These are the modifications or additions to the rules. If something is in one of the rule books and not mentioned here, the normal rules apply.
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Humans
Because Humans come from other races, all Humans start with +1 to 4 stats and a
subrace (their original race) that gives +1 to 2 other stats. The subrace also
grants the language of the original race, which replaces the one extra language
Humans normally get. This is only a change to the Ability Score
Increase Human trait and the Languages Human trait. All other
Human traits are unchanged.
Hit Points
Hit Points at first level are maximum for the Hit Die. Every other level, the
Hit Points listed in parentheses are used (for example 5 for 1d8).
Backgrounds
Characters with detailed writeups on their personality and history don't
require documented Personality Traits, Ideals,
Bonds, and Flaws. In addition, a character may be allowed a
proficiency bonus to checks related to experiences from their background, even
if not reflected on their character sheet.
Class Updates
Primeval Awareness: To make this ability less intrusive with game
flow, before camp the player should roll 1d20 for each creature type, with a 1
indicating a ping. If there are any pings, the player should let the DM
know.
Spell Updates
Phantasmal Force: Can perform damage and up to 1 status effect of:
blinded, deafened, grappled, restrained.
The Planes
The cosmology for Portrandi is not the standard cosmology described in the PHB
or DMG. Planar portals do not work as described in the DMG. What and where the
planes are may be explored as the campaign progresses. This includes the Astral
and Ethereal planes.
Player Discoveries
During the Night of the Golden Comet, there was an upheaval among the planes.
The old planes are gone and many of the gods have been displaced. This seems to
have caused additional upset among the followers, priests, and paladins of the
gods. Many former followers have changed gods and it seems like non-humans are
accepting the changes without much question.
Experience Points
This campaign won't be using XP, but rather the characters will level up after
completing parts of the story. This keeps the party the same level
Trade Skills
Crafting checks may be Strength, Dexterity, or Intelligence related checks,
depending on the type of craft. Proficiency on the check may be allowed on a
per-case basis related to the individual character's history. Profession
checks, similarly, may vary in what ability they are related to and may allow
for proficiency based on character history.
A divine caster of at least 5th level can produce 1 flask of holy water with
2gp of oils and salts and use of a religious altar or shrine.
Inspiration
Inspiration as a mechanic is hard to remember and doesn't offer much benefit.
We will not be playing with Inspiration.
Difficult Terrain
If multiple effects cause difficult terrain, the movement penalty stacks. For
example, if one PC is standing on a square with rubble that makes it difficult
terrain, it would take 3 squares of movement for another PC to move into that
square (of course, since it is an occupied square the second character has to
keep moving to an open square).
Local Hex Map
It takes 2 hours on foot to go from one hex to another. If the hex you're
leaving isn't mapped, it also takes a Survival DC 15 to keep from getting lost.
If you get lost, you fail to leave and have to spend another 2 hours and make
another check, but each subsequent check the DC is reduced by 5. To map an
area, it takes 4 hours and Survival DC 18, or you can take an additional hour
for every point you missed the Survival check.
Expenses
Maintenance costs (DMG p127) are in effect, but for the settlement they are
zero.
Lifestyle expenses (PHB p157) in the settlement are restricted based on its
growth stage. The settlement has the following stages of growth available to
it:
Montage
The goal of the mechanics described here are to provide a way for players to
have their characters perform semi-routine activities while at the settlement
without having to spend a lot of real-world time on those activities.
Any player can call for a montage to take place, and any other player or the DM
can veto the montage. A character can only be involved in one montage at a
time, but different characters can be involved in different montages happening
at the same time. Some montages allow for multiple characters to be involved in
the same montage. Once started, the montage will continue until interrupted by
the DM or it completes.
A montage is not appropriate for any activity where information is being
gathered or where there is any real risk. If players want to take into account
the desires of NPCs, they should learn what those NPCs' desires are prior to
engaging in a montage. Activities in the montages can be also accomplished
through normal play, a day or a few hours at a time.
To pick a montage goal, find the statement below that describes the activity
you'd like to accomplish.
I'd like to improve my relationship with an NPC
or group of NPCs.
Number of PCs: any (number of PCs doesn't change the timeline)
Timeline: 10 to 180 days, depending on current relationship level
Requirements: All characters must be available in the settlement.
