Horses, Wagons, and Carts are vital for long-distance travel, offering a mix of speed, carrying capacity, and durability. These vehicles and animals can significantly affect a party’s journey, whether by reducing travel time or increasing the load they can carry. Understanding their strengths and limitations is key to navigating the vast landscapes of
Ashkrim efficiently.
Horse Type | Bonus Travel Hours (BTH) | Equipment Slots Carrying Capacity | Cost (sp) |
Donkey | 0 | 8 slots | 40 |
Pony | 2 | 12 slots | 75 |
Riding Horse | 4 | 13 slots | 150 |
Draft Horse | 2 | 16 slots | 200 |
Warhorse | 3 | 16 slots | 500 |
Courser | 5 | 15 slots | 900 |
Courser | 3 | 18 slots | 1500 |
Mount Types
- Donkey: Surefooted and enduring, donkeys are ideal for carrying burdens over rough or narrow terrain. Favored by peasants and merchants with limited means. Less suited for riding but reliable and tough.
- Pony: Small, hardy horses suited for carrying loads or small riders over moderate terrain. Favored by traders, travelers, and youth.
- Light Riding Horse: Bred for speed and stamina across gentle terrain. Ideal for long road journeys.
- Draft Horse: Strong and sturdy, meant for pulling carts or wagons. Slightly slower, but reliable.
- Warhorse: Trained for battle, muscular and aggressive. Less suited for long-distance travel but excellent in Combat.
- Courser: Expensive and rare. The fastest and most enduring horses, prized by nobles and Knights.
- Destrier: Towering, powerful steeds bred for battle, ridden by elite knights and nobles into the heart of war.
Mount Carrying Capacity
A mount's carrying capacity is equal to its Strength score, measured in
Equipment slots. This total includes the rider and all
Equipment. The rider and their
Equipment typically occupy 10
Equipment slots, so subtract that from the total to determine how much additional cargo the mount can carry. For example, a horse with Strength 15 can carry 15 slots total: 10 for the rider and 5 for extra
Equipment.
Bonus Travel Hours (BTH)
increases the effective distance a traveler can cover in a day. Rather than extending the day, BTH reflects how much farther a mount can carry a rider within the standard 8-hour travel window. For example, a horse with 4 BTH allows its rider to cover the same distance that someone on foot could in 12 hours. BTH may be applied at the player’s discretion but cannot be used in mountain or swamp hexes.
Vehicle Type | Pulled By | Speed Penalty | Capacity (Equipment Slots) | Cost (sp) |
Handcart | Person | -2 hours | 30 | 25 |
Pack Cart | 1 Horse | -1 Hours | 40 | 60 |
Carriage | 2 Horses | -0 Hours | 50 | 500 |
Wagon | 1 Horse | -2 Hours | 60 | 150 |
Heavy Wagon | 2 Horses or Oxen | -3 Hours | 100 | 250 |
- Roads Only: Carts and wagons cannot travel through forests, swamps, hills, mountains, or broken ground without special paths.
- Speed Penalty: represents the extra time taken by vehicles and pack animals to cover distance. Carts and wagons add additional hours to travel time, typically 1–3 hours per hex, depending on the vehicle type.
- Horse Exhaustion: Each additional hour over base travel rules for horses pulling wagons forces a DC 14 Constitution save per hour or the horse becomes Exhausted. Draft horses are sturdier, gaining advantage on this save.
- Passengers:Passengers and their Equipment typically occupy 10 Equipment slots.
- Repairs: Wagons and carts sometimes require simple repairs. Such repairs take a minimum of 1 hour of work and require the use of carpenter's tools.
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