Viser opslag med etiketten 2e. Vis alle opslag
Viser opslag med etiketten 2e. Vis alle opslag

onsdag den 3. april 2013

Dragon armor

In order to enchant 1 suit of dragon armor, you need:

- Enchant an Item spell
- A flame that has burned for 1 year.
- 200 lbs of wood from an oak that has been struck by lightning twice.
- 1 gallon of blood from a greater demon or devil
- 5 gallons of water from the Faerie Realm
- Enchant an Armor spell (researchable, 4th level spell)
- Permanency spell

- Place the armor on a 1000 year old altar
- Cast enchant an item
- Set the armor on fire (with the flame and the wood)
- Douse the flames with the water and the blood
- Cast enchant an item on the armor
- Cats enchant an armor and enchant it depending on level (+1 at 12th, +2 at 14, +3 at 16, +4 at 18th, +5 at 20th)
- Cast Permanency on the armor

Rod of Lordly Might


Rod of Lordly Might
This metal rod resembles a mace with a flanged head at one end and six brass buttons in a row along the haft.
The rod of lordly might is a +2 mace
Additionally, you can use the following properties.
Paralyzing Strike (1/day): Save or be paralyzed (melee reach)
Invoke Fear (1/day): Save or fear in 5' radius (must be able to see rod)
Drain Life (1/day): Make a melee attack with the rod against a creature within your reach. If the attack hits, it deals 3d6 extra damage, and you regain 3d6 hit points.

Buttons: Once per round on your turn, you can press one of the rod’s six buttons (no action). The button’s effect lasts until you push a different button or until you push the same button again, which causes the rod to revert to its normal form.

1. +1 flame tongue longsword (+2 vs regenerating, +3 vs cold-using, +4 vs undead)
2. 
+4 battleaxe
3. 
+3 spear
4. Climbing pole. A spike at the bottom anchors the pole in surfaces as hard as granite, while the other end sprouts three sharp grappling hooks. The rod stretches to a maximum length of 50 feet, stopping at whatever length you choose. Horizontal bars 3 inches long fold out from the sides, 1 foot apart, in a staggered progression, forming a ladder. The rod is firmly held in position by the spike and hooks, and it can bear up to 4,000 pounds.
5. Battering ram, which can be used to break down doors, barricades, and other unattended objects. The force exerted by the rod is equivalent to Strength 30.
6. The rod indicates magnetic north and gives you knowledge of your approximate depth beneath the surface or your height above it.

Dispel Magic

The following changes to Dispel Magic have been agreed upon.

You choose to target one target or an area.
If you choose one target, you get to roll against all spells in place on that target.
If you choose an area, you get to roll against the highest spell in place on each target.

torsdag den 13. december 2012

Dying - Houserule

A character does not die at -10 hit points. Instead he dies at -10-level. Ie a 5th level character dies at -15 hit points. This is to offset that damage goes up, but the death-buffer (0 to -10) never changes, thus ensuring a much, much greater lethality at higher levels.

fredag den 26. oktober 2012

Energy drain and aging

ENERGY DRAIN: Lose average HP (2/3/4/5) and 1 spell of highest spell level and take a -1 penalty to hit and saves. If drained to level 0, in coma until save vs death magic is made. Save after first night of rest, then after a week, then after a month, then after a another month, and so on, and so on. Energy Drain can also be removed by Restoration or by a ritual. The ritual however can easily kill the person that you try to cure.

Every time a energy draining creature hits you, it gains +1 to hit, +1 damage, +5 hit points per level drained.

AGING: Age until next category. If you die of old age, you are in a coma. Save vs death magic after a night's rest, after a week, a month and then after another month, etc, etc. Just like energy drain, there is a dangerous ritual that can revert the effects.

Standard age -> middle age (-1 str/con) -> old age (-2 str/dex, -1 con) -> venerable (-1 str/dex/con) -> coma

 

torsdag den 18. oktober 2012

Rod, staff and wands

Wands usually comes with 7 charges. Whenever a wand reaches 0 charges, roll 1d20. On a critical failure (a 1) the wand crumbles to dust/doesnt work anymore. Otherwise, each day at dawn, a wand recharges 1d6+1 charges.

