Temple of
Elemental Evil Setup Rules (House rules)
Anything in RED is
not allowed (I.e. for evil creatures).
Just here for reference
Races:
- Races straight from 5e - Dwarf, Halfling, Half-Elf, Half-Orc, Gnome
- Dragonborn from below. Always 1 Human parent.
- Only Metallic Colors (Gold, Silver, Bronze, Copper or Brass)
- Evil Dragons are Chromatic (Blue, Black, Red, Green, White)
- Warforged are available only if a different character plays an Oeridian
- Elf from below. Name in () tell you what 5e type they are.
- High (High)
- Grey (High)
- Valley (High)
- Aquatic (DEX +1, WIS +1, Speed: 30ft, Low-Light Vision, Sea Elf Training (Trident, Net), Keen Senses, Trance, Languages (Elvish, Common), Fey Ancestry, Swim: Swim speed is 40ft; Aquatic: Breath Underwater, Resist Cold)
- Sylvan (Wood)
- Grugach (Wood)
- Drow (Straight from 5e)
- Kender, Tiefling do not exist in this realm.
- Human from below. Do not use Human stats in book
- All Humans get:
- 1 Free Language
- 30ft Speed
- Normal Vision
- Suloise (Pale Skin, Violet, Grey or Blue Eyes, Wispy Hair, Blond to Light Red Hair)
- Northern - +2 WIS, +2 CON, Resistance to Cold
- Duchy of Urnst - +2 DEX, +1 WIS, 1 Cleric Cantrip, ADV vs. Spell Saves
- Flannae (Brown Skin, Coppery to Deep Brown Eyes, Black to Brown Wavy/Curly Hair)
- +2 WIS, +1 CHA, 35 ft Move, ADV on Spot and Listen
- Rhenee (Tan to Olive Skin, Black to Brown Hair, Any Color Eyes)
- +2 CHA, +2 DEX, ADV on Stealth Checks
- Baklunish (Golden Skin, Green or Grey-Green Eyes, Blue Black to Dark Brown Hair)
- +2 INT, +1 DEX, 1Mage Cantrip, ADV vs. Spell Saves
- Oeridian (Tan to Olive Skin, Honey Blond to Black Hair, Any Color Eyes)
- +2 STR or +2 DEX, +1 CON, 1 Special from Below
- +2 Non-Magical Weapon (+2 To Hit and +2 Damage)
- Special Armor (Dragon Leather, Studded Dragon Leather, Dragon Scale, Splint, Banded)
- Warforged Ally and +1 Non-Magical Weapon
Classes:
- All classes are OK
- Monks and Barbarians are rare
- Spell Components cost 1gp for a day's supply (except for special components)
- Mages can be a student under one of the great wizards of Greyhawk (Circle of Eight). If they are then they get access to extra spells. These Wizards are:
- Bigby - Former apprentice of Mordenkainen and member of the Circle of Eight. Lives in Scant (capital of Onnwal). Spells mostly create hands to do things.
- Drawmij - Member of the Circle of Eight. Lives in an underwater fortress beneath the Azure Sea. Spells mostly involve movement or carrying things.
- Mordenkaninen - Leader of the Circle of Eight. Lives in Greyhawk City. Lots of Protection and Defense Spells.
- Nystul - Member of the Circle of Eight. Lives in Redspan in the Duchy of Tenh. Spells mostly light type spells (beams, bursts).
- Otiluke - Member of the Circle of Eight. Lives in Greyhawk City. Spells mostly contain Spheres of Elemental Forces
- Otto - Member of the Circle of Eight. Lives in Greyhawk City. Mostly Charm and Sound Spells
- Rary - Member of the Circle of Eight. Lives in Lopolla the capital of Ket. Spells strengthen the mind and other spells.
- Tenser - Member of the Circle of Eight. Lives in the Fortress of Unknown Depths near Magepoint. Most famous for his Floating Disc and Transformation he is more a Jack of all Trades wizard.
