to the caravan upon being delivered safely to pieces equal to the result of the check. Up to f ive traders
the caravan’s destination. You’ll have opportunities to may attempt these Resolve checks (spending 1 cargo unit
take on passengers for payments several times during of trade goods per check) each time a caravan visits a new
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the Jade Regent Adventure Path—your GM will inform settlement. Requirement: Any character with at least one
you when such opportunities arise. Requirement: Any rank in Bluff, Diplomacy, or Profession (merchant) can serve
character can serve as a passenger. as a trader.
Scout: A scout spends her days traveling not with the Wainwright: A wainwright is required for f ield repairs
caravan but in the surrounding wilderness, looking out to a caravan. So long as the caravans spending the day
for possible trouble on the route ahead and seeking out without moving, a wainwright can make a special Security
stores in the form of water and game. A scout can provide check by spending 1 cargo unit of repair materials. This
2 units of provisions in a day’s work if she focuses on check repairs an amount of hit points to the caravan equal
hunting for the day, or a +1 circumstance bonus on the to the result of the Security check. Up to f ive wainwrights
caravan’s Security checks if she focuses on scouting for may attempt these Security checks (spending 1 cargo unit
the day. Scouts provide their own food, and do not count per check) each time a caravan spends a day not moving.
against the caravan’s total consumption. A caravan can Requirement: Any character with at least one rank in Craft
have up to three scouts working for it at any one time. (carpentry) or Profession (engineer or wainwright) can serve as
Requirement: Any character with at least one rank in Survival a wainwright.
can serve as a scout.
Spellcaster: Spellcasters are versatile characters who Caravan Equipment
can f ill one of several job roles in a caravan, choosing from Not only can caravans be used to transport large
entertainer, guard, guide, healer, or scout, regardless amounts of gear (including treasure the PCs may have
of whether they meet the job’s requirement. Bonuses found in the course of play), but some equipment can
granted by spellcasters stack with those granted by any actually enhance a caravan’s statistics, making it easier
other job, but as with all jobs, any spellcasters in excess of to defend or repair or enhancing its speed. Both types of
f ive do not provide additional bonuses. Requirement: Any equipment are detailed below.
PC or NPC capable of casting spells can serve as a spellcaster. Each of these items takes up a certain number of cargo
Spellcasters must be recruited during the course of the adventure; units, as indicated.
they cannot simply be hired. Ballista: The only siege weapon capable of being
Trader: A trader enables a caravan to conduct business mounted and used from a caravan, a ballista grants a +1
transactions whenever the caravan is stationed at a bonus on a caravan’s Attack checks.

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caravan (not including horse trains), the caravan’s speed


