As they travel, an adventurer can teach a companion a new trick by making an [[03-Mechanics/6-Ability Scores/Animal Handling|Animal Handling]] check. This can be used for any type of companion creature that can learn, including animals, constructs, and even simple undead. A creature cannot learn more than one trick per Journey. The trick should match the difficulty of a single trick or task learnable by a common dog, cat, crow, etc. If using Pet Tricks from *Pets & Sidekicks* Chapter 1, this can be any Trick **except** as follows: - **Comfort:** This training requires a downtime activity. - **Herd:** Possible if there are constant animals available to be herded on your journey. - **Manipulate:** This training requires a downtime activity. **Time:** This activity requires 1 month. ___ **Critical Failure.** The attempt lightly injures the creature, causing it to flee the adventurer in the night. It only returns to the party at the end of the current Journey. **Failure.** The adventurer is unable to teach the companion the trick. **Success.** The adventurer teaches the creature one trick, which will last beyond the current Journey. **Critical Success.** As a success, but the creature also leads the adventurer to a Boon or Discovery. #journeyActivity #animalCompanion ___ **Source:** Road Worthy Pursuits