Backgrounds:
- Pick a background. The Skills are added to your class skills
- Backgrounds that are restricted (need a good backstory to get them)
- Jester - Why were you released from the Noble family you were a Jester for?
- Noble - Why would you be traveling the countryside. What about your duties?
- Priest - Why are you not with a temple to do your work?
- Soldier - Why are you not working for the military that trained you?
Clerics:
- All Deities need to be from Greyhawk Book (L- Lawful, C- Chaotic, N- Neutral, G- Good, E- Evil)
- Old Faith is Beory, Obad-Hai, Ehlonna, Moradin, Corellon Larethian, Kord
- New Faith is Boccob, Pelor, Saint Cuthbert, Procan, Lendor, Rao
Greater deities:
- Beory, (N) goddess of the Oerth, Nature, and Rain.
- Boccob, (N) god of Magic, Arcane Knowledge, Balance, and Foresight.
- Corellon Larethian, (CG) god of Elves, Magic, Music, Arts, Crafts, Poetry, and Warfare.
- Incabulos, (NE) god of Plagues, Sickness, Famine, Nightmares, Drought, and Disasters.
- Io, (N) god of Dragonkind, Balance, and Peace.
- Istus, (N) goddess of Fate, Destiny, Divination, Future, and Honesty.
- Kord, (CG) god of Athletics, Sports, Brawling, Strength, and Courage.
- Lendor, (LN) god of Time, Tedium, Patience, and Study.
- Moradin, (LG) god of Dwarves, Creation, Smithing, Protection, Metalcraft, and Stonework.
- Nerull, (NE) god of Death, Darkness, Murder, and the Underworld.
- Pelor, (NG) god of the Sun, Light, Strength, and Healing.
- Procan, (CN) god of Seas, Sea Life, Salt, Sea Weather, and Navigation.
- Rao, (LG) god of Peace, Reason and Serenity.
- Tharizdun, (CE) god of Eternal Darkness, Decay, Entropy, Malign Knowledge, and Insanity.
- Ulaa, (LG) goddess of Hills, Mountains, and Gemstones.
- Wee Jas, (LN) goddess of Magic, Death, Vanity, and Law.
- Zilchus, (LN) god of Power, Prestige, Money, Business, and Influence.
Lesser deities:
- Allitur, (LG) god of Ethics and Propriety.
- Atroa, (NG) goddess of Spring, East Wind, and Renewal.
- Beltar, (CE) goddess of Malice, Caves, and Pits.
- Berei, (NG) goddess of Home, Family, and Agriculture.
- Bleredd, (CN) god of Metal, Mines, and Smiths.
- Bralm, (LN) goddess of Insects and Industriousness.
- Celestian, (NG) god of Stars, Space and Wanderers.
- Delleb, (LG) god of Reason, Intellect, and Study.
- Ehlonna, (NG) goddess of Forests, Woodlands, Flora and Fauna, and Fertility.
- Erythnul, (CE) god of Hate, Envy, Malice, Panic, Ugliness, and Slaughter.
- Fharlanghn, (NG) god of Horizons, Distance, Travel, and Roads
- Fortubo, (LG) god of Stone, Metals, Mountains, and Guardianship.
- Garl Glittergold, (NG) god of Gnomes, Protection, Humor, Trickery, Gemcutting, and Smithing.
- Geshtai, (N) goddess of Lakes, Rivers, Wells, and Streams.
- Gruumsh, (CE) god of Orcs, Conquest, Survival, Strength, and Territory.
- Heironeous, (LG) god of Chivalry, Justice, Honor, War, Daring, and Valor.
- Hextor, (LE) god of War, Discord, Massacres, Conflict, Fitness, and Tyranny.
- Joramy, (NG) goddess of Fire, Volcanoes, Wrath, Anger, and Quarrels.
- Kurell, (CN) god of Jealousy, Revenge, and Theft.
- Lirr, (CG) goddess of Prose, Poetry, Literature, and Art.
- Llerg, (CN) god of Beasts and Strength.
- Lolth, (CE) goddess of Drow, Spiders, Evil, Darkness, and Chaos.
