Some Links
This not during combat. For combat movement.
1. movement distance traveled rate in 1 round in 1 segment 4" 40' 4' 6" 60' 6' 9" 90' 9' 12" 120' 12' the rest of the scale should be obvious.
2. outdoors 1” rate = 1 mile walking for 8 game-hours a character can travel, subject to terrain, load carried, hostile forces, and the weather.
3. mapping a town, if the locals allow it, takes 1 turn per 90’. This is the same as dungeon mapping.
combat sequence
1. any surprise rolls are made.
2. if one group is surprised, the other acts.
3. If both groups are surprised, whomsoever’s surprise wears off first, acts.
4. Initiative is then rolled by each group. The group getting the highest on a d6 goes first. If both groups roll the same, reroll.
5. The first group to get initiative attacks first and then the other group does their attacks. Initiative is rerolled at the beginning of every melee round.
6. I will call your character’s name aloud when it is your turn for that character to do that character’s action.
a. Tell me what weapon, spell, or device your character is using and and what monster/area you are aiming for. b. Unless a spell requires a to hit roll, I don’t require one. c. For weapon combat, roll a d20 and tell me what you rolled. d. I will make all of your character’s adds ( that include magic items) e. If I tell you that your character hit, you should automatically roll the damage dice for that weapon, etc. I will make any damage adds. f. No monster or character will fall down dead, or into unconciousness, until the end of the combat round. Unless the being hit takes massive damage or the hit is critical. e.g. 30 hit points done to character or monster with only 7 hp left. g. If a monster hits your character, I will tell you what damage your character has taken. No fair guessing… :-) h. combat grid used in this campaign: front front front front Defender front flank flank rear rear/back rear The second row of ‘front’ is for your character’s shield side. Otherwise its a flank attack. Flank attacks don’t get any shield adds. i. A frontal attack on your character’s shield side is vs. armour plus dexterity plus shield adds. j. A frontal attack on your character’s non-shield side OR the second frontal attack against your character’s shield side is vs. armour plus dexterity adds. k. A rear attack negates shield adds. If your character is surprised, dexterity adds are also negated. l. A rear attack is at +2 to hit. m. Prone, physically held, or stunned creatures are attacked at +4. n. Against a magically asleep, magically Held, paralyzed, or totally immobile creature, the hit is automatic. o. A thief attempting to backstab while in general melee is +3 to hit and no extra damage.
Horse purchases
In some locations a horse can be bought or rented. The rent is 5 gp for a one-way trip with a stable representative taking the horse back to the stable. Your character will be met at the same location for the return trip at a player requested time for an additional 5 gp. Don’t expect rental horses in the time of war, you are traveling further than 25 miles from the stable, or you are traveling beyond the borders of the nation where the stable is located.
A. first method of buying a horse.
An average light riding horse or pony; with saddle, saddle blanket, bit and bridle, small saddle bags, and horse shoeing labor for one game year at the stable of purchase; can be bought for one year. Cost: 75 gp I did this for those players that didn’t want to roleplay buying a horse.
B. Second, and referee assisted, method
Prices are for the animal only, a local area’s prices may differ.
size/type base price base movement —————————————————————————————————— donkey 8 gp 12” horse, light riding 25 gp 26” , light war 75 gp 24” , medium war 110 gp 18” , heavy war 150 gp 15” mule 20 gp 12” pony 20 gp 12” quality price adj. movement adj. movement range —————————————————————————————————— poor – 50 percent + ( 2d6 – 6)” ( -4” to +2 “) average – — + ( 2d4 – 5)” ( -3” to +3 “) good + 100 percent + ( 2d4 – 4)” ( -2” to +4 “) excellent + 200 percent + ( 2d4 – 3)” ( -1” to +3 “) superb + 265 percent + ( 2d4 – 2)” ( 0” to +4 “)
C. A third way
Draft Animals, horses, ponies, carts, chariots, and wagons Pony chariots ? I am presuming halflings would use them. Certainly not humans. terrain cost ( 6 hours/day ) max load cart/wagon Vehicles/animal normal rugged gp wt base harness Cart, small/pony 8 miles 4 miles 3,500 75 gp 5 gp , small/light horse 10 5 5,500 , small/medium horse 12 5 6,000 , medium/pony 6 zero 4,000 125 gp 6 gp , medium/light horse 8 3 6,500 , medium/medium horse 8 5 7,500 , medium/mule 10 6 7,500Chariot, small/pony 6 miles 3 miles 3,000 250 gp 30 gp , small/light horse 9 5 4,000 , small/medium horse 10 6 4,000 , medium/light horses 12 7 5,500 500 gp 55 gp , medium/medium horses 14 8 5,500 , medium/heavy horses 16 10 5,500 , large/light horses 12 7 5,500 750 gp 73 gp , large/medium horses 14 8 5,500 , large/large horses 16 10 5,500
Wagon, small/light horse 8 miles 3 7,500 110 gp 20 gp , small/medium horse 10 6 8,500 , small/heavy horse 12 9 9,000 , medium/light horses 9 4.5 9,000 210 gp 45 gp , medium/medium horses 11 7 11,500 , medium/heavy horse 13 8 10,000 , medium/heavy horses 14 9 13,500 , large/light horses 10 6 12,000 363 gp 75 gp , large/medium horses 12 8 13,500 , large/heavy horse 14 8 13,500 , large/heavy horses 16 10 15,000
‘horses’ in the above chart would mean 2 to 4 horses. I know a team of 6 or more horses/oxen could move larger loads, but this is for adventurers, not merchants.
A small chariot can carry 1 or 2 characters with a small amount of equipment. A large chariot can carry 2 characters plus a small stove and food storage. One or two horse chariots are usually drawn by heavy horses. Four horse chariots are usually drawn by draft horses. Four horse chariots look more like wagons than war chariots. Yes, I know the Hittites and others had 4 horse war chariots, but Crestar isn’t a parallel Earth. Wilderness proficiencies required for chariot, cart, and wagon use are: animal handling, animal lore, charioteering, plant lore, and land based riding. Wilderness proficiencies required for horse riding are: animal handling, animal lore, plant lore, and land based riding.
gp wt carry animal cost move rate saddle/etc. normal encumbered draft horse 30 – 75 gp 12” 5 sp – 90 gp 4,000 8,000 horse, light riding 25 – 92 gp 26” 15 sp – 5 gp 2,500 4,000 mule 20 – 45 gp 12” 1 sp – 10 gp 2,000 6,000 pony 20 – 65 gp 12” 6 sp – 3 gp 2,000 3,000 war horse, heavy 150 – 548 gp 15” 70 gp – 300 gp 5,000 5,000 , light 75 – 274 gp 24” 20 gp – 100 gp 3,000 5,000 , medium 110 – 402 gp 18” 50 gp – 200 gp 4,000 6,500 Animal cost is determined by amount of training, which varies from average to superb. Combat training is 100 gp extra.
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listening at doors and hearing low level noises.
Tell me that your character wants to listen and roll a d20. Tell me the number that you rolled. Low numbers are best. I will tell you what your character hears. The thief ability is rolled by me. Loud noises will be heard by the adventuring group unless the group is talking, arguing, or the listeners are deafened due to combat, loud noises, etc.
Listening for a noise on the other side of a door or thin wall. The character(s) listening have to remove any head gear and place one ear on or near the door. The player then rolls a d20 as for listening for low-level noises.
number of door | number of door listeners width | listeners width ================================================================= 4 10' | 2 5' 3 8' | 1 4' 2 6' | 1 3' =================================================================