1. ## Dogsled Rules

Dogsled Rules

Designed for use with the Crossroads: The New World and Frostburn settings.

"Food and fire, protection and companionship, were some of the things he received from the god. In return, he guarded the god's property, defended his body, worked for him, and obeyed him."
~ Jack London, White Fang, Part 3, Chapter 5

In the distant North, the dogsled remains one of the most reliable and swiftest means of transportation available. Wheels are useless in this land of snow and ice, and horses and other common mounts are simply not capable of surviving in this harsh and unforgiving place.

While Natives have thrived in the region for millennia, with their own dogs and sleds, Colonists have arrived in recent centuries, and brought with them their own dogs and sleds. Many come in search of the riches of the Arctic: mainly gold and silver, sometimes exotic furs, and occasionally the meat and blubber of the whales and seals which swim beneath the frozen seas. Some, however, come in search of even stranger and more unusual treasures, or even simply to witness the awesome wonder of the Northern Lights.

1. Calculate total weight of load (weight of sled plus riders, plus any cargo).
2. Divide total weight by number of dogs in team (usually between four and twelve).
3. Compare the result to the Sled-Dog Carrying Capacity table, below.
- If the result is a light load, base speed remains unchanged.
- If the result is a medium load, decrease base speed by 5 ft. (0.5 mph).
- If the result is a heavy load, decrease base speed by 10 ft. (1 mph).
4. When a hazard is encountered or an unusual maneuver is attempted, the musher makes a Handle Animal check, opposed by a Charisma check by the point dog. If the musher succeeds, the team follows the musher’s orders. If the musher fails, the team will follow the judgment of the point dog in terms of pace, direction, maneuvering, etc.
5. Depending on the intelligence and experience of the musher’s team, and their familiarity with the terrain, the team may simply ignore the musher’s orders if they lead to obvious danger (obvious to them, that is), such as entering a qupqugiaq’s territory or approaching a qiqirn, crossing thin ice in springtime, etc.

Sled-Dog Carrying Capacity
- Chow-Chow Husky Malamute Qimmiq
Light load 99 lbs. or less 87 lbs. or less 129 lbs. or less 99 lbs. or less
Medium load 100–199 lbs. 89–174 lbs. 130–259 lbs. 100–199 lbs.
Heavy load 200–300 lbs. 175-263 lbs. 260–390 lbs. 200–300 lbs.

If a sled carries more cargo that its max load allows, it becomes top-heavy. When a sled is top-heavy, roll a d% once every hour, to see if the sled overturns. For every 5 pounds beyond its max load, the chance of overturning increases by 1%.

Types of Sled
racer (4 ft.) 10 gp 15 lbs. 300 lbs.
freighter (5 ft.) 20 gp 20 lbs 500 lbs.
toboggan (6 ft.) 30 gp 25 lbs. 800 lbs.

Keep dogs from bolting after prey 5
Keep dogs from bolting after prey (when hungry) 10
Break-up a dogfight 10
Perform a 90° turn without stopping 15
Perform a 180° turn without stopping 20
Navigate in a blizzard 20
Control a sled on a steep downhill grade (>35°) 20
Compel dogs to approach a qiqirn 25
Keep dogs from bolting in fear (predator scented) 25
Navigate in complete darkness 25
Keep dogs from bolting in fear (predator heard) 30
Compel dogs to cross thin ice 30
Keep dogs from bolting in fear (predator seen) 35

Sled Features
• Antler-Frame: North of the tree-line, where lumber is rare and costly, many Native tribes construct their sleds from the bones and antlers of caribou, whales, and other large Arctic animals. These sleds cost (half?) the normal price for a sled of their size and design, and weigh (more? less?) than a wooden sled of similar size and design.
• Basket Sled: The classic wooden dogsled, practical and lightweight, designed for moving quickly across the Arctic. This is the type of sled most commonly used for racing.
• Qamutiq: Because this sled’s components are lashed together by leather and sinew, rather than metal nails, the qamutiq has much greater flexibility than traditional wooden sleds, allowing it to safely endure the jarring impact of traveling over solid ice and frozen earth. Metal nails will gradually work themselves loose under the repeated, jarring impact of travelling over ice. A non-qamutiq sled takes 1d8 points of structural damage every eight hours it spends traveling over frozen earth, rough stone, or solid ice, unless it moves at half-speed or slower.
• Edible Runners: Since temperatures remain well below freezing for many months at a time in the Arctic, many Native mushers will construct a set of runners out of several long, narrow fishes, smoothing them over with liquid water which instantly turns to smooth ice. In times of dire emergency, the sled’s runners can be thawed and eaten, providing 3 days’ nourishment for 2 Medium-sized creatures.

