Carriage rides aren’t all gentle
neighs, and a lover’s soft gaze. Here are a few ideas for the sorts of mishaps
and dangers that may come up during a carriage ride. These aren’t for every session
featuring a carriage. Think of it more as encounters that could be thrown in to
heighten the danger of a fight or chase. If players try to surgically take down
an opponents’ vehicle piece by piece, reward their strategy with the
disastrous results of the table below.
The mishaps are numbered in case
anyone wants a “1D10 Carriage Mishap Chart” to roll on.
Carriage Mishap
1. Broken Body- The carriage body has been damaged, exposing its passengers. This
may be from shattered windows, ripped leather hoods, or broken cabs. The
carriage no longer provides cover bonuses to any of its passengers from
attacks.
2. Carriage Accident- Whether with a costermonger’s stand, another carriage, or a brick
wall, the carriage collides horribly, causing a terrible accident. All characters aboard must pass a
Dodge test (3 black dice) or take 12 dice of damage. A successful character safely
leaps from the carriage before the crash.
The carriage and any draft horses automatically suffer 12 dice of damage.
If any horses remain alive and the carriage intact, characters may board and continue toward their goal.
Any other mishap may accompany a Carriage Accident at the Gamemaster’s discretion.
If any horses remain alive and the carriage intact, characters may board and continue toward their goal.
Any other mishap may accompany a Carriage Accident at the Gamemaster’s discretion.
3. Carriage Flips- The characters suffer crushing damage from rolling wheels, horse’s
hooves, and the bulk of the over-turned carriage itself. All characters aboard
and all horses pulling the carriage take 9 dice of damage, with 4 points of
armor penetration. Needless to say, a flipped carriage cannot move until
righted.
4. Harness Incident- Some
part of the horse’s harness and rigging (collar, reins, bit, etc) has come
undone or broken. The driver lost the reins, or the horse came untethered to
the carriage. All driving tests (including Chase Pools) have +6 black dice. If
failed, the carriage is no longer under the driver’s control (see Runaway Carriage).
5. Horse Injured- An
injury severely limits the horse’s ability to continue pulling the carriage. If
another horse is pulling the carriage with it, the carriage continues moving
but adds 6 black dice to Chase Pools. If no other horses remain, the carriage adds 12 black dice to
Chase Pools.
6. Horse Killed- A stray bullet, blade, or spell ended the draft horse’s
ability to pull the carriage. If another horse remains, the carriage continues
moving (12 black dice to Chase Pools), but only after the driver passes an
immediate Drive Carriage test (no black dice). If no other horses remain, or
the Drive Carriage test failed, the carriage is now a runaway (See Run Away
Carriage).
7. Lost Wheel-
Whether from shattered spokes or a cracked axel, the carriage lost a wheel. The
carriage driver must pass an immediate Drive Carriage test (no black dice). If
passed the carriage continues moving, but all Driving tests (including Chase
Pools) have +6 black dice. If failed the carriage flips (see Carriage Flips).
8. Run Away Carriage- Somehow the driver has lost control of his carriage. He may have
lost control of the horse, been knocked unconscious, or been pushed off. Any
character aboard the carriage may attempt a Drive Carriage test (3 black dice
+3 per oppositional character also trying that round) to regain control.
Failure results in a Carriage Accident (see Carriage Accident).
9. Shattered Lamp- The
headlights of the carriage break, sending oil splashing over the carriage and its
passengers. If lit, all passengers exposed to the splash must pass an immediate
dodge test (no black dice) or take 6 dice of damage. A small inferno may ensue
at the Gamemaster’s discretion.
10. Shattered Springs- The
suspension springs of the carriage snap leading to a much bumpier ride or
further damage to the carriage. All actions
undertaken by passengers (including the driver’s Chase Pools) have +3 black
dice from the much rougher ride. At GM’s discretion the carriage axel also cracks,
causing a lost wheel (see Lost Wheel) in 1d6 turns.
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