Rows of labeled potion bottles and scrolls on wooden shelves with glowing magical ambiance.

Merchant Caravan

The road ahead is not empty. Dust, the sound of axles, the smell of animals, the shouts of drovers. A caravan — a moving village of commerce, debt, and ambition, three weeks out of the last city and six weeks from the next.


What a Merchant Caravan Is #

A merchant caravan is not a single encounter — it is a mobile encounter location. It has a population, an economy, a social structure, and its own problems. Meeting a caravan on the road may last an afternoon, a day, or a week if the party travels alongside it. Every element generates potential encounters: the merchants want things, the guards are bored and watchful, the craftspeople need supplies, and someone in the caravan always knows something useful.

Based on: The RC Trader entry (wagon scale, guard ratios, equipment). Extended with caravan population, wagon types, goods categories, and road-craft NPC types.


Caravan Scale #

Roll or choose based on campaign context:

SizeWagonsMerchantsGuards (L1)Guards (L2–3)Guards (L4–5)Pack AnimalsCR
Small510152021d123
Medium1020304041d125
Large1530456061d127
Grand2040608081d128

Pack animals by terrain:

  • Standard road: Riding horses and draft horses
  • Desert: Camels (primarily) + mules for rough loads
  • Mountain passes: Mules (primarily) — superior footing on grade
  • Coastal wet roads: Draft horses + mules
  • Mixed: 1d3 each of horse/camel/mule proportional to recent terrain

Caravan Wagons — Types #

Roll 1d6 per wagon or assign by cargo:

1d6Wagon TypeContentsGuard Priority
1Goods WagonBulk trade goods (grain, wool, lumber, pottery)Low
2Luxury WagonHigh-value cargo (silks, spices, wine, dyes)High — locked and watched
3Armored Chest WagonCoin, gems, letters of creditExtreme — guards sleep on it
4Craftsman WagonTools, raw materials, work in progressMedium
5Supply WagonCaravan’s own food, water, feed, spare partsMedium
6Passenger WagonTraveling merchants, families, paying travelersVariable

The armored chest wagon is always present in a medium or larger caravan. It is covered, reinforced, padlocked, and has a 2-man watch at all times. The senior guard (L4–5) sleeps in or under it at camp.


Merchant Types #

Each merchant in the caravan has a specific trade specialty. Roll 1d12 for each merchant, or choose for named NPCs:

1d12Merchant TypeWhat They BuyWhat They SellNotable Behavior
1Cloth MerchantRaw wool, raw silk, leatherFinished textiles, clothing, boltsExamines all fabric on sight
2Spice TraderAny exotic goodsPepper, cinnamon, saffron, rare herbsParanoid about the chest wagon
3Wine MerchantGrain, barrels, rare spiritsVintage wines, cordials, distilled spiritsConstantly sampling stock
4Metal Goods DealerOre, raw metalTools, weapons (non-magical), agricultural implementsChecks everything for iron content
5Gem & Jewelry MerchantRough stones, gold/silverCut gems, finished jewelry, settingsCarries a loupe; inspects everything
6Book & Scroll TraderOld texts, parchment, inkBooks, maps, blank parchment, scrollsMay buy or sell information
7Animal BrokerTrained animalsWorking dogs, horses, exotic beastsKnows every animal in the train
8Grain MerchantFinished goodsGrain, flour, dried legumes, dried fruitWeighs everything on a pocket scale
9Alchemical SupplierRare componentsCommon alchemical components, solvents, acidsHas a locked box of reactions-in-progress
10Luxury GoodsCoinArt objects, furniture, exotic items, curiositiesMoves with the luxury wagon
11Information BrokerAnything (for sale later)Intelligence, maps, guild contacts, introductionsAsks many questions; volunteers little
12Slave Trader*GoldLaborers, specialists, skilled workersControversial; avoided by Lawful parties

*DM determination on whether slave trading is part of the campaign setting.


