So I have another wagon chase to setup in my next coming game... from town A to town B... I'm looking for help to check if the following numbers make sense and if it is easy or to difficult for a CR 4-5 to go against... being the players attacking it or a group of monsters attacking the PC's... Should the wagon get magical help of any kind to boost its pulling/drawn system or Warhorses defense against attacks... and/or should the monsters attack/defend in a certain way... what type of monsters would you prefer to add to this encounter to make it interesting for the players at CR 4-5... do you have better complications chase than the DMG page 254 Tables to suggest to me...
Here is the Wagon... feel free to destroy it... be-it the wrong stats numbers use, or, how you fair against it in playing turns... or what defense spell would you add to it to help it survive... or, what type of monsters best to use in the chase (against or to defend it)...
Thanks ! Any help appreciated ! (PS): Ill throw it in the homebrew section with your recommendations and added names if wanted.
.
FANGHORN CARAVAN - SOLIDIFIED CAGE WAGON
Huge Vehicle (40 ft. by 15 ft. by 10 ft)
Creature Capacity2 crew, 4 warhorses, 12 medium caged passengers humanoids/beasts
Cargo Capacity 1595 lb (rear cargo capacity when 2 riders are in place with scale mail barding, bit & bridle, saddle on warhorses) 9280 lb (rear cargo if warhorses just have bit & bridle)
Travel Pace 6 miles per hour (48 miles per day), fast paced 8 miles per hour (64 miles per day), slow paced 4 miles per hour (32 miles per day)
Hit Points 50 (Fragile Wagon), 100 (Resilient Wagon)
ActionOn its turn, the wagon can take the move action below. It can't take this action under control if it has no crew or intelligent guiding/riding beast to drawn the vehicles.
Control and Movement: Bridle and hand brakes
Armor Class12
Hit Points25 (Warhorses bridle drawn pulling system), 25 (Hand brakes retaining in place system)
Speed (land) 60 ft. when drawn by Warhorses
Move up to the Warhorses speed, with one 45-degree turn. Without Warhorses to drawn the wagon and with the hand brake in place, the wagon speed is 0.
The caravan solidified cage wagon serves to ferry prisoner's passengers humanoids/beasts back and forth from larger ships in ports to others town and/or from town to another town. Due to its simple but versatile size design, the wagon require an experienced crew when on the road. Weighing 1,000 pounds, the wagon is easy to transport and might be carried by larger sea ships to other lands.
FANGHORN CARAVAN - WARHORSE'S
Large beast , unaligned
Armor Class12 (normal), 16 (with scale mail barding)
Hit Points33
Speed60 ft.
STR
18(+4)
DEX
12(+1)
CON
14(+2)
INT
2(-4)
WIS
12(+1)
CHA
7(-2)
SensesPassive Perception 11
Languages--
Challenge1/2 (100 XP)
Proficiency Bonus+2
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse make another attack with its hooves against it as a bonus action. Followed by two other attacks with hooves by the following rear horses. If the DC Strength saving throw is pass the player is knocked sideways from the charge and receive half damage from a singular attack.
Actions
Trampling/Hooves. Melee Weapon Attack:+6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
It might be me misunderstanding - but if the horses are wearing barding, you have less than 1600 lb cargo capacity. With 12 prisoners on board, but no food, water etc, you'd potentially already be encumbered/slow (e.g. 150 lb/passenger = 1600 lb)
Was thinking 125lb per humanoid for the chained prisoners in the back... being cut off from food and worked to the bones. Putting an even added mix of smaller races like halfling, gnomes etc to the prisoners group...
Obvious answer to monsters would be bandits. However, I think you could make this more interesting by having two bulettes attack the wagon. Bulettes are attracted by the smell of halfing flesh, have a burrowing speed, and have a "leap" ability on top of that. If you feel their hit points are too high, reduce their AC and hit points a bit.
Or give the PCs a moral dilemma if their quest is to guard the contents of the vehicle. The humanoids attacking the caravan? They're Robin Hood types trying to free the prisoners.
The CR will be determined by the wagon's occupants, and also their ability to just charge straight on forward. You'll want to go overboard on the CR of the monsters because the PCs will have a significant advantage by being in the wagon.
May I suggest wights riding on nightmares if the wagon has a high load of occupants.
I recommend giving the wagon a damage threshold of 10, meaning that attacks that deal 10 or fewer points of damage deal 0 damage. Chipping at it with a dagger shouldn't do anything at all, really, and neither should a standard arrow or crossbow bolt.