Caravan Equipment increases by 8 miles per day.
Item Cost Cargo Units Repair Materials: Repair materials are to repair a
Ballista 500 gp 4 caravan after it’s been damaged. A wainwright uses up
Campsite traps 1,000 gp 2 one cargo unit of repair materials each time she makes a
Cold-weather gear 200 gp 1 special Security check to repair damage (see the entry for
Enhanced undercarriage 500 gp 1 the wainwright job above).
Repair materials 25 gp 1 Stores: A single cargo unit of stores equates to 10
Stores 5 gp 1 units of provisions. See the Resting section under
Trade goods 10 gp 1 Caravan Encounters on page 25 for an explanation of how
Treasure — varies consumption and provisions work.
Wagon reinforcements 500 gp 1 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), signif icant
Extradimensional Storage prof it can be made selling trade goods to new cities the
Once you have the cash, you might want to consider caravan visits along its route.
buying bags of holding or even a portable hole to increase Treasure: This unusual form of cargo can’t be
your caravan’s cargo storage. Anything smaller than a bag purchased. Treasure consists of all manner of loot,
of holding, such as a handy haversack, isn’t large enough to gear, treasure, and clutter that you collect during your
hold a significant amount of cargo. adventures, but that no one in your party wants to use
The amount of cargo space each of these items can or even carry on their own. Things like looted armor,
provide is listed below. (Note that anything stored in weapons, coins, gems, and other valuable objects can
an extradimensional space is tough to get to, and can’t be combined into one big pool of treasure. You’ll need
provide bonuses to your caravan—you can’t mount a to track the total value yourself. Whenever the caravan
ballista or wagon reinforcements in a portable hole!) reaches civilization, you can assume that the unwanted
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Bag of Holding (type I): 1 cargo unit treasure is sold off so that the prof it can be split among
Bag of Holding (type II): 2 cargo units the PCs. As a general rule, 50 pounds of treasure takes up
Bag of Holding (type III): 3 cargo units 1 cargo unit, although in some cases, treasure might take
Bag of Holding (type IV): 4 cargo units up even more room at the GM’s discretion.
Portable Hole: 5 cargo units 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
Campsite Traps: This collection of portable traps wagon’s hit points (and thus the caravan’s overall hit
consists of items such as bear traps, noisemakers, points) by +10.
tripline-activated light crossbows, and the like. Setting
up campsite traps around a caravan grants a +4 bonus Caravan Feats
on Security checks made to avoid being surprised if a A caravan has a number of feats equal to its level. When
caravan combat occurs while the caravan is camped, and you f irst gain access to Sandru’s caravan, you as a party
grants a +4 bonus on Attack checks during the f irst round may pick the caravan’s f irst feat from the list below—
of combat that takes place while camped. provided that the caravan qualif ies for the feat, of course!
Cold-Weather Gear: Cold-weather gear consists of furs
and various tools that aid in de-icing caravans, helping Caravan Toughness
them move through snow, and otherwise providing Your caravan is better built than most.
comfort to their travelers. A caravan that is equipped with Prerequisite: Defense 3.
cold-weather gear does not take any additional penalties Benefit: One of your wagons gains 20 hit points. This
on Security and Resolve checks when traveling through benef it increases your caravan’s total hit points as well. If
extremely frigid environments. that wagon is destroyed, you lose access to this feat until
Enhanced Undercarriage: These improvements consist the wagon is repaired or replaced with another wagon of
of a combination of reinforced wheels, masterfully- the same type.
engineered axles, and other enhancements meant to Special: You can gain this feat a number of times equal
increase a wagon’s speed. As long as a caravan possesses to the maximum number of wagons that you can have in
one enhanced undercarriage for every wagon in the your caravan.

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Caravan Feats
Feat Prerequisites Benefits
Caravan Toughness Defense 3 Caravan gains 20 hp
Circle the Wagons Defense 3 +4 bonus to AC when wagons are circled
Courageous Crew Morale 3 +2 bonus on all Resolve checks against fear effects
Efficient Consumption — Consumption reduced by 2
Efficient Repairs Defense 3 +2 bonus on Security checks made to repair
Enhanced Caravan Caravan level 2 Increase two primary statistics by +1
Expert Travelers Morale 5 Increase maximum bonus granted by travelers by +1
Extra Wagons Mobility 3 Increase maximum number of wagons by 2
Faster Mobility 5 Caravan’s speed increases by 4 miles/day
First Strike Offense 3 +4 bonus on first Attack check and damage of an encounter
Increased Damage Offense 5 Increase caravan damage by 1d6
Lucky Caravan Fortune-teller’s wagon Caravan can reroll Attack, Security, or Resolve once per week
Merchant Mastery Morale 3 +5 bonus on Resolve checks made to trade
Reckless Tactics Offense 5 Lower AC in order to do more damage
Scavengers — Gather repair materials while traveling
Terrain Mastery — +2 bonus on all Security checks in chosen terrain

Circle the Wagons Prerequisite: Defense 3.


