Horses of Sila
Liberated from the Severed Hand and Blazing Banner, these horses have trotted their way out of the plains and into our hearts. Also includes one cat.
Discretion -TRAINED. Rescued on expedition #9 (Blazing Across the Plains). His rider carried a sweet sweet magic lance. Formerly the horse of Sapphira Bella Cuprica, Discretion became Sovan’s horse after Sapphira became Saffæra during the events of expedition #12a (The Epic of Fær and Sapphira). Stallion.
Currently wearing chain shirt barding, brit and bridle, a military saddle, and saddlebags (total weight: 79 pounds). Chain shirt reflected in AC.
EPIPHANY: Discretion rolled an epiphany on being dropped one expedition, and has better fleeing reactions.
|HP: 10||AC: 12||Speed: 60 ft.|
|Strength: 19||Dexterity: 8||Constitution: 12||Intelligence: 2||Wisdom: 11||Charisma: 2|
|Attractiveness: 13/20||Orneriness: 10||Morale: 10 (trained)||Proficiency: Athletics|
Honour – TRAINED. Rescued on expedition #10 (An Unbound Evil). On the way to the Wizard’s Tower of Toba, a pair of Severed Hand riders were slain, and Honour and Gragggh the Warg were liberated. Gragggh was later blinded by ankhegs, and did not survive. Now the horse of Silverleaf Moonshadow. Mare.
|HP: 14||AC: 10||Speed: 60 ft.|
|Strength: 17||Dexterity: 1||Constitution: 11||Intelligence: 1||Wisdom: 11||Charisma: 6|
|Attractiveness: 7/20||Orneriness: 19||Morale: 10 (trained)||Proficiency: Athletics|
Justice – TRAINED. Rescued on expedition #15 (The Unseeing Witnesses). On the way back to Sila, the party encountered a three way brawl between goblinoids, K’sshan, and Blazing Banner folks. The Blazing Banner folks won, so we killed them and took their three horses. Now the horse of Raevori. Mare. Has a flaw of some kind. Justice is the largest, most graceful, and most charismatic horse in the herd (the last one by a country mile). She is also almost impossible to handle, although less skittish than all except liberty.
Has a chain shirt barding, brit and bridle, a military saddle, and saddlebags (total weight: 79 pounds).
|HP: 15||AC: 14||Speed: 60 ft.|
|Strength: 18||Dexterity: 12||Constitution: 12||Intelligence: 2||Wisdom: 10||Charisma: 8|
|Attractiveness: 12/20||Orneriness: 20||Morale: 9 (trained)||Proficiency: Athletics|
Liberty – TRAINED. Rescued on expedition #15 (The Unseeing Witnesses). On the way back to Sila, the party encountered a three way brawl between goblinoids, K’sshan, and Blazing Banner folks. The Blazing Banner folks won, so we killed them and took their three horses. Now the horse of Rowan. Stallion. hp: 13. AC 10. Speed 55 ft. Strength 19. Dexterity 11. Constitution 12. Morale 8. Attractiveness: 4/20. Charisma: 2. Wisdom 10. Orneriness: 9. Intelligence: 2. Slow, ugly, and almost rock-like in how subdued he is, Liberty’s redeeming qualities are that he’s easy to handle and the calmest of the herd (calmer even that Justice).
Alphonse – TRAINED. Rescued on Expedition #18 (Charting the Civilized). Horse of JP. It is stubbornly tolerant to eating a variety of very rich and hard to digest Haute Dwarfish food but is otherwise outwardly unremarkable except for its……singular appearance. JP “is coolly cordial” at it very much, which is as close as he can come to loving a horse. It is JP’s horse – they’re working on the rapport thing. Or JP is, at least. Alphonse seems to be content with the rocky status quo. Stallion.
|HP: 12||AC: 16 (Chain Barding)||Speed: 60 ft.|
|Strength: 16||Dexterity: 9||Constitution: 15||Intelligence: 2||Wisdom: 11||Charisma: 7|
|Attractiveness: 4/20||Orneriness: 14||Morale: 8 (Trained)||Proficiency: Athletics|
Chamomile – UNTRAINED. Rescued on Expedition #18 (Charting the Civilized). Horse of Valerian. She likes admiring her glossy black hooves, having her somewhat-lank mane braided, eating anything in sight, and doing whatever she wants. This may create some problems in the future. Mare. HP: 11. AC: 10. Speed: 60 ft. Strength: 16. Dexterity: 10. Constitution: 11. Attractiveness: 10/20. Charisma: 6. Wisdom: 10. Orneriness: 15. Intelligence: 2. Morale = 16 (Untrained).
Peppermint – UNTRAINED. Rescued on Expedition #18 (Charting the Civilized). Named by Valerian. Mare.
Bought by [Bugle Reveille], who can see the fire in this terrible beast’s eyes, the fierce intelligence behind its brow, and the utter lack of concern it displays with the prancing fripperies of prettier and more workaday horses. Using the powers invested in him as a Corporal of Wing Vermillion, Special Branch, [Bugle] has deputized Peppermint as a Private First Class; after their first expedition together, Peppermint shall be granted a Kenku Designation.
|HP: 12||AC: 10 (Chain Barding Bought; Will Don When Trained)||Speed: 60 ft.|
|Strength: 16||Dexterity: 10||Constitution: 12||Intelligence: 3||Wisdom: 9||Charisma: 3|
|Attractiveness: 1/20||Orneriness: 15||Morale: 11 (Untrained)||Proficiency: Athletics||Flaw: UNKNOWN|
Courage – UNTRAINED. Rescued on Expedition #18 (Charting the Civilized). Secondary horse of Sovan. hp 7
Boots – UNTRAINED. Rescued on Expedition #18 (Charting the Civilized). Tertiary horse of Sovan. hp 10
disadvantage on athletics
Radish – UNTRAINED. Rescued on Expedition #18 (Charting the Civilized). Horse of Finnigan (replacement for poor, dead Truth).