Wand of Fire: As DMG, except:
Burning Hands, 1 charge
Pyrotechnics, 1 charge
Fireball, 3 charges
Wall of Fire, 5 charges

Wand of Lightning: As DMG, except
Shock, 1 charge
Lightning Bolt, 3 charges

onsdag den 17. oktober 2012

More on House rules

We decided last night:

  • Sleep needed in order to recover spells need not to be consecutive. Meaning, you can sleep for 4 hours, take a 2 hour guard duty, then sleep for another 4 hours and then memorize.
  • We will be implementing the new skills system, I suggested in an earlier post. So please try to update your character. It's very easy.
  • Regarding energy drain and similar attacks, I have gotten some feedback, and I know now how I will run it. How will be a surprise. ;)
  • When a character dies, his player can meta-choose an item that he takes with him to the grave for sure. The group then picks one item they can keep. The rest of the characters items poofs (are buried, never to be retrieved). A character's spellbook counts for an item.
  • I thought about levitating, and it's kinda lame. From now on, you can levitate at the rate of 20' (4 squares) as a move action (and still attack/cast spells etc). If you do nothing but levitate, you can move 40' (8 squares) up or down.
  • From now on, you can only use your dark elf specialities once per day per ability. So at first level, you can cast darkness 1/d, Faerie Fire 1/d and dancing lights 1/d.

torsdag den 11. oktober 2012

Darkness and other dark elf powers

Seems to me that the whole dark elf campaign was a good idea. So far, it's been fun. I do however think that all those innate powers are way too much. Now, I am all for preserving the dark elf feel, but maybe we can tone it down a little. Combats tend to be long and boring if all main enemies are blinded, all the time.

So instead, I suggest we should change to a more sane setup.

1st level: Cast darkness, faerie fire and dancing lights all 1/day

5th level: Levitate, know alignment and detect magic, all 1/day

6th level, IF INT 16 or higher, then use inate spell and cast normal spell (or two innate abilities at the same time)

7th level, clerics, priests and wizards gain clairvoyance, detect lie, know aligment and dispel magic, all 1/day.

onsdag den 10. oktober 2012

Proficiencies -> Skills

So, speaking of skills, here is my suggestion to change them.

You roll d20 + stat - 10 vs target numbers. So for example, if you have an 16 int, you roll d20 + 6 int bonus vs a target number when you attempt to appraise something.

If the skill is a general skill or a class skill, you get a +2 bonus to your rolls for that skill.

Cross-class skills still cost one extra slot.

You still get the same amount of skills as you get NWP's. Except as follows:

Rogues get Sleight of Hand, Open Locks, Remove Traps, Stealth, Listen, Climb and Decipher Script for free. Rogues also get a +4 bonus to those skills instead of the normal +2 bonus.

Bards get Climb, Listen, Sleight of Hands, Decipher Script for free

Rangers get Stealth and Tracking for free. Rangers also get a +4 bonus to Track.

Below is the list. I tried to keep almost all the old options, even the infinitely stupid ones that we never use, just in case. The blue ones are old ones that changed a bit, due to the nature of switch from proficiencies to skills. The red ones are new ones, sorta. While I was at it, I added the thief skills, since the percentile skills are silly and suck. Should make the thief better.

Otherwise, the skill do pretty much what the proficiencies used to do. Except that the target numbers are less arbitrary and random. Instead the target numbers are as follows:

Basic: DC 5
Average: DC 10
Superior: DC 15
Exceptional: DC 20
Legendary: DC 25

Hitting exceptional or Legendary DC's when less is required usually has it's benefits :)

GENERAL
Agriculture (int)
Animal Handling (wis)
Artistic Ability (wis)
Blacksmithing (str)
Brewing (int)
Carpentry (str)
Cobbling (dex)
Cooking (int)
Dancing (dex)
Direction Sense (wis)
Etiquette (cha)
Firebuilding (wis)
Fishing (wis)
Heraldry (int)
Languages, Modern (int)
Leatherworking (int)
Lore, Local (int) - Knowledge of the inner workings of a town, a city
Mining (wis)
Pottery (dex)
Riding, Airborne (wis)
Riding, Landbased (wis)
Rope Use (dex)
Seamanship (dex)
Seamstress/Tailor (dex)
Singing (cha)
Stonemasonry (str)
Swimming (str) - Penalty to check depending on armor**
Weather Sense (wis)
Weaving (int)

PRIEST
Ancient History (int)
Astrology (int)
Dark Arts (int) - Knowledge of demonology, exorcisms and dark magic in general
Diplomacy (cha) - Replaces Etiquette. Also covers knowing what to say.
Engineering (int)
Healing (wis)
Herbalism (int)
Languages, Ancient (int)
Local History (cha)
Musical Instrument (dex)
Reading/writing (int)
Religion (wis)
Spellcraft (int)

