Making a Horse Train And Other Horse-Related Questions


Jade Regent


For those of us players who like to be difficult: Would it be conceivable to "create" a horse train if you got 6 heavy horses somewhere? Like if you fight a bandit camp and the bandits had 6 heavy warhorses (for some reason), would you be able to make a train out of that?
Also, would we be able to "squeeze in" additional travelers if we just used one or two riding horses? The caravan rules don't really say anything about travelers who can provide their own mounts, like a cavalier, druid, or ranger (let's just assume for a moment the ranger said "I'm a guard!" or "I'm the healer!" instead of "I'm scouting!"). I get that the wagons provide shelter too, but so do tents and things that can be packed onto a horse and carried with you. And there's no reason that 21st person couldn't make camp in the wagon circle with the rest of the caravan unless the caravaners really don't like traveler #21 for some reason.

The Exchange

Kaushal Avan Spellfire wrote:
For those of us players who like to be difficult: Would it be conceivable to "create" a horse train if you got 6 heavy horses somewhere? Like if you fight a bandit camp and the bandits had 6 heavy warhorses (for some reason), would you be able to make a train out of that?

Six heavy horses cost 1,200 gp, and a horse train costs 1,200 gp, so sure, why not? That's basically all a horse train is.

Kaushal Avan Spellfire wrote:
Also, would we be able to "squeeze in" additional travelers if we just used one or two riding horses? The caravan rules don't really say anything about travelers who can provide their own mounts, like a cavalier, druid, or ranger (let's just assume for a moment the ranger said "I'm a guard!" or "I'm the healer!" instead of "I'm scouting!"). I get that the wagons provide shelter too, but so do tents and things that can be packed onto a horse and carried with you. And there's no reason that 21st person couldn't make camp in the wagon circle with the rest of the caravan unless the caravaners really don't like traveler #21 for some reason.

That's tougher. I'd probably allow it, but I'd add consumption for both the mount and the traveller.


Kaushal Avan Spellfire wrote:

For those of us players who like to be difficult: Would it be conceivable to "create" a horse train if you got 6 heavy horses somewhere? Like if you fight a bandit camp and the bandits had 6 heavy warhorses (for some reason), would you be able to make a train out of that?

Also, would we be able to "squeeze in" additional travelers if we just used one or two riding horses? The caravan rules don't really say anything about travelers who can provide their own mounts, like a cavalier, druid, or ranger (let's just assume for a moment the ranger said "I'm a guard!" or "I'm the healer!" instead of "I'm scouting!"). I get that the wagons provide shelter too, but so do tents and things that can be packed onto a horse and carried with you. And there's no reason that 21st person couldn't make camp in the wagon circle with the rest of the caravan unless the caravaners really don't like traveler #21 for some reason.

My players did just that, they looted six horses from some bandits they fought (although they were just regular riding horses). They also took four of the bandits as prisoners. I ruled that having the horses in tow slowed the caravan down slightly, but I let the horses provide their own food buy grazing so there was no consumption cost. The pc's refused to pay consumption for the prisoners however (I'm watching that good alignment closely), since they were only a couple of days from the nearest town, arguing that they gave the prisoners the bare minimum of provisions, mainly any scraps left from their own meals.

They also didn't have any spare rooms for the prisoners, but I allowed the pc's to have them in tow on the horses as long as one character dedicated themselves to guarding them instead of their regular jobs.


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I thought up some quick rules to handle this issue

Bringing additional mounts:

Npc’s and characters bringing their own mounts do not occupy any passenger spots, but must be drivers (of their own mounts). For each mount brought without a dedicated driver reduce the number of miles travelled per day by 1. Additional mounts may also require consumption as long as the terrain doesn’t allow for grazing.

Additional rules for prisoners:

The pc’s may bring prisoners without having a dedicated prisoner transport or available passenger spots, but by doing so they receive 1 unrest for each prisoner brought in this way. Prisoners or passengers at foot reduce the speed of the caravan to a number of miles equal to the overland speed of the slowest footslogging prisoner or passenger (24 miles for a creature with 30 speed on a road or trail) unless the caravan is already slower. Prisoners can be stowed away into storage spaces, each medium sized prisoner takes up two such spaces, while small creatures take up one space, large 4 and huge and larger can’t be stowed away in this manner. Prisoners also consume consumption just like other passengers. Pc’s can forfeit this consumption cost but doing so is considered an evil act and may affect morale in a good aligned caravan. Maltreated prisoners may eventually die unless consumption is paid. Assume that the prisoners can go for a maximum of three days without food and the bare minimum of water. After this they are fatigued and their speed is halved (if they are going on foot). After a week they can no longer move on their own accord and have to be left behind or stowed away in wagons. Unless the prisoners get a dedicated healer (one healer can treat up to six prisoners, but that will occupy the healers’ entire workload), the prisoners will die within 1d6 days. The prisoners can be brought back by starting to pay consumption for them and having a dedicated healer. Each day they are treated in this way roll a resolve check (DC 10+number of prisoners+number of days they have gone untreated), if you succeed the prisoners are brought back to full vigor and may continue travel as normal. These rules may also be used for sick and malnourished passengers and mounts.


LPJ Design has released a supplement to the caravan rules that has some rules for prisoners and prisoner wagons.

Gives a +2 to the security check and allows 4 prisoners and increases consumption by 2 and cargo capacity of 2.


I was actually thinking about making a Ranger that had a mount as his companion. Some times he would take it in to battle but mostly I imagine him just riding it. I figure I would use him as the forward scout, he would ride up ahead and then scout both from horseback and on foot(having the mount stay) and what have you. Is this decently viable for the AP or will there be issues?


Corrik wrote:
I was actually thinking about making a Ranger that had a mount as his companion. Some times he would take it in to battle but mostly I imagine him just riding it. I figure I would use him as the forward scout, he would ride up ahead and then scout both from horseback and on foot(having the mount stay) and what have you. Is this decently viable for the AP or will there be issues?

I don't think that would be an issue. In fact, I think it's a great idea, seeing as "Scout" is one of the roles you can play for the caravan (so scouting ahead for dangers/problems, or foraging for food). Best part? You don't count toward consumption (so I don't think your horse would either!).


Kaushal Avan Spellfire wrote:


I don't think that would be an issue. In fact, I think it's a great idea, seeing as "Scout" is one of the roles you can play for the caravan (so scouting ahead for dangers/problems, or foraging for food). Best part? You don't count toward consumption (so I don't think your horse would either!).

Good stuff.

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