When you’re attacked, you can circle your wagons to gain Benefit: Whenever you make a special Security check
a defensive bonus. to repair your caravan, you gain a +2 bonus on the roll.
Prerequisite: Defense 3. Special: You can gain this feat up to three times. Its
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Benefit: Rather than making an Attack check during effects stack.


a round while undergoing caravan combat, you can have
your caravan move into a defensive circle. Doing so Enhanced Caravan
grants your caravan a +4 bonus to its AC. Your caravan Your caravan is f lat-out better than most.
can’t move while its wagons are circled—if the caravan Prerequisite: Caravan level 2.
moves, it immediately loses this AC bonus. Benefit: When you gain this feat, increase two of your
caravan’s primary statistics (Offense, Defense, Mobility,
Courageous Crew or Morale) by +1, to a maximum score of 10 per primary
The travelers in your caravan are particularly brave. statistic.
Prerequisite: Morale 3. Special: You can gain this feat multiple times. Its
Benefit: Your caravan gains a +2 bonus on all Resolve effects stack.
checks made against fear effects, including Resolve
checks made to resist a rout (see Caravan Combat). Expert Travelers
Special: You can gain this feat up to three times. Its Your travelers are particularly well trained.
effects stack. Prerequisite: Morale 5.
Benefit: Increase the maximum bonus that traveler
Efficient Consumption jobs can grant by +1.
Your travelers are well disciplined when it comes to Normal: The circumstance bonuses granted by travelers
managing the caravan’s food stores. have a maximum combined value of +5 per statistic.
Benefit: Reduce your caravan’s total consumption by 2 Special: You can gain this feat up to three times. Its
(to a minimum consumption equal to your total number effects stack.
of wagons).
Special: You can gain this feat up to three times. Its Extra Wagons
effects stack. Your caravan can handle more wagons than normal.
Prerequisite: Mobility 3
Efficient Repairs Benefit: Your caravan’s maximum number of wagons
Your caravan is particularly easy to repair. increases by two.

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Normal: A caravan can have up to f ive wagons in it at Benefit: At any point during caravan combat, you can
any one time. opt to decrease your caravan’s AC by –2 in order to gain
Special: You can gain this feat up to three times. Its a +2 bonus on Attack checks. Whenever you deal damage
effects stack. while using Reckless Tactics, you deal an additional 2
points of damage to your foe.
Faster
Your caravan is faster than most. Scavengers
Prerequisite: Mobility 5. Your travelers are adept at scavenging additional repair
Benefit: Your caravan’s speed increases by 4 miles per day. supplies in the wild.
Special: You can gain this feat up to three times. Its Benefit: Once per week, you can make a DC 15 Security
effects stack. check to gain 1 cargo unit of repair materials. You gain
an additional 1 cargo unit of repair materials for every 5
First Strike points by which you exceed this DC 15 check.
Your travelers are adept at really hurting an enemy on the
f irst round of caravan combat. Terrain Mastery
Prerequisite: Offense 3. Your caravan and its travelers are particularly adept at
Benefit: On the first Attack check of any caravan combat, navigating a specif ic kind of terrain.
you gain a +4 bonus on the Attack check. If you damage Benefit: Choose a specif ic type of terrain from the
your foe, you deal an additional 4 points of damage. list of rangers’ favored terrains (Core Rulebook 65). Your
caravan gains a +2 bonus on all Security checks made
Increased Damage while in that terrain.
Your caravan is particularly devastating in combat. Special: You can gain this feat multiple times. Each
Prerequisite: Offense 5. time, you must choose a different terrain type.
Benefit: The damage that your caravan deals to foes
increases by +1d6. Caravan Encounters
Normal: A caravan normally deals base damage of 1d6. While you, as player characters, won’t have much control
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Special: You can gain this feat up to three times. Its over the type and number of encounters your caravan is
effects stack. destined to have, you do need to know the rules for how to
play out these encounters when they occur.
Lucky Caravan
Your caravan is blessed with good luck. Travel
Prerequisite: Fortune-teller’s wagon. A caravan’s speed determines how many miles it can
Benefit: Once per week, you may roll twice when you travel in a day—the speed doesn’t really affect much
are called upon to make an Attack, Security, or Resolve on a tactical scale, since caravan combat utilizes very
check. Take the higher result of these two rolls as your simple rules to resolve conf licts. A caravan’s base speed
actual roll for the check. is 32 miles per day, but this can be increased by taking
Special: If your caravan loses its fortune-teller’s wagon, the Faster caravan feat, by purchasing horse trains, or by
you lose the benef its of this feat until the fortune-teller’s purchasing enhanced undercarriages for every wagon
wagon is repaired or replaced. in your caravan. This speed assumes travel on a road
over clear terrain—use Table 7–8 on page 172 of the Core
Merchant Mastery Rulebook to adjust the number of miles you can cover in a
Your travelers are particularly skilled at making money day if you drift into other types of terrain.
through trade. A day of travel for a caravan assumes 12 hours of travel
Prerequisite: Morale 3. and 12 hours of rest. Caravans typically travel during
Benefit: You gain a +5 bonus on all special Resolve daylight hours—if they travel after dark, their speed is
checks made to trade goods. halved. A caravan that pushes itself to travel more than
Special: You can gain this feat up to three times. Its 12 hours in a day becomes fatigued, taking a –2 penalty
effects stack. on all rolls, and halves its base speed. Every hour that
a caravan continues to push beyond the 12 hour mark,
Reckless Tactics it must make a DC 15 Security check to avoid becoming
You can order your caravan’s travelers to throw caution to exhausted—the DC of this check increases by +1 with
the wind in the hope of dealing more damage. each successive check. An exhausted caravan takes a –6
Prerequisite: Offense 5. penalty on all rolls and cannot move at all. A full 12 hours

