You search for riding animals to carry your party throughout the Journey. Make a Charisma (Investigation) check to locate and purchase trained mounts and riding gear from a populated origin. The GM determines the price, if any, as well as what kinds of mounts are available. Alternatively, make a Dexterity (Stealth) check to steal mounts rather than purchasing them. On a failure, you are spotted before you can steal the mounts and must abandon your plans. You can’t make another Preparation. If you fail by 5 or more, you were caught in the act, likely resulting in hostility, legal consequences, or other narrative complications. Regardless of the specific approach, if the Preparation succeeds, the party acquires a mount for each character. Mounts can be any properly equipped riding animal, such as horses, large lizards, and other esoteric beasts. The GM determines the type of mount from those listed below. The mounts may all be the same type, or each character may have a different type of mount. - **Agile:** Agile mounts are sure-footed and nimble, navigating precarious terrain with ease. A character riding an agile mount can make [[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Animal Handling|Animal Handling]] checks in place of Dexterity checks and Dexterity saving throws during the Journey. - **Rugged:** Rugged mounts are hardy creatures, enduring arduous travel conditions without complaint. A character riding a rugged mount can make Wisdom (Animal Handling) checks in place of Constitution checks and Constitution saving throws during the Journey. - **Strong:** Strong mounts are powerfully muscled, capable of great feats of strength. A character riding a strong mount through the Journey can make Wisdom (Animal Handling) checks in place of Strength checks and Strength saving throws during the Journey. #journeyPreparation #enhancedAnimalHandling