Keys And Portals

Keys

  • Your character may have started with a unique but unknown item. A Vistani Fortune Card, a trinket of jewelry, etc. These are keys. But you may not know what the portal is yet.
  • During the course of the adventure you may run across other keys.
  • Identifying a Key requires a DC 20 Insight Check or a DC 16 Arcana Check. You are not required to know magic in order to operate a key except in certain cases. (There are certain keys that require a divine or magic keyholder).

Portals

  • All Player Characters started with knowledge of at least one or more portals:
  • If your character is native to a Prime World: You have knowledge of 1d4 portals. At least one of these portals leads from your homeworld to Sigil. The others can be defined however you like, and can have whatever keys you like. They can lead from Sigil to aywhere in the planes, or lead from anywhere in the Prime to anywhere else. Please note the portals you know on your character page.
  • Just because you know the Portal doesn't mean you have the key!
  • All Player Characters native to 'The planes' can start with knowledge of 1d4+2 portals. At least one of these portals will link their starting planar realm to Sigil. The others can be defined however you like, and can have whatever keys you like. They can lead from Sigil to aywhere in the planes, or lead from anywhere in the Prime to anywhere else. Please note the portals you know on your character page.