Panic | Warhorse (template) | Max. Load | Ride: Horse (Proficiency) |
Various forms of horses are
found nearly everywhere.
Draft | Heavy | Light | Medium | Pony | Wild |
Nihrain Horse | Sleipner
(Odin's eight-legged steed) |
Blodug-Hofi (Frey's horse) |
Ilzimmer |
Piiradost |
- |
1) raging
fire,
<(see Uncontrollable
Fires, WSG)>
2) sudden
movement,
<being attacked under surprise?>
3) loud
noises, <make examples in the WSG>
4) or
strange smells. <Strong-odor creatures?:
DSG> <revise link> <add cloudkill and stinking cloud, perhaps> <horses
are not used to the odor of camels: dj5.322>
90% of the {time}:
Note, however, that warhorses are only 10% likely to panic, rear, and {run}{run} away.
A pony will be less likely to panic.
Horses (and ponies) are not sufficiently agile to take into dungeons.
WARHORSES
FIGHT on the second and succeeding rounds of melee,
as long as their rider remains mounted.
Their attack consists of
2wo hoof thrusts and a bite.
Note, however, that warhorses are only 10% likely to panic, rear, and run away.
Ponies
&& wild horses can be trained
for war, about 10% of these animals being fit for such training.
A pony
will never FIGHT well, but it will be less likely to panic.
The warhorse is the sacred animal of Tyr.
MAX.
LOAD: The various types of horses can carry the following max. loads,
indicated in g.p. of weight.
<of enc.> <#>
The number before the slash
is normal movement, the number after is encumbered movement max. LOAD.
Encumbrance
slows speed one-half.
WSG:
Perhaps the most numerous, and certainly one of the
most fragile, beasts
of burden avail. to the adventuring character.
The horse is an xception
to the general rules on stamina
given in the section on
Encumbrance
&& Movement:
in addition <l> to requiring
REST after traveling for a number of hours, any horse that is carrying
more than its normal load must be rested for at least one
turn after six turns of travel.
To provide the most benefit
to the horse, this REST
stop should also include a bit of food
&& water (a “bit,” to a horse, is one-half of a man’s daily
ration) and
most or all of the animal’s
load should be taken off its back, even
if only for a few minutes.
All mounts && pack
animals can go lame or otherwise become
unable to travel through
injury (with the chance of such an occurrence
usually left to the DM),
but a horse is particularly
susceptible to this problem.
There is a 2% chance (a roll of
01 or 02 on d%) for every
eight<8> hours of travel through
rugged
|| very rugged terrain
that a horse will pull up lame, or
stumble over an obstacle
and become injured. The chance is
only 1% (roll of 01) for
a draft horse.
If the dice roll is 01,
the horse is injured and cannot immediately move farther, but it will recover
after 12 hours of REST.
If the dice roll is 02,
the horse is permanently injured and can no longer be used to carry a burden.
Food
&& Water: A horse needs four<4>
rations of food (plants or grain) and at least <weight=?>
four
rations<4> of water every day to remain at full
strength. <weight=?>
NORMAL LOAD:
MAXIMUM LOAD:
NORMAL:
RUGGED:
VERY RUGGED:
FIRE:
WEATHER:
NOISE:
ODOR:
OTHER:
The horse is the sacred animal
of Hastseltsi, Poseidon,
Balder
and Vidar.