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of rest is enough to make an exhausted caravan fatigued, travelers are unavoidable. As unrest grows, members of
and to make a fatigued caravan normal. the caravan may turn on one another, question leadership
decisions, want to turn back or take a different path, or
Peril otherwise disrupt the caravan. As a result, caravans also
As a caravan travels, it will eventually encounter some have a f ifth statistic: Unrest.
form of peril. The less dangerous forms of peril include A mutiny can occur whenever a caravan’s Unrest
bad weather, poor road conditions, and local disasters score exceeds its Morale score. Whenever this is the
such as landslides, forest fires, the threat of mutiny, and case, the caravan takes a –1 penalty to its AC and on
the like. More dangerous forms of peril include monsters Attack, Security, and Resolve checks for every point by
like dragon, and large-scale disasters like tsunamis. When which Unrest exceeds Morale. In addition, a caravan
your caravan encounters peril, it must make a Security in mutiny must make a Resolve check (DC = 20 + the
check or a Resolve check—the GM has information on caravan’s current Unrest score) each day. If it fails this
which check you’ll need to make, as well as what the check check, the caravan moves at half its base speed that day.
DC is and what happens to your caravan if it fails the If the caravan fails this check by 5 or more, the caravan
check. Normally, a failed check simply deals damage to either refuses to move or moves at half its base speed in
your caravan, but some failed checks can result in the loss a random direction (other than the direction desired by
(temporarily or permanently) of traveler jobs, provisions, the PCs) that day.
repair materials, or other pieces of equipment. A caravan can offset its Unrest score by increasing its
One particularly complex example of peril is combat— Morale statistic when it gains a level. Unrest has no upper
rules for caravan combat are detailed on pages 26–27. limit, but it cannot be reduced below 0.
Gaining Unrest: When any of the following events
Resting occurs, a caravan must succeed at a Resolve check (DC =
A caravan must rest for 12 hours after 12 hours of travel to 20 + the caravan’s current Unrest score) or gain 1 point
avoid becoming fatigued. In order to gain the restorative of Unrest: a wagon or horse train is lost (whether it is
effects of resting, the caravan must consume a total abandoned or destroyed), a traveler is killed (even if
number of provisions equal to the caravan’s consumption subsequently brought back to life), the caravan is reduced
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score; otherwise, no benefits are gained from rest. A to 25% of its hit points or fewer, or the caravan makes
caravan that doesn’t have enough provisions to pay its no progress during a 12-hour travel day because of an
consumption uses up all of the remaining provisions, adverse event.
takes 1d6 points of damage, and becomes fatigued. A Reducing Unrest: A caravan’s Unrest score is reduced
caravan that lacks provisions cannot be repaired or recover by 1 whenever the caravan gains a level. In addition, a
from fatigue until it uses a number of provisions equal caravan can attempt a DC 20 Resolve check with a penalty
to its consumption score, and it continues to take 1d6 equal to its current Unrest score whenever the caravan
points of damage twice per day until its hit points reach performs one of the following actions: adding a wagon
zero, at which point the caravan is effectively destroyed. to the caravan, adding a wagon improvement, spending
Individual characters in the caravan might survive if they a day resting (this does not include days spent making
remain with the caravan at the GM’s discretion—if those repairs or otherwise working, nor days spent unable
travelers haven’t already abandoned the caravan. to move because of adverse events or conditions), or
Provisions can be purchased in any settlement by consuming double the caravan’s consumption for 1 day.
buying stores—a single cargo unit of stores grants 10 If any of these actions are performed while camped at a
units of provisions. Units of provisions can also be settlement, the caravan gains a +5 bonus on its Resolve
gathered by scouts at the rate of 2 per day. They can also check. A success on this check reduces the caravan’s
be supplied by the spells goodberry, create food and water, Unrest score by 1 point. A failure results in no change.
or heroes’ feast. A single casting of goodberry creates 1 unit In addition, certain situations throughout the Adventure
of provisions. A single casting of create food and water Path may increase or decrease a caravan’s Unrest score.
generates 3 units of provisions. A single casting of heroes’ Giving away 1 cargo unit of trade goods to the caravan
feast is enough to generate 1 unit of provisions per caster crew also reduces Unrest by 1, and giving away 1 cargo unit
level. All provisions magically created in this manner of party treasure decreases Unrest by 3. However, buying
must be consumed on the same day they are created. loyalty in this way has diminishing returns, requiring 1
additional cargo unit to provide the same reduction in
Unrest and Mutiny Unrest each time it is done. Cargo units used in this way
On long and arduous journeys such as those faced by are effectively expended, and no longer count toward a
the PCs and their caravan, disputes between a caravan’s caravan’s total cargo capacity.

