Secret Lesson 67
Mounts and Vehicles: Riding, Cargo, Barding, Saddles, Drawn Vehicles, Ships, Airships, Crew, Passengers, and Repairs
Adventurers don't always travel:
ON FOOT
Sometimes the journey itself requires:
HORSES
MULES
CAMELS
WAGONS
SHIPS
or even:
AN AIRSHIP
Mounts and vehicles can solve several problems at once.
They can help you:
TRAVEL
CARRY HEAVY GEAR
TRANSPORT TREASURE
MOVE PASSENGERS
CROSS WATER
and:
MOVE MASSIVE AMOUNTS OF CARGO
The SRD makes an important point about mounts:
Although a mount can help you move faster through the wilderness, its primary practical purpose is often to:
CARRY GEAR
that would otherwise:
SLOW YOU DOWN
PART ONE — MOUNTS AND VEHICLES ARE TWO RELATED SYSTEMS
This lesson involves several connected but distinct rules:
MOUNTS
Creatures you can potentially:
RIDE
or use to:
CARRY LOADS
DRAWN VEHICLES
Things such as:
CARTS
WAGONS
CARRIAGES
CHARIOTS
and:
SLEDS
that animals can pull.
LARGE VEHICLES
Including:
AIRSHIPS
and:
WATERBORNE VESSELS
MOUNTED COMBAT
Rules for what happens when:
YOU RIDE A CREATURE DURING COMBAT
These systems interact, but they aren't:
THE SAME RULE
PART TWO — THE PURCHASABLE MOUNTS AND ANIMALS
The SRD provides eight animals in the:
MOUNTS AND OTHER ANIMALS
table.
| Animal | Carrying Capacity | Cost |
|---|---|---|
| Camel | 450 lb. | 50 GP |
| Elephant | 1,320 lb. | 200 GP |
| Draft Horse | 540 lb. | 50 GP |
| Riding Horse | 480 lb. | 75 GP |
| Mastiff | 195 lb. | 25 GP |
| Mule | 420 lb. | 8 GP |
| Pony | 225 lb. | 30 GP |
| Warhorse | 540 lb. | 400 GP |
The table gives:
CARRYING CAPACITY
and:
PURCHASE PRICE
Their full creature statistics appear in:
MONSTERS / ANIMALS
rather than this Equipment table.
PART THREE — CARRYING CAPACITY IS NOT THE SAME AS COST
A Warhorse and a Draft Horse both have:
540 LB. CARRYING CAPACITY
But:
Draft Horse:
50 GP
Warhorse:
400 GP
So purchase price is not calculated simply from:
CARRYING CAPACITY
The animals have different creature statistics and purposes.
Those stat blocks will be covered later in:
LESSON 105
PART FOUR — CAMEL
Carrying Capacity:
450 LB.
Cost:
50 GP
A Camel can therefore carry up to:
450 POUNDS
under the listed carrying-capacity value.
PART FIVE — ELEPHANT
Carrying Capacity:
1,320 LB.
Cost:
200 GP
This is by far the largest carrying capacity in the purchasable animal table.
Compare:
Elephant:
1,320 LB.
Mule:
420 LB.
The Elephant can carry more than:
THREE TIMES
the Mule's listed load.
PART SIX — DRAFT HORSE
Carrying Capacity:
540 LB.
Cost:
50 GP
The name already indicates its practical purpose:
DRAWING LOADS
But mechanically, the important value for the vehicle rules is:
540 LB. BASE CARRYING CAPACITY
PART SEVEN — RIDING HORSE
Carrying Capacity:
480 LB.
Cost:
75 GP
This is less carrying capacity than:
DRAFT HORSE
but its full stat block differs.
Don't invent those differences from the Equipment table.
The Equipment section gives only:
CARRYING CAPACITY
and:
COST
for comparison here.
PART EIGHT — MASTIFF
Carrying Capacity:
195 LB.
Cost:
25 GP
Remember that the table is called:
MOUNTS AND OTHER ANIMALS
Being on this table does not mean every listed animal can serve as a mount for:
EVERY CHARACTER
Mounted Combat has separate requirements concerning:
SIZE
WILLINGNESS
and:
ANATOMY
PART NINE — MULE
Carrying Capacity:
420 LB.
Cost:
8 GP
The Mule is dramatically cheaper than most entries in the table.
It therefore offers a practical way to increase a party's:
CARGO CAPACITY
without buying a horse or larger animal.
That is a gameplay observation based on its listed:
COST
and:
CAPACITY
rather than an additional rule.
PART TEN — PONY
Carrying Capacity:
225 LB.
Cost:
30 GP
Again, whether a particular character can:
RIDE IT
depends on the Mounted Combat rules.
PART ELEVEN — WARHORSE
Carrying Capacity:
540 LB.
Cost:
400 GP
This is the most expensive animal in the table.
Its carrying capacity equals:
THE DRAFT HORSE
but the creature's full combat statistics are separate.
PART TWELVE — GENERAL CARRYING CAPACITY
The Rules Glossary establishes that a creature's:
SIZE
and:
STRENGTH
determine how much weight it can carry.
The general table is:
| Creature Size | Carry | Drag/Lift/Push |
|---|---|---|
| Tiny | Str × 7.5 lb. | Str × 15 lb. |
| Small/Medium | Str × 15 lb. | Str × 30 lb. |
| Large | Str × 30 lb. | Str × 60 lb. |
| Huge | Str × 60 lb. | Str × 120 lb. |
| Gargantuan | Str × 120 lb. | Str × 240 lb. |
If a creature drags, lifts, or pushes weight above its normal Carry limit, its Speed can be no more than:
5 FEET
For the purchasable animals in this lesson, however, the Equipment table has already supplied their:
CARRYING CAPACITY VALUES
directly.
PART THIRTEEN — RIDER AND EQUIPMENT WEIGHT MATTER
A carrying-capacity value describes:
HOW MUCH WEIGHT THE ANIMAL CAN CARRY
So when exact weight matters, the load can include things the animal is carrying such as:
EQUIPMENT
SADDLE
BARDING
SUPPLIES
and:
RIDERS
The SRD doesn't provide a separate free weight allowance simply because something is:
A SADDLE
or:
A RIDER
EXAMPLE
Mule capacity:
420 LB.
Suppose its saddle and carried gear total:
120 LB.
Remaining carrying capacity:
420 − 120 =
300 LB.
before any other load is added.
PART FOURTEEN — MOUNTS AND CARGO: PULLING VEHICLES
Animals become far more powerful cargo movers when they:
PULL A VEHICLE
The SRD says an animal pulling a:
CARRIAGE
CART
CHARIOT
SLED
or:
WAGON
can move weight up to:
FIVE TIMES ITS BASE CARRYING CAPACITY
Importantly, this total includes:
THE WEIGHT OF THE VEHICLE ITSELF
FORMULA
MAXIMUM PULLED WEIGHT = BASE CARRYING CAPACITY × 5
PART FIFTEEN — MULE PULLING EXAMPLE
Mule carrying capacity:
420 LB.
Pulled-weight maximum:
420 × 5 =
2,100 LB.