Dog Equipment
• ice-booties (1 gp): prevent chunks of ice from becoming lodged in paws, and offer some protection from harsh terrain. They prevent nonlethal damage from running on frozen earth, rough stone, or solid ice.
• insulated vest (3 gp): These thick vests keep the dogs warm, and help to displace the weight of their harnesses. Mechanically, they grant +5 to Fort saves against nonlethal damage from running.

2. ## Re: Dogsled Rules

Chow-chow

This large, extremely furry dog has a short snout, a barrel-chest, and a blue tongue. As you approach, it calmly stares you down, seeming to be not-yet-certain what it’s going to do about you.

First bred in northern China before the rise of the Han Dynasty, the chow-chow (a.k.a. sōngshī quǎn, or "puffy-lion dog") is among the oldest dog breeds in the world. They are very strong, though not as fast as other common sled-dogs. Though they have a reputation for being standoffish or even aggressive with strangers, chow-chows are fiercely loyal to their human families.

Most chows are used for hunting, guard-duty, and pulling sleds. As a working-breed, their energy levels are high, and insufficient exercise can make them grouchy. Because of their stiff, straight hind-legs, chow-chows do not run quite as quickly as other sled-dogs. Their coats — which come in red, black, blue, cinnamon, and cream — are very thick, and provide excellent protection from the cold and even offer some limited defense against attacks from other animals.

Skill Bonus:
• +4 Acrobatics when jumping
• +4 Survival when tracking by scent
• +2 natural armor

Size/Type: Medium Animal
Hit Dice: 2d8+6 (15 avg.)
Initiative: +2
Speed: 35 ft. (7 squares, 4 mph)
Run (x4 speed) = 140 ft. (28 squares, 16 mph)
Run (x5 speed) = 175 ft. (35 squares, 20 mph)
Armor Class: 14, touch 12, flat-footed 12 (+2 Dex, +2 natural)
Base Attack Bonus: +2
CMB: +5
CMD: 17
Attack: +4 bite (1d6+3 plus trip)
Full Attack: 2 bites +4 (1d6+3 plus trip)
Space/Reach: 5 ft./5 ft.
Special Attacks: trip
Special Qualities: low-light vision, scent, sled-dog, thick fur
Saves: Fort +6, Ref +5, Will +1
Abilities: Str 17 (+3), Dex 15 (+2), Con 17 (+3), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Skills: Acrobatics +2 (+6 jumping), Perception +2, Survival +2 (+6 scent tracking)
Feats: Rugged Northerner, RunB
Environment: any cold land
Organization: Solitary, pair, or pack (2-8)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral

Adult male chow-chows about 19 inches tall at the shoulder and weigh about 55 to 70 pounds, and is. Females stand about ?? tall at the shoulder, and weigh 45 to 60 pounds.

Carrying Capacity: A light load for a chow-chow is up to 99 lbs. or less; a medium load, 100–199 lbs.; a heavy load, 200–300 pounds. A chow-chow can drag up to 1,500 pounds.

Sled-Dog (Ex)
As long as they run at just four times their base speed, sled-dogs can run for a number of hours equal to their Constitution modifier before they feel the need to rest. If they begin to sprint (at 5x their normal speed), refer to the normal rules for the Run action. If they do not rest at the end of this time, sled-dogs must make a DC 10 Constitution check to continue running. They must check again every 10 minutes in which they continue to run, and the DC of this check increases by 1 for each check they have made. When it fails this check, a sled-dog must stop running and rest. A sled-dog which as run to its limit must rest for 10 minutes (60 rounds) before running again. During a rest period, a sled-dog can move no faster than a normal move action. Sled-dogs can run between 30 and 100+ miles in a single day, depending on the pace they maintain.

Thick Fur (Ex)
The chow-chow's fur is so thick that it offers extra protection against attacks, granting it a +2 to Armor Class.

3. ## Re: Dogsled Rules

Siberian Husky

This dog regards you with brilliantly-blue eyes in a foxlike face, which contain a gleam of mischief.