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Caravan Combat will generally not be presented in the format of a caravan


Caravan combat is not intended to be nearly as complex combat. In such cases, it’s more likely that the player
or detailed as the normal combat rules—this is by design, characters will face off against the signif icant foes while
so that the actual game play can focus more on the player the caravan plays out a parallel battle against that foe’s
characters than anything else. minions.
When a caravan combat occurs, it either takes place When a caravan combat begins, there’s no need to
while the caravan is active and on the move, or when it is lay out positions on a battlemat, since caravan combat
camped and stationary. If an encounter takes place while resolves with a number of simple rolls. Each round of
the caravan is active, then the battle plays out with no caravan combat, both sides of the battle make a single
adjustments. If it takes place while the caravan is camped, Attack check. If a combatant’s Attack check equals or
though, the caravan must make a DC 20 Security check to exceeds the target’s AC, it deals an amount of damage to
avoid being surprised by the attack—if the caravan fails that foe equal to its level (for a caravan) plus 1d6. Most
this check, it takes a –2 penalty on Attack checks and a –2 weak enemies deal similar damage, but more powerful
penalty to its AC for the f irst round of combat. A caravan foes can deal multiple dice of damage if they hit your
is too large and unwieldy to ever effectively be able to caravan. If the Attack check was a natural 20, then an
surprise a foe. additional 1d6 points of damage are dealt, regardless of
Caravan combat plays out over the course of a number the number or type of damage dice the original attack
of combat rounds, just like normal combat. Most caravan dealt. Combat continues until either the caravan or its foe
battles will be between your caravan and groups of is reduced to 0 hit points.
bandits, humanoids, or other relatively low-level threats,
although periodically a f ight might occur between your Enemy Reduced to 0 Hit Points
caravan and a single larger foe. Signif icant encounters An enemy that is reduced to 0 hit points either f lees
with actual level-appropriate challenges for your party or disbands—it’s generally not completely wiped out.