Outcome: Typically, the relationship between the characters is improved.
Sometimes things don't go well and the relationship can be damaged. In some
instances, a new found trust can result in the NPCs confiding in the PCs or
providing favors.
I'd like to help the settlement gather
supplies.
Number of PCs: any (more PCs reduces the timeline)
Timeline: 2 to 8 days (DM determined)
Requirements: PCs need to be in the settlement
Outcome: The settlement will be better supplied in some way and the PCs'
efforts will be appreciated.
I'd like to help organize / train some people in
the settlement.
Number of PCs: any (number of PCs doesn't change the timeline)
Timeline: 6 to 16 days (DM determined)
Requirements: PCs and the NPCs being organized or trained need to be in the
settlement
Outcome: Functions within the settlement are improved, which NPCs will
appreciate.
I'd like to work on building some
structures.
Number of PCs: any (more PCs increases the effect)
Timeline: any number of days (player determined) +/- 50% (DM determined), to a
minimum of 1 day
Requirements: PCs need to be in the settlement with any necessary base
components or funds
Outcome: Buildings are built, either partially or completely. See the more
detailed information below. After a number of buildings are built, and with
population increases, the category of the settlement may increase, from outpost
to village to town to city.
The PCs do not have to indicate specific building's if they'd prefer to take
all direction from the NPCs of the settlement. In that case, which buildings
are worked on will be determined by the DM.
The following is the cost of the individual structures:
The gp cost must be covered by the PCs, but items may be used to contribute to that cost. The time cost must be spent by PCs doing this activity. Upgrade points can either be contributed using gp at a ratio of 100gp to 1 points, or by using more time on this activity at a ratio of 3 days to 1 points.
The settlement starts as a camp site. This downtime activity allows a PC to contribute time and money to help the settlement grow. For each tier of growth, the following minimum conditions must be met:
Growth Stage | Trade Channels | Dwellings | Businesses | Bars | Inns | Infrastructure |
---|---|---|---|---|---|---|
outpost | 1 | 10 I+ | 1 I+ | 1 I+ | 0 | 1 I+ |
village | 2 | 10 I+, 10 II+ | 2 I+, 1 II+ | 1 I+ | 1 I+ | 2 I+ |
town | 4 | 50 I+, 20 II+, 3 III+ | 5 I+, 10 II+ | 1 II+ | 2 I+ | 3 I+, 1 II+ |
city | 8 | 50 I+, 20 II+, 10 III+, 3 IV | 10 I+, 10 II+, 4 III | 1 I+, 1 II+, 1 III | 1 I+, 2 II+, 1 III | 5 I+, 3 II+, 1 III |
I'd like to improve the party's house.
Number of PCs: any (more PCs reduces the timeline)
Timeline: 3WFR+2E days per room, referring to the structural elements list
Requirements: PCs need to be in the settlement with necessary funds
(100WR+25FR+25E gp per room, referring to the structural elements list)
Outcome: Extension or improvement is constructed, either partially or
completely. When upgrading an existing room, only the difference in cost in
time and gold needs to be covered. See the information below to compute the
time and monetary costs.
Structural Elements
I'd like to craft a specific item.
Number of PCs: typically 1, but rarely more, if the project is big enough
(number of PCs may affect the timeline, depending on the project)
Timeline: up to 1 day per 5gp of the base market value of the item
Requirements: PC must be proficient with tools related to the object being
created. Appropriate materials and facilities need to be at hand.
Outcome: The desired item is crafted, either partially or completely.
I'd like to perform services for the other
settlers.
Number of PCs: 1
Timeline: any number of days (PC determined)
Requirements: PC needs to be in the settlement with access to appropriate
facilities
Outcome: Services are performed, possibly leading to compensation.
Some ideas for services are:
I'd like to spend time recuperating.
Number of PCs: 1
Timeline: 3 or more days
Requirements: access to a comfortable place to rest
Outcome: After 3 days spent recuperating, you start gaining advantage on saving
throws to overcome ongoing afflictions. You can also remove one effect every 3
days that prevents you from regaining hit points.
I'd like to meditate, pray, and perform sacred
rites for my god.