Siberian huskies are fast and playful dogs, with plenty of energy to spare. Though not as good for long-hauls as malamutes, they can carry lighter loads very quickly, and their ability to get along with other breeds makes them desirable as sled-dogs.

Though they have a friendly demeanor, huskies can be aloof and independent, knowing that they can get along just fine without humans.

Skill Bonus:
+4 Acrobatics when jumping
+4 Survival when tracking by scent

Size/Type: Medium Animal
Hit Dice: 2d8+4 (13 avg.)
Initiative: +3
Speed: 45 ft. (9 squares, 5 mph)
Run (x4 speed) = 180 ft. (36 squares, 20 mph)
Run (x5 speed) = 225 ft./turn (45 squares, 25 mph)
Armor Class: 14, touch 13, flat-footed 11 (+3 Dex, +1 natural)
Base Attack Bonus: +1
CMB: +3
CMD: 16
Attack: +4 bite (1d6+2 plus trip)
Full Attack: 2 bites +4 (1d6+2 plus trip)
Space/Reach: 5 ft./5 ft.
Special Attacks: trip
Special Qualities: low-light vision, scent, sled-dog
Alignment: Saves: Fort +5, Ref +6, Will +2
Abilities: Str 14 (+2), Dex 16 (+3), Con 15 (+2), Int 2 (-4), Wis 14 (+2), Cha 9 (-1)
Skills: Acrobatics +4 (+8 jumping), Perception +3, Survival +3 (+7 scent tracking)
Feats: Fleet, RunB
Environment: Any cold land
Organization: Solitary, pair, or pack (2-8)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral

Adult male huskies stand about 23 inches tall at the shoulder and weigh about 44 to 60 pounds; females stand about 21 inches tall at the shoulder and weigh about 35 to 50 pounds.

Carrying Capacity: A light load for a husky is up to 87 pounds; a medium load, 89–174 pounds; a heavy load, 175-263 pounds. A husky can drag 1,315 pounds.

Sled-Dog (Ex)
As long as they run at just four times their base speed, sled-dogs can run for a number of hours equal to their Constitution modifier before they feel the need to rest. If they begin to sprint (at 5x their normal speed), refer to the normal rules for the Run action. If they do not rest at the end of this time, sled-dogs must make a DC 10 Constitution check to continue running. They must check again every 10 minutes in which they continue to run, and the DC of this check increases by 1 for each check they have made. When it fails this check, a sled-dog must stop running and rest. A sled-dog which as run to its limit must rest for 10 minutes (60 rounds) before running again. During a rest period, a sled-dog can move no faster than a normal move action. Sled-dogs can run between 30 and 100+ miles in a single day, depending on the pace they maintain.

4. ## Re: Dogsled Rules

This large, bearlike dog has a sturdy frame, a tightly-curled tail, and a soft expression.

The Alaskan malamute is a tough, strong, and hard-working dog, bred to carry heavy loads for long distances. Compared to huskies and other sled-dogs, malamutes are relatively low-energy, but make up for it in sheer endurance and strength.

Though they often dislike other dogs, especially those of the same sex, malamutes are affectionate and playful, and get along well with children.

Skill Bonus:
+4 Acrobatics when jumping
+4 Survival when tracking by scent

Size/Type: Medium Animal
Hit Dice: 2d8+6 (15 avg.)
Initiative: +2
Speed: 40 ft. (8 squares, 4.5 mph)
Run (x4 speed) = 160 ft. (32 squares, 18 mph)
Run (x5 speed) = 200 ft. (40 squares, 22.5 mph)
Armor Class: 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
Base Attack Bonus: +1
CMB: +4
CMD: 17
Attack: bite +3 (1d6+3 plus trip)
Full Attack: 2 bites +3 (1d6+3 plus trip)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent, sled-dog
Alignment: Saves: Fort +6, Ref +5, Will +1
Abilities: Str 17 (+3), Dex 15 (+2), Con 17 (+3), Int 2 (-4), Wis 12 (+1), Cha 6 (-2)
Skills: Acrobatics +2 (+6 jumping), Perception +2, Survival +2 (+6 scent tracking)
Feats: Endurance, Run B
Environment: Any cold land
Organization: Solitary, pair, or pack (2-8)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral

Adult male malamutes stand about 25 inches tall at the shoulder and weigh about 85 pounds; females stand about 23 inches tall at the shoulder and weigh about 75 pounds.