ROGUE
Ancient History (int)
Appraising (int)
Blind-fighting (N/A)
Climbing (str) - Climb stuff. +4 bonus if rogue. Penalty to check depending on armor*
Diplomacy (cha) - Replaces Etiquette. Also covers knowing what to say.
Decipher Script (int) - Discern context of languages that he doesn't speak/read. +4 bonus if rogue
Disguise (cha)
Find Traps (int) - Spotting traps. +4 bonus if rogue
Forgery (dex)
Gaming (cha)
Gathering Information (cha) - Uncovering unknown information and/or secrets.
Geography (int) - Intimate knowledge of an area's geography.
Gem Cutting (dex)
Juggling (dex)
Jumping (str)
Listen (wis) - Hearing stuff. +4 bonus if rogue
Local History (cha)
Musical Instrument (cha)
Open Locks (dex) - Opening locked locks. +4 bonus if rogue
Reading Lips (int)
Remove Traps (int) - Disabling a trap. +4 bonus if rogue. Penalty to check****
Set Snares (dex)
Sleight of Hand (dex) - Picking pockets and the like. +4 bonus if rogue. Penalty on check****
Stealth (dex) - Ability to move silently while hiding. +4 bonus if rogue. Penalty on check*****
Tightrope Walking (dex)
Tumbling (dex)
Ventriloquism (int)

WARRIOR
Animal Lore (int)
Armorer (int)
Blind-fighting (N/A)
Bowyer/Fletcher (dex)
Charioteering (dex)
Endurance (con)
Gaming (cha)
Geography (int) - Intimate knowledge of an area's geography.
Hunting (wis)
Mountaineering (N/A) - Penalty to check depending on armor***
Navigation (int)
Running (con)
Set Snares (dex)
Survival (int)
Tracking (wis) - +4 if ranger
Weaponsmithing (int)

WIZARD
Ancient History (int)
Astrology (int)
Dark Arts (int) - Knowledge of demonology, exorcisms and dark magic in general
Engineering (int)
Gem Cutting (dex)
Geography (int) - Intimate knowledge of an area's geography.
Herbalism (int)
Languages, Ancient (int)
Navigation (int)
Reading/writing (int)
Religion (wis)
Spellcraft (int)


*: Penalty = Base AC of armor worn - 2. So chain mail (AC 5) gives a -3 penalty.
**: Penalty = Base AC of armor worn + 2. So chain mail (AC 5) gives a -7 penalty.
***: Penalty = Base AC of armor worn -3. So chain mail (AC 5) gives a -2 penalty.
****: Penalty = Base AC of armor worn -2. So chain mail (AC 5) gives a -3 penalty.
*****: Penalty = Base AC of armor worn -3. So chain mail (AC 5) gives a -2 penalty.











søndag den 7. oktober 2012

Energy Drain

Possible House rules

I would like to tweak Energy Drain attacks. They tend to ruin characters and campaigns and while fun for about 10 seconds, when players are scared, they only lead to less fun overall. Below are 11 suggestion as to how we can deal with that type of attack in our 2e campaigns. Look them over and we will talk about it on Tuesday.

 

  • Lost xp is regained at double the normal rate
  • Saving throw at the end of the day/week to avoid level loss
  • Levels return after a period of time (day/week)
  • Restoration is lower level spell with no drawbacks
  • Character doesn't actually lose level, gains "negative level" instead. Each negative level gives a -1 penalty to all die rolls.
  • Religious ritual to restore level with sacrifice of magic item.
  • Con loss instead of level loss (Permanent)
  • XP loss (X% of what needed for next level)
  • Lost level/con/xp or negative level restored when creature which did the draining is killed.
  • Replace energy drain with hit point damage that can only be cured by natural healing.
  • Energy drain affects HD first.
Not matter which we choose, I think I will give those undead that drain a little bonus. Perhaps in the form of +1 to hit and +2d6 temp hit points per drained level. You know, to balance things out ;) - But that's an altogether different matter.

Casting spells from scrolls

The following is not a house rule, but since we had trouble finding it the other day...

 

When casting a (higher level) spell from a scroll, the chance of failure is


(Minimum caster level needed to cast spell - character level) * 5%

So for example, if you are 5th level and try to cast a 7th level spell.

(15 (min. level needed to cast 7th level spells) - 5) *5% = 50% chance of failure

If a failure happens, consult overview below

Caster level difference = 1-3 -> 95% chance of total failure; 5% of reverse or harmful effect

Caster level difference = 4-6 -> 85% chance of total failure; 15% of reverse or harmful effect


Caster level difference = 7-9 -> 75% chance of total failure; 25% of reverse or harmful effect


Caster level difference = 10-12 -> 65% chance of total failure; 35% of reverse or harmful effect


Caster level difference = 13-15 -> 50% chance of total failure; 50% of reverse or harmful effect


Caster level difference = 16+ -> 30% chance of total failure; 70% of reverse or harmful effect

fredag den 27. juli 2012

Buying potions

Buying potions is possible, at times. In big cities, common potions are available to buy. But since potions are fairly expensive, no one makes them up front. So while a big temple might have 1 or 2 of a common sort, anything more and you need to wait for the potions to be made from scratch. If you
are looking for a rare potion, you need to ask around and see if anyone has the formula. If you are
looking for a rare and illegal potion, you need to visit the shadier side of town and see if someone is willing to share. Prices of rare and illegal potions may be higher than the price listed.

