Terrylleon for Dungeons and Dragons 5th Edition
Here are the following changes to set mechanics and rules when playing Dungeons and Dragons 5th Edition in the setting of Terrylleon:
Camouflauge Camp
Requirements 1 PC with proficiency in Stealth; 1 in-game hour;
Roll a secret Stealth check. You can only perform this activity once per camping session.
Critical SuccessEncounter DC +2 in current zone.
First successful Encounter check is treated as no encounter.
Success
Encounter DC +1 in current zone.
Failure
No effect
Critical Failure
Encounter DC -2 in current zone.
Treat a 19 and 20 as Critical Success in Encounter check.
Cook Basic Meal
Requirements 2 in-game hours; 2 basic ingredients and 1 ration per serving;
Roll a DC 12 Survival check.
Critical SuccessPC recovers twice as much hit dice.
+2 bonus to all saving throws until Step 5
Success
+1 bonus to all saving throws until Step 5
Critical Failure
You become poisoned until Step 5
Cook Special Meal
Requirements party's knowledge of the recipe; 2 in-game hours unless specified;
Spend the reqcuired ingredients and make the reqcuired skill checks needed for the Special Meal Recipe. Each recipe has the listed effects on the recipe itself. The effects of the Special meal last until the next camping session.
Discover Special Meal
Requirements an unlearned recipe; twice the required ingedients of the recipe;
Roll the appropriate skill check for the recipe.
Critical SuccessYou learn the recipe
You recover half the spent ingredients
Success
You learn the recipe
Failure
You don't learn the recipe
Critical Failure
You don't learn the recipe
You take the Critical Failure effect of the recipe.
Hunt and Gather
Recquirements PC with proficiency in Survival; 2 in-game hours;
Roll a Survival check against the Zone DC.
Critical Success+Zone DC's amount of basic ingredients
+4 special ingredients
+8 special ingredients at Zone Level 7 or higher
+12 special ingredients at Zone Level 14 or higher
Success
+Zone DC's amount of basic ingredients
+1d4 special ingredients
+2d4 special ingredients at Zone Level 7 or higher
+3d4 special ingredients at Zone Level 14 or higher
Failure
+Zone DC's amount of basic ingredients
Critical Failure
+1d4 basic ingredients times half of Zone Level (rounded up, min 1)
roll a Random Encounter check.
Organize a Watch
Recquirements PC with proficiency in Perception; 2 in-game hours;
Roll a Perception check against the Zone DC. Critical SuccessParty gains +2 bonus to Perception checks and initiative rolls until Step 5
Success
Party gains +2 bonus to Perception checks and initiative rolls until Step 5
Critical Failure
Roll a random encounter check
Provide Aid
You attempt to aid another PC in their camping activity. Roll a DC 20 check with the recquired skill as the ally doing the aided activity. This DC may change depending on the current circimstances. This activity must be rolled first before the ally peforms the main activity. Critical SuccessYour ally gains +2 bonus to the activity
Success
Your ally gains +1 bonus to the activity
Critical Failure
Your ally gets -2 penalty to the activity
Campfire Entertainment
Recquirements 2 in-game hours;
Make a Performance check against a DC determined by the GM.
Critical SuccessYour allies gain a +2 bonus to all attack rolls, skill checks and saving throws until Step 5
Relaxing PCs gain a re-roll to next failed activity roll
Success
Your allies gain a +1 bonus to all attack rolls, skill checks and saving throws until Step 5
Relaxing PCs gain a +2 bonus to their next campfire activity
Critical Failure
Your allies get a -2 penalty to skill checks until they take the Rest activity or Step 5
Resting
Requirements 2 in-game hours.