Draft | Heavy | Light | Medium | Pony | Wild |
FREQUENCY: Common
FREQUENCY:
Uncommon ([Cold Civilized Hills], [Cold Civilized Forest], [Cold Civilized
Plains], [Cold Civilized Desert])
FREQUENCY:
Rare ([Cold Civilized Mountains], [Cold Civilized Swamp])
FREQUENCY:
Uncommon ([Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness
Plains], [Cold Wilderness Desert])
FREQUENCY:
Rare ([Cold Wilderness Mountains], [Cold Wilderness Swamp])
FREQUENCY: Uncommon ([Temperate
Civilized Hills], [Temperate Civilized Forest], [Temperate Civilized Plains],
[Temperate Civilized Desert])
FREQUENCY: Rare ([Temperate
Civilized Mountains], [Temperate Civilized Swamp])
FREQUENCY: Uncommon ([Temperate
Wilderness Hills], [Temperate Wilderness Forest], [Temperate Wilderness
Plains], [Temperate Wilderness Desert])
FREQUENCY: Rare ([Temperate
Wilderness Mountains], [Temperate Wilderness Swamp])
FREQUENCY:
Common ([Tropical Civilized Hills])
FREQUENCY:
Uncommon ([Tropical Civilized Forest], [Tropical Civilized Plains], [Tropical
Civilized Desert])
FREQUENCY:
Rare ([Tropical Civilized Mountains], [Tropical Civilized Swamp])
FREQUENCY:
Uncommon ([Tropical Wilderness Hills], [Tropical Wilderness Forest], [Tropical
Wilderness Plains], [Tropical Wilderness Desert])
FREQUENCY:
Rare ([Tropical Wilderness Mountains], [Tropical Wilderness Swamp])
NO. APPEARING: 1
ARMOR CLASS: 7
MOVE: 12"
HIT DICE: 3
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 ~ 16
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
INTELLIGENCE: Anl.
ALIGNMENT: Ntl.
SIZE: L (6xhuman-size) (5' to 5.6' tall
at withers; 1500-2000#) (dj5.325)
LEVEL/X.P. VALUE:
II | 35 + 3
SAVES: 13.14.15.16.16
MAX. LOAD : 4,000/8,000
NORMAL:
RUGGED:
VERY RUGGED:
FIRE: 5/11/12
WEATHER: 8/10/12
NOISE: 4/10/12
ODOR: 7/10/12
OTHER: 6/10/12
(notice/agitate/panic)
FREQUENCY: Uncommon
FREQUENCY:
Uncommon ([Cold Civilized Hills], [Cold Civilized Forest], [Cold Civilized
Plains], [Cold Civilized Desert])
FREQUENCY:
Rare ([Cold Civilized Mountains], [Cold Civilized Swamp])
FREQUENCY:
Uncommon ([Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness
Plains], [Cold Wilderness Desert])
FREQUENCY:
Rare ([Cold Wilderness Mountains], [Cold Wilderness Swamp])
FREQUENCY: Uncommon ([Temperate
Civilized Hills], [Temperate Civilized Forest], [Temperate Civilized Plains],
[Temperate Civilized Desert])
FREQUENCY: Rare ([Temperate
Civilized Mountains], [Temperate Civilized Swamp])
FREQUENCY: Uncommon ([Temperate
Wilderness Hills], [Temperate Wilderness Forest], [Temperate Wilderness
Plains], [Temperate Wilderness Desert])
FREQUENCY: Rare ([Temperate
Wilderness Mountains], [Temperate Wilderness Swamp])
FREQUENCY:
Common ([Tropical Civilized Hills])
FREQUENCY:
Uncommon ([Tropical Civilized Forest], [Tropical Civilized Plains], [Tropical
Civilized Desert])
FREQUENCY:
Rare ([Tropical Civilized Mountains], [Tropical Civilized Swamp])
FREQUENCY:
Uncommon ([Tropical Wilderness Hills], [Tropical Wilderness Forest], [Tropical
Wilderness Plains], [Tropical Wilderness Desert])
FREQUENCY:
Rare ([Tropical Wilderness Mountains], [Tropical Wilderness Swamp])
NO. APPEARING: 1
ARMOR CLASS: 7
MOVE: 15"
HIT DICE: 3+3
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3 ~ 16
DAMAGE/ATTACK: 1-8/1-8/1-3
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
INTELLIGENCE: Anl.
ALIGNMENT: Ntl.
