Godfall Homes, Shops and Travel

by Edian

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Godfall Housing, Shops and travel

Homebrew

All content herein is subject to change.

Credits

Written by Mike Hughes, Julia Watson-Foster
Cover Art: At the Sign of the Prancing Pony
by Ted Nasmith

Houses and Shops

One of the chief design intentions of Godfall is to give players the opportunity to build the Outpost into a real town, a community where their characters live and work when they’re not adventuring. To that end, we allow for a variety of ways players can build and customize their characters’ homes and places of business.

Personal Buildings

A single character can be an owner or a co-owner of up to two buildings: one shop and one of the following: a house, manor, or castle. For the purposes of gaining mechanical benefits as a resident (not an owner) of a building, a character can live in only one building at a time.

A building’s gold cost includes not only materials, but also the land it rests upon and the cost of upgrading the Outpost’s stormshield to protect it. Each personal building constructed also comes with a designated RP channel on Discord.

Any existing personal building can be upgraded to a building of a higher tier, but once you hit tier 2, a shop remains a shop (i.e., can be upgraded to flagship shop or emporium), and a medium house can only be upgraded into a manor or a castle. When you upgrade a building to a higher construction tier, subtract the gold cost of the existing building from the gold cost of the new building. A building’s construction CP cost, however, must be paid in full any time an existing building’s construction tier is upgraded.

As a note, you can flavor your property as you like within reason. For instance, your "small house" can be a tricked out underground cavern or grove of trees. The square footage listed for each tier is just a rough guideline; no one is going to bust out a ruler and tell you your floorplan is 500 square feet over.

The references to lifestyle level in the descriptions for personal buildings below grant no mechanical benefit, but are intended as a flavorful rule of thumb for how to roleplay your lifestyle in the building you live in, relative to how many other people live there with you.

Tier 1

Requires: 2,500 gp and 30 CP

Small House

1 expansion slot


Size: Up to about 2,500 sq. ft.


A modest and cozy house or cottage made of thatch, brick, lumber, or similar materials. A small house can have up to 2 owners and accommodates 1 or 2 residents at a modest lifestyle, or 3 or 4 residents at a poor lifestyle.

Tier 2

Requires: 5,000 gp and 60 CP

Medium House

2 expansions slot, 1 stronghold upgrade


Size: Up to about 5,000 sq. ft.


A more roomy version of a small house, this structure can have up to 4 owners and accommodates 1 or 2 residents at a wealthy lifestyle, 3 or 4 residents at a comfortable lifestyle, 5 or 6 residents at a modest lifestyle, or 7 or 8 residents at a poor lifestyle.

Shop

4 expansion slots


Size: Up to about 10,000 sq. ft.


This place of business features a storefront or establishment of some kind, and can also double as a residence for up to four people at a comfortable lifestyle. A shop may have up to 4 owners. You can flavor your shop as almost any kind of business you like, with the exception of a brothel or anything related to selling humanoids as property.

Tier 3

Requires: 25,000 gp and 150 CP

Manor

4 expansion slots, 2 stronghold upgrades


Size: Up to about 25,000 sq. ft.


An estate consisting of a fine manor house on a wide tract of land, expertly manicured and tailored to the owners’ specifications. A manor can have up to 8 owners and accommodates 1 - 3 residents at an aristocratic lifestyle, 4 - 6 at a wealthy lifestyle, 7 - 9 comfortably, or 10 - 12 modestly.

Flagship Shop

7 expansions slots


Size: Up to about 50,000 sq. ft.


This well-to-do place of business features a storefront or establishment of some kind, and can also double as a residence for up to four people at a wealthy lifestyle. A flagship shop may have up to 4 owners. You can flavor your shop as almost any kind of business you like, with the exception of a brothel or anything related to selling humanoids as property.

Tier 4

Requires: 250,000 gp and 1,200 CP


Size: Up to about 1,000,000 sq. ft.