You gain a +1 bonus to next camping activity
You lose all penalties from a critically failed Campfire Entertainment
Supported Sourcebooks
The following books are generally allowed to use for character creation. If there's any content that is not listed below, talk to your Dungeon Master whether such elements can be added to your campaign.Official Sourcebooks
- Player's Handbook
- Dungeon Master's Guide
- Monster Manual
- Volo's Guide to Monsters
- Xanathar's Guide to Everything
- Mordenkeinen's Tome of Foes
- Tasha's Cauldron of Everything
- Fizban's Treasury of Dragons
- Bigby Presents: The Glory of Giants
- The Book of Many Things
Setting Specific Sourcebooks
- Eberron: Rising from the Last War for campaigns or character backgrounds set in Eisenreik
- Van Ricten's Guide to Ravenloft for campaigns or character backgrounds set in Vostrokk
Campaign Integrations
- Curse of Strahd for campaigns or character backgrounds set in Vostrokk
- Icewind Dale: Rime of the Frost Maiden for campaigns or character backgrounds set in Vostrokk
- Tomb of Annihilation for campaigns or character backgrounds set in Ixtacl
- Ghosts of Saltmarsh for campaigns or character backgrounds set in the Saltscourge or the Stormscourge
In-game Mechanic Changes
Resting and Camping
There are changes to the resting system to fit the setting of Terrylleon. This mechanic is integrated from Pathfinder: Kingmaker Companion Guide.Short Rest
Short rests remain mechanically the same. It only takes 10 in-game minutes to perform.Long Rest => Camping
Long Rest is heavily changed and turned into camping. Camping is a series of step-by-step skill checks and activities performed by any or all members of the party in order to recover partial amount of hit points or attain buffs for the next adventuring day.Step 1: Preparing the Camp
One PC spends 2 in-game hours preparing for a camp and roll a Survival Skill check. Critical Success- Encounter check DC +2 until next camp
- First hour of Camping Activities have no encounter
- Campifre Ability skill checks take -2 penalty
- Cannot perform Camping Activities
- Roll a Random Encounter check.
Step 2: Camping Activities
- Any PC can make Camping Activities by making an appropirate skill check.
- They can also make other Exploration Activities (ie Identify Magic, Repair, or Treat Wounds)
- Multiple PCs can perform their chosen Camping activity simultaneously, but no two PCs may attempt the same Camping activity at the same time.
- The PCs can take up to 4 Camping Activities each day as long as they aren’t fatigued and as long as there’s enough time in the day before watches begin.
Camouflauge Camp
Requirements 1 PC with proficiency in Stealth; 1 in-game hour;
Roll a secret Stealth check. You can only perform this activity once per camping session.
Critical Success
Cook Basic Meal
Requirements 2 in-game hours; 2 basic ingredients and 1 ration per serving;
Roll a DC 12 Survival check.
Critical Success
Cook Special Meal
Requirements party's knowledge of the recipe; 2 in-game hours unless specified;
Spend the reqcuired ingredients and make the reqcuired skill checks needed for the Special Meal Recipe. Each recipe has the listed effects on the recipe itself. The effects of the Special meal last until the next camping session.
Discover Special Meal
Requirements an unlearned recipe; twice the required ingedients of the recipe;
Roll the appropriate skill check for the recipe.
Critical Success
Hunt and Gather
Recquirements PC with proficiency in Survival; 2 in-game hours;
Roll a Survival check against the Zone DC.
Critical Success
Organize a Watch
Recquirements PC with proficiency in Perception; 2 in-game hours;
Roll a Perception check against the Zone DC. Critical Success
Provide Aid
You attempt to aid another PC in their camping activity. Roll a DC 20 check with the recquired skill as the ally doing the aided activity. This DC may change depending on the current circimstances. This activity must be rolled first before the ally peforms the main activity. Critical Success
Campfire Entertainment
Recquirements 2 in-game hours;
Make a Performance check against a DC determined by the GM.
Critical Success
Resting
Requirements 2 in-game hours.
Step 3: Eating
- PCs can now eat a meal prepared from Cook Basic Meal or Cook Special Meal activity.
- PCs can instead consume their own rations, use Subsist downtime activity or receive magical sustenance (such as a Goodberry spell, a Heroes’ Feast spell, a Ring of Sustenance, and so on).
- PCs can only gain the buff from the first meal they ate.
Step 4: Resting
- Unlike in the Player's Handbook, PCs won't recover all hit points. Instead, each PC will only recover hit points equal to their hit dice value times half their class level (minimum of one, rounded down). If player characters are multiclassing, these values are added together.
- Every 4 in-game hours, roll a Encounter check unless otherwise specified. On success, an encounter occurs.
Step 5: Daily Preparations
- PCs recover all spell slots and abilities as normal
- PCs can perform daily preparation tasks (such as breaking camp, cleaning firearms, bathing, etc.)
- Performing Prepare Campsite activity only requires 1 hour if done in the same location.
Full Rest
Full Rest is added and can only be performed in cities, towns, secure areas within the world of Terrylleon.- Player Characters need to pay lodging from inns, apothecaries, communal houses or similar establishments in order to perform Full Rest. Prices may vary from one place to another. If the player character owns a house in the specific town, city or settlement, then they need not to pay for lodging.
- All player characters performing this task recovers to their Maximum Hit points and Spell Slots
New In-game Mechanics
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