Table of Contents
Horses and Vehicles
Horses
Horse | Cost (gp) | Load | Type |
---|---|---|---|
Charger | 250 | 4,000 | War |
Dapple-doff | 40 | 5,000 | Draft |
Hop-clopper | 80 | 5,000 | Draft |
Mule | 30 | 2,500 | Mule |
Prigwort prancer | 75 | 3,000 | Riding |
Yellow-flank | 250 | 3,500 | Riding |
Accessories
Item | Cost | Weight |
---|---|---|
Feed (1 day) | 5cp | 100 |
Horse barding (+2 AC) | 150gp | 600 |
Pack saddle and bridle | 10gp | 150 |
Riding saddle and bridle | 25gp | 300 |
Riding saddle bags | 5gp | 100 |
Horses
Charger
War horses bred for strength and courage in battle. Adapted to short bursts of speed; not suited to long-distance riding.
Large Animal—Animal Intelligence—Neutral
Level 3 AC 12 HP 3d8 (13) Saves D11 R12 H13 B14 S15 Att 2 hooves (+2, 1d6) Speed 40 Morale 9 XP 65
Charge: Trained to charge into melee, requiring a clear run of 40′. When charging, the horse cannot attack, but a successful lance attack by the rider inflicts double damage.
Melee: When in melee, both rider and horse can attack.
Dapple-Doff
Mighty, shaggy-furred draft horses, bred for their great strength. Dull-witted and easily spooked.
Large Animal—Animal Intelligence—Neutral
Level 3 AC 12 HP 3d8 (13) Saves D11 R12 H13 B14 S15 Att None Speed 30 Morale 5 XP 40
Hop-Clopper
Stocky, green-maned draft horses beloved by Prigwort breweries. Get tetchy without their daily pint of ale.
Large Animal—Animal Intelligence—Neutral
Level 3 AC 12 HP 3d8 (13) Saves D11 R12 H13 B14 S15 Att 2 hooves (+2, 1d4) Speed 30 Morale 7 XP 40
Mule
Stubborn horse/donkey cross-breeds used as beasts of burden. Unlike other horses, mules can be taken underground.
Large Animal—Animal Intelligence—Neutral
Level 2 AC 12 HP 2d8 (9) Saves D12 R13 H14 B15 S16 Att Kick (+1, 1d4) or bite (+1, 1d3) Speed 40 Morale 8 XP 20
Prigwort Prancer
Lightly built horses adapted to run at high speed. Fond of snacking on acorns in the autumn.
Large Animal—Animal Intelligence—Neutral
Level 2 AC 12 HP 2d8 (9) Saves D12 R13 H14 B15 S16 Att 2 hooves (+1, 1d4) Speed 80 Morale 7 XP 20
Yellow-Flank
Tall, slender horses favoured by nobility, with flowing, silver manes and golden dappling along their sides. The haughty, laughing neigh of the yellow-flank bespeaks the breed’s rumoured fairy ancestry.
Large Animal—Semi-Intelligent—Any Alignment
Level 3 AC 12 HP 3d8 (13) Saves D11 R12 H13 B14 S15 Att 2 hooves (+2, 1d4) Speed 60 Morale 7 XP 40
Alignment: The Referee should secretly determine the Alignment of each yellow-flank, at random. After 1d3 weeks of being owned by a character of differing Alignment, the horse attempts to escape, even chewing reins and tethers.
Riding Horses and Overland Travel
Riding horses have Speed higher than 40, but can only move at this rate for short bursts (up to 1 hour). When travelling overland for long distances, parties mounted on riding horses are treated as having Speed 40 (see Travel).
Accessories
Feed: A sack of hay, oat grains, and the odd apple or carrot to chomp.
Horse barding: Armour made of leather and plates of metal. Grants a +2 bonus to Armour Class.
Saddle and bridle: A riding saddle is a leather seat required to mount and ride a horse. A pack saddle is necessary for horses to carry heavy loads, as it includes a rack upon which to lash crates, bags, and bundles.
Riding saddle bags: Hold up to 500 coins of weight.