As dark elves, things a bit different. You may normally purchase common potions, as they are
available with your house. If you want anything other than common potions, your house may not have it, and getting it outside of the house means making a really good contact at another House or heading down to Scumtown, and try your luck there.

Common potions that are always available in a big city
Name Price Time
Animal Control 400 gp 4 days
Climbing 400 gp 5 days
Healing 400 gp 2 days
Sweet Water 500 gp 2 days
Water Breathing 500 gp 4 days
Fire resistance 500 gp 3 days
Flying 700 gp 5 days
Extra-Healing 800 gp 4 days


Rare potions that are not always available
Name Price Time
Heroism 500 gp 3 days
Invulnerability 800 gp 4 days
Speed 1.000 gp 5 days
Super-heroism 1.000 gp 5 days
Vitality 1.000 gp 6 days
Giant Strength 1.400-2.000 gp 8 days
Elixir or Health 2.000 gp 10 days


Rare potions that are generally considered illegal to purchase in good/neutral aligned cities
Name Price Time
Levitation 500 gp 3 days
Dimunition 500 gp 3 days
Gaseous form 600 gp 3 days
Clairaudience 700 gp 3 days
Clairvoyance 700 gp 3 days
Invisibility 700 gp 3 days
Philter of Love 800 gp 2 days
Polymorph Self 800 gp 6 days
ESP 1000 gp 5 days
Human control 1.000 gp 5 days






Posted with Blogsy

Researching new spells

The rules below pertain only to wizards, specialist wizards, priests and clerics. Bards, rangers, paladins and other pseudo-casters do not have the discipline and knowledge to invent new spells.

First, one must find another spell. As a general rule, we should stick to not re-inventing everything, since the balancing of spells is very diffult. As such, if your caster wants a new spell, you should look at already published spells, such as those found in the Tome of Magic, Complete Wizards Handbook and the like. You pick a spell, and treat it as something your character has "invented" and then proceed to research it. If/when you succeed, you can add it to your spellbook/spell-list. In the case of clerics and priests, most spells from Tome of Magic are from spheres they can not cast. Thus, if you want the spell on your list, you need to be able to fit it to one of the spheres to which you have access.

All research must take place in a laboratory, where the researcher must spend 8 hours for it to count as a day. It is possible to interrupt research during the day, but nothing lower than 1/2-days will count towards the time needed to finish the spell. Spell research is lengthy and expensive.

Buying your own laboratory is expensive. A lab normally costs between 1000 og 10.000 gold pieces. The bigger and better the lab, the better chance of researching the spell. It is sometimes possible to rent a lab, but usually only if you have a very close connection to the person renting it out. Casters usually do not let anyone snoop around their precious labs. If at all possible such renting comes at a cost as well, never less than 1/10th of the value of the lab per week.

Then you need to research the spell. The normal price of spell research is 200-500 gp/spell-level/week. A spell takes a minimum of 1 week + 1 week/spell-level to research. So a 1st level spell takes a minimum of 2 weeks at 200-500 gp/week (400-1.000 gp) and a 3rd level spell takes a minimum of 4 weeks at 200-500 gp/week (800-2.000 gp) to research. The price of research is rolled random at the beginning of each week.

You must be able to pay the weekly rate at the start of a week for it to count. If you run out of money, it is possible to take up the research once you have gathered enough money to continue.

When the time is up (for example, the 2 weeks for a 1st level spell), the you and the DM rolls to see if the caster has made the new spell.

The roll is based on several things, such as the INT or WIS (depending on class) of the caster, his level, the level of the spell and of course the laboratory.

Chance to research a new spell in %: Lab modifier + INT + LVL - 2 x spell level

Lab modifiers: 
1.000 gp lab: 10%
2.000 gp lab: 15%
3.000 gp lab: 20%
4.000 gp lab: 25%
5.000 gp lab: 30%
6.000 gp lab: 35%
7.000 gp lab: 40%
8.000 gp lab: 45%
9.000 gp lab: 50%
10.000 gp lab: 55%

If you fail your roll, you need to research for another week, paying the additional cost, before you may attempt to complete your research.

onsdag den 25. juli 2012

Spell-casting and interruption

Houserule

During a round in which you cast a spell, you have no DEX modifier to your AC until after you have completed your spell.

