The heavy wagons and armed caravans of Aranthaen gold are a common sight on the trade routes leading out of the city. Each wagon is made of thick, sturdy wood and is drawn by a team of powerful horses. The wagon is heavily guarded by armed guards, some of whom ride on horseback alongside the wagon, while others ride on top of the wagon itself.
These armed guards are highly trained and skilled in both combat and diplomacy, able to negotiate with local authorities and fend off any would-be bandits or thieves. They wear heavy armor and carry an array of weapons, including swords, crossbows, and spears. The guards are also equipped with shields and helmets for added protection.
The wagons themselves are reinforced with metal plates and are heavily secured with locks and chains. The gold bars and coins are carefully packed in crates and boxes, which are further secured inside the wagon. Each wagon is also equipped with its own small armory, containing extra weapons and ammunition in case of attack.
As the wagons travel along the trade routes, they are closely monitored by scouts who ride ahead to check for any potential threats. The guards also keep a sharp lookout for any signs of trouble and are prepared to act quickly if needed. At night, the caravan sets up camp, with the wagons parked in a tight circle to provide maximum protection. The guards take turns standing watch, ready to respond to any danger that may arise.
Overall, the caravan is a formidable force, able to protect the valuable gold it carries and ensure its safe arrival at its destination.
Typical Gold Caravan – Wagon & Escort
Overview. A standard outbound gold run fields one reinforced treasure wagon with mixed cavalry escort from both the City Guard and the Merchant Police. Everything is built for speed and shock response: fast horses, disciplined wedges, and layered defenses (locks, bars, vault-chests, alarms). Below is a ready-to-run breakdown with stats and battlefield notes.
The Treasure Wagon
- Chassis: Oak-and-iron vault wagon; slatted outer frame over a steel-lined inner box.
- Draft Team: 4 × heavy destriers (fast-bred), with 2 spares led by outriders.
- Driver & Brake: Bench for driver and brakeman; iron shoes on wheels; quick-release pin to detach a shattered wheel.
- Vault Compartment: Double-door at rear with crossbars; coin and bar crates strapped within.
- Roof Rail: Low parapet for two crossbowmen to kneel behind; tie-downs for tarps.
Wagon Stats: AC 15 (iron-banded), HP 120 (object), Speed 40 ft (road), Immunities: poison/psychic; Vulnerable: fire vs. tarred tarps.
Doors & Locks: 2 × steel-banded doors, DC 20 to pick each; interior crossbar (action to set/remove from inside); lead-sealed chains (DC 18 to break).
Alarms: Bell-pull at bench (audible 600 ft); dye-squib ink ampoule hidden in lock (triggers on failed DC by 5+, stains hands blue for 1 week).
Stowage: 4 × “bank chests” (DC 22, trapped), 12 × strong crates (DC 16).
Traps (optional): Needle trap (save DC 13, 2d4 poison); smoke-pot drop (obscures 20 ft).
Escort Composition (Fast Column)
Total headcount ~16–22 plus wagon crew.
- Point Scouts (2–4) – ride 300–500 ft ahead; signal flags & horns.
- City Guard Lancers (6–8) – armored cavalry for shock charges.
- Merchant Police Dragoons (4–6) – lighter armor; skirmish/capture roles.
- Wagon Top Team (2) – kneeling arbalesters on the roof rail.
- Command Group (2–3) – Captain, Trumpeter/Standard, and (often) a Guild Adept.
- Wagon Crew (2) – Driver & Brakeman/Guard.
Stat Blocks (Quick Use)
City Guard Cavalry (Lancers)
AC 16, HP 22; spear/lance (1d8+2 mounted 1d12+2), longsword (1d8+2), shield; Chain mail.
Feat: Brace (reaction, +2 AC vs. first melee hit this round). Mounts: warhorses (speed 60 ft; trampling charge).
Merchant Police Dragoons
AC 15, HP 20; saber (1d6+2), light crossbow (1d8); Studded leather.
