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Most memorable mounts from your campaigns?
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<blockquote data-quote="BookTenTiger" data-source="post: 8649225" data-attributes="member: 6685541"><p>We are wrapping up a two-year campaign tomorrow, and one of the biggest surprises was the barbarian's mount, a giant pig named Hammertime.</p><p></p><p>While the characters traveled down a river, I rolled up a random encounter for a few fey creatures who were "guarding a source of food." A town upriver raised giant pigs, so I decided that the fey had caused a raft ferrying pigs to crash. The characters defeated the fey, and then decided to keep the large-sized pigs!</p><p></p><p>I created a downtime activity for training the animals. Over months, the Barbarian dedicated many weeks of downtime to train his pig to be ridden in combat, attack on command, and drag injured allies to safety. He named the pig Hammertime. I created a list of unique traits, and the player rolled that his pig liked to eat or drink something special. He decided that Hammertime had a taste for beer.</p><p></p><p>For the last year we've had the Barbarian bringing this pig into combat, headbutting enemies, and swilling beer afterwards. It's been a lot of fun.</p><p></p><p></p><p>What are the most memorable mounts from your D&D campaigns?</p><p></p><p></p><p><em>Note: for anyone who wants it, here are my Downtime rules for Training an Animal.</em></p><p></p><p>[spoiler]</p><h3>Animal Training</h3><p>A character who has the time and resources may train a beast to perform select behaviors.</p><p></p><p><em><strong>Resources:</strong></em> A character must spend an amount of gold for each behavior they wish their beast to learn. This cost represents food, housing, and the equipment required for training. If a character is training more than one beast, the price must be paid for each beast being trained.</p><p></p><p><em><strong>Resolution:</strong></em> At the end of a work week, the character makes a <em>Wisdom (Animal Handling)</em> check to determine how many new behaviors they successfully taught their beast. A character may train more than one beast at a time, if the beasts are of the same species. However, each additional beast increases the DC of the check by 2.</p><p></p><p>Wisdom (Handle Animal)</p><ul> <li data-xf-list-type="ul">10 - 1 new behavior</li> <li data-xf-list-type="ul">15 - 2 new behaviors</li> <li data-xf-list-type="ul">20 - 3 new behaviors</li> </ul><p><em><strong>Behaviors:</strong></em></p><ul> <li data-xf-list-type="ul">Carry Supplies - 2 gp</li> <li data-xf-list-type="ul">Carry a Rider - 5 gp</li> <li data-xf-list-type="ul">Fetch an Item - 10 gp</li> <li data-xf-list-type="ul">Stay Calm in Battle - 15 gp</li> <li data-xf-list-type="ul">Attack on Command - 20 gp</li> </ul><p><em><strong>Unique Traits:</strong></em> Every beast has unique traits that are only revealed during training. Roll on the following table for each beast when it is first trained:</p><ol> <li data-xf-list-type="ol">The beast has a unique pattern on its fur, scales, hide, or feathers that is only revealed after it is cleaned and groomed.</li> <li data-xf-list-type="ol">The beast develops a taste for a unique and unusual food.</li> <li data-xf-list-type="ol">The beast becomes remarkably friendly towards an unexpected ally.</li> <li data-xf-list-type="ol">The beast sings when happy or excited.</li> <li data-xf-list-type="ol">The beast develops a liking for a certain musical instrument.</li> <li data-xf-list-type="ol">The beast develops a friendship with a different kind of beast, perhaps one that is its natural predator or prey.</li> <li data-xf-list-type="ol">The beast is overly protective of its owner.</li> <li data-xf-list-type="ol">The beast is pregnant or has sired offspring.</li> <li data-xf-list-type="ol">The beast develops an affinity for a certain unusual clothing item, such as a scarf, decorative flower, or hat.</li> <li data-xf-list-type="ol">The beast is exceptionally smart and learns a new behavior.</li> </ol><p></p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="BookTenTiger, post: 8649225, member: 6685541"] We are wrapping up a two-year campaign tomorrow, and one of the biggest surprises was the barbarian's mount, a giant pig named Hammertime. While the characters traveled down a river, I rolled up a random encounter for a few fey creatures who were "guarding a source of food." A town upriver raised giant pigs, so I decided that the fey had caused a raft ferrying pigs to crash. The characters defeated the fey, and then decided to keep the large-sized pigs! I created a downtime activity for training the animals. Over months, the Barbarian dedicated many weeks of downtime to train his pig to be ridden in combat, attack on command, and drag injured allies to safety. He named the pig Hammertime. I created a list of unique traits, and the player rolled that his pig liked to eat or drink something special. He decided that Hammertime had a taste for beer. For the last year we've had the Barbarian bringing this pig into combat, headbutting enemies, and swilling beer afterwards. It's been a lot of fun. What are the most memorable mounts from your D&D campaigns? [I]Note: for anyone who wants it, here are my Downtime rules for Training an Animal.[/I] [spoiler] [HEADING=2]Animal Training[/HEADING] A character who has the time and resources may train a beast to perform select behaviors. [I][B]Resources:[/B][/I] A character must spend an amount of gold for each behavior they wish their beast to learn. This cost represents food, housing, and the equipment required for training. If a character is training more than one beast, the price must be paid for each beast being trained. [I][B]Resolution:[/B][/I] At the end of a work week, the character makes a [I]Wisdom (Animal Handling)[/I] check to determine how many new behaviors they successfully taught their beast. A character may train more than one beast at a time, if the beasts are of the same species. However, each additional beast increases the DC of the check by 2. Wisdom (Handle Animal) [LIST] [*]10 - 1 new behavior [*]15 - 2 new behaviors [*]20 - 3 new behaviors [/LIST] [I][B]Behaviors:[/B][/I] [LIST] [*]Carry Supplies - 2 gp [*]Carry a Rider - 5 gp [*]Fetch an Item - 10 gp [*]Stay Calm in Battle - 15 gp [*]Attack on Command - 20 gp [/LIST] [I][B]Unique Traits:[/B][/I] Every beast has unique traits that are only revealed during training. Roll on the following table for each beast when it is first trained: [LIST=1] [*]The beast has a unique pattern on its fur, scales, hide, or feathers that is only revealed after it is cleaned and groomed. [*]The beast develops a taste for a unique and unusual food. [*]The beast becomes remarkably friendly towards an unexpected ally. [*]The beast sings when happy or excited. [*]The beast develops a liking for a certain musical instrument. [*]The beast develops a friendship with a different kind of beast, perhaps one that is its natural predator or prey. [*]The beast is overly protective of its owner. [*]The beast is pregnant or has sired offspring. [*]The beast develops an affinity for a certain unusual clothing item, such as a scarf, decorative flower, or hat. [*]The beast is exceptionally smart and learns a new behavior. [/LIST] [/spoiler] [/QUOTE]
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