DM Screen - The Vineheart Realm
Print Version: Designed for physical use. All references are listed as source notes and sections.
Quick Jump
- Setting Snapshot
- World Snapshot
- Core Gameplay Changes
- Event Engines
- Factions, Reputation, and World Add-ons
- DM Optional Modules
- Source Index
Setting Snapshot
Campaign Identity
- Base ruleset: DnD 5e + 2024 elements, plus Vineheart homebrew systems
- Characters start at level 4
- EXP is awarded at long rest and uses 1.25x multiplier
- Feats are allowed Source: Gameplay Changes → Levels, Levels Breakdown
World Snapshot
One-Line World State
Post-Divine-War realm split by The Godwound into major continents and islands, where mortal-led civilization rebuilt in the Dawn of The New Age while managing rising Godwound anomalies.
Core Pillars
- Divine War: god-faction war that reshaped the world
- The Godwound: ongoing source of unstable magic, monsters, and disasters
- The Godwounded: neutral containment authority across continents
- Dawn of The New Age: mortal self-determination era and calendar reset
Time Anchors
- 0 BGW: final divine confrontation, Godwound created
- 0-220 AGW: recovery, kingdoms/guilds/trade formalize
- 226 BGW: Goblins in the Misty Falls
- 482 AGW: Feud of Fallowfield
- 569 AGW: Secrets of Villainy Source: The Timelines
Core Gameplay Changes
Rest System
- Short Rest: 1 hour, max 2/day
- Long Rest: 8 hours, full recovery, requires prior short rest unless 16+ hours elapsed
- Partial Long Rest: 4 hours, half missing spell slots, heal to 50% HP
- Interrupted Rest: DM adjudicates conclude/continue and status implications
- Chance events during rest:
- Day event check: 1d20 greater than 3d12
- Night event check: 1d20 greater than 2d12
- Keep watch rule: watch members only receive partial long rest
- Catchup short rest can remove Poorly Rested: player 1d20 vs DM 1d10
- Meditation can replace short rest and can remove Poorly Rested: player 1d20 with advantage vs DM 1d20 Source: Gameplay Changes → Rest, Gameplay Changes → Custom Status
Well Rested / Poorly Rested
- Well Rested: +1 to one of character’s three highest stats for 6 hours
- Poorly Rested: -1 to one of character’s three highest stats for 6 hours
- Stat can be chosen or rolled using 1d6 mapping Source: Gameplay Changes → Well Rested, Gameplay Changes → Poorly Rested
Character Economy Rules
- Inspiration is point-based (not binary), scales by level, and decays at end of session
- Inspiration capacity:
- Level 1-4: 1 point
- Level 5-10: 2 points
- Level 11-16: 3 points
- Level 17-20: 5 points
- Inspiration spend tiers:
- 1 point: advantage/assist/flashback/second wind
- 2 points: decisive moment/narrative control/resilience/heroic effort
- 3 points: turning point/critical moment/defiance/inspiration surge
- All points: fate’s hand/heroic intervention/miraculous escape/narrative twist
- Drastic Modifier:
- Only one held at a time
- Declare before roll
- Roll d4 for operation (+, −, ×, ÷) and a second die (default d6) for magnitude
- Fades if not used by end of scene Source: Gameplay Changes → Inspiration, Gameplay Changes → Drastic Modifiers
Combat/Action Notes
- Mounting another character is an action
- “Action ready at turn start” can grant +1 modifier
- PvP triggers DM review and can activate Divine Victim’s Right for direct-attack victims
- Divine Victim’s Right major limitations:
- Cannot kill PCs or NPCs in this state
- Victim cannot deal more damage than was taken from initial PvP hit
- Powers only work against offending initiator Source: Gameplay Changes → Actions, DM Custom Rules → PvP Scenarios, DM Custom Rules → Divine Victim’s Right
Magic Notes
- Touch spells cannot be extended
- Exception: Mage Hand can convey touch spells and is concentration
- Wishes are major setting-level effects and strongly depend on source (Gods, Devils/Demons, Genies, Fey, items) Source: Gameplay Changes → Spells, DM Magical Events → Wishes
High-Level Pressure
- Level 17+ gains Cosmic Awareness handicap package:
- Long rest vision risk on d20 (1-5)
- Social unease due to reality distortion
- Weekly cosmic-horror attraction hook (DM controlled)