SIZE: L
LEVEL/X.P. VALUE:
III | 60 + 4
SAVES: 13.14.15.16.16
MAX. LOAD : 5,000/7,500
NORMAL:
RUGGED:
VERY RUGGED:
FIRE: 4/9/11
WEATHER: 5/10/12
NOISE: 4/10/12
ODOR: 6/10/12
OTHER: 6/10/12
(notice/agitate/panic)
FREQUENCY: Uncommon
FREQUENCY:
Uncommon ([Cold Civilized Hills], [Cold Civilized Forest], [Cold Civilized
Plains], [Cold Civilized Desert])
FREQUENCY:
Rare ([Cold Civilized Mountains], [Cold Civilized Swamp])
FREQUENCY:
Uncommon ([Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness
Plains], [Cold Wilderness Desert])
FREQUENCY:
Rare ([Cold Wilderness Mountains], [Cold Wilderness Swamp])
FREQUENCY: Uncommon ([Temperate
Civilized Hills], [Temperate Civilized Forest], [Temperate Civilized Plains],
[Temperate Civilized Desert])
FREQUENCY: Rare ([Temperate
Civilized Mountains], [Temperate Civilized Swamp])
FREQUENCY: Uncommon ([Temperate
Wilderness Hills], [Temperate Wilderness Forest], [Temperate Wilderness
Plains], [Temperate Wilderness Desert])
FREQUENCY: Rare ([Temperate
Wilderness Mountains], [Temperate Wilderness Swamp])
FREQUENCY:
Common ([Tropical Civilized Hills])
FREQUENCY:
Uncommon ([Tropical Civilized Forest], [Tropical Civilized Plains], [Tropical
Civilized Desert])
FREQUENCY:
Rare ([Tropical Civilized Mountains], [Tropical Civilized Swamp])
FREQUENCY:
Uncommon ([Tropical Wilderness Hills], [Tropical Wilderness Forest], [Tropical
Wilderness Plains], [Tropical Wilderness Desert])
FREQUENCY:
Rare ([Tropical Wilderness Mountains], [Tropical Wilderness Swamp])
NO. APPEARING: 1
ARMOR CLASS: 7
MOVE: 24"
HIT DICE: 2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 2 ~ 16
DAMAGE/ATTACK: 1-4/1-4
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
INTELLIGENCE: Anl.
ALIGNMENT: Ntl.
SIZE: L
LEVEL/X.P. VALUE:
I | 20 + 2
SAVES: 14.15.16.17.17
MAX. LOAD : 3,000/5,000
NORMAL:
RUGGED:
VERY RUGGED:
FIRE: 4/9/11
WEATHER: 5/10/12
NOISE: 4/10/12
ODOR: 6/10/12
OTHER: 6/10/12
(notice/agitate/panic)
FREQUENCY: Uncommon
FREQUENCY:
Uncommon ([Cold Civilized Hills], [Cold Civilized Forest], [Cold Civilized
Plains], [Cold Civilized Desert])
FREQUENCY:
Rare ([Cold Civilized Mountains], [Cold Civilized Swamp])
FREQUENCY:
Uncommon ([Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness
Plains], [Cold Wilderness Desert])
FREQUENCY:
Rare ([Cold Wilderness Mountains], [Cold Wilderness Swamp])
FREQUENCY: Uncommon ([Temperate
Civilized Hills], [Temperate Civilized Forest], [Temperate Civilized Plains],
[Temperate Civilized Desert])
FREQUENCY: Rare ([Temperate
Civilized Mountains], [Temperate Civilized Swamp])
FREQUENCY: Uncommon ([Temperate
Wilderness Hills], [Temperate Wilderness Forest], [Temperate Wilderness
Plains], [Temperate Wilderness Desert])
FREQUENCY: Rare ([Temperate
Wilderness Mountains], [Temperate Wilderness Swamp])
FREQUENCY:
Common ([Tropical Civilized Hills])
FREQUENCY:
Uncommon ([Tropical Civilized Forest], [Tropical Civilized Plains], [Tropical
Civilized Desert])
FREQUENCY:
Rare ([Tropical Civilized Mountains], [Tropical Civilized Swamp])
FREQUENCY:
Uncommon ([Tropical Wilderness Hills], [Tropical Wilderness Forest], [Tropical
Wilderness Plains], [Tropical Wilderness Desert])
FREQUENCY:
Rare ([Tropical Wilderness Mountains], [Tropical Wilderness Swamp])
NO. APPEARING: 1
ARMOR CLASS: 7
MOVE: 18"
HIT DICE: 2+2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 3 ~ 16
DAMAGE/ATTACK: 1-6/1-6/1-3
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
INTELLIGENCE: Anl.
ALIGNMENT: Ntl.