Carrying Capacity: A light load for a malamute is up to 129 pounds; a medium load, 130–259 pounds; a heavy load, 260–390 pounds. A malamute can drag 1,950 pounds.

Sled-Dog (Ex)
As long as they run at just four times their base speed, sled-dogs can run for a number of hours equal to their Constitution modifier before they feel the need to rest. If they begin to sprint (at 5x their normal speed), refer to the normal rules for the Run action. If they do not rest at the end of this time, sled-dogs must make a DC 10 Constitution check to continue running. They must check again every 10 minutes in which they continue to run, and the DC of this check increases by 1 for each check they have made. When it fails this check, a sled-dog must stop running and rest. A sled-dog which as run to its limit must rest for 10 minutes (60 rounds) before running again. During a rest period, a sled-dog can move no faster than a normal move action. Sled-dogs can run between 30 and 100+ miles in a single day, depending on the pace they maintain.

5. ## Re: Dogsled Rules

Qimmiq

This wolflike dog seems perfectly at home in the deep snow and frigid wind. It regards you with mild curiosity, but keeps its distance from you for the moment.

The qimmiq was first bred by Inuit hunters out of North American wolves approximately 2,000 years ago. They have a stronger prey drive than some other breeds, and their intense response to almost any stimulus (work, play, food, etc.) makes them ill-suited as companions for children, but excellent hunting and sledding dogs.

Qimmit are perfectly adapted to extremely cold environments: they will often choose to sleep outside in the snow, rather than indoors. Tough, alert and bold, the qimmiq is bred for working, hunting, and defending. They can be affectionate, and love attention from humans they know well, but when dealing with strangers they will usually either show harmless curiosity or remain completely indifferent. Males are said to have “serious” expressions, though females sometimes have “friendlier” faces.

Skill Bonus:
+4 Acrobatics when jumping
+4 Survival when tracking by scent

Size/Type: Medium Animal
Hit Dice: 2d8+6 (15 avg.)
Initiative: +2
Speed: 40 ft. (8 squares, 4.5 mph)
Run (x4 speed) = 160 ft. (32 squares, 18 mph)
Run (x5 speed) = 200 ft. (40 squares, 22.5 mph)
Armor Class: 13, touch 12, flat-footed 11 (+2 Dex, +1 natural)
Base Attack Bonus: +1
CMB: +3
CMD: 15
Attack: +3 bite (1d6+2 plus trip)
Full Attack: 2 bites +3(1d6+2 plus trip)
Space/Reach: 5 ft./5 ft.
Special Attacks: trip
Special Qualities: low-light vision, scent, sled-dog
Saves: Fort +6, Ref +5, Will +0
Abilities: Str 15 (+2), Dex 15 (+2), Con 17 (+3), Int 2 (-4), Wis 12 (+1), Cha 10 (+0)
Skills: Acrobatics +2 (+6 jumping), Perception +2, Survival +2 (+6 scent tracking)
Feats: Rugged Northerner, RunB
Environment: any cold land
Organization: Solitary, pair, or pack (2-8)
Challenge Rating: 3
Treasure: None
Alignment: Always neutral

Adult male qimmit stand about 25 inches tall at the shoulder and weigh about 77 pounds; females stand about 22 inches tall at the shoulder and weigh about 53 pounds.

Carrying Capacity: A light load for an Qimmiq is up to 99 lbs. or less; a medium load, 100–199 lbs.; a heavy load, 200–300 pounds. A Qimmiq can drag 1500 pounds.

Sled-Dog (Ex)
As long as they run at just four times their base speed, sled-dogs can run for a number of hours equal to their Constitution modifier before they feel the need to rest. If they begin to sprint (at 5x their normal speed), refer to the normal rules for the Run action. If they do not rest at the end of this time, sled-dogs must make a DC 10 Constitution check to continue running. They must check again every 10 minutes in which they continue to run, and the DC of this check increases by 1 for each check they have made. When it fails this check, a sled-dog must stop running and rest. A sled-dog which as run to its limit must rest for 10 minutes (60 rounds) before running again. During a rest period, a sled-dog can move no faster than a normal move action. Sled-dogs can run between 30 and 100+ miles in a single day, depending on the pace they maintain.

6. ## Re: Dogsled Rules [Under Construction]

Looks interesting. Jack London is always good for a read and I really liked Gary Paulson's Dogsong when I read it years ago.

