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.