Pets

The following reared animals don’t fit into one of the aforementioned categories, but can still be purchased by sellers who have access to them. Some may be purchased already combat-trained at the GM’s discretion, and typically cost an amount equal to 1-1/2 × the price of the standard animal.

Animal Price
Antelope 45 gp
Baboon 15 gp
Behemoth hippopotamus 7,900 gp
Cheetah 160 gp
Constrictor snake 90 gp
Dodo 5 gp
Eagle 40 gp
Emperor cobra 1,600 gp
Giant anaconda 6,300 gp
Giant porcupine 135 gp
Giant skunk 190 gp
Giant snapping turtle 5,200 gp
Gorilla 175 gp
Great horned owl 22 gp
Grizzly bear 740 gp
Hippopotamus 1,050 gp
Hyena 80 gp
Kangaroo 30 gp
Leopard 100 gp
Mongoose 4 gp
Monitor lizard 150 gp
Osprey 45 gp
Poison frog 60 gp
Porcupine 5 gp
Snail kite 18 gp
Snapping turtle 5 gp
Thylacine 18 gp
Toucan 40 gp
Vulture 30 gp
Wolf 100 gp
Wolverine 125 gp

Whenever a party with an accompanying pet moves to a new scene in the adventure, somebody has to ask “What is [pet] doing?” Failure to do this means that the pet wanders off and upon realising this, a d20 must be rolled to determine what random event has happened.

d20 Pet Action
1 The worst thing possible at that moment.
2 Eat something nearby
(could be just found, stolen or even poisonous).
3 Run off ahead
(if any traps are ahead then roll to avoid).
4 Looking for affection (PC or NPC).
5 Barks loudly (nearby creatures are alerted).
6 Finds somewhere to urinate.
7 Bites someone
(roll random target who the pet doesn’t like).
8 Fetch an item with no value.
9 Perform a trick
(works as a performance check and can distract).
10 Runs around the area knocking things over
(has to be grabbed by someone).
11 Buries something (can be an unsecured inventory item or an item found/stolen nearby).
12 Fetch something of low value.
13 Run away from everyone (avoids creatures if it can).
14 Lick a stranger
(works as a persuade check to win someone over).
15 Find the nearest source of a drink
(does not need to be water).
16 Find some treasure
(could lead to a guarded treasure).
17 Hasn’t gone anywhere, it is being well behaved.
18 Growls at somebody (works as an intimidate check).
19 Finds a plot hook (or successfully persuades/intimidates an NPC to get next hook).
20 Best possible event at that moment.