Personally I'd just run with wolf stats for sled dogs, but...
1. Jump bonuses? why? My knowledge of dogs is not great, I'll admit but I'm pretty sure these breeds aren't exactly built for jumping to the extent they should get racial bonuses. I know that's what the official dog stats say but that's always puzzled me, especially since cats don't get that bonus. Since you're homebrewing you can take the opportunity to fix some things. Wolves, for instance, don't get that bonus and sled dogs are to the best of my knowledge a lot close to wolves than other dogs, performance-wise. They certainly look a lot more like them.

2. Description of husky says 'fox-like'. Wolk-like certainly, not very fox-like.

3. Chow-chow's natural armor is +3, compared to the +1 of the other dogs. Is that extra fur and skin really worth that much? Especially considering the wolf only gets +2?

7. ## Re: Dogsled Rules

You know, I was thinking about some sort of Dog-chariot homebrew of my own for nation in our Conquest game. Instead of going crazy on the stats for dogs I figured in a gameworld one could breed Dire Hounds, which would let one or two of the animals pull a sled or cart.

On topic- great work. I may end up cribbing some of this.

8. ## Re: Dogsled Rules

Originally Posted by BWR
Personally I'd just run with wolf stats for sled dogs, but...
Well, originally I was just going to have stats for malamutes and huskies, but the project kind of snowballed (if you'll pardon the pun). And then I learned about the qimmiq, and I felt that since they were the original sled-dog, they deserved inclusion here. And then I thought about the presence of traders from Fusang coming to the Great White North, and I thought that chows could stand to have their own stats too. I admit it's more complex to have four kinds of sled-dogs, but if DMs don't want to bother, then they can just narrow the available options down to "racer-dogs" and "freighter-dogs".

Ultimately, I just wanted for there to be an actual mechanical reason to choose different types of dogs to pull one's sled, not just for the sake of flavor.

Originally Posted by BWR
1. Jump bonuses? why? My knowledge of dogs is not great, I'll admit but I'm pretty sure these breeds aren't exactly built for jumping to the extent they should get racial bonuses. I know that's what the official dog stats say but that's always puzzled me, especially since cats don't get that bonus. Since you're homebrewing you can take the opportunity to fix some things. Wolves, for instance, don't get that bonus and sled dogs are to the best of my knowledge a lot close to wolves than other dogs, performance-wise. They certainly look a lot more like them.
I guess I just assumed it was for leaping up to tear out the throats of large mammals like moose and elk. Attack-dogs are also famous for leaping up on intruders' chests to knock them prone, as well. But if you think it's really not appropriate, maybe it should be cut. I'll think about it.

Originally Posted by BWR
2. Description of husky says 'fox-like'. Wolk-like certainly, not very fox-like.
Well, that's what the breeder-information I've found says about their features. Using the adjective "fox-like" also emphasizes their mischievous nature. I must admit, I don't really have any experience with huskies, though my uncle owned a chow-chow for many years.

Originally Posted by BWR
3. Chow-chow's natural armor is +3, compared to the +1 of the other dogs. Is that extra fur and skin really worth that much? Especially considering the wolf only gets +2?
Hmm, I guess I did kind of overestimate how much good all that extra fur would do. I guess I'll reduce it to a +1 bonus to AC. Should this AC bonus count as a Special Quality?

Originally Posted by Haldir
You know, I was thinking about some sort of Dog-chariot homebrew of my own for nation in our Conquest game. Instead of going crazy on the stats for dogs I figured in a gameworld one could breed Dire Hounds, which would let one or two of the animals pull a sled or cart.

On topic- great work. I may end up cribbing some of this.
Thank you very much! I'm flattered that you would want to use this in your own games. Please let me know how it goes: having data from actual play-testing of this system would be very helpful.

9. ## Re: Dogsled Rules

Originally Posted by SuperDave
Well, originally I was just going to have stats for malamutes and huskies, but the project kind of snowballed (if you'll pardon the pun). And then I learned about the qimmiq, and I felt that since they were the original sled-dog, they deserved inclusion here. And then I thought about the presence of traders from Fusang coming to the Great White North, and I thought that chows could stand to have their own stats too. I admit it's more complex to have four kinds of sled-dogs, but if DMs don't want to bother, then they can just narrow the available options down to "racer-dogs" and "freighter-dogs".