SIZE: L
LEVEL/X.P. VALUE:
II | 35 + 3
SAVES: 13.14.15.16.16
MAX. LOAD : 4,000/6,500
NORMAL:
RUGGED:
VERY RUGGED:
FIRE: 4/9/11
WEATHER: 5/10/12
NOISE: 4/10/12
ODOR: 6/10/12
OTHER: 6/10/12
(notice/agitate/panic)
FREQUENCY: Uncommon
FREQUENCY:
Uncommon ([Cold Civilized Hills], [Cold Civilized Forest], [Cold Civilized
Plains], [Cold Civilized Desert])
FREQUENCY:
Rare ([Cold Civilized Mountains], [Cold Civilized Swamp])
FREQUENCY:
Rare ([Cold Wilderness Mountains], [Cold Wilderness Swamp])
FREQUENCY:
Uncommon ([Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness
Plains], [Cold Wilderness Desert])
FREQUENCY: Uncommon ([Temperate
Civilized Hills], [Temperate Civilized Forest], [Temperate Civilized Plains],
[Temperate Civilized Desert])
FREQUENCY: Rare ([Temperate
Civilized Mountains], [Temperate Civilized Swamp])
FREQUENCY: Uncommon ([Temperate
Wilderness Hills], [Temperate Wilderness Forest], [Temperate Wilderness
Plains], [Temperate Wilderness Desert])
FREQUENCY: Rare ([Temperate
Wilderness Mountains], [Temperate Wilderness Swamp])
FREQUENCY:
Common ([Tropical Civilized Hills])
FREQUENCY:
Uncommon ([Tropical Civilized Forest], [Tropical Civilized Plains], [Tropical
Civilized Desert])
FREQUENCY:
Rare ([Tropical Civilized Mountains], [Tropical Civilized Swamp])
FREQUENCY:
Uncommon ([Tropical Wilderness Hills], [Tropical Wilderness Forest], [Tropical
Wilderness Plains], [Tropical Wilderness Desert])
FREQUENCY:
Rare ([Tropical Wilderness Mountains], [Tropical Wilderness Swamp])
NO. APPEARING: 1
ARMOR CLASS: 7
MOVE: 12"
HIT DICE: 1+1
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 ~ 18
DAMAGE/ATTACK: 1-2
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
INTELLIGENCE: Anl.
ALIGNMENT: Ntl.
SIZE: L
LEVEL/X.P. VALUE:
I | 20 + 2
SAVES: 14.15.16.17.17
MAX. LOAD : 2,000/3,000
Ponies and wild horses can be trained for war, about 10% of these animals being fit for such training.
A pony will never fight well, but it will be less likely to panic.
Horses (and ponies) are not
sufficiently agile to take into dungeons.
Pony
(WSG): Most of the general statements about horses (see
above)
apply to ponies as well.
Ponies can be specially bred for traveling
in mountainous terrain,
and in such a case the DM
may allow them to move through
such areas at a faster rate than
what is given in the section
on Encumbrance and Movement. A
pony’s chance of going lame
is 2% for every eight hours spent
traversing rugged or very
rugged terrain, and it must have three
rations of food or water
per day.
NORMAL LOAD:
MAXIMUM LOAD:
NORMAL:
RUGGED:
VERY RUGGED:
FIRE: 4/9/11
WEATHER: 5/10/12
NOISE: 4/10/12
ODOR: 6/10/12
OTHER: 6/10/12
(notice/agitate/panic)
FREQUENCY: Uncommon
FREQUENCY:
Uncommon ([Cold Civilized Hills], [Cold Civilized Forest], [Cold Civilized
Plains], [Cold Civilized Desert])
FREQUENCY:
Rare ([Cold Civilized Mountains], [Cold Civilized Swamp])
FREQUENCY:
Rare ([Cold Wilderness Mountains], [Cold Wilderness Swamp])
FREQUENCY:
Uncommon ([Cold Wilderness Hills], [Cold Wilderness Forest], [Cold Wilderness
Plains], [Cold Wilderness Desert])
FREQUENCY: Uncommon ([Temperate
Civilized Hills], [Temperate Civilized Forest], [Temperate Civilized Plains],
[Temperate Civilized Desert])
FREQUENCY: Rare ([Temperate
Civilized Mountains], [Temperate Civilized Swamp])
FREQUENCY: Uncommon ([Temperate
Wilderness Hills], [Temperate Wilderness Forest], [Temperate Wilderness
Plains], [Temperate Wilderness Desert])
FREQUENCY: Rare ([Temperate
Wilderness Mountains], [Temperate Wilderness Swamp])
FREQUENCY:
Common ([Tropical Civilized Hills])
FREQUENCY:
Uncommon ([Tropical Civilized Forest], [Tropical Civilized Desert])
FREQUENCY:
Rare ([Tropical Civilized Mountains], [Tropical Civilized Swamp])
FREQUENCY:
Uncommon ([Tropical Wilderness Hills], [Tropical Wilderness Forest], [Tropical
Wilderness Plains], [Tropical Wilderness Desert])
FREQUENCY:
Rare ([Tropical Wilderness Mountains], [Tropical Wilderness Swamp])
NO. APPEARING: 5-30
ARMOR CLASS: 7
MOVE: 24"
HIT DICE: 2
% IN LAIR: Nil
TREASURE TYPE: Nil
NO. OF ATTACKS: 1 ~ 16
DAMAGE/ATTACK: 1-3
SPECIAL ATTACKS: Nil
SPECIAL DEFENSES: Nil
INTELLIGENCE: Anl.