Suppose it pulls a:
CART
Cart weight:
200 LB.
Remaining pulled-weight capacity:
2,100 − 200 =
1,900 LB.
That remaining amount can represent the rest of the load being moved, subject to the normal situation and total weight.
PART SIXTEEN — DRAFT HORSE + WAGON
Draft Horse carrying capacity:
540 LB.
Pulled maximum:
540 × 5 =
2,700 LB.
Wagon:
400 LB.
Remaining capacity after accounting for the empty Wagon:
2,700 − 400 =
2,300 LB.
PART SEVENTEEN — DRAFT HORSE + CARRIAGE
Draft Horse:
540 LB.
Maximum pulled:
2,700 LB.
Carriage:
600 LB.
Remaining:
2,700 − 600 =
2,100 LB.
PART EIGHTEEN — MULTIPLE ANIMALS
If multiple animals pull:
THE SAME VEHICLE
you add their:
CARRYING CAPACITIES
together.
Then the five-times pulling rule applies to the combined capacity.
EXAMPLE — TWO DRAFT HORSES
Each Draft Horse:
540 LB.
Combined:
540 + 540 =
1,080 LB.
Maximum pulled weight:
1,080 × 5 =
5,400 LB.
WITH A CARRIAGE
Carriage:
600 LB.
Remaining capacity:
5,400 − 600 =
4,800 LB.
PART NINETEEN — THREE MULES
Each Mule:
420 LB.
Three:
420 × 3 =
1,260 LB.
Pulled maximum:
1,260 × 5 =
6,300 LB.
If pulling a Wagon:
6,300 − 400 =
5,900 LB.
remaining after accounting for the Wagon itself.
PART TWENTY — THE VEHICLE'S OWN WEIGHT IS NOT FREE
This is one of the most important rules in the section.
If an animal can pull:
2,700 LB.
and the vehicle weighs:
600 LB.
you do not get:
2,700 LB. OF CARGO + 600 LB. VEHICLE
The vehicle itself is explicitly included in:
THE PULLED WEIGHT
PART TWENTY-ONE — DRAWN VEHICLES
The SRD lists five drawn vehicles:
| Vehicle | Weight | Cost |
|---|---|---|
| Carriage | 600 lb. | 100 GP |
| Cart | 200 lb. | 15 GP |
| Chariot | 100 lb. | 250 GP |
| Sled | 300 lb. | 20 GP |
| Wagon | 400 lb. | 35 GP |
PART TWENTY-TWO — CARRIAGE
Weight:
600 LB.
Cost:
100 GP
The Carriage is the:
HEAVIEST
of the listed drawn vehicles.
That means a larger portion of the pulling animal's capacity is consumed by:
THE VEHICLE ITSELF
PART TWENTY-THREE — CART
Weight:
200 LB.
Cost:
15 GP
This is much lighter and cheaper than a Carriage.
PART TWENTY-FOUR — CHARIOT
Weight:
100 LB.
Cost:
250 GP
This is the:
LIGHTEST
listed drawn vehicle but also the:
MOST EXPENSIVE
of these five.
Again:
PRICE IS NOT DETERMINED BY WEIGHT ALONE
PART TWENTY-FIVE — SLED
Weight:
300 LB.
Cost:
20 GP
PART TWENTY-SIX — WAGON
Weight:
400 LB.
Cost:
35 GP
A Wagon is a common practical example for:
TRANSPORTING PARTY EQUIPMENT
and:
TREASURE
but its exact maximum load is determined by:
THE ANIMAL OR ANIMALS PULLING IT
not by a separate Wagon-capacity number in this table.
PART TWENTY-SEVEN — FEED
Animal Feed:
10 LB. PER DAY
Cost:
5 CP PER DAY
So supporting animals also involves:
ONGOING WEIGHT
and:
ONGOING COST
EXAMPLE — FOUR ANIMALS FOR FIVE DAYS
Feed required per animal:
10 LB. PER DAY
Four animals:
40 LB. PER DAY
Five days:
40 × 5 =
200 LB. OF FEED
Cost:
4 animals × 5 days × 5 CP =
100 CP
From Lesson 60:
100 CP =
1 GP
So five days of listed Feed for four animals costs:
1 GP
PART TWENTY-EIGHT — STABLING
Stabling costs:
5 SP PER DAY
This is another ongoing travel expense.
EXAMPLE
Two horses are stabled for:
3 DAYS
Cost:
2 × 3 × 5 SP =
30 SP
Since:
10 SP = 1 GP
30 SP =
3 GP
PART TWENTY-NINE — BARDING
Barding is:
ARMOR FOR A MOUNT
Any type of armor listed in the Armor table can be purchased as:
BARDING
The cost is:
FOUR TIMES THE NORMAL COST
The weight is:
TWICE THE NORMAL WEIGHT
BARDING FORMULAS
BARDING COST = NORMAL ARMOR COST × 4
BARDING WEIGHT = NORMAL ARMOR WEIGHT × 2
PART THIRTY — LEATHER BARDING EXAMPLE
Normal Leather Armor:
Cost:
10 GP
Weight:
10 LB.
Barding:
Cost:
10 × 4 =
40 GP
Weight:
10 × 2 =
20 LB.
PART THIRTY-ONE — CHAIN MAIL BARDING
Normal Chain Mail:
Cost:
75 GP
Weight:
55 LB.
Barding:
Cost:
75 × 4 =
300 GP
Weight:
55 × 2 =
110 LB.
PART THIRTY-TWO — PLATE BARDING
Normal Plate Armor:
Cost:
1,500 GP
Weight:
65 LB.
Plate Barding:
Cost:
1,500 × 4 =
6,000 GP
Weight:
65 × 2 =
130 LB.
This demonstrates how expensive heavily armored mounts can become.
PART THIRTY-THREE — COMPLETE BARDING PRICE REFERENCE
Derived directly from the Armor table and the Barding ×4 cost / ×2 weight rule:
| Armor Used as Barding | Cost | Weight |
|---|---|---|
| Padded | 20 GP | 16 lb. |
| Leather | 40 GP | 20 lb. |
| Studded Leather | 180 GP | 26 lb. |
| Hide | 40 GP | 24 lb. |
| Chain Shirt | 200 GP | 40 lb. |
| Scale Mail | 200 GP | 90 lb. |
| Breastplate | 1,600 GP | 40 lb. |
| Half Plate | 3,000 GP | 80 lb. |
| Ring Mail | 120 GP | 80 lb. |
| Chain Mail | 300 GP | 110 lb. |
| Splint | 800 GP | 120 lb. |
| Plate | 6,000 GP | 130 lb. |
These values are:
DERIVED CALCULATIONS
from the SRD's actual Barding rule, not a separate printed table.
PART THIRTY-FOUR — BARDING WEIGHT AFFECTS THE LOAD
If you're tracking the mount's carrying weight, heavy Barding itself is:
WEIGHT BEING CARRIED
EXAMPLE
Warhorse capacity:
540 LB.
Plate Barding:
130 LB.
Remaining capacity before other carried weight:
540 − 130 =
410 LB.
Then consider:
SADDLE
RIDER
GEAR
and any other load.