If you are hit before we get to the start of your initiative, you do not lose the spell you were about to cast, you are simply interrupted. If you are hit during the casting phase, you lose your spell.

Example: Jack wants to cast Cure Light Wounds - casting time 5. He rolls a 4 for initiative. If Jack is hit from initiative 0 to initiative 3, he is interrupted. If he is hit from initiative 4 to initiative 9, he is interrupted AND loses the spell from memory.

Just like all other house-rules, we will evaluate it at some point and decide whether we keep it or not.

I am also thinking about some sort of mechanic so that casters do not lose all their spells (automatically) when they are knocked unconscious. Maybe a hard INT-check (half stat) to keep each spell? Dunno, think about it, and we will talk about it at the table. Although we need to make sure we are not only giving stuff to the casters. It just seems a bit counter-productive that every time a caster goes down, a party has two choices. Drag around some dead weight for the rest of the day, or take a looong rest. But maybe it's just part of the 2e experience?

søndag den 15. juli 2012

A Primer to 2nd edition combat

 The Combat Round
1) DM decides what the monsters will do

2) Players state what they will do

3) Initiative is rolled.

Use 1d10 - low is good (fast)
Add weapon speed or spell casting time
Add other modifiers:

Reaction adjustment (DEX)
Magic weapons (+1 weapon gives -1 initiative)

Hasted -2
On higher ground -1
Set to receive charge -2Slowed +2
Slippery footing +2
In deep water +4
Submerged +6
Hindered +3 (entangled, climbing, held)

Natural weapons (small and medium) +3
Innate spell +3
Misc magic +3
Potion +4
Ring +3
Rod +1
Staff +2
Wand +3
Scroll (spell casting time)
Waiting +1

4)Actions are resolved in order of initiative

Note:
Offhand attacks are made at the same time as the main hand attack.
Additional attacks due to level or specialization come when everyone else has had one attack turn.
Spells with casting time of 1 round take effect at the end of the round, when all over attacks and actions are done.

5) New round, start over at 1)

What can you do in a round?
Full attack (and move 1/2 movement rounded down)
Cast a spell (and move 1/2 movement rounded down)
Move full movement
Drink a potion (and move 1/2 movement rounded down)
Light a torch (and move 1/2 movement rounded down)
Use a magical item (and move 1/2 movement rounded down)
Bind a character's wounds (and move 1/2 movement rounded down)
Search a body (and move 1/2 movement rounded down)
Recover a dropped weapon (and move 1/2 movement rounded down)
Make a Missile attack (full rate of fire)
Make a missile attack (half rate of fire) (and move 1/2 movement rounded down)
Charge someone
Withdraw (move 1/3 movement rate) away from enemy, provoking no AO's
Flee (double move, provoking AO's)
Stand up and attack (or move half movement rate)

Stuff like switching weapons, shouting orders, dropping stuff does not cost anything.

Surprise
Roll 1d10 - low is bad. 1-2-3 = you are surprised.
Modify for DEX (reaction adjustement)

If you attack someone surprised, you gain +1 to hit
If you are surprised, you gain -2 to saves
If you are surprised you gain no DEX bonus to AC

Neither attackers nor defenders can use spells during a surprise round, but magic items is okay


THAC0
Roll 1d20 - high is good.

Modifiers +'s are good, but you subtract them from your base THAC0
Fx: Base THAC0 14 and +3 from STR 18.00 and +2 from magic weapon = THAC0 9, meaning +11 to hit.

For me, the easiest way to calculate which AC I hit is as such:

Roll a 15.
15+11 = 26
20-26 = -6
You hit AC -6

or

Roll a 4
4+11 = 15
20-15=5
You hit AC 5

You can also do the following:

Subtract the die roll from your THAC0 or THAC0 from your die roll - just make sure the biggest number is first. If roll is bigger THAC0 number, then you hit a negative AC. If THAC0 number is bigger than roll, then you hit a positive AC.

Roll a 15
15-9 = 6
Since 15 > 9, you hit AC -6

Roll a 4
9-4 = 5
Since 4 < 9, you hit AC 5


Misc. attack modifiers
Higher ground +1
Defender invisible -4
Defender off-balance +2
Defender sleeping or held Auto-crit (HOUSERULED)
Defender stunned or prone +4
Defender surprised +1
Missile fire long range -5
Missile fire short range -2
Rear attack +2

Cover
25% hidden -2 to hit
50% hidden -4 to hit
75% hidden -7 to hit
90% hidden -10 to hit

Concealment
25% hidden -1 to hit
50% hidden -2 to hit
75% hidden -3 to hit
90% hidden -4 to hit

Spellcasting
No DEX bonus to AC while casting spells
HOUSERULED: No need for to hit against willing target.
If hit by attack (attack does not have to deal damage) before spell is complete or if fail a save before spell is complete, the spell fizzles.