Castle

8 expansion slots, 3 stronghold upgrades


An opulent, beautiful, and enormous structure worthy of royalty. A castle can have up to 12 owners and accommodates up to 12 residents at an aristocratic lifestyle. Beyond those first 12, it can accommodate an unlimited number of residents at a wealthy lifestyle.

Emporium (Shop)

10 expansion slots*


This sprawling place of business features a storefront or establishment of some kind, and can also double as a residence for up to 4 four people at an aristocratic lifestyle. An emporium may have up to 4 owners. You can flavor your shop as almost any kind of business you like, with the exception of a brothel or anything related to selling humanoids as property.

Expansions

An expansion is a new room or feature with a specific purpose and, in some cases, a mechanical benefit. Please note, and we cannot stress this enough: each expansion built in a structure belongs to only one of that building’s owners or residents; the owner of any new expansion must be noted in the construction queue page of the logbook. The reason for this is because, for many expansions, the expansion’s owner (not the structure’s owners) is the only person who benefits mechanically from an expansion. Exceptions to this rule exist and are called out where applicable. In general, please note where the rules for expansions differentiate between an expansion’s owner and a structure’s (i.e., shop’s or residence’s) owners.

Once you hit your building’s max cap for expansions, you can’t build any more until either you upgrade your building to the next construction tier or once 15 CP worth of construction effort has been spent to demolish one existing expansion, at which point that expansion and all of its modifications are lost and cease to exist. A type of expansion may be built only once per owner/structure unless the description of that expansion says otherwise. For obvious reasons, residents must have permission from a building’s owners before they begin construction on a new expansion.

Cool Fight Moves

Some expansions are tagged with the "Cool Fight Moves" label. During any particular game session you play on Roll20 or an event you participate in on Discord, you may benefit only from one Cool Fight Moves feature at a time. In other words, if you could currently benefit from more than one Cool Fight Moves expansion, you must choose which one you are actively benefitting from and let the DM know at the start of that game session or event.

Expansion List

Alchemist’s Lab

Minimum tier: 1
Requirements: 15 CP, 2,500 GP


The owner of this expansion has advantage on all checks made with alchemist’s supplies in this room.


May also be built as: Apothecary, herbalist, witch’s hut.

Bathhouse

Minimum tier: 2
Requirements: 15 CP, 2,500 GP
Cool Fight Moves


A bathhouse with cold and hot pools for relaxing. May also include a massage table or other amenities. The owner of this expansion and up to three other creatures of the owner’s choice may spend 1 CP per week (the week resets on Tuesday at 6 AM server time) relaxing here to ignore the next 2 levels of exhaustion gained that week due to downtime activities, traveling, or extreme weather. (This includes an adventure that runs that week or a campaign that begins that week.) Alternately, you may spend your use of this facility once per week to heal up to 3 ranks of exhaustion for 1 CP. This form of resting to heal multiple levels of exhaustion interrupts gathering and causes all current progress to be lost, but the benefit loses the Cool Fight Moves tag when used this way.


May also be built as: Spa, Caldarium

Brewery

Minimum tier: 2
Requirements:15 CP, 2,500 GP
Prerequisite: Shop


The owner of this expansion has advantage on all checks made with brewer’s supplies in this room.

Chapel, Private

Minimum tier: 2
Requirements: 15 CP, 2,500 GP


Religion skill checks made in this expansion are made at advantage. Additionally, final resurrection check rolls made to resurrect a creature in this expansion are made at advantage.

Dojo

Minimum tier: 2
Requirements: 15 CP, 2,500 GP
Cool Fight Moves


The owner of this expansion and up to three other creatures can spend 1 CP per week (in real time) training here to gain the ability to reroll a total of four damage dice per adventure played that week.


May also be built as: Sparring ring, training grounds

Escape Tunnel

Minimum tier: 1
Requirements:15 CP, 2,500 GP


An escape tunnel is built with a hidden entrance somewhere on your property, which only the owner of the expansion knows about at the time that it is built, though the owner may share this information with anyone they wish. The tunnel leads out to a single exit point somewhere within one mile of the Outpost. The DM team must approve the location of this exit before you begin building this expansion. This expansion automatically gains the Hidden modification. If the escape tunnel’s exit leads into a structure owned by at least one other character, both structures require the escape tunnel expansion to be built separately. You can build this expansion multiple times.