- Disturbing insight rider on natural 20 Intelligence checks Source: Gameplay Changes → Cosmic Awareness, Levels Breakdown → Level 17
Other Core Mechanical Notes
- Level up HP floor: minimum +1 HP when rolling
- Touch-based spell extension restriction remains global across play Source: Gameplay Changes → Hitpoints, Gameplay Changes → Spells
Event Engines
Random Event Families
- Luck: favorable bends in reality
- Chaos: wild magic manifestations
- Doom: ominous warning chains
- Divine: direct godly interference
- Nature: environmental resonance Source: Gameplay Changes → Random Event Types, DM Custom Rules → Luck/Chaos/Doom/Divine/Nature Events
Event Dice Profiles (Fast Recall)
- Luck:
- Intensity: d20
- After-effect: d12
- Chaos:
- Volatility: d20
- Spread: d8
- Transformation: d10
- Doom:
- Severity: d20
- Clarity: d6
- Timeframe: d8
- Divine:
- Magnitude: d20
- Favor: d12
- Manifestation: d10
- Nature:
- Intensity: d20
- Scope: d8
- Element: d6 Source: DM Custom Rules → Luck/Chaos/Doom/Divine/Nature Events
Quick Trigger Matrix
- Travel lull: Nature or Luck
- Magical overload/spell stacking: Chaos
- High-stakes decision beat: Doom
- Sacred site or desperate prayer: Divine
Factions, Reputation, and World Add-ons
Kingdom and Nation Frame
- Reputation system supports positive/negative standing with material consequences
- Positive standing can unlock travel support, resources, and influence Source: Faction Reputation → Overview
Major Guild Snapshot
- Way Finders: exploration, maps, guidance, logistics
- Ethereal Consortium: planar research, portals, dimensional tools
- Crimson Cloud: clandestine intelligence, infiltration, assassination
- Verdant Network: wilderness protection, natural magic, ecological leverage
Reputation Adjudication Baseline
- +1: complete meaningful alignment action for faction interest
- -1: act against known faction interests or aid direct rivals
- Apply immediately and note visible consequence in scene when possible
World Add-ons to Always Remember
- Special Sites are intended as repeatable mechanical world features, not one-off flavor
- Recovery Sites can alter rest power and resource pacing
- Wild Magic/Planar/Reality zones can become region-defining hazards or boons
- Add-ons are designed to create political tension over control of high-value locations Source: World Additional, Special Sites
Environment and Site Toolkit
Special Site Categories
- Recovery sites (rest buffs, restoration)
- Wild magic zones (surges, antimagic, eruptions)
- Planar anomalies (time/gravity/echo)
- Magical resources (crystals/essence/transmutation)
- Environmental hazards (petrification, dream mists, necrotic zones)
- Altered reality zones (blessing/curse/flux)
- Sacred and arcane phenomena Source: Special Sites
Use Pattern
- Pick 1 site trait as passive scene modifier
- Pick 1 trigger for escalation
- Offer 1 reward and 1 complication tied to the site’s nature
DM Optional Modules
Wish Framework
- Wishes can replicate level 8 or lower spells safely more often
- Greater wishes should scale consequence risk with source and ambition
- Source behavior summary:
- Gods: generally fair within domain
- Devils/Demons: literal and malicious interpretation
- Genies: exploit loopholes
- Fey: whimsical or chaotic fulfillment Source: DM Magical Events → Wishes
Plot Armor Package
- Story-effect survival layer for selected characters
- On lethal outcome: drop to 1 HP, temporary immunity to damage until next turn, consume a use, apply dramatic consequence
- Recommended as sparing narrative tool, not default combat balance mechanic Source: DM Status Effects → Plot Armor
Source Index
Core Lore
- index
- The Timelines
- Dawn of The New Age
- Gods
- Divine War
- The Godwound
- The Godwounded
Rules
- Gameplay Changes
- Levels Breakdown
- World Additional
- Faction Reputation
- Special Sites
- DM Custom Rules
- DM Magical Events
- DM Status Effects
Locations (Fast Access)
- Arcanum
- Onyxia
- Memberia
- Luminia
- Rubilande
- Cat’s Eye
Map Scale Reminder
- World/continent/city: no strict scale
- Village: 10 m tiles
- Building/cave: 1 m tiles
- Dungeon: 5 m tiles Source: Information (Map Information)