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Defeating an enemy in this manner gives you XP and


allows your caravan to continue on its journey—successful Unwanted A dditional
combats do not reduce the total miles a caravan can travel Complexity?
in a day. Some foes defeated in this manner may even have Adding caravan rules to your game adds an additional
treasure or supplies your caravan can take. layer of complexity—a layer that some parties might not
want to deal with. Fortunately, the matter of tracking a
PCs’ Caravan Reduced to 0 Hit Points party caravan’s statistics is a task that can be delegated to
If your caravan is reduced to 0 hit points, it is destroyed. one player to track during the game—this should be the
This doesn’t mean the end of your Jade Regent campaign, same player who tracks things like party treasure, since
of course, but it does mean things are going to be more caravans exist to facilitate an in-game explanation as to
difficult for you since you won’t have a safe place to shelter where that party treasure is being kept in the first place.
or store gear along the way. If your caravan is destroyed, That said, if your group and your GM would rather
all significant NPCs in the caravan (this is generally the hand-wave the caravan element of Jade Regent, that’s fine
player characters, Ameiko, Shalelu, Koya, Sandru, and any as well. In this case, your GM can just ignore the caravan
other unique NPCs you’ve allied with) are reduced to 1d20– encounters and awards in the Adventure Path and focus
5 hit points (not to exceed a character’s maximum number instead on the adventures themselves; you can simply
of hit points). Characters reduced to negative hit points assume that as long as your player characters are alive,
are dying and need swift attention. As a general rule, both your caravan is fit and capable of continuing onward.
you and the significant NPCs are assumed to have f led
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. combat, you should be able to avoid meeting such a
All non-signif icant NPCs are slain if your caravan devastating fate as total caravan destruction.
is destroyed, as are all horses used to draw the wagons
(with the exception of special PC mounts or animal Escaping and Avoiding Combat
companions). All equipment purchased for the caravan is If your caravan is already relatively damaged, avoiding
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either destroyed or looted by the victors. or escaping combat is often a better choice than battle. If
If any surviving characters can serve as wainwrights, you wish to try to evade a foe, you can’t make an Attack
you might be able to repair your wagons enough to be check in that round of combat—instead, you must make a
serviceable, but you’ll still need to f ind additional animals Security check to outmaneuver your foe. Your enemy still
to draw your caravan’s wagons—in such a disaster, it’s gets to make an attack against your caravan when you’re
generally a better option to press on without your caravan attempting to make a Security check to escape. A successful
or, more likely, retreat to the nearest settlement to buy Security check allows you to escape your foe. The DC for
new wagons and hire new help to try again. this check is equal to 10 + the foe’s CR. At the GM’s option,
If all of this sounds kind of scary, remember that your more powerful or mobile foes could require two or more
caravan will, on average, be tougher than most of the checks. If you escape from a foe, your caravan is considered
enemies it encounters. If you take care of your caravan, to have backtracked a certain amount, and you can make
keep it in good repair, and know when to retreat or avoid no further progress traveling for the rest of the day.

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™ Caravan Name Campaign

Caravan Sheet Caravan Level Max Wagons

primary statistics
Total
hp
hit points
total caravan feats

offense current hp

defense
damage
mobility speed miles/day
unrest current

morale consumption /day Travelers


traveler job monthly special
wage
secondary statistics
abil. traveler equip. wagon misc. modifiers gp
Total mod. mod. mod. mod. mod.
attack
offense
= + + + + gp

ac
defense
= + + + + gp

security
mobility
= + + + + gp

resolve
morale
= + + + +
gp

gp
wagons
gp
wagon driver traveler cargo consump- special
cap cap tion
gp

gp

gp

gp

gp

gp

© 2011 Paizo Publishing, LLC. Permission granted to photocopy for personal use only.
gp

gp

gp
Totals
gp
cargo
gp
units bonuses/special
gp

gp

gp

total travelers monthly wages gp

sights seen

Total

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