Forge, Magitech

Minimum tier: 2
Requirements: 30 CP, 5,000 GP, 10 Essence
Prerequisite: A shop.


The owners of this shop can expend an extra 1 Essence to gain a +1 bonus to an attempt to upgrade the quality of an item using smith’s tools. You can expend up to 3 Essence for a maximum bonus of +3 per attempt. A character may benefit only once from owning a structure that contains this expansion.

Gambling Tables

Minimum tier: 2
Requirements: 15 CP, 2,500 GP
Cool Fight Moves


You can build this expansion multiple times, but the owner of this expansion gains no further mechanical benefit from building it more than once. The owner of this expansion gains the following benefits: The owner of this expansion has advantage on all checks made here with gaming sets. Once per adventure, the owner of this expansion can gain advantage on a single roll they have disadvantage on, negating the disadvantage (and coming out as a normal roll). The player must declare they’re using this ability before the roll is made.

Garden

Minimum tier: 1
Requirements: 15 CP, 2,500 GP


Your structure gains one additional farming plot. This farm plot operates using the same rules of those in the hothouse or greenhouse, but can only be tended and harvested by the owner of this expansion. Each character can own only one garden expansion, no matter how many structures they own.


May also be built as: Private greenhouse, atrium, or arboretum.

Gourmet Kitchen

Minimum tier: 2
Requirements: 15 CP, 2,500 GP, 5 Essence


Dining hall feasts can now be cooked and served in this structure and cook’s utensils rolls made to create them here are made at advantage. The gourmet kitchen also comes with a magitech device that works like both a refrigerator and freezer, allowing you to keep up to 10 units of monster meat indefinitely without risk of it spoiling and making it unfit for use in cooking a dining hall feast.

Graveyard

Minimum tier: 1
Requirements: 15 CP, 2,500 GP, 10 Essence


Deceased creatures buried or interred in this expansion and later raised as undead gain a +1 bonus to either AC, attack rolls, or saving throws (choose which when each undead creature is created). A character (and any creature raised from the dead) may benefit only once from this expansion.


May also be built as: Crypt, mausoleum, necromancer’s grotto

Library, Private

Minimum tier: 1
Requirements: 15 CP, 2,500 GP


The owners of this structure gain advantage on any skill checks made during the Research downtime activity.


May also be built as: Archives, museum

Mage’s Casting Chamber

Minimum tier: 2
Requirements: 30 CP, 5,000 GP, 10 Essence


This expansion grants the following benefits: The owner of this expansion can cast ritual spells in this room in half the usual time. Familiars summoned in this room gain Xd4 temporary hit points after each short or long rest it takes, where X is equal to your proficiency bonus. A character may benefit only once from this expansion.

Magewright’s Workbench

Minimum tier: 2
Requirements: 30 CP, 5,000 GP, 5 Essence Prerequisite: Shop.


The owners of this shop can expend an extra 1 Essence to gain a +1 bonus to an attempt to upgrade the efficiency of a magitech item or augment. You can expend up to 3 Essence for a maximum bonus of +3 per attempt. A character may benefit only once from owning a structure that contains this expansion.

Menagerie

Minimum tier: 2
Requirements: 15 CP, 2,500 GP, 5 Essence


This expansion allows non-humanoid creatures to be held securely and safely. When you build this expansion, it can house up two beasts or monstrosities of up to Large size, or one beast or monstrosity of Huge size. Includes a magitech feeding device for your creature(s). You also have advantage on any animal handling checks you make here with creatures that live here. You can build this expansion multiple times, increasing the number of creatures you can house in your structure each time. You must acquire any creatures you wish to house here through game play or downtime activities.


