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Expedition to Chult - Settler's Handbook (College of Lore)
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Expedition to Chult - Settler's Handbook (College of Lore)

Suggested Price $2.99

The Settlement System allows players to build a settlment, attract new visitors and residents, construct buildings, and manage the day-to-day operation of a small community. It is a lightweight, easy to use expansion that adds depth and character to wherever your adventurer's choose to hang their hats between dungeons.

A campaign using the Settlement System typically has a single village or town that the characters call home. It may be where you grew up, a town that holds some symbolic importance, or perhaps it's a new village that the characters are founding. 

In the Expedition to Chult Adventure Path, characters will be tasked with rebuilding the Flaming Fist stronghold of Fort Beluarian, and this system provides all the tools to make it your own.

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Gage R August 11, 2017 3:56 am UTC
I find this product to be absolutely amazing for the purpose of playing a colonial setting. However I have a few problems that I hope get addressed or ironed out:

1. I feel that the extra attack peril should be on the opposite end of the chart, and that the settlements lifestyle rating should be added rather than subtracted to the roll. The reason being that a settlement with less amenities will be more likely to suffer from bad weather and catastrophes, while a more developed settlement would be more prone to disease due to the higher population and interactions (Which would be remedied by keeping enough herbs on hand)

2. Speaking of attacks. Even if you have a large force rather than the small amount of settlers suggested in the first few pages, there is no way one would be able to survive the repeated attacks on a settlement by what could very much be a CR 6 encounter. It is such that I've basically ignored rolling on the attack chart unless it comes up on the peril chart.
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Matthew M August 18, 2017 7:30 am UTC
Great feedback.

I like the idea of swapping the chart around. I'm sure there was some logic to why I did it that way, but I like yours better.

Within the context of the campaign, the settlement isn't established until 4th level so they can intervene in the event of a CR 6 encounter (though it is on the higher end of what they can handle). I'll have to think a bit about how to balance it at lower levels.

I'd intended additions to be unlimited. For the campaign, I have a map with locations for buildings, so additions allow you to gain additional benefits without occupying an additional "slot". In general, bonuses of the same type do not stack though I suppose it would make sense in some cases to have multiple buildings of the same type. Buildings that generate resources, however, grant resources for each building of that type. I believe I state that, but I'll try to clear up some of the language there.
Customer avatar
Gage R August 20, 2017 10:29 pm UTC
Thanks, at least I know now that the product will get refined.

Some things I'd also suggest but that are not absolutely important:

1. Rules for resources needed to train and equip npc soldiers other than the types presented in the handbook (guards, knights, archers, etc.)

2. The option to grow crops for the purpose of export, to generate treasure.

Oh, and one last thing. Settlers are CR 0, so how many do you get if you roll say....a six on the new settlers result on the boon chart.
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File Last Updated:
July 31, 2017
This title was added to our catalog on August 08, 2017.