ALIGNMENT: Ntl.
SIZE: L
LEVEL/X.P. VALUE:
I | 20 + 2
SAVES: 14.15.16.17.17
MAX. LOAD : 3,000/6,000
Ponies
&& wild horses can be trained for war,
about 10% of these animals being fit for such training.
FIRE: 4/9/11
WEATHER: 5/11/12
NOISE: 6/10/12
ODOR: 7/10/12
OTHER: 5/9/12
(notice/agitate/panic)
Quote:
Originally Posted by Clangador
But can you ride it?
Yes indeed, but no matter
how I nag it doesn't have the horse-sense to obey.
Nonetheless I never let
up on it.
Gary
Quote:
Originally Posted by francisca
I would give a slap on the
haunches, and send it on it's mare-ey way then.
Sorry to saddle you with
such low-grade punishment.
I bridal at such tacky horse
puns, for shoe!
So I'll nail down a few
obvious ones to prevent a bit more of such ne-ferrious stuff.
Maybe this will call a halter
to equine puns, although likely it will start a race in which the loser
will be sulkey.
This isn't the place to
show coltish humor.
Cheers,
Gary
Quote:
Originally Posted by StupidSmurf
You won't make a foal out
of ME with your un-bridled jokes! My mane goal is to keep myself stable
during these exchanges.
I am the pun stud, and I'll
make asses out of those who think to make hay in this pasture.
It's a cinch!
Gary
Quote:
Originally Posted by gideon_thorne
And yet he trots out more.
Perhaps we need to determine who can go the distance with a gallup poll?
I'll swing on that gait...canter
stop me, as I am too fur-along.
Gary
Re-using puns gets points
off, don't cha know.
BTW, this will be my last
post in the race for horsey funnies...
Gary
Quote:
Originally Posted by haakon1
I'm just glad the old puns
were put out to pasture.
Now don't start nagging
about old puns...
Damn! I've gone and done it again <EEK!>
Cheers,
Gary
Quote:
Originally Posted by Zudrak
Whoa...! I seem to have
ridden more than I should have. I'd best saddle down and remove the hoof
from my mouth. For those that were offended by my bray-zen remarks, be
assured I was only horsing around. There are two neighs of refereeing an
RPG and I much prefer the seat of the pants method: You have the reigns
of the campaign in hand and can go wherever
the dogies (PC's -- rather crude analogy/pun, I know) want to git without
falling off your mount and re-trotting to your library of books.
All I can say to that is
that you are cinch to spur on and ride those who hold the other view.
You were surely feeling
your oats when you wrote such inflammatory fodder.
Heh,
Gary
Quote:
Originally Posted by dcas
I think this old nag is
lame.
That's for shoe, but keep
plugging anyway
Cheers,
Gary
Quote:
Originally Posted by BOZ
time for the glue factory!
Hide me from the glue factory.
I refuse to hoof it there.
Cherers,
Gary
Aw shucks!
While I must agree that the
sky is right pretty there,
glorious even,
I sure had plenty of animals
here in Wisconsin,
including a one-third ownership
in a billy goat (
) when I was around age 13,
a real herd of horses when
I was in my 40s, one of them a state junior champion mare.
In the mix was a raccoon,
crow,
rabbits,
chickens,
ducks,
and geese plus sheep,
swine,
and cattle a bit before
the time of the equines.
End.