Ultimately, I just wanted for there to be an actual mechanical reason to choose different types of dogs to pull one's sled, not just for the sake of flavor.
That's a good reason. I've just come across too many people (my younger self included) who felt the need to have seperate stat blocks for everything, just because.

I guess I just assumed it was for leaping up to tear out the throats of large mammals like moose and elk. Attack-dogs are also famous for leaping up on intruders' chests to knock them prone, as well. But if you think it's really not appropriate, maybe it should be cut. I'll think about it.
It's your choice but the jumping they do towards throats isn't very much of a jumo and is easily explained as part of a normal attack. Consider a normal house cat which can easily jump about 5 feet in the air from a standing start (at least our kitty did this several times a day for several months while the back porch was down); can these dogs do something similar? There may be dog breeds very good at jumping, but I'm pretty sure these are smaller breeds. I'm not very knowledgeable about dogs, but 'good at jumping' is not a quality I normally associate with them. As I said before, I think the d20 designers just really messed up when they gave jumping bonuses to dogs but not to cats.
However, that's my opinion and the RAW are the RAW, for better or worse.

Well, that's what the breeder-information I've found says about their features. Using the adjective "fox-like" also emphasizes their mischievous nature. I must admit, I don't really have any experience with huskies, though my uncle owned a chow-chow for many years.
I guess the breeders use a different meaning of 'fox-like' than I do. Mischievous nature, fine I guess, but they certainly don't look much like foxes or hunt like foxes or stay mostly solitary like foxes.

Hmm, I guess I did kind of overestimate how much good all that extra fur would do. I guess I'll reduce it to a +1 bonus to AC. Should this AC bonus count as a Special Quality?
Natural armor doesn't really count as a SQ, does it? Average dogs have +1 natural armor, wolves have +2. I'd say it's perfectly reasonable for the chow-chow to have +2 natural armor if the breed is known for having thicker and toucher skin than most dogs. If the chow-chow's skin is significantly thicker and tougher than a wolf's, then +3 would be all right. My only objection was that I don't know how well they compare IRL and wanted to point out some factors you possibly hadn't considered. If you had considered these things and knew more about this, then I'm sure +3 is fine.

10. ## Re: Dogsled Rules

Well, at this point I can't really think of anything better to replace the +4 to Jump, but if you come up with anything, let me know.

I didn't really have a point of reference for sled-prices, so I just pulled them out of the air. Is 10-to-30gp reasonable? Would making a sled out of antlers cost more than normal (because it requires specialized knowledge of antler properties), or less (because antlers are more plentiful than wood)?

Is it reasonable for edible runners to provide "3 days’ nourishment for 2 Medium-sized creatures"? I'm assuming it wouldn't be enough food to keep them well-fed for three days, just enough to keep them from starving to death.

What about the 1d8 points of structural damage for every eight hours of travel on frozen earth, rough stone, or solid ice? That averages out to about 1 point of damage every two hours, I think. How many hit points would a dogseled have, anyway? And would an antler sled have more or fewer HP?

11. ## Re: Dogsled Rules

Actually, I'd say they should all have Endurance and either Run or Rugged Northerner as bonus feats, since those seem to be very good choices.
As I said, the bonus to Acrobatics is RAW and if you don't have a problem with it, don't feel obliged to change it on my account; this is your baby. If you do want to get rid of it you might add some Extraordinary abillity to them, like bonus on Con checks to avoid fatigue from running, or increase in carrying capacity or add something dwarf-like about not having speed reduced when carrying heavy loads.

Edit: Dogsleds have a price of 20 gp and are found in the APG, so you were pretty spot on there. I don't really see a need to have varying costs depending on material used, unless you are going to make a point of having one material significantly better and hard to get hold of than others.

Are edible runners a real thing? It seems like food would be very badly suited for this. Ice would be too fragile and too heavy for it, and the food, even frozen solid would be too soft and malleable.
The average person needs a pound of decent food per day. Assume that even the low quality stuff for these runners counts as decent: then the weight of the runners would be how much food they provide. No need to make things more complicated than necessary.

As for structural damage, real sleds often had metal 'shows' on the runners to protect them. If your sleds lack this, I'd just make things easy and say that they need to be replaced every x miles (possibly with some multipliers for various terrain - hard ice and trundra will shorten life time of runners while deep fluffy snow will lengthen it).

12. ## Re: Dogsled Rules

Fish have thick skin and scales that when frozen could hold up to sliding across ice and snow. I wouldn't take it over any rocks though.

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