Wednesday, June 25, 2014

Temple of Elemental Evil Game Setup Houserules

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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