Monday, July 18, 2022

[MECHANICS] Dungeon! - Beasts of Burden, Mounts, and Vehicles

Beasts of Burden, Mounts, and Vehicles

This post is a bit of a hodgepodge of mechanics that go hand-in-hand with both Wilderness Travel and Encumbrance. If you aren't using either of those mechanics, this post probably won't be of much use to you.

The most important thing to note with this post is that the mechanics listed below are pretty simple and rely on common sense. Yes, Mules have HP and a CR, but they aren't intended for warfare. Yes, Vehicles have HP, but obviously they would not be Healed by a potion. Try to keep these things in mind when using the mechanics below and when creating new Beasts of Burden, Mounts, and Vehicles.


Beasts of Burden

  • Donkey - 1 CR - - - Encumbrance: 15 - - - Riders: 1 - - - Cost: Low
    • HP: 10
    • AC: 11
    • AB: +1
    • Damage: 1d6 + 1
    • Special: Domesticated (This creature will always try to flee before it fights, only fighting as a last resort.); Tough (This creature has 5 additional HP. This is already accounted for in its Stats.)
    • Save: 15
    • Skills: N/A
  • Ox - 3 CR - - - Encumbrance: 25 - - - Riders: 1 - - - Cost: High
    • HP: 20
    • AC: 13
    • AB: +3
    • Damage: 1d6 + 3
    • Special: Domesticated (This creature will always try to flee before it fights, only fighting as a last resort.); Tough (This creature has 5 additional HP. This is already accounted for in its Stats.)
    • Save: 14
    • Skills: N/A
  • Mule - 2 CR - - - Encumbrance: 20 - - - Riders: 1 - - - Cost: Moderate
    • HP: 15
    • AC: 12
    • AB: +2
    • Damage: 1d6 + 2
    • Special: Domesticated (This creature will always try to flee before it fights, only fighting as a last resort.); Tough (This creature has 5 additional HP. This is already accounted for in its Stats.)
    • Save: 14
    • Skills: N/A

Mounts
  • Camel - 3 CR - - - Encumbrance: 15 - - - Riders: 1 or 2 - - - Cost: High
    • HP: 15
    • AC: 13
    • AB: +3
    • Damage: 1d6 + 3
    • Special: Domesticated (This creature will always try to flee before it fights, only fighting as a last resort.); Mount (This creature grants its rider 3 extra Movement Points per day.); Desert-Dweller (This creature does not have its movement impeded by sand and it cannot become dehydrated or Exhausted due to dry or hot environments.)
    • Save: 14
    • Skills: N/A
  • Riding Horse - 3 CR - - - Encumbrance: 10 - - - Riders: 1 or 2 - - - Cost: Moderate
    • HP: 15
    • AC: 13
    • AB: +3
    • Damage: 1d6 + 3
    • Special: Domesticated (This creature will always try to flee before it fights, only fighting as a last resort.); Mount (This creature grants its rider 3 extra Movement Points per day.)
    • Save: 14
    • Skills: N/A
  • War Horse - 5 CR - - - Encumbrance: 15 - - - Riders: 1 or 2 - - - Cost: High
    • HP: 30
    • AC: 15
    • AB: +5
    • Damage: 1d6 + 5, 1 Free Action Attack each Turn
    • Special: Mount (This creature grants its rider 3 extra Movement Points per day.); Tough (This creature has 5 additional HP. This is already accounted for in its Stats.)
    • Save: 13
    • Skills: N/A

Mount Equipment

Over the course of 10 minutes, you may equip a willing Mount with 1 piece Mount Equipment you own. A Mount may only have 1 piece of Mount Equipment active at any given time. All Mount Equipment may only be placed on creatures with the Mount Ability. 