Number of PCs: any (number of PCs doesn't change the timeline)
Timeline: any number of days (PCs determine), but at least 10 days to get
special benefits
Requirements: a shrine or temple to your god
Outcome: Personal satisfaction and comfort, and possibly the appreciation of
your god. After 10 straight days of this, begin gaining diving recovery which
heals 2d6 hit points per day of continuing to perform rites. Once the entire
activity is complete, if the PC spent at least 10 days doing it, once per day
for the next 2d6 days the PC can gain advantage on a single roll.
I'd like to spread a rumor.
Number of PCs: any (more PCs reduces the timeline)
Timeline: A base number of days, minus the PCs' highest charisma, minus the
highest proficiency bonus for the PCs proficient in Deception or Persuasion, to
a minimum of 6 days. The base days is 23 for an outpost, 30 for a village, 37
for a town, and 45 for a city. This activity may be done in parallel with other
activities, as long as those activities involve wide interactions, without
affecting the timelines of either activities.
Requirements: This activity must be a continuous time period. The rumor must be
specific.
Outcome: The rumor works its way through the general populace, which may have
story effects.
I'd like to learn a new language.
Number of PCs: 1, with optionally a 2nd acting as a tutor (no effect on
timeline)
Timeline: 75 days minus the PC's intelligence
Requirements: another character willing to tutor the PC in the language
Outcome: The PC learns the language.
I'd like to gain proficiency with some
tools.
Number of PCs: typically 1, but PCs can group up to study as a class (increases
timeline) and a PC can be the trainer (no effect on timeline)
Timeline: 30 days per proficiency bonus
Requirements: another character willing to train the PCs in the tools. Select a
single tool set from the table on p154 of the Player's Handbook.
Outcome: The PCs learn how to use the tools.
I'd like to train to do a specific thing.
Number of PCs: typically 1, but other may be allowed depending on what is being
learned
Timeline: 60 days (subject to modifiers determined by the DM based on what is
being learned)
Requirements: varies
Outcome: The PC learns to do the thing in question.
The following things have been allowed so far:
I'd like to work on cutting trails through the
forest.
Number of PCs: any (more PCs reduces the timeline)
Timeline: 6 days
Requirements: PCs must be in the specific local hex where trails are to be cut
Outcome: The local hex can be traversed by characters without fear of getting
lost and within the time it would take to travel with a map, even if the
characters don't have a map. This is required for settlers or trade routes.
I'd like to sell treasure and refresh
supplies.
Number of PCs: any (number of PCs doesn't change the timeline)
Timeline: 1 day for typical things, 1 to 10 days for unusual or complex things
Requirements: PCs have to have the items they are trying to sell and they need
to have funds to purchase the things they are looking for. Magic items can not
be sold through this activity.
Outcome: Undamaged weapons and armor are sold for half their market cost. Gems,
jewelry, art objects, and trade goods are sold for their full market cost.
Spell components, food and drink supplies, and basic adventuring supplies are
replenished at market cost.
Downtime
Downtime allows for the passage of time in-game at high speeds which at times
is essential for proper storytelling.
Downtime is initiated at the end of a story chapter, after the party has
satisfied any montage sequences that they are interested in. The downtime will
last until the next story chapter begins. It is possible that downtime will be
missed entirely if the players engage in montages covering the entire period
when downtime was scheduled.
There is no player interaction in downtime. The description of what takes place
in downtime will be provided by the DM and will typically be at a high level
and cover more about what's taking place in the settlement and environment than
what the PCs are up to.
Renown With Settlement Townsfolk
Renown indicates how much that townsfolk likes a particular character. Renown
has the following ranks:
Renown can be increased through the Improving Relationships downtime activity or when characters do positive things for the NPC. Renown will go up by 1 if the character does something significant that is in the NPC's best interest. It will go up by 2 if the character does something significant that the NPC asked them to do. Renown can also go up (or down) based on role-playing interactions between the player character and the NPC.
Wearing Armor
Putting on armor can be a slow process, but the armor wearer can be aided by
others. With the help of another person, donning armor that would normally take
more than 5 minutes takes half the time, to a minimum of 5 minutes.
While wearing armor, you can not get the benefit of a long rest. You can still
benefit from a short rest though. This can be overcome by sufficient
training.