HORSE
 
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) - - -

PANIC: They are panicked by

    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

Draft

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)
 

HORSE \ HEAVY

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)

Light

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)

Medium

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)

Pony

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)
 

Wild

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.