ThursdAD&D: Trained Hippogriffs
This Sunday, I’m re-restarting an AD&D game. I did this once before, several years ago. It didn’t last long. This time, I’m hoping for more longevity. I’ve got three players so far. We’re making up characters this Sunday.
All the characters work for Lady Mirelyn, a knight errant who occupies a fortress that sits atop and within a flying island called a skyrealm. I’m sticking reasonably close to first edition rules, including Unearthed Arcana, but I am incorporating some material drawn from second edition AD&D, a Dragon magazine or two, and my personal preferences.
Since the characters all live on a flying island, it seems reasonable that flying will be part of the campaign. Lady Mirelyn has a skyship, the Galerider. She and her knights ride hippogriffs, which brings me to today’s post.
Aerial Travel
Long distance travel on a hippogriff is quick. A rider travels one mile per hour for every 3″ of flying speed, and a hippogriff can bear a rider for up to nine hours before it must rest for at least that long. Also, a hippogriff needs an hour of rest for every three hours of flight. It is possible to push the hippogriff to ignore fatigue and hunger, but this is not without its risks.
Aerial Combat
Hippogriffs cannot hover. They are maneuverability class C without a rider, or maneuverability class D if carrying a rider. While flying, a hippogriff attacks with either its claws or its bite. If the hippogriff drives at least 30 feet, it can inflict double damage to a target that is not diving. As war-trained mounts, Lady Mirelyn’s hippogriffs fight on the second and succeeding rounds of melee, as long as their rider remains mounted.
A hippogriff cannot maintain flight if it sustains damage greater than 50% of its hit points. It must land as quickly as possible. If a hippogriff sustains more than 75% damage, it cannot control its descent, but instead plummets. Fortunately, as creatures with feathered wings, a hippogriff is treated as if its hit point maximum is 50% higher than it really is for purposes of determining whether flight can be maintained. This adjustment neither changes the amount of damage a hippogriff can sustain nor does it absorb damage from attacks.
Missile fire from the back of a flying hippogriff is tricky. Treat short range as medium (-2 “to hit”) and medium range as long (-5 “to hit”). Shots fired at ranges longer than medium will always miss.
Flight Saddles
Lady Mirelyn’s knights use specialized saddles. It takes two melee rounds to properly strap into the saddle, and this prevents the rider from falling or being knocked from his or her seat under most circumstances.
Weight Classes
Lady Mirelyn’s hippogriffs come in three weight classes: heavy, light, and medium. They have the same loads as heavy, light, and medium warhorses, respectively. A hippogriff cannot fly if encumbered. The statistics for each type of hippogriff are shown on the table.
Leave a Reply