To Wander Beneath A Far Star: Transportation

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Transportation[edit]

Mule[edit]

  • AC: 7
  • Hit Dice: 2
  • Move: 120' (40')
  • Attacks: 1 kick or 1 bite
  • Damage: 1-4 or 1-3
  • No. Appearing: 1-8 (2-12)
  • Save As: Normal Man
  • Treasure Type: Nil
  • Alignment: Neutral

"A mule is a crossbreed between a horse and a donkey. Mules are stubborn, and if bothered or excited they may either bite or kick. If the DM permits it, mules can be taken into dungeons [I certainly permit this. ---JS]. A mule can carry a normal load of 2000 coins (or 4000 coins at most, with its move reduced to 60'/turn). Mules cannot be trained to attack, but will fight in their own defense. (Moldvay, B39)."

Note: Astute observers will noticed that in the wilderness, mules are encountered in groups of 2-12. In the dungeon, they are encountered in groups of 1-8. Yes, this does mean that your characters can be exploring a dungeon and find 8 mules wandering around, presumably the sole survivors of a previous adventuring party.


Riding Horse[edit]

  • Armor Class: 7
  • Hit Dice: 2
  • Move: 240' (80')
  • Attacks: 2 hooves
  • Damage: 1-4/1-4
  • No. Appearing: 0 (10-100)
  • Save As: Fighter: 1
  • Morale: 7
  • Treasure: Nil
  • Alignment: Neutral

"This type of horse is smaller than a draft horse or a war horse but is capable of carrying a rider for a greater distance. A riding horse is noted for its ability to exist anywhere there is grass to feed on. Any wild horse can become a riding horse, if tamed. The amount of weight the horse can carry and still move at normal speed is 3000 cn. The maximum weight that can be carried is 6000 cn at half movement. (Cook/Marsh, X34)"

Another advantage of a riding horse is that has the "ability to exist anywhere there is grass to feed on"; in other words it doesn't need specialized feed (grain, oats, etc.) in its diet (X34).

War Horse[edit]

  • AC: 7
  • Hit Dice: 3
  • Move: 120' (40')
  • Attacks: 2 hooves
  • Damage: 1-6/1-6
  • No. Appearing: 0 (domestic only)
  • Save As: Fighter: 2
  • Morale: 9
  • Treasure: Nil
  • Alignment: Neutral

"This type of horse is bred for its warlike temperament and strength. It cannot be ridden long distances at high speed, but is powerful in a short charge. A war horse can carry 4000 cn at full speed and 8000 cn at half speed. When charging, a rider employing a lance will do double damage (if a hit is successful) [NB: This is nerfed to 1.5x damage in my campaign since no one has stirrups---JS], although the horse may not fight at the same time. After the first (charging) round, both rider and horse can fight normally. (X34)"

The Expert Set states that "[a warhorse] cannot be ridden long distances at high speed, but is powerful in a short charge. (X34)"

Also, remember that the warhorse can move at 120' when carrying 4000 cn, which is over twice as much as a human moving at 30' can carry, so in practice a warhorse is generally faster than an adventurer.

Remember also that "[w]hen charging, a rider [of a warhorse] employing a lance will do double damage (if a hit is successful), although the horse may not fight at the same time. After the first (charging) round, both rider and horse may fight normally. (X34)."

Lance + warhorse damage is nerfed to 150% of normal in my campaign due to the fact that nobody has stirrups, but otherwise lance + warhorse functions the same.

Draft Horse[edit]

  • Armor Class: 7
  • Hit Dice: 3
  • Move: 90' (30')
  • Attacks: Nil
  • Damage: Nil
  • No. Appearing: 0 (domestic only)
  • Save As: Fighter: 2
  • Morale: 6
  • Treasure: Nil
  • Alignment: Neutral

"This is a large horse bred for its sturdiness and endurance. It is used primarily for plowing, pulling wagons and as a pack animal. A draft horse can carry a normal load of 4500 cn and a maximum load (movement reduced by 1/2) of 9000 cn. A draft horse will not fight; if attacked, it will attempt to flee. (X34).

Camel[edit]

  • Armor Class: 7
  • Hit Dice: 2
  • Move: 150' (50')
  • Attacks: 1 bite/ 1 hoof
  • Damage: 1/1-4
  • No. Appearing: 0 (2-8)
  • Save As: Fighter: 1
  • Morale: 7
  • Treasure Type: Nil
  • Alignment: Neutral

"Camels are ill-tempered beasts, prone to biting and kicking any creature that gets in their way, including their masters. They often kick with one leg. They are used as pack and ridding animals in deserts and barren lands, treating these as clear terrain. A camel may carry up to 3000 coins of weight and still move at normal speed, but the maximum load that can be carried is 6000 coins [at half speed, obviously---JS]. A well-watered camel may travel for 2 weeks without drinking. Charge attacks with a lance from camelback are not possible. (Cook/Marsh, X28)"

Camels (which have a minimal (at best) presence in this province) have a 150' move and a morale of 7. They can carry up to 3000 cn at full speed and 6000 cn at half-speed. For purposes of wilderness movement, they treat deserts and barren lands as clear terrain, which removes the move reduction to 2/3 in those forms of terrain. Well-watered camels can go 2 weeks without drinking; lance attacks from camelback are explicitly forbidden on page X28.