PART THIRTY-FIVE — SADDLES
The SRD provides three saddle types:
RIDING
MILITARY
and:
EXOTIC
A saddle includes:
BIT
BRIDLE
REINS
and other equipment needed to use the saddle.
SADDLE TABLE
| Saddle | Weight | Cost |
|---|---|---|
| Riding | 25 lb. | 10 GP |
| Military | 30 lb. | 20 GP |
| Exotic | 40 lb. | 60 GP |
PART THIRTY-SIX — RIDING SADDLE
Weight:
25 LB.
Cost:
10 GP
It has no additional special mechanical benefit listed beyond functioning as:
A SADDLE
PART THIRTY-SEVEN — MILITARY SADDLE
Weight:
30 LB.
Cost:
20 GP
A Military Saddle gives you:
ADVANTAGE
on any:
ABILITY CHECK
you make to:
REMAIN MOUNTED
IMPORTANT
It says:
ABILITY CHECK
It does not say:
EVERY SAVING THROW
made while mounted.
That distinction becomes important when we revisit:
FALLING OFF
PART THIRTY-EIGHT — EXOTIC SADDLE
Weight:
40 LB.
Cost:
60 GP
An Exotic Saddle is:
REQUIRED
to ride:
AN AQUATIC MOUNT
or:
A FLYING MOUNT
IMPORTANT
An Exotic Saddle doesn't automatically give:
FLIGHT
or:
SWIM SPEED
The creature itself needs the appropriate capabilities.
The saddle is required for:
RIDING THAT TYPE OF MOUNT
PART THIRTY-NINE — WHAT QUALIFIES AS A MOUNT?
Now we reconnect this Equipment section to the Mounted Combat rules.
A creature can serve as a mount if it is:
WILLING
AT LEAST ONE SIZE LARGER THAN THE RIDER
and has:
APPROPRIATE ANATOMY
All three matter.
EXAMPLE — MEDIUM RIDER
A Medium character requires a mount that is at least:
LARGE
SMALL RIDER
A Small character requires a mount that is at least:
MEDIUM
PART FORTY — BUYING AN ANIMAL DOESN'T OVERRIDE MOUNTING RULES
Suppose an animal appears in:
MOUNTS AND OTHER ANIMALS
That doesn't mean a Medium character can automatically ride it.
You still check:
SIZE
WILLINGNESS
and:
ANATOMY
The Equipment table and Mounted Combat rule work:
TOGETHER
PART FORTY-ONE — MOUNTING AND DISMOUNTING
During your move, you can:
MOUNT
a creature within:
5 FEET
or:
DISMOUNT
Doing so costs movement equal to:
HALF YOUR SPEED
rounded down.
EXAMPLE
Your Speed:
30 FEET
Half:
30 ÷ 2 =
15 FEET
Mounting costs:
15 FEET OF MOVEMENT
SPEED 35
Half:
35 ÷ 2 =
17.5
General Round Down rule:
17 FEET
because fractions are rounded down unless a rule says otherwise.
PART FORTY-TWO — MOUNTING USES MOVEMENT, NOT AN ACTION
Mounting doesn't normally require:
YOUR ACTION
It costs:
MOVEMENT
This distinction matters during combat.
EXAMPLE
Speed:
30
You spend:
15 FEET
mounting.
You still have:
15 FEET
of your own available movement remaining, subject to the rest of the movement rules.
And you still have your:
ACTION
unless something else has used it.
PART FORTY-THREE — CONTROLLED MOUNTS
You can control a mount only if it is:
TRAINED TO ACCEPT A RIDER
The SRD gives examples:
DOMESTICATED HORSES
MULES
and similar creatures.
PART FORTY-FOUR — CONTROLLED MOUNT INITIATIVE
When you mount a controlled mount:
ITS INITIATIVE CHANGES TO MATCH YOURS
It then moves:
ON YOUR TURN
as you direct it.
CONTROLLED MOUNT ACTIONS
It has only three Action choices during that turn:
DASH
DISENGAGE
or:
DODGE
IMPORTANT
A controlled mount doesn't freely use all attacks in its creature stat block while being controlled under this rule.
Its listed Action choices are:
DASH
DISENGAGE
DODGE
PART FORTY-FIVE — CONTROLLED MOUNT CAN ACT IMMEDIATELY
A controlled mount can:
MOVE
and:
ACT
even on:
THE TURN YOU MOUNT IT
EXAMPLE
Your turn begins beside your horse.
You mount it.
The horse's Initiative matches yours.
It can then:
MOVE
and choose one of:
DASH
DISENGAGE
DODGE
during that turn.
PART FORTY-SIX — DASHING MOUNT
Suppose a controlled mount has:
SPEED 60 FEET
If it takes:
DASH
it gains additional movement equal to:
ITS SPEED
So it can potentially move:
60 + 60 =
120 FEET
that turn, subject to terrain and other movement rules.
Dash itself is defined in the Rules Glossary.
PART FORTY-SEVEN — DISENGAGING MOUNT
A controlled mount can choose:
DISENGAGE
That can help it move away from enemies while avoiding:
OPPORTUNITY ATTACKS
under the normal Disengage rules.
This can be extremely useful for a rider who wants the mount to:
REPOSITION SAFELY
PART FORTY-EIGHT — DODGING MOUNT
A controlled mount may instead choose:
DODGE
This gives the mount the defensive benefits of:
THE DODGE ACTION
according to its normal rule.
It doesn't automatically give:
THE RIDER
the Dodge Action too.
They are:
SEPARATE CREATURES
PART FORTY-NINE — INDEPENDENT MOUNTS
Not every mount accepts your control.
An:
INDEPENDENT MOUNT
allows you to ride it but:
IGNORES YOUR CONTROL
It keeps:
ITS OWN PLACE IN INITIATIVE
and:
MOVES AND ACTS AS IT LIKES
CONTROLLED
Initiative:
MATCHES YOURS
Actions limited to:
DASH / DISENGAGE / DODGE
Moves:
AS YOU DIRECT
INDEPENDENT
Initiative:
ITS OWN
Actions:
AS IT CHOOSES
Movement:
AS IT CHOOSES
That is one of the most important Mounted Combat distinctions.
PART FIFTY — FALLING OFF A MOUNT
Mounted characters can be:
KNOCKED OFF
If an effect is about to move your mount:
AGAINST ITS WILL
while you're riding it, you must make:
DC 10 DEXTERITY SAVING THROW
Failure:
FALL OFF
and land:
PRONE
in an unoccupied space within:
5 FEET OF THE MOUNT
PART FIFTY-ONE — OTHER FALLING-OFF TRIGGERS
You must make the same:
DC 10 DEXTERITY SAVE
if, while mounted:
YOU ARE KNOCKED PRONE
or:
YOUR MOUNT IS KNOCKED PRONE
PART FIFTY-TWO — MILITARY SADDLE AND THIS SAVE
Recall:
Military Saddle gives Advantage on:
ABILITY CHECKS
to remain mounted.