I'd give the wagon a single AC and hit points as anything else is needless complexity. A complex combat with horses, wagon movement, enemies, PCs, drivers and passengers already has (probably too much) to take care of.
It is getting dark, but the wagon is almost at its destination so they push forward. A raid of ghouls, with different ranks and casters attack the wagon. There is some book that has a society of ghouls sorry but I cannot remember which one. Then you can set up the CR to what you want. Some basic cannon fodder attack with spell casters in the back for support. They will go after the horses realizing if there are no horses the wagon easy pickings. Have it a race to the campsite/town whatever the destination for safety and numbers.
Or same setting, a group of Drow wanting the slaves for themselves
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So I have another wagon chase to setup in my next coming game... from town A to town B... I'm looking for help to check if the following numbers make sense and if it is easy or to difficult for a CR 4-5 to go against... being the players attacking it or a group of monsters attacking the PC's... Should the wagon get magical help of any kind to boost its pulling/drawn system or Warhorses defense against attacks... and/or should the monsters attack/defend in a certain way... what type of monsters would you prefer to add to this encounter to make it interesting for the players at CR 4-5... do you have better complications chase than the DMG page 254 Tables to suggest to me...
Here is the Wagon... feel free to destroy it... be-it the wrong stats numbers use, or, how you fair against it in playing turns... or what defense spell would you add to it to help it survive... or, what type of monsters best to use in the chase (against or to defend it)...
Thanks ! Any help appreciated !
(PS): Ill throw it in the homebrew section with your recommendations and added names if wanted.
.
FANGHORN CARAVAN - SOLIDIFIED CAGE WAGON
STR: 11 (+0) DEX: 8 (-1) CON: 11 (+0) INT: 0 WIS: 0 CHA: 0
Trampling Charge. If the horse moves at least 20 feet straight toward a creature and then hits it on the same turn, that target must succeed on a DC 14 Strength saving throw or be knocked prone. If the target is prone, the horse make another attack with its hooves against it as a bonus action. Followed by two other attacks with hooves by the following rear horses. If the DC Strength saving throw is pass the player is knocked sideways from the charge and receive half damage from a singular attack.
Trampling/Hooves. Melee Weapon Attack:+6 to hit, reach 5 ft., one target. Hit: 11 (2d6 + 4) bludgeoning damage.
.
by Oldwitcher
recommended changes by ...
It might be me misunderstanding - but if the horses are wearing barding, you have less than 1600 lb cargo capacity. With 12 prisoners on board, but no food, water etc, you'd potentially already be encumbered/slow (e.g. 150 lb/passenger = 1600 lb)
Was thinking 125lb per humanoid for the chained prisoners in the back... being cut off from food and worked to the bones. Putting an even added mix of smaller races like halfling, gnomes etc to the prisoners group...
Obvious answer to monsters would be bandits. However, I think you could make this more interesting by having two bulettes attack the wagon. Bulettes are attracted by the smell of halfing flesh, have a burrowing speed, and have a "leap" ability on top of that. If you feel their hit points are too high, reduce their AC and hit points a bit.
Or give the PCs a moral dilemma if their quest is to guard the contents of the vehicle. The humanoids attacking the caravan? They're Robin Hood types trying to free the prisoners.
The CR will be determined by the wagon's occupants, and also their ability to just charge straight on forward. You'll want to go overboard on the CR of the monsters because the PCs will have a significant advantage by being in the wagon.
May I suggest wights riding on nightmares if the wagon has a high load of occupants.
I recommend giving the wagon a damage threshold of 10, meaning that attacks that deal 10 or fewer points of damage deal 0 damage. Chipping at it with a dagger shouldn't do anything at all, really, and neither should a standard arrow or crossbow bolt.
I'd give the wagon a single AC and hit points as anything else is needless complexity. A complex combat with horses, wagon movement, enemies, PCs, drivers and passengers already has (probably too much) to take care of.
It is getting dark, but the wagon is almost at its destination so they push forward. A raid of ghouls, with different ranks and casters attack the wagon. There is some book that has a society of ghouls sorry but I cannot remember which one. Then you can set up the CR to what you want. Some basic cannon fodder attack with spell casters in the back for support. They will go after the horses realizing if there are no horses the wagon easy pickings. Have it a race to the campsite/town whatever the destination for safety and numbers.
Or same setting, a group of Drow wanting the slaves for themselves