Land Vehicles
Vehicle | Cost (gp) | AC | HP | Speed | Cargo | Animals |
---|---|---|---|---|---|---|
Cart | 100 | 10 | 1d4 | 30 | 10,000 | 1 draft horse or 2 mules |
Wagon | 200 | 10 | 2d4 | 30 | 20,000 | 2 draft horses or 4 mules |
Water Vehicles
Vehicle | Cost (gp) | AC | HP | Speed | Cargo | Crew |
---|---|---|---|---|---|---|
Barge | 500 | 11 | 1d20 + 20 | 30 | 160,000 | 2–4 sailors |
Canoe | 30 | 10 | 1d4 | 60 | 5,000 | 1–2 untrained |
Fishing boat | 350 | 12 | 1d20 + 20 | 60 | 25,000 | 1–2 sailors |
Raft | 1gp per sq.ft. | 10 | 5 per 10′ sq. | 20 | 500 per sq.ft. | 1 untrained |
Raft, makeshift | – | 10 | 3 per 10′ sq. | 20 | 250 per sq.ft. | 1 untrained |
Rowing boat | 25 | 10 | 2d4 | 40 | 5,000 | 1–2 untrained |
Land Vehicles
Cart: A two-wheeled vehicle. If pulled by twice as many animals (2 draft horses or 4 mules), a cart can hold up to 20,000 coins of weight.
Wagon: A four-wheeled, open vehicle. If pulled by twice as many animals (4 draft horses or 8 mules), a wagon can hold up to 40,000 coins of weight.
Water Vehicles
Barge: A flat-bottomed boat, 20′ long and 10′ wide, designed for carrying cargo. Barges may be rowed, pushed with poles, or pulled by horses on the riverbank.
Canoe: A small boat, 15′ long and 3′ wide, made of hide or canvas stretched over a wooden frame. Because of its small size and lightweight construction (weighing 500 coins), a canoe may be carried by two people.
Fishing boat: A small sailing boat, 20–30′ long and 6′ wide.
Raft: A professionally built raft has raised sides, a basic steering oar, and some form of shelter for goods or passengers. Such a raft may be up to 30′ × 40′. Professionally built rafts are sometimes floated downstream with cargo and then broken down and sold for the value of their wood (25cp per square foot).
Raft, makeshift: Given sufficient trees for wood, characters may build a makeshift raft in 1d3 days per 10′ square section (up to a maximum size of 20′ × 30′).
Rowing boat: A small wooden boat for 1–2 people, 10′ long and 4′ wide.
Rules For Vehicles
Basic stats: Vehicles have Armour Class, Hit Points, and Speed.
Damaging: Magic, area effects (e.g. flaming oil), and giant monsters’ attacks inflict 1/5 normal damage. Normal attacks (e.g. bows, claws, swords) are ineffective.
Effects of damage: A vehicle’s Speed is reduced by 10% for every 10% of its maximum Hit Points it loses.
Repairs: Crew can repair damage up to half a vehicle’s maximum Hit Points in the field. Full repairs require a workshop or dock.
Cargo: Lists the maximum weight of cargo (in coins) a vehicle can carry.
Crew / animals: Lists the number of beasts of burden, trained sailors (see Specialist Services), or untrained characters needed to operate the vehicle.
Reduced crew: A vehicle’s Speed is reduced by 10% for every 10% of its crew that is missing.
Passengers: Vehicles can carry passengers in place of cargo: one Small or Medium person per 5,000 coins of cargo space.
Water Travel
Drifting along Dolmenwood’s waterways is handled using the normal travel rules (see Travel). The Referee tracks the party’s position along the body of water as they travel.
Lakes: Treat as hexes with a cost of 2 Travel Points.
Rivers: Treat similarly to roads, costing 2 Travel Points per 6 miles when travelling downstream (i.e. with the current) and 3 Travel Points per 6 miles when travelling upstream (i.e. against the current). On the Referee’s hex map (DCB), rivers are annotated with 6 mile marker points.
Hex features: The party may explore any features along the shore in hexes they pass through.
Rest: The vessel is assumed to be docked or anchored during rest breaks and at night.