May also be built as: Monster cage, private stable, griffin roost, dragon trap, kennels, aviary, rookery

Observatory

Minimum tier: 2
Requirements: 30 CP, 5,000 GP, 10 Essence


This expansion includes a high-powered magitech telescope through which you can study the cosmos or the unseen mysteries of the Broken Lands. Once per week (in real time), the owner of this expansion can select one covered hex adjacent to an uncovered hex on the map and effectively uncover it. A character may benefit only once from this expansion.

Poisoner’s Grotto

May also be built as: Apothecary, herbalist, witch’s hut. Minimum tier: 1
Requirements: 15 CP, 2,500 GP Prerequisites: This expansion’s owner must have proficiency in poisoner’s kit. The owner of this expansion has advantage on all checks with poisoner’s kit made in this room.

Power Tools Workshop, Magitech

Minimum tier: 2
Requirements: 15 CP, 2,500 GP, 5 Essence
Prerequisite: Shop.


The owners of a structure that contains this expansion gain the following benefits: By spending 30 CP with a construction check of DC 15 (instead of the usual DC of 12), you can expand the maximum number of expansion slots a structure has by 1. A structure can only gain an extra expansion slot from this feature once ever.

You can build stronghold upgrades.

Prison

Minimum tier: 3
Requirements: 15 CP, 2,500 GP


This room is equipped with either 2 5’x5’ or one 10’ x 10’ holding cell(s). These cells are equipped for non-magical creatures, and will not thwart magical attempts at escape unless the appropriate wards under the Warded and Spellbound modifications list are purchased for this expansion. Residents of a building in which a prison has been built control access to NPC prisoners being held there. You can build this expansion multiple times.


May also be built as: dungeon, brig

Scrap Yard

May also be built as: Rust heap, junk yard Minimum tier: 1
Requirements: 3 CP, 500 GP


The owner of this expansion adds an additional 10% to the value of any scrap they gain from scrapping items. A character may benefit only once from this expansion.

Scriptorium

Minimum tier: 2
Requirements: 30 CP, 5,000 GP
Prerequisite: A shop.


While crafting a spell scroll, when the owners of this shop roll 10 or more above the DC required to create the scroll, they gain a second copy of that spell scroll.

Scrying Room

Minimum tier: 2
Requirements: 60 CP, 15,000 GP, 15 Essence


Once per week, the owner of this expansion may spend 1 Essence to cast the scrying spell from the magitech item that comes with this expansion. This piece of magitech counts as the material component for the spell and cannot be moved from this room without permanently destroying it. Any scrying spell cast in this room imposes a -2 modifier on Wisdom saving throws made by target creatures trying to resist the spell’s effects. A character may own only one of this expansion at a time.

Special Effects Booth, Magitech

Minimum tier: 2
Requirements: 15 CP, 2,500 GP, 5 Essence
Prerequisite: A shop that includes a stage


The magitech upgrades that come with this expansion allow for the following spells to be cast at will by the structure’s proprietors or hired performers while they are on or in sight of the stage: dancing lights, minor illusion, prestidigitation, and thaumaturgy. The owners of this structure have advantage on Persuasion checks made on or in sight of the stage. While a creature is performing on this stage, their performance checks are made at advantage. If 1 Essence is spent, these additional spells can be cast 3 times each for the duration of an evening’s (or afternoon’s) entertainment by the building’s owners or hired performers: disguise self (performers only), silent image, pyrotechnics.

Tannery, Magitech Upgrade

Minimum tier: 2
Requirements: 30 CP, 5,000 GP, 10 Essence
Prerequisite: Shop.


The owners of this shop gain a +2 bonus to all attempts to improve the quality of an item using leatherworker’s tools. A character may benefit only once from this expansion.

Vault

Minimum tier: 1
Requirements: 30 CP, 5,000 GP, 10 Essence


This expansion is a magically secured room where valuables can be stored safely and, in the case of cursed magic items, without fear that any of the item’s negative magic effects will extend beyond the confines of this room. Items stored here also cannot be affected by magic effects (including divination magic or the artificer’s bond item spell). Any entrances into this room also gain the benefit of the arcane lock spell. The owner of this expansion and any allies they designate know the password for these arcane locks.

