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. |