Saving throw
Roll 1d20, high is good.
High DEX gives bonus to BW and saves to avoid stuff, such as fireballs etc.
High WIS gives bonus against illusions, charms and other mental attacks.
Magical rings and cloaks of protection give bonuses against all saves
Magical armor gives bonuses against any kind physical effect.

Hope it helps remembering ;)

Edited the mistake regarding saves

Menzo and around


Noble Houses of Menzo

House Argith - The first House of Menzo, now and probably forever. Ruled with an iron fist by High Priest  Da'kar, who has been around longer than any other living dark elf. That he isn't dead is the will of Asmodeus, another sign that House Argith is first amongst Houses. House Argith is just more powerful and older than any other House, except House T'orgh, which is the only other House that can trace it's ancestry all the way back the originals. More than 200 dark elves serve House Argith, with around 40 of them being Nobles. House Argith has about 2000 orcs and goblins serving them.

House Hume - The second House of Menzo, House Hume holds it's position due to a crafty leadership. While High Priest Q'lor might not be the most powerful of priests, he makes up with leadership and tactical skills beyond the norm. Although nasty tongues in taverns claim it is in fact
his former concubine Kiera that pulls all the strings. For generations, House Hume has also produced some of the finest dark elf fighters and rangers and not only are they skilled one on one, but they operate at a fearsome level when in groups, commanded by the many Hume captains, all coached by Q'lor and their Weapons Master G'lor. Around 150 dark elves serve House Hume, with the nobles making up about 25 of them. House Hume has about 1600 orcs and goblins serving them.




House Khalazza - The third house of Menzo is perhaps the smallest House, but in some ways, it is also the scariest. Where normally 1/10 noble dark elves show aptitude for magic, every noble born of the Khalazza House show a significant degree of aptitude for the dark arts. Fully half of their sons and daughters are wizards. High Priest F'er is both the one of the most powerful priests and wizards in Menzo. Only around 50 dark elves serve House Khalazza, with almost 20 of them being nobles. House Khalazza has about 450 orcs and goblins serving them.

House Naerth - Where House Khalazza has a tendency to produce wizards, House Naerth, fourth House of Menzo has a tendency to produce priests. It might not have the most powerful priest in Menzo, that honor falls to House Argith, but it certainly has one of the greatest numbers of
powerful priests, especially compared to the size of the House. But House Naerth is very different. Normally the rule of women is not allowed, but for some reason, Asmodeus has never reacted to High Priestess Binael taking power from her former husband that she (allegedly) killed with a dagger through his skull while making love to him. So for now, she rules. A little more than 70 dark elves serve House Naerth, and 25 of them are of noble blood. House Naerth has about 650 orcs and goblins serving them.
House Vrinn - Being the fifth House of Menzo is a relatively new thing to House Vrinn. They are one of two newer up-and-coming Houses that have made their way onto the council, where the 11 most powerful Houses are represented. It's rise to power has been quasi-meteoric, and a lot of
jealous eyes follow High Priest Jarl, who runs House Vrinn. While some are jealous of House Vrinns success, most despice them for the same. House Vrinn has enjoyed an enormous boost due doing what no one has done before. Trading on a large scale with humans. While not forbidden, it is certainly commonly frowned upon, and for some, it is still a sin. House Vrinn also has access to a lot of mercenaries and often employs other races for certain jobs. They also facilitate if other Houses need mercenary contacts. Almost 110 dark elves serve this dark elf House, and close to 15 of them are nobles of the family. House Vrinn has about 1450 orcs and goblins serving them.

House Xiltyn - Another of the very old Houses, House Xiltyn is one of those Houses that seem content, that do not make too many waves, usually siding with the majority (and House Argith). The sixth House of Menzo has a long history of making exceptional magical items and hording lore. What is less known, is that House Xiltyn, under the guidance of its young High Priest Re'qor recently has begun to consort both with drows, to acquire knowledge and certain minerals from the Deep Below,
but also with humans, in order to acquire even more lore from other races. Around 80 dark elves follow House Xiltyn, and 15 of them are nobles. House Xiltyn has about 800 orcs and goblins serving them.
House Dhalmass - By all rights, House Dhalmass, the seventh House of Menzo is way too small to hold the position it holds. But, High Priest E'toe is extremely well connected, and seems to know everything that goes on, both in Menzo and beyond. Thus, armed with that knowledge, he has
an uncanny ability to always chose the winning side in any given dispute or conflict. Failing that, he has at his beck and call some of the best assassins within thousands of miles, his sons, grandsons and
great-grandsons. Only 30 dark elves serve the House of Dhalmass, but 25 of them are nobles. House Dhalmass has about 250 orcs and goblins serving them.