War Room

Minimum tier: 2
Requirements: 15 CP, 2,500 GP


While preparing for an upcoming adventure or campaign in previously charted (i.e., uncovered on the hexcrawl map) lands, the owners of this expansion and their allies can engage in a special form of research that, on a DC 15 Investigation check, grants their party a 10% increase to travel speed by land, air or sea.

Workshop, Jeweler’s

Minimum tier: 2
Requirements: 30 CP, 5,000 GP, 10 Essence
Prerequisite: A shop.


The owners of this shop gain a +2 bonus to all attempts to improve the quality of an item using jeweler’s tools. (Does not work to improve the quality of magitech.) A character may benefit only once from this expansion.

Workshop, Tailor’s

Minimum tier: 2
Requirements: 30 CP, 5,000 GP, 10 Essence
Prerequisite: Shop.


The owners of this shop gain a +2 bonus to all attempts to improve the quality of an item using weaver’s tools. A character may benefit only once from this expansion.

Workshop, Tinker’s

Minimum tier: 2
Requirements: 30 CP, 5,000 GP, 10 Essence
Prerequisite: A shop.


The owners of this shop gain a +2 bonus to all attempts to improve the quality of an item using tinker’s tools. (Does not work to improve the quality of magitech.) A character may benefit only once from this expansion.

Workshop, Wheelwright

Minimum tier: 2
Requirements: 15 CP, 2,500 GP
Prerequisite: A shop.


Any owners of this shop who are proficient in vehicles (land) and either woodcarver’s tools, tinker’s tools, or smith’s tools gain the ability to build, repair, or modify land vehicles. Research may be required to modify land vehicles in a way that grants any kind of mechanical benefit.

Workshop, Woodcarving

Minimum tier: 2
Requirements: 30 CP, 5,000 GP, 10 Essence
Prerequisite: Shop.


The owners of this shop gain a +2 bonus to all attempts to improve the quality of an item using woodcarver’s tools. A character may benefit only once from this expansion.

Modifications

Coming Soon...

Stronghold Upgrades

and a bit later...

Travel

Swimming across a rushing river, scaling a treacherous mountain slope, riding a camel across a desert - all sorts of travel play a key role in D&D adventures. Often times the DM can summarize the adventurers’ movement without calculating exact distances or travel times: “You travel through the forest and find the dungeon entrance late in the evening of the third day.”

In a west marches game however it’s important to know how long it takes to get from one spot to another on the world map. The rules for determining travel time depend on two factors: the speed and travel pace of the creatures moving and the terrain they're moving over.

Much of the follow has been lifted straight from the PHB or DMG, but is provided here for clarity.

Speed

While traveling, a group of adventurers can move at a normal, fast, or slow pace, as shown on the Travel Pace table. The table states how far the party can move in a period of time and whether the pace has any effect. A fast pace makes characters less perceptive, while a slow pace makes it possible to sneak around and to search an area more carefully (see the “Activity While Traveling” section later in this chapter for more information).

Forced March. The Travel Pace table assumes that characters travel for 8 hours in day. They can push on beyond that limit, at the risk of exhaustion.

For each additional hour of travel beyond 8 hours, the characters cover the distance shown in the Hour column for their pace, and each character must make a Constitution saving throw at the end of the hour. The DC is 10 + 1 for each hour past 8 hours. On a failed saving throw, a character suffers one level of exhaustion.

Mounts and Vehicles. For short spans of time (up to an hour), many animals move much faster than humanoids. A mounted character can ride at a gallop for about an hour, covering twice the usual distance for a fast pace. Pushing the mount beyond this hour will cause it to gain 1 rank of exhaustion per hour.

A mount carrying two riders (unless both riders are two or more sizes smaller than the mount) moves at a slow pace.