But the Falling Off rule specifically requires:
A DEXTERITY SAVING THROW
A Saving Throw is:
NOT AN ABILITY CHECK
So the Military Saddle's wording does not, by itself, grant Advantage on this particular:
DC 10 DEXTERITY SAVE
This is a useful example of why exact RPG terminology matters.
PART FIFTY-THREE — TRAVEL WITH MOUNTS
Outside combat, the normal Travel Pace options are:
| Pace | Per Minute | Per Hour | Per Day |
|---|---|---|---|
| Fast | 400 ft. | 4 miles | 30 miles |
| Normal | 300 ft. | 3 miles | 24 miles |
| Slow | 200 ft. | 2 miles | 18 miles |
When riding horses or other mounts, a group can travel:
TWICE THE LISTED DISTANCE
for:
1 HOUR
After that, those mounts need:
A SHORT REST
or:
A LONG REST
before they can move at that increased pace again.
PART FIFTY-FOUR — MOUNTED FAST-PACE EXAMPLE
Fast pace:
4 MILES PER HOUR
Mounted doubled hour:
4 × 2 =
8 MILES
for that one special hour.
Afterward, the mount needs:
SHORT OR LONG REST
before repeating the:
DOUBLED-PACE HOUR
PART FIFTY-FIVE — NORMAL-PACE EXAMPLE
Normal pace:
3 MILES PER HOUR
Mounted doubled hour:
6 MILES
SLOW-PACE EXAMPLE
Slow pace:
2 MILES PER HOUR
Mounted doubled hour:
4 MILES
IMPORTANT
The rule doesn't say the mount becomes completely unable to travel after that hour.
It says it needs a rest before it can move at:
THAT INCREASED PACE AGAIN
PART FIFTY-SIX — LAND VEHICLES AND TRAVEL PACE
Travelers in:
WAGONS
CARRIAGES
or other:
LAND VEHICLES
choose:
FAST
NORMAL
or:
SLOW
travel pace as normal.
So being in a Wagon doesn't create its own separate universal:
WAGON MPH
in the travel rules.
Land vehicles use:
THE NORMAL TRAVEL-PACE SYSTEM
PART FIFTY-SEVEN — WATERBORNE VEHICLES ARE DIFFERENT
Characters traveling in:
A WATERBORNE VESSEL
do not choose:
FAST
NORMAL
or:
SLOW
Travel Pace.
They are limited by:
THE SPEED OF THE VESSEL
Depending on:
THE VESSEL
and:
THE SIZE OF THE CREW
ships might be able to travel for up to:
24 HOURS PER DAY
PART FIFTY-EIGHT — LARGE VEHICLES
The SRD provides seven:
AIRBORNE AND WATERBORNE VEHICLES
Their table tracks:
SPEED
CREW
PASSENGERS
CARGO
AC
HP
DAMAGE THRESHOLD
and:
COST
COMPLETE LARGE-VEHICLE TABLE
| Vehicle | Speed | Crew | Passengers | Cargo | AC | HP | Damage Threshold | Cost |
|---|---|---|---|---|---|---|---|---|
| Airship | 8 mph | 10 | 20 | 1 ton | 13 | 300 | — | 40,000 GP |
| Galley | 4 mph | 80 | — | 150 tons | 15 | 500 | 20 | 30,000 GP |
| Keelboat | 1 mph | 1 | 6 | ½ ton | 15 | 100 | 10 | 3,000 GP |
| Longship | 3 mph | 40 | 150 | 10 tons | 15 | 300 | 15 | 10,000 GP |
| Rowboat | 1½ mph | 1 | 3 | — | 11 | 50 | — | 50 GP |
| Sailing Ship | 2 mph | 20 | 20 | 100 tons | 15 | 300 | 15 | 10,000 GP |
| Warship | 2½ mph | 60 | 60 | 200 tons | 15 | 500 | 20 | 25,000 GP |
PART FIFTY-NINE — AIRSHIP
Speed:
8 MPH
Crew:
10
Passengers:
20
Cargo:
1 TON
AC:
13
HP:
300
Damage Threshold:
NONE LISTED
Cost:
40,000 GP
It is the:
FASTEST
vehicle in the table.
PART SIXTY — GALLEY
Speed:
4 MPH
Crew:
80
Passengers:
—
Cargo:
150 TONS
AC:
15
HP:
500
Damage Threshold:
20
Cost:
30,000 GP
PART SIXTY-ONE — KEELBOAT
Speed:
1 MPH
Crew:
1
Passengers:
6
Cargo:
½ TON
AC:
15
HP:
100
Damage Threshold:
10
Cost:
3,000 GP
PART SIXTY-TWO — LONGSHIP
Speed:
3 MPH
Crew:
40
Passengers:
150
Cargo:
10 TONS
AC:
15
HP:
300
Damage Threshold:
15
Cost:
10,000 GP
The Longship has the largest listed:
PASSENGER CAPACITY
at:
150
among the vehicles that provide a passenger number.
PART SIXTY-THREE — ROWBOAT
Speed:
1½ MPH
Crew:
1
Passengers:
3
Cargo:
—
AC:
11
HP:
50
Damage Threshold:
NONE LISTED
Cost:
50 GP
The Rowboat also has a special logistical rule:
IT CAN BE CARRIED
Weight:
100 LB.
PART SIXTY-FOUR — SAILING SHIP
Speed:
2 MPH
Crew:
20
Passengers:
20
Cargo:
100 TONS
AC:
15
HP:
300
Damage Threshold:
15
Cost:
10,000 GP
PART SIXTY-FIVE — WARSHIP
Speed:
2½ MPH
Crew:
60
Passengers:
60
Cargo:
200 TONS
AC:
15
HP:
500
Damage Threshold:
20
Cost:
25,000 GP
Its cargo capacity is the largest in the table:
200 TONS
PART SIXTY-SIX — VEHICLE SPEED AND WIND
The SRD gives special rules for large waterborne travel.
A ship sailing:
AGAINST A STRONG WIND
moves at:
HALF SPEED
EXAMPLE
Sailing Ship:
2 MPH
Against a strong wind:
2 ÷ 2 =
1 MPH
PART SIXTY-SEVEN — DEAD CALM
In a:
DEAD CALM
meaning no wind, waterborne ships:
CAN'T MOVE UNDER SAIL
and must be:
ROWED
The important rule is not:
"NO WIND = HALF SPEED"
It is:
THEY CAN'T MOVE UNDER SAIL
PART SIXTY-EIGHT — KEELBOATS AND ROWBOATS ON RIVERS
The SRD specifically says:
KEELBOATS
and:
ROWBOATS
are used on:
LAKES
and:
RIVERS
When traveling downstream, add:
THE SPEED OF THE CURRENT
to the vehicle's Speed.