Road-Craft Specialists #

Beyond merchants, a medium or larger caravan includes craftspeople traveling to a new market or under contract. Roll 1d8 per 10 merchants, or assign:

1d8SpecialistService OfferedWhat They Need
1BlacksmithRepairs metal items; basic smithing; reshoes animalsIron stock, coal/charcoal
2WheelwrightRepairs and replaces wagon wheels, axlesWood, metal fittings, wedges
3CooperMakes/repairs barrels and casksWood staves, iron rings
4Healer (Lay)Non-magical healing, wound dressing, herb medicineMedical components, fresh water
5ScribeLetters, contracts, maps, legal documentsInk, parchment
6CookPrepares meals for the caravanFresh supplies at settlements
7LeatherworkerRepairs harness, boots, straps, armor (non-metal)Leather, needles, wax
8TinkerMinor repairs on metal goods, locks, mechanismsWire, small tools

The Blacksmith is the most important road craftsman — without them, a broken axle fitting or a cast horse shoe can delay the caravan for days. A competent blacksmith is paid and valued accordingly.

The Leatherworker maintains the harness that keeps the draft animals pulling. Harness failure is as catastrophic as wheel failure.


Caravan Personnel — Named Roles #

Every caravan has several key individuals regardless of size:

The Caravan Master #

The senior merchant who organizes, coordinates, and makes final decisions. Usually the largest investor in the enterprise.

StatValue
Level1d4+4 (5–8) Fighter or Merchant (use Fighter stats)
AC15 (chain mail)
EquipmentSword, ledger, sealed correspondence, caravan charter
MotivationProfit; arrive safely; maintain reputation; avoid scrutiny
DemeanorBusinesslike, cautious, willing to negotiate

The caravan master knows the value of everything in the caravan to within 10% accuracy without looking. They decide who the caravan hires and who it does not.

The Guard Captain #

Commands all caravan security.

StatValue
Level1d3+4 (5–7) Fighter
AC17 (plate mail)
EquipmentSword, lance, war horse
MotivationComplete the contract; lose no merchants; manage the guards
DemeanorProfessional, territorial about security decisions, brief

The guard captain sets watch rotations, determines threat response, and makes combat decisions. They are not the caravan master’s subordinate in matters of security — they have independent authority to change route or halt the caravan if they assess a threat the master dismisses.

The Drover Chief #

Manages the animals and the teamsters who drive the wagons.

StatValue
Level2d3 (2–6) Fighter
AC13 (leather)
EquipmentWhip, short sword, Animal Training (Expert)
MotivationKeep the animals moving and healthy
DemeanorGruff, practical, measures everything by how it affects the animals

The drover chief knows more about the condition of the caravan than anyone — the animals’ health reflects the caravan’s overall state. An anxious drover chief is a warning sign.


Guard Organization #

Watch Rotation #

A medium caravan (40 total guards) runs a standard three-watch system:

  • Day march: All guards active; 10 outriders at 200 ft range on flanks and ahead; 30 in the column
  • Camp first watch (sundown to midnight): 15 guards active; guard captain on duty
  • Camp second watch (midnight to dawn): 15 guards; senior L4–5 guard oversees
  • Reserve: 10 guards sleep in full equipment (reach weapons in 1 round)

Outriders #

The outriders are the caravan’s scouts — they range ahead and to the flanks on horseback (or camel in desert terrain). They are the first to detect ambushes, bandits, or unusual creatures on the road.

Outrider profile: L2–3 Fighter, riding horse or camel, shortbow + sword, Alertness (Basic), Riding (Skilled). If they encounter something they cannot handle alone, they return to the column and report before engaging.


Caravan Camp #

When the caravan stops for the night, the camp layout is semi-standardized:

[OUTRIDER PICKETS — 200 ft out]
         |
[WATCH FIRES — perimeter]
    |           |
[ANIMAL LINES]  [CHEST WAGON — center]
    |           |
[MERCHANT TENTS]  [GUARD TENTS]
    |
[CRAFTSMAN AREA — near tools/forge]

The chest wagon is always in the center. The caravan master’s tent is adjacent. Guard tents face outward. Animal lines are along the downwind edge (smell).

Night security: Three watch positions at the perimeter plus two guards permanently on the chest wagon. Outrider pickets at 200 ft on likely approach vectors.