Characters in wagons, carriages, or other land vehicles choose a pace as normal unless those vehicles specify a different travel pace. Characters in a waterborne vessel are limited to the travel speed of the vessel, and they don't suffer penalties for a fast pace or gain benefits from a slow pace. Depending on the vessel and the size of the crew, ships might be able to travel for up to 24 hours per day. Certain special mounts, such as a pegasus or griffon, or special vehicles, such as a carpet of flying, allow you to travel more swiftly.

Travel Pace
Distance Traveled per...
Pace Minute Hour Day Effect
Fast 400 feet 4 miles 30 miles -5 penalty to passive Wisdom (Perception) scores
Normal 300 feet 3 miles 24 miles
Slow 200 feet 2 miles 18 miles Able to use stealth

Difficult Terrain

The travel speeds given in the Travel Pace table assume relatively simple terrain: roads, open plains or sparsely forested areas. But adventurers often face dense forests, deep swamps, rubble-filled ruins, steep mountains, and ice-covered ground — all considered difficult terrain.

You move at half speed in difficult terrain — moving 1 foot in difficult terrain costs 2 feet of speed — so you can cover only half the normal distance in a minute, an hour, or a day.

Visibility

On a clear day a character at ground level can see a distance up to 3 miles, revealing the current hex on the world map. This is where the horizon will cut off any vision beyond that distance. Of course, a character can’t see minute details at this distance with their bare eyes, but major features in the landscape (forests, mountains, large buildings, shores etc) or the silhouette of a huge/gargantuan creature will be visible, and these features will provide a visual cue for navigation that may make your navigation easier.

For a higher vantage point this distance can increase dramatically. The distance can be determined by a DM to be between 20-30 miles on the top of a hill, or 100-200 miles in an airship going at high altitudes. At DM discretion this may allow for surrounding hexes to be revealed.

Obscurement by dim light, darkness, fog, rain, forest canopy, or heavy clouds can shorten this visual distance dramatically.

Hex Crawl

One hex on the world map equals 24 miles.

Vehicles
Type Required Creatures Daily Speed Inventory Slots Cargo (tons)
Cart (2 wheels) 1 beast of burden 24 32 1/4
Wagon (4 wheels) 2 beasts of burden 24 64 1/2
Rowboat (canoe, raft) 1 crew 12 32 1/4
Keelboat 1 crew 8 64 1/2
Sailing Ship (schooner, explorers) 20 crew 48 12,800 100
Longship (transport) 40 crew 72 1,280 10
Warship 60 crew 60 25,600 200
Galley 80 crew 96 19,200 150

Inventory

Mounts and vehicles have special inventory rules to bring them in line with the slot based system we use for Godfall. It should be noted that Inventory Slots and Trading Capacity are 2 distinct system and do not overlap.

When riding in a vehicle a creature takes up a number of slots based on their size:

Size Slots
Small 6
Medium 8
Large 64

Saddlebags

Two containers slung over either side of a mount. Each bag has 8 inventory slots. While wearing saddlebags a creature can bear no more than 1 rider and can not pull a vehicle.

Pack Saddle

A special saddle worn by a mount or beast of burden. The pack saddle has 24 inventory slots. While wearing a pack saddle, a creature cannot bear any riders, pull a vehicle or carry saddlebags.

Animal Feed

One day/unit of feed (includes water) for a mount is a medium-size item that takes up 2 slots.

  • During Spring, Summer, and Fall while in areas where water and plant life are plentiful, horses allowed to graze in areas with adequate grazing and water when not traveling or resting require only half a unit of feed per day.
  • A mount that goes for 1 day (traveling or not) without adequate feed gains 1 level of starvation exhaustion. Levels of starvation exhaustion function like normal exhaustion, except they can only be cured by eating adequate feed for 1 day, at a rate of 1 level of starvation exhaustion cured per day of eating adequate feed.

Vehicle Teams and Crews

Most vehicles either require beasts to pull them or crew to man them. Without at least this number of creatures dedicated to their job, the vehicle will not move as normal. Crew take up inventory slots on the vehicle whereas beasts of burden do not.