A typical current is:
3 MPH
KEELBOAT EXAMPLE
Base Speed:
1 MPH
Current:
3 MPH
Downstream:
1 + 3 =
4 MPH
ROWBOAT EXAMPLE
Base:
1½ MPH
Current:
3 MPH
Total downstream:
4½ MPH
PART SIXTY-NINE — ROWING AGAINST CURRENT
Keelboats and Rowboats:
CAN'T BE ROWED
against:
ANY SIGNIFICANT CURRENT
But they can be:
PULLED UPSTREAM
by draft animals:
ON THE SHORES
This creates a direct link between:
ANIMAL TRANSPORT
and:
WATERBORNE TRANSPORT
PART SEVENTY — CREW
A ship larger than a:
KEELBOAT
or:
ROWBOAT
needs a crew of:
SKILLED HIRELINGS
to function.
The table gives the minimum crew required for each ship type.
EXAMPLES
Airship:
10 CREW
Galley:
80
Longship:
40
Sailing Ship:
20
Warship:
60
The detailed cost of:
HIRELINGS
belongs to:
LESSON 68
PART SEVENTY-ONE — CREW AND PASSENGERS ARE DIFFERENT
Crew represents people required to:
OPERATE THE VESSEL
Passengers represent:
PEOPLE BEING TRANSPORTED
The table gives them in:
SEPARATE COLUMNS
EXAMPLE — SAILING SHIP
Crew:
20
Passengers:
20
Those numbers describe:
DIFFERENT FUNCTIONS
A passenger is not automatically part of the minimum:
OPERATING CREW
PART SEVENTY-TWO — PASSENGER ACCOMMODATION
The table's Passenger number describes the number of:
SMALL
and:
MEDIUM
passengers the ship can accommodate using:
HAMMOCKS
EXAMPLE
Airship:
20 PASSENGERS
That figure assumes:
HAMMOCK ACCOMMODATION
PART SEVENTY-THREE — PRIVATE ACCOMMODATION
If a ship is outfitted with:
PRIVATE ACCOMMODATIONS
it can carry:
ONE-FIFTH AS MANY PASSENGERS
EXAMPLE — AIRSHIP
Normal passengers:
20
Private accommodation:
20 ÷ 5 =
4 PASSENGERS
LONGSHIP
Normal:
150
Private:
150 ÷ 5 =
30 PASSENGERS
SAILING SHIP
Normal:
20
Private:
4
WARSHIP
Normal:
60
Private:
12
KEELBOAT
Normal:
6
6 ÷ 5 =
1.2
The general Round Down rule makes that:
1 PASSENGER
when a whole-number game value is required.
PART SEVENTY-FOUR — PASSENGER PRICES
A passenger usually pays:
5 SP PER DAY
for:
A HAMMOCK
Prices can vary from:
SHIP TO SHIP
A small private cabin usually costs:
2 GP PER DAY
EXAMPLE — HAMMOCK TRAVEL
Four adventurers travel:
7 DAYS
Hammock price:
5 SP PER PERSON PER DAY
Total:
4 × 7 × 5 SP =
140 SP
Since:
10 SP = 1 GP
140 SP =
14 GP
PRIVATE CABINS
Four passengers:
4 × 7 × 2 GP =
56 GP
That comparison shows the significant price difference between:
SHARED HAMMOCK ACCOMMODATION
and:
PRIVATE CABINS
PART SEVENTY-FIVE — CARGO
Large ships also have:
CARGO CAPACITY
measured in:
TONS
AIRSHIP
1 TON
KEELBOAT
½ TON
LONGSHIP
10 TONS
SAILING SHIP
100 TONS
GALLEY
150 TONS
WARSHIP
200 TONS
ROWBOAT
No cargo-tonnage figure is listed:
—
Don't invent one from this table.
PART SEVENTY-SIX — VEHICLE ARMOR CLASS
Large vehicles have:
ARMOR CLASS
just as creatures and other objects can.
Examples:
Airship:
AC 13
Rowboat:
AC 11
Most of the larger waterborne vessels:
AC 15
This gives attacks against the vehicle a:
TARGET AC
when applicable.
PART SEVENTY-SEVEN — VEHICLE HIT POINTS
Large vehicles also have:
HIT POINTS
Examples:
Rowboat:
50 HP
Keelboat:
100 HP
Airship:
300 HP
Longship:
300 HP
Sailing Ship:
300 HP
Galley:
500 HP
Warship:
500 HP
These statistics allow the GM to track:
DAMAGE TO THE VEHICLE
PART SEVENTY-EIGHT — DAMAGE THRESHOLD
Some large vehicles have:
DAMAGE THRESHOLD
This is a special durability mechanic.
A creature or object with a Damage Threshold has Immunity to an instance of damage unless:
ONE ATTACK OR EFFECT
deals damage equal to or greater than:
THE THRESHOLD
If the threshold is met:
THE ENTIRE DAMAGE INSTANCE APPLIES
EXAMPLE — SAILING SHIP
Damage Threshold:
15
Attack deals:
14 DAMAGE
14 < 15.
Result:
0 HP LOST
The damage is superficial.
ANOTHER ATTACK
Damage:
15
15 meets:
THE THRESHOLD
Result:
ALL 15 DAMAGE APPLIES
ATTACK DEALS 22
22 ≥ 15.
The ship takes:
22 DAMAGE
not:
7
Damage Threshold is not:
DAMAGE REDUCTION
PART SEVENTY-NINE — DAMAGE THRESHOLD DOES NOT ADD SEPARATE WEAK HITS
Suppose a Warship has:
DAMAGE THRESHOLD 20
Attack 1:
12 DAMAGE
No damage.
Attack 2:
12 DAMAGE
No damage.
You do not combine:
12 + 12 =
24
to pass the threshold.
The rule looks at damage from:
A SINGLE ATTACK OR EFFECT
PART EIGHTY — VEHICLES WITHOUT A DAMAGE THRESHOLD
Airship:
—
Rowboat:
—
The table doesn't list a Damage Threshold for them.
Therefore don't invent:
AN UNLISTED THRESHOLD
PART EIGHTY-ONE — DAMAGE THRESHOLD REFERENCE
| Vehicle | Damage Threshold |
|---|---|
| Airship | — |
| Galley | 20 |
| Keelboat | 10 |
| Longship | 15 |
| Rowboat | — |
| Sailing Ship | 15 |
| Warship | 20 |
PART EIGHTY-TWO — SHIP REPAIR
Damaged ships can be repaired while:
BERTHED
Repairing:
1 HIT POINT
requires:
1 DAY
and costs:
20 GP
in:
MATERIALS AND LABOR
FORMULA
Normal repair:
DAYS = HP TO REPAIR
COST = HP TO REPAIR × 20 GP
EXAMPLE
A Sailing Ship is missing:
25 HP
Repair time:
25 DAYS
Cost:
25 × 20 =
500 GP
PART EIGHTY-THREE — CITY SHIPYARD REPAIR
If repairs are made somewhere where:
SUPPLIES
and:
SKILLED LABOR
are abundant, such as:
A CITY SHIPYARD
both:
REPAIR TIME
and:
REPAIR COST
are:
HALVED
EXAMPLE
Warship has lost:
40 HP
Normal repair:
40 DAYS
Cost:
40 × 20 =
800 GP
At a location qualifying for the halved repair rule:
Time:
40 ÷ 2 =
20 DAYS
Cost:
800 ÷ 2 =
400 GP
PART EIGHTY-FOUR — REPAIRS REQUIRE THE SHIP TO BE BERTHED
The rule specifically says repairs are made while:
THE VESSEL IS BERTHED
So don't assume the standard repair procedure is:
"REPAIR 1 HP EVERY DAY WHILE SAILING ACROSS THE OCEAN"
That isn't what this particular rule establishes.