Trait: Net & Hook (once/encounter, DC 13 to restrain for 1 round).
Point Scout (Outrider)
AC 14, HP 16; shortsword (1d6+2), shortbow (1d6); Leather.
Skill: Perception +4, Survival +4; Signal horn (bonus action).
Arbalester (Wagon Top)
AC 14 (half-cover), HP 16; heavy crossbow (1d10, reload), dagger (1d4).
Gear: 2 × smoke pots; 1 × flash-squib (DC 12 Con or blinded 1 round at 10 ft).
Caravan Captain
AC 16, HP 42; longsword (1d8+3), pistol crossbow (1d6); Chain shirt + shield.
Command: Rally (all allies within 30 ft gain +1 to attack until next turn), Hold the Line (reaction: one ally within 5 ft reduces incoming damage by 3).
Guild Adept (Sanctioned)
AC 13, HP 27; dagger (1d4). Prepared utility/control (no flashy evocation in-city; outside city allowed at captain’s order): Shield, Fog Cloud, Alarm, Hold Person, Grease, Web, Counterspell.
Focus: gold signet (city-sanctioned).
Driver / Brakeman
AC 12, HP 12; club (1d6). Proficiencies: land vehicles; quick-release & wheel swap in 1 minute with help.
Loadout & Gear
- Weapons: 6 lances, 10 sabers/longswords, 6 shields, 6 heavy crossbows, 6 light crossbows, 2 nets, 2 mancatcher poles.
- Consumables: 6 smoke pots, 2 flash-squibs, 2 barrels of water, 2 med-kits (stabilize + 1d4+1 healing salves).
- Horse Kit: Spare shoes, grain, spare tack; 2 remounts on lead.
- Security: Sealed manifests, route markers, signet stamps, dye-squib ampoules, shackles.
March Order & Signals
- Column: Scouts → 2 lancers (point) → wagon → 4 lancers (flanks) → 2 dragoons (rear) → command offset.
- Signals: Single horn = halt; two short = form wedge; long roll = ambush; banner tilt left/right = threat flank.
- Pace: Fast trot on open road, walk through chokepoints; remount swaps every 2–3 hours if available.
Tactics vs. Ambush
- Arrows/Skirmish: Wagon brakes; arbalesters lay covering fire; lancers form wedge and charge the densest archers.
- Roadblock (logs/rocks): Dragoons dismount to clear while lancers screen; Adept casts Grease or Fog Cloud to disrupt fire lanes.
- Mounted Raiders: Wedge charge to break momentum; nets/mancatchers to pull riders; smoke pots to blind pursuit.
- Mass Rush: Captain calls Hold the Line; wagon ringed shields; Adept uses Web or Hold Person on leaders.
- Fire Threat: Douse tarps immediately; water barrel teams; arbalesters prioritize torch-bearers.
Night Camp Protocol
- Layout: Wagon parked on windward side; picket line in a shallow “U”; two fire pits; low light after midnight.
- Watches: 3 watches of 2 riders + 1 arbalester; horn & bell within reach; perimeter twine with tin rattles.
- Drill: On alarm: mount, form half-wedge to the most open side; driver ready to roll; Adept pops Fog Cloud to mask departure if outmatched.
Treasure Manifest (Typical)
- Gold Bars: 12–20 standard ingots (100 and 250 gp face value).
- Coin Crates: 6–10 crates mixed gold/silver; each crate 300–500 coins; straw-packed and sealed.
- Documents: Sealed drafts, promissory notes, guild bonds (in a firebox, DC 18).
- Decoys: 1–2 crates of sand/lead slugs stamped “grain bolts.”
Scaling the Escort
- Light Run: -2 lancers, -2 dragoons, no Adept; add an extra pair of scouts.
- Heavy Run: +2 lancers, +2 dragoons, +1 arbalester; Adept upgraded (adds Counterspell & Hypnotic Pattern outside the walls).
- Double-Wagon Train: Second wagon trails 80–120 ft; extra 4 riders; crossfire possible from two roofs.