Mounts, Pets and Beasts of Burden

During your adventures, you may encounter a creature and think "I'm going to ride that" or “I’m going to make that my pet!” More than likely, the creature doesn't share this sentiment. The result: you on the ground, being crushed to death by some strange and fantastic creature that didn't take kindly to your attempts to mount it or feed it a snack. That said, if you do come into possession of a creature you wish to have serve you as a mount, pet, or beast of burden (i.e., to carry items or pull land vehicles), that is a thing you can potentially do, given enough time, effort, and resources.

Mounts.

A creature you wish to train (or have trained) to serve as a mount must first meet some requirements:

  • At least one size larger than your character
  • A Beast or Monstrosity
  • An Intelligence Score between 2 and 7
  • A body type suited for mounting
  • Must be tame and regard you as friendly
  • In order to actually use the creature as a mount, it must first become trained to serve as a mount

Pets

A creature you wish to keep as a pet must meet these requirements:

  • Tiny or Small, exceptions may be made (such as for a mastiff) at the discretion of the DMs
  • CR of less than 1
  • A Beast or Monstrosity
  • An Intelligence score between 2 and 7
  • Must regard you as friendly
  • Does not have to start out tame, but will need to be tamed within 3 months of acquiring it if you intend to keep the pet

Each character can have up to 1 pet at a time who is considered to live with them, whether that character lives in the barracks or in a private residence. This pet cannot make attacks in combat or be taken with you on missions; it lives and remains at the Outpost and is essentially just a for-funzies RP buddy during your downtime. Pets are not well-trained enough to offer a mechanical bonus to any activity that requires CP. You can own more than one pet at a time if you own the Menagerie expansion in a personal building (see Godfall Homes, Shops, and Travel). A familiar does not count against the number of pets you own.

Beasts of Burden

A creature you wish to utilize as a beast of burden to pull a land vehicle must meet these requirements:

  • A Beast or Monstrosity
  • At least Large size
  • Minimum Strength score of 18
  • Must be tame and regard you as friendly

Normal vs. Exotic

For Godfall purposes, all pet, mounts, and beasts of burden are grouped into one of two creature categories: normal and exotic.

Normal

A normal mount is a domesticated beast that has been bred, raised, and trained specifically to serve as a mount. These typically include riding horses, warhorses, ponies, camels, mastiffs, etc. Similarly, a normal beast of burden includes draft horses, warhorses, mules, cattle (cow), or oxen. Normal pets include dogs, cats, rats, Tiny-size birds, snakes, frogs, lizards, Tiny-size insects (beasts only), and weasels. When encountered as for sale, a creature in the ‘normal’ category is considered to already be tame and trained as a mount (if eligible to be one) unless otherwise stated.

Exotic

While the PHB defines exotic mounts as anything with a swim or fly speed, the Godfall definition is more broad and includes both creatures with these types of movement speeds and anything that would be considered a wild animal, such as an elk, brown bear, or rhinoceros. It can also include certain types of monstrosities, for example, griffins. An exotic pet might include a monkey, a flying snake, or a bat. An exotic creature that has been tamed can also serve as a beast of burden if it meets the requirements for beasts of burden listed above. When encountered as for sale, these types of creatures are not considered to be tame or trained as a mount (if eligible to be one) unless otherwise stated.

Stabling

The Outpost’s amenities include a public stable where mounts and beasts of burden can be kept for a one-time stabling fee of 10 gp per creature for creatures classified as "normal," or 100 gp for exotic creatures. A character may only have one exotic creatures stabled here at a time, but may stable an unlimited number of normal creatures. (See personal building rules and the menagerie expansion, specifically, for a means of keeping more than one exotic mount or beast of burden at a time.) Beasts kept in the stable must be entered into the stable registry spreadsheet pinned in #rp-stable on Discord.


Taming and Training

To read more about what can be done with these creatures see the Godfall Downtime and Crafting document.

Changelog

1.2

  • Mounts, Pets and Beasts of Burden added

1.1

  • Travel rules added

1.0

  • Initial Release
 

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