1. Abilities

Horseback Travel

This is a home-brew riding ability that describes how far one can ride on horseback for one or more days. The assumptions are

  • Medium-sized rider - Halflings ignore the multi-day 75% penalty.
  • Normal encumbrance - 
  • Special Horses can break these rules
  • Riding Proficiency is helpful avoiding problems when your mount is exhausted

EXHAUSTION

For every day the riders exceed the max distance award the horse an exhaustion point. Every day a horse carries a rider with an exhaustion point there is a chance the horse 1 in 1d6 chance the horse will falter. Riders with the "Riding Proficiency" may re-roll the 1d6 because they've treated their animal better throughout the ride. 

FALTERING

If a horse falters, roll 1d6 on this table:

  1. No effect
  2. Lazy - Galloping requires CON check
  3. Lazy - Galloping and cantering requires CON check
  4. Limp - Only walking speeds
  5. Limp - Only walking speed, requires hourly CON check
  6. Open Wound -  Flies join in, needs attention.

If the horse fails a CON check, they gain another exhaustion point and must reroll.  

NOTE BENE

Clerics may be of help here, but,

  • Greater Restoration - removes one exhaustion level.
  • Lesser Restoration - removes the falter effect for the day.
  • Healing, works on #6 the Open Wound, but nothing else.