Caravan Goods — Random Determination #

When the party searches/trades with/robs the caravan, use this table for specific goods:

Bulk Goods (Low Value, High Volume) #

1d10GoodWeight per UnitValue per Unit
1Grain100 cn/sack5 gp
2Wool (raw)200 cn/bale15 gp
3Timber500 cn/log8 gp
4Salt100 cn/block20 gp
5Iron ore500 cn/ingot10 gp
6Dried fish50 cn/bundle3 gp
7Pottery100 cn/crate25 gp
8Common cloth100 cn/bolt20 gp
9Animal hides150 cn/bundle30 gp
10Charcoal200 cn/sack8 gp

Luxury Goods (High Value, Lower Volume) #

1d10GoodWeight per UnitValue per Unit
1Fine silk50 cn/bolt200 gp
2Pepper50 cn/bag150 gp
3Saffron5 cn/vial100 gp
4Quality wine100 cn/amphora50 gp
5Precious dyes20 cn/jar120 gp
6Fine metalwork50 cn/piece200 gp
7Cut gems1 cn/gem100–500 gp
8Ivory100 cn/tusk400 gp
9Rare books30 cn/volume50–500 gp
10Exotic spices20 cn/pouch80 gp

The Caravan as Social Space #

A grand caravan (20 wagons) is a mobile village of 130+ people traveling the same road for weeks. Social dynamics develop:

Tensions that generate encounters:

  • A guard suspects one of the merchants is skimming from the chest wagon
  • Two merchants competing for the same buyer in the destination city are creating tension in camp
  • The healer’s herb supply ran out three days ago and someone is sick
  • One of the outriders has not returned from their morning patrol
  • The drover chief is worried about the draft animals — two are limping
  • A traveling passenger in the passenger wagon knows something they shouldn’t

What the caravan wants from the party:

  • Escort through a dangerous stretch of road
  • Investigation of a recent attack on a previous caravan on this route
  • Recovery of stolen goods from a bandit camp
  • A magical solution to the sick animal / sick merchant problem
  • Information about what is ahead on the road

What the caravan can offer the party:

  • 50 gp per day per party member (RC Trader rate for guards)
  • Information about the road they have already traveled
  • Trade goods at reasonable prices (no markup for good relations)
  • Introductions to merchant contacts at the destination city
  • Healing from the lay healer (non-magical, but better than nothing)
  • Blacksmith services (repairs at cost)
  • Access to the book/scroll merchant’s inventory for spells or maps

Sample Encounter Hooks #

The scout who didn’t return: The morning patrol’s outrider (2 riders) left at dawn for the eastern approach. It is two hours past when they should have returned. The guard captain is preparing to send a second patrol. The caravan is halted. What happened to the outriders? (Encounter options: ambush site, monster territory, they found something significant, one was bribed and left.)

The sick merchant: A senior merchant has been increasingly unwell for three days. The lay healer has done everything possible. This morning the merchant cannot get out of their wagon. Their cargo is high-value silk — if they cannot negotiate at the destination, the entire shipment may have to be sold at a loss to their partner. They need a Cleric’s Cure Disease and will pay extremely well. What is wrong with them, and can the party help?

The light load: The armored chest wagon is riding higher than it should for its supposed contents. The guard captain has not opened it in four days — unusual. The drover chief mentions this quietly to someone who asks. The chest wagon’s actual contents may not be what the caravan manifest lists. (Options: empty, different goods, contraband, a person, something stranger.)

The information broker: The caravan’s information broker approaches the party privately. They have something to sell — not goods, but knowledge. They know who hired the last bandit attack on this road and why. The price is 200 gp and they want a favor at the destination city. The favor is unspecified but “within reason.” What do they know, and what will they ask?


Encounter Notes #

CR by caravan size:

  • Small caravan (5 wagons): CR 3 — 37 guards total; manageable by mid-level parties
  • Medium caravan (10 wagons): CR 5 — 74 guards + specialists; significant military force
  • Large caravan (15 wagons): CR 7 — 111 guards; comparable to a small garrison
  • Grand caravan (20 wagons): CR 8 — 148 guards + officers + magic items; a minor army

Note: The CR reflects the caravan as a combat encounter — the party fighting the caravan. In normal play, the caravan is a social and economic encounter, not a combat one. The guards exist to demonstrate that robbing a large caravan is inadvisable.


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Updated on July 2, 2026