House Jhalavar - House Jhalavar, eigth House of Menzo does not have many live members. In fact, it's mostly just the nobles, everyone else is pretty much undead. Actually, quite a few of the nobles are said to be undead as well, having used foul magics to prolong their lives. High Priest M'zor isn't one of them, at least not yet. Yet he rules and runs House Jhalavar with an iron fist. The House is said to cultivate close connections with a human group of necromancers called the Cult of Bones, that worship dead dragons. Only 25 dark elves serve this house, and 24 of them are nobles. Only one living dark elf serves the House of Jhalavar. House Jhalavar has no orcs and goblins serving them, but instead an army of undead. How many is unknown.



House Mizzrym - Another of the new Houses on the Council, House Mizzrym has also enjoyed a rapid rise to the top of Menzo. While Vrinn rose due to dealings and planning, House Mizzrym owes it rise solely to the brute strength of their minds. Seemingly all master psions, High Priest
J'luk and his family has annihilated no less than seven other families in their quest for power. Allegedly of course. When will they stop, is the question every noble above them ask themselves. Others hate them, such as High Priest Venar of House T'orgh, who took it as a personal
slight, when House Argith and the Council let House Mizzrym jump ahead of House T'orgh in the ladder of power of Menzo. Mizzrym has more than 110 dark elves serving the House, and 25 of them are nobles. House Mizzryn has more than 1200 orcs and goblins serving them.

House T'orgh - The tenth House is one of original six houses in the Silent Forest. It can trace it's lineage all the way back to the original dark elves, sometimes calling themselves the Sons of Asmodeus. Very proud, but no longer very powerful. Ruled by High Priest Venar, one of the oldest of
Menzo. House T'orgh used to be much more influencial, in fact, it was third House of Menzo at some point, but some bad choices over the last couple of hundred years has seen House T'orgh slip down the ranks, and is now close to losing it's seat on the Council. Yet if Venar has proven one thing over the 700 year he has ruled his House, it is that he never gives up. More than 110 dark elves still serve House T'orgh, although the numbers have been dropping over the years. House T'orgh is a vast family, and has more than 35 nobles. House T'orgh has about 600 orcs and goblins serving them.





House Tuin - The last House on the Council, the eleventh House in Menzo, House Tuin owe their power to their trade agreements with other dark elf cities and settlements in the Silent Forest, as well as trade agreements with other dark elf cities around Era. High Priest Ty'rin runs the show, but his position is extremely weak and the assassination attempts have been numerous lately. Many speculate that it is just a matter of time, before he is replaced by his eldest son. House Tuin has around 70 dark elves serving it, with 20 of them being noble dark elves. House Tuin has about 750 orcs and goblins serving them.

Menzo, City of Dark Elves

Menzo
One of the bigger dark elf cities on the continent of Nala, Menzo houses nearly 10.000 dark elves, and more than twice that of goblins and orcs. Located deep within the Silent Forest, not far from Dragon Mountain, few outside the dark elves and their slaves know the precise location of the city.

Cloaked by enormous oak trees and ancient magic, you might walk very close by and not notice Menzo. Entirely surrounded by a 40' stone wall cloaked to blend in with the rest of the forest, the many towers hold vigilant guards that look for any enemy.

Outside the walls lies the fields, where thousands of orcs and goblins slave away to bring food to the tables of their dark masters. Stone guard-towers raised by magic overlook all fields, and while there are guards, they are comparatively few. All dark elf slaves know that any attempt at fleeing or rebelling is met with swipt and brutal retribution.

The Market is a large open area in the middle of Menzo, south of the Arena where
merchants come and deal all sorts of things.

The Temple is a huge structure that holds the Temple of Asmodeus, but also the quarters of every priest under education and where they train. Ro'kar Argith, son of Da'kar, is High Templar currently.

Just like the temple, the Tower is a large structure (shaped like three huge towers that are melted together) where all wizards of  Menzo receive their arcane education. Ri'jad Khalazza, brother of F'er Khalazza, is First Wizard as no one would dare challenge him for the title.

The Arena is where the warriors of Menzo are educated. The Arena is run by Master G'lor Hume, by many considered the finest swordsman in Menzo.

Scumtown is a fairly large area in the south-eastern part of Menzo, where most of the rabble live, meaning the dark elves with handicaps, the orcs and goblin slaves who belong to no Houses.

Most of the town is made up by claustrophobic alleys lined with 2-3 story high buildings on either side. The only exceptions to this is around the Market, the Temple, the Tower, the Arena and all the noble palaces. Those areas are usually protected by walls and a significant amount of open space. The noble palaces are huge high towers connected by bridges high above ground, all surrounded by walls.