PART EIGHTY-FIVE — LARGE-VEHICLE COMPARISON
| Vehicle | Best Distinguishing Statistic |
|---|---|
| Airship | Fastest: 8 mph |
| Galley | 500 HP, 150 tons cargo |
| Keelboat | Small ship with ½-ton cargo |
| Longship | 150 passengers |
| Rowboat | Cheapest and portable |
| Sailing Ship | 100 tons cargo |
| Warship | 500 HP and 200 tons cargo |
This is:
GAMEPLAY COMPARISON
based on the printed statistics, not additional rules.
PART EIGHTY-SIX — BUYING A SHIP IS ONLY THE BEGINNING
A large vehicle's purchase cost is not necessarily its only expense.
A ship may also involve:
CREW
PASSENGER ACCOMMODATION
REPAIRS
and other campaign expenses.
For example:
Warship purchase:
25,000 GP
But the table also says it requires:
60 CREW
Those crew members can create an ongoing:
OPERATING COST
The exact Hireling prices come in:
LESSON 68
PART EIGHTY-SEVEN — MOUNTED TRAVEL VERSUS SHIP TRAVEL
These two travel systems behave differently.
MOUNT / LAND TRAVEL
Choose:
FAST
NORMAL
SLOW
Mount can double travel distance:
FOR 1 HOUR
before requiring a rest to repeat the increase.
WATERBORNE VESSEL
Does not choose:
TRAVEL PACE
Uses:
VEHICLE SPEED
May potentially operate:
UP TO 24 HOURS PER DAY
depending on vessel and crew.
LARGE VEHICLES
Also introduce:
CREW
PASSENGER
CARGO
AC
HP
DAMAGE THRESHOLD
and:
REPAIR
rules.
PART EIGHTY-EIGHT — AT THE TABLE: BUYING A MOUNT
When choosing an animal, ask:
1. WHAT IS ITS COST?
2. WHAT IS ITS CARRYING CAPACITY?
3. CAN MY CHARACTER LEGALLY RIDE IT?
Check:
WILLING?
ONE SIZE LARGER?
APPROPRIATE ANATOMY?
4. WHAT SADDLE DO I NEED?
Normal?
RIDING
Combat support?
MILITARY
Aquatic or flying?
EXOTIC
5. DOES IT NEED BARDING?
If yes:
ARMOR COST ×4
ARMOR WEIGHT ×2
6. HOW MUCH TOTAL WEIGHT IS IT CARRYING?
Include the relevant load.
7. HOW WILL I FEED OR STABLE IT?
Those expenses may matter during:
LONG JOURNEYS
PART EIGHTY-NINE — AT THE TABLE: BUYING A DRAWN VEHICLE
Use this procedure.
STEP 1
Choose animal.
Example:
DRAFT HORSE
Capacity:
540 LB.
STEP 2
Multiply by:
5
540 × 5 =
2,700 LB.
STEP 3
Choose vehicle.
Wagon:
400 LB.
STEP 4
Subtract vehicle weight.
2,700 − 400 =
2,300 LB.
remaining pulled capacity.
STEP 5
Add every additional pulling animal's capacity before multiplying if multiple animals are used.
PART NINETY — AT THE TABLE: USING A MOUNT IN COMBAT
Ask:
IS THE MOUNT CONTROLLED?
If yes:
Initiative:
MATCHES YOURS
Movement:
YOU DIRECT IT
Actions:
DASH
DISENGAGE
DODGE
If independent:
Initiative:
ITS OWN
Movement and actions:
AS IT CHOOSES
If something threatens to knock you off:
CHECK THE FALLING-OFF RULE
PART NINETY-ONE — AT THE TABLE: USING A SHIP
Record:
SPEED
REQUIRED CREW
PASSENGERS
CARGO
AC
HP
DAMAGE THRESHOLD
and:
COST
If damaged:
Track:
HP LOST
If the ship has a threshold:
Resolve every damaging instance against:
THAT THRESHOLD
If repairs are needed:
Determine whether the ship is:
BERTHED
and whether the repair location qualifies for:
HALVED TIME AND COST
COMMON BEGINNER MISTAKES
MISTAKE 1 — THINKING THE ONLY PURPOSE OF A MOUNT IS SPEED
The SRD specifically emphasizes their importance for:
CARRYING GEAR
MISTAKE 2 — THINKING EVERY ANIMAL IN THE TABLE CAN CARRY EVERY RIDER
Mounted Combat still requires:
WILLING
AT LEAST ONE SIZE LARGER
APPROPRIATE ANATOMY
MISTAKE 3 — IGNORING THE WEIGHT OF BARDING
Barding has:
TWICE NORMAL ARMOR WEIGHT
MISTAKE 4 — IGNORING SADDLE WEIGHT
Riding:
25 LB.
Military:
30 LB.
Exotic:
40 LB.
MISTAKE 5 — THINKING ANIMAL CARRYING CAPACITY AND PULLING CAPACITY ARE IDENTICAL
A vehicle-pulling animal can move:
FIVE TIMES BASE CARRYING CAPACITY
MISTAKE 6 — FORGETTING THE VEHICLE'S OWN WEIGHT
It is explicitly included in:
TOTAL PULLED WEIGHT
MISTAKE 7 — CALCULATING EACH ANIMAL SEPARATELY WHEN SEVERAL PULL THE SAME VEHICLE
Add their:
CARRYING CAPACITIES
together.
MISTAKE 8 — THINKING A WAGON HAS A UNIVERSAL FIXED CARGO CAPACITY
The listed drawn-vehicle table gives:
WEIGHT
and:
COST
The pulling capacity comes from:
THE ANIMALS
MISTAKE 9 — THINKING BARDING COSTS THE SAME AS NORMAL ARMOR
It costs:
FOUR TIMES AS MUCH
MISTAKE 10 — THINKING BARDING WEIGHS THE SAME
It weighs:
TWICE AS MUCH
MISTAKE 11 — THINKING MILITARY SADDLE GIVES +1 AC
It doesn't.
Its listed benefit is:
ADVANTAGE ON ABILITY CHECKS TO REMAIN MOUNTED
MISTAKE 12 — THINKING MILITARY SADDLE AUTOMATICALLY GIVES ADVANTAGE ON THE DC 10 FALLING-OFF SAVE
That roll is:
A DEXTERITY SAVING THROW
not:
AN ABILITY CHECK
MISTAKE 13 — RIDING A FLYING MOUNT WITHOUT THE REQUIRED SADDLE
The SRD requires:
EXOTIC SADDLE
for flying or aquatic mounts.