  • Riding Saddle: The wearer provides its rider with a further 2 additional Movement Points per day.
  • Saddlebags: The wearer has an additional +5 Encumbrance. Saddlebags may also be placed on Beasts of Burden, unlike other Mount Equipment.
  • Light Mount Armor: The wearer has +1 AC and +5 Maximum HP, but it provides its rider with 1 less extra Movement Point.
  • Medium Mount Armor: The wearer has +2 AC and +10 Maximum HP, but it provides its rider with 2 less extra Movement Points.
  • Heavy Mount Armor: The wearer has +3 AC and +15 Maximum HP, but it doesn't provide its rider with extra Movement Points.

Vehicles

All Vehicles are considered objects. Land Vehicles must be pulled by at least 1 Beast of Burden or Mount and all Vehicles must be steered/driven by at least 1 Character or NPC.

All Vehicles have an AC of 15 and a number of Hit Points equal to their Encumbrance. Vehicles automatically succeed on all Saving Throws against Spells, Maneuvers, etc. When a Vehicle reaches 0 HP, it is destroyed, and all of its contents are dropped to the ground.

Finally, Vehicles may be repaired at a rate of 1 HP per 1 hour of time spent repairing, but they cannot be Healed by magic, potions, etc. At the end of each hour, the worker may roll a Strength Skill Check to attempt to increase the HP repaired. On a success, the Vehicle regains 5 HP instead of only 1 HP.

Additionally, Vehicles grant Riders extra Movement Points, similar to Mounts. However, Vehicles are more limited as to where they can travel. For example, a Pull-Cart is meant for land travel, not sea travel. By the same token, Ships are meant for sea travel, not land travel. Simply use common sense. Obviously, a Ship cannot be used to travel through a grassland hex that lacks a deep, wide river.

Land Vehicles

  • Hand-Cart - - - Encumbrance: 10 - - - Riders: None - - - Cost: Low
  • Pull-Cart - - - Encumbrance: 25 - - - Riders: 1 to 4 - - - Cost: Moderate
    • Special: Buggy (If pulled by a Beast of Burden, +1 Movement Points. If pulled by a Mount, +2 Movement Points.)
  • Wagon - - - Encumbrance: 50 - - - Riders: 1 to 6 - - - Cost: High
    • Special: Buggy (If pulled by a Beast of Burden, +1 Movement Points. If pulled by a Mount, +2 Movement Points.)
Sea Vehicles

Note: Ships often list more than 1 Rider as a baseline. This is because most ships require a minimum number of crew members to function. For example, a Medium Ship needs at least 3 Riders, otherwise it will be dead in the water.
  • Raft - - - Encumbrance: 10 - - - Riders: 1 - - - Cost: Low
    • Special: Dinghy (This Vehicle only uses 2 Movement Point on Water Hexes, unless there is stormy weather, at which point Water Hexes cost 4 MP.)
  • Rowboat - - - Encumbrance: 25 - - - Riders: 1 to 3 - - - Cost: Moderate
    • Special: Dinghy (This Vehicle only uses 2 Movement Point on Water Hexes, unless there is stormy weather, at which point Water Hexes cost 4 MP.)
  • Ship (Small) - - - Encumbrance: 100 - - - Riders: 1 to 10 - - - Cost: Extreme, at least 2,500 GP
    • Special: Sailboat (This Vehicle only uses 1 Movement Point on Water Hexes, unless there is stormy weather, at which point Water Hexes cost 3 MP.)
  • Ship (Medium) - - - Encumbrance: 250 - - - Riders: 3 to 30 - - - Cost: Extreme, at least 10,000 GP
    • Special: Sailboat (This Vehicle only uses 1 Movement Point on Water Hexes, unless there is stormy weather, at which point Water Hexes cost 3 MP.)
  • Ship (Large) - - - Encumbrance: 500 - - - Riders: 10 to 100 - - - Cost: Extreme, at least 25,000 GP
    • Special: Sailboat (This Vehicle only uses 1 Movement Point on Water Hexes, unless there is stormy weather, at which point Water Hexes cost 3 MP.)

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