- Lydia, (NG) goddess of Music, Knowledge, and Daylight.
- Myhriss, (NG) goddess of Love, Romance, and Beauty.
- Norebo, (CN) god of Luck, Gambling, and Risks.
- Obad-Hai, (N) god of Nature, Woodlands, Freedom, Hunting, and Beasts.
- Olidammara, (CN) god of Music, Revels, Wine, Rogues, Humor, and Tricks.
- Phaulkon, (CG) god of the Air, Wind, Clouds, Birds and Archery.
- Pholtus, (LG) god of Light, Resolution, Law, and Order.
- Phyton, (CG) god of Nature, Beauty, and Farming.
- Pyremius, (NE) god of Fire, Poison, and Murder.
- Ralishaz, (CE) god of Chance, Ill Luck, Misfortune, and Insanity.
- Raxivort, (CE) god of Xvarts, Rats, Wererats, and Bats.
- Saint Cuthbert, (LG) god of Common Sense, Wisdom, Zeal, Honesty, Truth, and Discipline.
- Sehanine Moonbow, (CN) goddess of Mysticism, Dreams, Far Journeys, Death, Full Moons, and Transcendence, Elvish Goddess.
- Sotillion, (CG) goddess of Summer, South Wind, Ease, and Comfort.
- Syrul, (NE) goddess of Lies, Deceit, Treachery, and False Promises.
- Telchur, (CN) god of Winter, Cold, and the North Wind.
- Tiamat, (LE) goddess of Evil Dragons, Conquest, and Greed.
- Trithereon, (CG) god of Individuality, Liberty, Retribution, and Self-Defense.
- Velnius, (NG) god of the Sky and Weather.
- Wenta, (CG) goddess of Autumn, West Wind, Harvest, and Brewing.
- Xan Yae, (N) goddess of Twilight, Shadows, Stealth, and Mental Power.
- Xerbo, (N) god of the Sea, Sailing, Money, and Business.
- Yondalla, (LG) goddess of Halflings, Protection, Fertility, Children, Security, Leadership, Diplomacy, Wisdom, the Cycle of Life, Creation, Family and Familial Love, Tradition, Community, Harmony, and Prosperity.
- Zodal, (NG) god of Mercy, Hope, and Benevolence.
Demigods:
- Iuz, (CE) god of Deceit, Pain, Oppression, and Evil.
- Rudd, (CN) goddess of Chance, Good Luck, and Skill.
- Wastri, (LE) god of Amphibians, Bigotry, and Self-Deception.
- Zagyg, (CN) god of Humor, Eccentricity, Occult Lore, and Unpredictability.
- Zuoken, (N) god of Physical and Mental Mastery.
Alignments
- Only Good or Neutral. Can be Lawful, Neutral or Chaotic.
Time of Actions
- In Combat
- Round takes 6 seconds
- 1 min spells last 10 rounds
- 10 min spells last 60 rounds
- Outside Combat
- Each action is 5 min unless told by the GM that they are being sneaky or doing multiple things at the same time
- Searching Action is 15 min. If you spend 30 min you get ADV on roll
- Sneaky Action is 10 min
- Spot and Listen are 1 Round (6sec) and can be done while doing other things. If you take 5 min and everyone is quiet then you get ADV on Listen checks
- Opening Doors is 1 Round (6sec) unless you are trying to be quiet. Then it will be 1 min
- On most checks you can double the time for ADV
- Travel Time Villages
- 20ft is 1 SQ
- 300ft a min is average characters walking speed
- Travel Time Hex
- Each Hex is 30 miles on large Map
- Small Maps use scale on them
- Character Speed in miles a day
- Pace Per Hour (Fast 3 miles, Moderate 2 miles, Slow 1 mile)
- Avg Character can walk 30 miles a day
- Avg Character can force march 60 miles a day
- Horses can travel 60 miles a day
- Difficult Terrain will half miles a day
- Short Rest takes 15 min
- Long Rest takes 8 hours (some races might not need 8)
- You can only take one Long Rest every 8 hours
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