UNNAMED – UNTRAINED. Rescued on Expedition #18 (Charting the Civilized). Unclaimed horse.
UNNAMED – UNTRAINED. Rescued on Expedition #18 (Charting the Civilized). Unclaimed horse.
Valour – Rescued on expedition #9 (Blazing Across the Plains). Formerly Sovan’s horse, Valour was lost to us when Sovan gifted him to Grandmother Dryad during the events of expedition #14 (Two Powers Fall).
Truth – TRAINED. Rescued on expedition #15 (The Unseeing Witnesses). On the way back to Sila, the party encountered a three way brawl between goblinoids, K’sshan, and Blazing Banner folks. The Blazing Banner folks won, so we killed them and took their three horses. Now the horse of Finnigan. Then, on expedition #18 (Charting the Civilized) it was attacked by Wraith Hands, instantly murdered, and turned into a vengeful Ghost Horse. That we killed. With radiant beams of purification, and many, many arrows. Stallion (colt?). hp: 8. AC 10. Speed 60 ft. Strength 19. Dexterity 10. Constitution 14. Morale 12. Attractiveness: 16/20. Charisma: 6. Wisdom 10. Orneriness: 18. Intelligence: 2.
Donkeys of Sila
Adeline – Rescued on expedition #17A, Adeline is now the donkey of the Greenburrow family. Thus far she has been a generally bedraggled and woe-begotten creature but is very happy to have traded in her old life (the constant drudgery of turning a crank deep in the underground Goblin warrens) for her new life (light farm work and frequently being led in very slow circles around the Greenburrow’s front yard while the many Greenburrow children learn how to ride with varying degrees of competence). She enjoys cabbage, long walks on the beach, and being left alone.
Cats of Sila
Saddle the Cat – Saddle is a ginger cat of unknown age and majestic whiskers. She was found sound asleep in Discretion’s saddlebag one day by Saoirse the rogue and has happily followed her around ever since. Saddle seems to have taken it upon herself to check up on every member of a freshly-returned expedition, offering headbutts, tummy-warms, or just silent company – whatever is needed. She is unfailingly amiable and welcomes all manner of pats and treats, except for belly-rubs. Belly-rubs are not permitted.
To generate a newly freed horse, roll the following (13) steps to modify the default stats in the PHB for riding horse:
(1) Roll hit points as 2d10+2, modify if the Con modifier changes, see below.
(2) Roll 1d20 for speed modifiers. 1 is -5ft, 19-20 is +5ft
(3) Roll 1d20 for Strength modifiers compared to normal. 1-4 is -1 to the modifier. 17-20 is +1 to the modifier. Thus, 17 would be 18 or 19 Strength, but it’s recommended for 17-18 to be 18 strength and 19-20 to be 19 Strength, unless flavor strongly suggests otherwise.
(4) Roll 1d20 for Dex modifiers. 1-4 is -1, 17-20 is +1 (both vs normal)
(5) Roll 1d20 for Con modifiers. 1-4 is -1, 17-20 is +1 (both vs normal)
(6) Roll 1d20 for Horse intelligence. 1 on 1, 3 on 17-20, 2 otherwise.
(7) Roll 1d20 for Horse wisdom modifiers compared to normal: 1-4: -1, 17-20: +1
(8) Roll 1d20 for horse charisma modifiers compared to normal: 1-3: -2, 4-6: -1, 7-13: +0, 14-17: +1, 18-20: +2. Yes, this means a roll of 1 means the horse has a Charisma of 2.
(9) Roll 1d20 for objective horse attractiveness. Interpret the results, but record the number as well.
(10) Roll 1d10+12+Wis mod + Cha mod for horse orneriness…gives a PHB standard horse an orneriness of 15
(11) Roll 1d10 for morale. 1 is Morale 16, 2 is Morale 15, 3 is Morale 14, 4 is Morale 13, 5-6 is Morale 12, 7-8 is Morale 11, 9 is Morale 10, 10 is Morale 9. Subtract 2 from Morale once the horse is tamed. +2 morale for wild, -2 morale for tamed.
(12) Roll 1d20 for horse athletics. 17-20 has proficiency to athletics. 1-2 disadvantage.
(13) Roll 1d20. Report 1s and 20s to James E to give the horse an extra random flaw / perk.
Note: lower morale is better. The horse has to roll 1d20 and beat its morale to avoid spooking. An animal handling check can also be made. A wild horse has morale 14. A tamed horse morale is 12. Trained is 10. Warhorse morale is 8. (all normally).
Note: orneriness sets the animal handling DC of most activities (benchmark, can be higher/lower). If you fail by 5+ the horse gets to do its own thing.
Note: training a horse improves morale, as above, and makes the failure case for failing morale less bad.
Note: horses don’t get perception checks if in a party.
Note: only warhorses and trained horses can wear barding.
Note: a horse raised from being a foal is highly trained, morale 8, like a warhorse (warhorses have to be raised from birth).