MISTAKE 14 — THINKING EXOTIC SADDLE GIVES A CREATURE FLIGHT
It doesn't.
MISTAKE 15 — THINKING MOUNTING USES AN ACTION
It costs:
HALF YOUR SPEED
in movement.
MISTAKE 16 — MOUNTING A CREATURE THAT ISN'T WITHIN 5 FEET
The creature must be:
WITHIN 5 FEET
MISTAKE 17 — THINKING EVERY MOUNT CAN BE CONTROLLED
It must be:
TRAINED TO ACCEPT A RIDER
MISTAKE 18 — LETTING A CONTROLLED MOUNT USE ITS NORMAL ATTACK ACTIONS
A controlled mount's Action options are limited to:
DASH
DISENGAGE
DODGE
MISTAKE 19 — THINKING A CONTROLLED MOUNT HAS A COMPLETELY SEPARATE INITIATIVE
Its Initiative changes to:
MATCH YOURS
MISTAKE 20 — THINKING AN INDEPENDENT MOUNT OBEYS YOUR MOVEMENT COMMANDS
It:
MOVES AND ACTS AS IT LIKES
MISTAKE 21 — FORGETTING THE DC 10 FALLING-OFF SAVE
It can occur when:
THE MOUNT IS MOVED AGAINST ITS WILL
YOU ARE KNOCKED PRONE
or:
THE MOUNT IS KNOCKED PRONE
MISTAKE 22 — THINKING FALLING OFF LEAVES YOU STANDING
Failure means you land:
PRONE
MISTAKE 23 — THINKING MOUNTED TRAVEL DOUBLES EVERY HOUR FOREVER
The doubled travel distance lasts:
1 HOUR
Then a Short or Long Rest is required before that mount can repeat:
THE INCREASED PACE
MISTAKE 24 — THINKING A WAGON HAS A PRINTED MPH SPEED
Land vehicles use:
NORMAL TRAVEL PACE
MISTAKE 25 — LETTING A WATERBORNE VESSEL CHOOSE FAST, NORMAL, OR SLOW TRAVEL PACE
Waterborne vessels are limited to:
VESSEL SPEED
MISTAKE 26 — THINKING STRONG HEADWIND DOES NOTHING
A ship sailing against a strong wind moves at:
HALF SPEED
MISTAKE 27 — THINKING DEAD CALM MEANS NORMAL SAILING
Waterborne ships can't move:
UNDER SAIL
in dead calm.
MISTAKE 28 — FORGETTING THE DOWNSTREAM CURRENT BONUS
Keelboats and Rowboats add:
CURRENT SPEED
when going downstream.
Typical current:
3 MPH
MISTAKE 29 — TRYING TO ROW A KEELBOAT AGAINST A SIGNIFICANT CURRENT
The SRD says these vehicles:
CAN'T BE ROWED AGAINST IT
They can instead be pulled upstream by:
DRAFT ANIMALS ON SHORE
MISTAKE 30 — THINKING A ROWBOAT IS WEIGHTLESS
A Rowboat that is carried weighs:
100 LB.
MISTAKE 31 — CONFUSING CREW WITH PASSENGERS
These are:
SEPARATE TABLE VALUES
MISTAKE 32 — THINKING THE PASSENGER NUMBER ASSUMES PRIVATE CABINS
It assumes:
HAMMOCKS
MISTAKE 33 — KEEPING FULL PASSENGER CAPACITY AFTER INSTALLING PRIVATE ACCOMMODATIONS
Private accommodation reduces capacity to:
ONE-FIFTH
MISTAKE 34 — THINKING 5 SP HAMMOCK AND 2 GP PRIVATE CABIN PRICES CAN NEVER CHANGE
The SRD says passenger prices:
CAN VARY FROM SHIP TO SHIP
MISTAKE 35 — THINKING EVERY SHIP HAS A DAMAGE THRESHOLD
Airship and Rowboat have:
NONE LISTED
MISTAKE 36 — SUBTRACTING DAMAGE THRESHOLD FROM DAMAGE
Damage Threshold is not:
DAMAGE REDUCTION
If threshold is met:
TAKE THE ENTIRE DAMAGE
MISTAKE 37 — ADDING SEVERAL SMALL ATTACKS TO BEAT DAMAGE THRESHOLD
Threshold checks:
EACH SINGLE ATTACK OR EFFECT
MISTAKE 38 — THINKING DAMAGE EQUAL TO THE THRESHOLD FAILS
Equal to:
THE THRESHOLD
is enough.
MISTAKE 39 — REPAIRING SHIPS AT 1 HP PER HOUR
Normal repair rate:
1 HP PER DAY
MISTAKE 40 — FORGETTING REPAIR COST
Each Hit Point:
20 GP
under the normal repair rule.
MISTAKE 41 — USING THE NORMAL REPAIR RULE WHILE THE SHIP IS SAILING
It specifies repairs while:
BERTHED
MISTAKE 42 — FORGETTING THE SHIPYARD BENEFIT
Abundant supplies and skilled labor:
HALF TIME
and:
HALF COST
QUICK RECAP
PURCHASABLE ANIMALS
Camel:
450 LB. — 50 GP
Elephant:
1,320 LB. — 200 GP
Draft Horse:
540 LB. — 50 GP
Riding Horse:
480 LB. — 75 GP
Mastiff:
195 LB. — 25 GP
Mule:
420 LB. — 8 GP
Pony:
225 LB. — 30 GP
Warhorse:
540 LB. — 400 GP
DRAWN VEHICLE RULE
Maximum pulled weight:
5 × BASE CARRYING CAPACITY
The vehicle's own weight:
COUNTS
Multiple animals:
ADD CAPACITIES TOGETHER
DRAWN VEHICLES
Carriage:
600 LB. — 100 GP
Cart:
200 LB. — 15 GP
Chariot:
100 LB. — 250 GP
Sled:
300 LB. — 20 GP
Wagon:
400 LB. — 35 GP
FEED
10 LB. / 5 CP PER DAY
STABLING
5 SP PER DAY
BARDING
Armor cost:
×4
Armor weight:
×2
SADDLES
Riding:
25 LB. / 10 GP
Military:
30 LB. / 20 GP
Benefit:
ADVANTAGE ON ABILITY CHECKS TO REMAIN MOUNTED
Exotic:
40 LB. / 60 GP
Required:
AQUATIC OR FLYING MOUNT
VALID MOUNT
Must be:
WILLING
AT LEAST ONE SIZE LARGER
and have:
APPROPRIATE ANATOMY
MOUNT / DISMOUNT
Creature within:
5 FEET
Movement cost:
HALF YOUR SPEED
CONTROLLED MOUNT
Initiative:
MATCHES YOURS
Moves:
ON YOUR TURN
Actions:
DASH
DISENGAGE
DODGE
INDEPENDENT MOUNT
Keeps:
ITS OWN INITIATIVE
Moves and acts:
AS IT LIKES
FALLING OFF
DC:
10 DEXTERITY SAVING THROW
Failure:
FALL PRONE
within:
5 FEET OF THE MOUNT
LARGE VEHICLES
Airship:
8 MPH / 40,000 GP
Galley:
4 MPH / 30,000 GP
Keelboat:
1 MPH / 3,000 GP
Longship:
3 MPH / 10,000 GP
Rowboat:
1½ MPH / 50 GP
Sailing Ship:
2 MPH / 10,000 GP
Warship:
2½ MPH / 25,000 GP
DAMAGE THRESHOLD
Damage below threshold:
0 DAMAGE
Damage equal to or above threshold:
FULL DAMAGE
Each attack or effect is checked:
SEPARATELY
SHIP REPAIR
Per 1 HP:
1 DAY
20 GP
At a place with abundant supplies and skilled labor:
HALF TIME
HALF COST
PRIME HERO CHALLENGE
Your party has bought:
TWO DRAFT HORSES
and:
ONE WAGON
Each Draft Horse has:
540 LB. CARRYING CAPACITY
Wagon weight:
400 LB.
QUESTION 1 — COMBINED BASE CAPACITY
540 + 540 =
1,080 LB.
QUESTION 2 — MAXIMUM PULLED WEIGHT
1,080 × 5 =
5,400 LB.
QUESTION 3 — REMOVE THE WAGON'S OWN WEIGHT
5,400 − 400 =
5,000 LB.
remaining for the rest of the pulled load.
QUESTION 4 — YOU ADD PLATE BARDING TO ONE HORSE
Normal Plate:
1,500 GP
65 LB.
Barding:
Cost:
1,500 × 4 =
6,000 GP
Weight:
65 × 2 =
130 LB.
QUESTION 5 — WHICH SADDLE HELPS WITH ABILITY CHECKS TO REMAIN MOUNTED?
MILITARY SADDLE
Benefit:
ADVANTAGE
QUESTION 6 — YOU WANT TO RIDE A FLYING MOUNT
Required saddle:
EXOTIC SADDLE
QUESTION 7 — YOU ARE MEDIUM
Can a Medium willing creature serve as your mount?
NO
The mount must be:
AT LEAST ONE SIZE LARGER
So it must be at least:
LARGE
QUESTION 8 — YOUR SPEED IS 30 FEET
How much movement to mount?
30 ÷ 2 =
15 FEET
QUESTION 9 — YOUR CONTROLLED MOUNT'S TURN
What Action choices does it have?
DASH
DISENGAGE
or:
DODGE
QUESTION 10 — YOUR MOUNT IS KNOCKED PRONE
What do you roll?
DC 10 DEXTERITY SAVING THROW
Failure:
FALL OFF AND LAND PRONE
QUESTION 11 — LATER YOU BUY A SAILING SHIP
Statistics:
Speed:
2 MPH
Crew:
20
Passengers:
20
Cargo:
100 TONS
AC:
15
HP:
300
Damage Threshold:
15
Cost:
10,000 GP
QUESTION 12 — AN ATTACK DEALS 14 DAMAGE TO THE SHIP
Threshold:
15
14 < 15.
Damage taken:
0
QUESTION 13 — NEXT ATTACK DEALS EXACTLY 15
15 meets the threshold.
Damage:
FULL 15
QUESTION 14 — THE SHIP LOSES 30 HP
Normal repair:
30 DAYS
Cost:
30 × 20 GP =
600 GP
QUESTION 15 — REPAIR AT A QUALIFYING CITY SHIPYARD
Time:
30 ÷ 2 =
15 DAYS
Cost:
600 ÷ 2 =
300 GP
LESSON 67 — KEY TAKEAWAYS
Mounts and vehicles expand the scale of adventure.
A character's inventory is limited by:
CARRYING CAPACITY
A mount can carry:
FAR MORE
A mount pulling a vehicle can move:
FIVE TIMES ITS BASE CAPACITY
And several animals can combine their strength to move:
ENORMOUS LOADS
MOUNTS ALSO CHANGE COMBAT
A controlled mount provides:
MOBILITY
through:
DASH
DISENGAGE
and:
DODGE
But riding has rules of its own:
SIZE REQUIREMENT
MOUNTING COST
CONTROL
INITIATIVE
and:
FALLING OFF
BARDING AND SADDLES MATTER
Barding can protect a mount but becomes:
EXPENSIVE
and:
HEAVY
Military Saddles improve certain:
MOUNTED ABILITY CHECKS
And Exotic Saddles are required for:
AQUATIC
and:
FLYING
mounts.
LARGE VEHICLES CHANGE THE SCALE AGAIN
A ship isn't simply:
"A BIG BOAT"
It has mechanical statistics:
SPEED
CREW
PASSENGERS
CARGO
AC
HIT POINTS
and sometimes:
DAMAGE THRESHOLD
Damage can therefore be tracked.
Ships can be:
DAMAGED
and:
REPAIRED
using actual rules and costs.
THE CENTRAL TRANSPORT QUESTION
Whenever the party travels, ask:
ARE WE WALKING?
RIDING?
CARRYING CARGO?
PULLING A VEHICLE?
TRAVELING BY WATER?
FLYING BY AIRSHIP?
Then determine the correct system.
For a mount:
CAPACITY + RIDING RULES
For a drawn vehicle:
COMBINED ANIMAL CAPACITY ×5
For land travel:
TRAVEL PACE
For waterborne vessels:
VESSEL SPEED
For large vehicles:
CREW + PASSENGERS + CARGO + DURABILITY
Once those distinctions are clear:
TRANSPORT STOPS BEING BACKGROUND FLAVOR
and becomes:
PART OF THE ADVENTURE
NEXT LESSON
LESSON 68 — LIFESTYLE, FOOD, DRINK, LODGING, HIRELINGS, AND SERVICES
Owning a horse or ship introduces another important reality:
ADVENTURERS HAVE EXPENSES
Lesson 68 will cover:
WRETCHED
SQUALID
POOR
MODEST
COMFORTABLE
WEALTHY
and:
ARISTOCRATIC
Lifestyle Expenses.
We will then examine the complete SRD prices for:
ALE
BREAD
CHEESE
MEALS
INN STAYS
WINE
and other everyday expenses.
Then we will study:
SKILLED HIRELINGS
UNTRAINED HIRELINGS
MESSENGERS
and:
SPELLCASTING SERVICES
including the exact cost and settlement availability of spells from:
CANTRIPS
all the way to:
LEVEL 9 SPELLS
This will complete the everyday:
5E ECONOMY
before Lesson 69 moves into:
SPELLCASTING EQUIPMENT, CASTING IN ARMOR, AND BASIC MAGIC-ITEM RULES
SRD 5.2.1 ATTRIBUTION
This work includes material from the System Reference Document 5.2.1 (“SRD 5.2.1”) by Wizards of the Coast LLC, available at https://www.dndbeyond.com/srd. The SRD 5.2.1 is licensed under the Creative Commons Attribution 4.0 International License, available at https://creativecommons.org/licenses/by/4.0/legalcode.