Menzo, which is about 2 square km, is more or less formed as a circle, and measures a mere 800 meters from the center to the outer wall.

Major Products: Body dyes, chains, high-quality edible mushrooms, everdark ink , fine weapons, herbal medicines, poisons, potions, riding lizards (bred and trained), slaves, spiced sausages and wine (spiced and sparkling). Most of their trade are with the other dark elf cities in the Silent Forests, but some Houses trade with humans on a global scale.


The Priest


The specialty priest, or priest for short, is slightly different in my campaign. If you want to wield a mace and plate, you are a cleric. Priests are pure casters, even more devoted to the ideals of their god. They are more akin to the wizard, except they wield divine magic.

Crunch-wise, the priest is identical to the cleric. However, the priest can no wear any armor, he can only use simple weapons (dagger, staff, dart, sling) and instead, he casts spells as if he is one level higher with regards to duration and area of effect and such, all casting time below 1 round are shortened by 1, and he commands or turns undead as if he was 1 level higher.

Granted Powers for priests

House Rules and Optional Rules for 2e


Attacks of Opportunity
  • You can make one AO per creature, max 1+1/5 lvls (warriors 3+1/5) per round.
Training
  • When you level up, you automatically gain whatever you already have. If you wish to gain new abilities, such as new proficiencies, new spells, etc, you need to seek out an appropriate trainer - and pay the cost. 
Movement
  • Diagonal movement costs 50%
  • You can withdraw (and avoid AO's) from combat by doing nothing but moving during your turn and moving 1/3 of your movement.
Facing
  • There is facing. The facing of a creature can only be determined during it's turn
Initiative
  • We use the optional rule of individual initiative, including weapon speeds etc.
Hit Points
  • Whenever a character gains a level (up to level 9 or 10), he rolls as usual or gets half rounded down, whichever is greater. He then adds his CON modifier. Fx: A fighter rolls a 2, but since half rounded down is 5, he gets 5 hit points + CON modifier.
Healing
  • Magical Healing starts at 0 hit points
  • Natural Healing starts at current hit points (can be negative).
  • Natural healing is 1 die per odd level of class. 
    • A 1st level fighter heals 1d10  hit points per night's
    • A 5th level rogue heals 5d6 hit points. 
  • A successful herbalism check adds another 2 Hit Dice worth of healing.
  • If you are reduced to 0 hit points, you are unconscious
  • If you are reduced to negative hit points, you lose 1 hit point per round on your turn. If you reach -10 hit points, you are dead.
Proficiencies

  • If you want to take proficencies normally not available to your class, the NWP costs an additional slot.
  • You can use most NWP's even if you do not have it. But your stat is halved.
  • You get a number of bonus non-weapon proficiencies based on your intelligence (equal to number of languages). If you are a warrior (fighter, paladin, ranger), you may use those bonus proficiencies to acquire additional weapon proficiencies.
  • It is possible for fighters to gain weapon mastery (+3/+3) with a weapon. Doing so costs 3 weapon Proficiencies and can not be acquired at level 1
  • There are five weapon styles that can also be acquired by spending weapon proficencies.
    • Weapon and Shield Style: Gain ability to make shield-rush, shield-punch, block and trap without losing the bonus to the shield.
    • One-handed weapon style: +1 AC bonus when fighting with a one-handed weapon and no shield or offhand-weapon. Investing 2 WP's causes the bonus to rise to +2.
    • Two-handed weapon style: increase speed of weapon by 3. If using a one-handed weapon in two hands, you still get the increased speed of weapon, but also a +1 damage bonus.
    • Two-weapon style: Penalties go from -2/-4 to 0/-2. If an additional slot is used, you gain the ability to use two weapons of equal size. 
    • Missile or thrown Weapon Style:  Ability to move up to 1/2 movement and still have full rate of fire or make full movement and half rate of fire. They also gain a bonus of -1 AC against missile fire when attacking with a ranged weapon.

Racials
  • There are no racial minimums. 
  • There are no racial level limits
  • There are no racial limitations on class
  • To balance humans with the other races, they get a +10% xp bonus, +1 hp/level
Attacks
  • Critical hits = Max damage + normal damage, so if a character normal deals 1d8+6 damage, he deals 14+1d8 damage on a critical hit.
  • Firing into melee: Unless the target has cover, there are no penalties. If cover, then -2 to hit.
  • Called shots
Classes
  • Anyone can multi-class
  • There is no dualclassing
  • Both specialty priests and clerics use spontaneous casting 
  • It is possible to cast a known spell as ritual. The cost is 1 ritual stone per spell-level
  • Thieves get backstab bonus when attacking from the rear.