Plan B House Rules
At level 1 you may choose either of these methods for character creation:
- Online with me (DM) roll 4d6 take the best 3. You can choose to swap one roll for a 15.
- This array. 17,15,13, 12, 10, 8
HIT POINTS. PCs receive full CON score + full class hit die at 1st level, eg a Barbarian-1 with CON 16 has 16+12 = 28 hit points at level 1. A Wizard-1 with CON 10 starts with 10+6 = 16 hit points.
HP beyond L1 you may either take the average or roll with me (DM).
Playable RacesThe Dhari and the Kalayan's are the oldest natives of Thule. Atlanteans, Lomari, and Nimothan's are all refugees. The elves arrived through the 'World Gates' before the dwarfs, and no one has bothered to ask the Halflings of their origin.
Atlantean, setting specific human sub race. 1 in 10 Atlantean's survived the 'sinking' do you want to play one?
The 'High' Elves found in Imystrahl, City of the Black Lotus. Belong to an old and decadent realm. The elves of Imystral are cruel, capricious, and dissolute, looking inward in search of rarefied pleasures and interacting with the outside world as little as possible. A few hundred Sersid elves are said to haunt or guard the ruins of Sersidyen. Their dreamwalkers, highly sought-after soothsayers. Sersid Elf template: Ability Score Increase - Your Wisdom score increases by 1; Snow Sight - Your vision cannot be obscured by snow or ice effects; Cold Resistance - You have Resistance to Cold Damage; Ice Walk - You ignore the effects of difficult terrain caused by snow or ice.
The Dwarves were the last race to arrive in Thule through the world gates. Their City, Kal-Zinan, a reclusive mountain stronghold, is isolated in the eastern mountains.
HALFLING, THULEANNatives of the forests and jungles of Thule’s steaming interior, halflings are a barbarian people who build no cities and regard the ways of civilization with suspicion. They are the undisputed masters of stealth and woodcraft, using the terrain of their chosen homeland to easily avoid larger enemies. In fact, halflings are so good at avoiding people they do not want to meet that many civilised Thuleans consider stories of tribes of child-sized people living in Dhar Mesh or Phoor to be mere fables. Halflings have a reputation for being shy and suspicious of strangers, but this is not entirely deserved. They are often quite friendly and hospitable to strangers, once they have determined that the strangers are not enemies. They are happy to trade with people they trust, and more than a few jungle traders have become rich by bringing good metal tools and weapons to halflings with gemstones and ivory to trade. However, halflings are deadly foes to enemies foolish enough to venture into their territory. They are masters of ambush and poison, pelting invaders with a rain of envenomed arrows from the jungle shadows. Like other savage peoples, halflings know little of gods or arcane matters. Instead, they learn the secrets of nature spirits, calling upon them to help protect and nourish the tribe. They are deeply religious in their own way, and are often shocked to learn that civilized people are ignorant of the nature spirits. Curiosity about other people and no small amount of wanderlust encourage halfling adventurers to overlook the ignorance and bad manners of most humans.
THULEAN HALFLING SUBRACE The halflings of Thule belong to a subrace not found in other worlds. In addition to the racial characteristics common to all halflings, Thulean halflings have the following traits. Ability Scores: +1 Wisdom. Halflings are perceptive and deeply reverent of their forest spirits. Alignment: The halflings of Thule are a barbarian people who place freedom and individual honor above obedience to authority. They are also some of the kinder and more generous people to be found in the savage continent, although simple survival dictates a certain amount of reclusiveness in dealing with Thule’s more aggressive races. Most Thulean halflings are chaotic neutral or chaotic good. Masters of Woodcraft: Thulean halflings can attempt to hide in any forest, jungle, marsh, or swamp setting, as long as they have partial cover or are lightly obscured by their surroundings. Languages: Thulean halflings speak Dhari and Low Atlantean (the common tongue). Most are not literate (see Character Class and Literacy, later in this chapter). Halflings do not have a language of their own, and instead speak a dialect of Dhari, the language of their human neighbors in Dhar Mesh.
- Online with me (DM) roll 4d6 take the best 3. You can choose to swap one roll for a 15.
- This array. 17,15,13, 12, 10, 8
HIT POINTS. PCs receive full CON score + full class hit die at 1st level, eg a Barbarian-1 with CON 16 has 16+12 = 28 hit points at level 1. A Wizard-1 with CON 10 starts with 10+6 = 16 hit points.
HP beyond L1 you may either take the average or roll with me (DM).
More than one Thulean adventuring party has included a Goliath. The Baron of Woe being the most famous. Goliath (https://www.dndbeyond.com/races/goliath).
No one is certain what—or who—might be hidden in the vast wilderness of Thule or on one of the other continents. It's even possible that a character might blunder into Thule through a magical gateway or sinister curse and might be the only example of his or her race. Characters of unusual races are left to the GM's discretion.
Table 2–1: Character Class and Literacy DC Class Intelligence check Barbarian DC 20 Bard DC 5 Cleric DC 5 Druid DC 15 Fighter DC 15 Monk DC 10 Paladin DC 10 Ranger DC 15 Rogue DC 15 Sorcerer DC 5 Warlock DC 10 Wizard DC 0
Melee combat Flanking +2 to hitSurrounding + 5 to hit
Healing Services
1 hour with a Healer (Proficiency: Medicine) who makes a DC 15 INT (Medicine) check restores 5 hit points and removes 1 disability. A check uses up an entire Healer's Kit (10 uses, 5gp). Using a healer's kit on yourself incurs Disadvantage on the check. A proficient healer treating another who is at 1 hp or higher may use their passive Medicine score for the check.
Characters may benefit from at most 8 hours of treatment (8x5=40 hp) per day
Resting In normal circumstances, you may short rest twice per day. A long rest takes three days if the resting character has access to a sufficiently safe and comfortable environment (private quarters in a tavern or on a ship). A long rest will take a week in more rugged conditions (camping or a shared room).
Weapons and armour
Armour & Cost AC STR & Stealth Weight Light Armour
Leather Cuirass 100 gp 13 + Dex modifier (max 2) - / - 15 lbs. Medium Armour
Mail Cuirass 600 gp 15 + Dex modifier (max 2) Str 13 / Disadvantage 40 lbs Bronze Cuirass 900 gp 16 + Dex modifier (max 2) Str 13 / Disadvantage 50 lbs Heavy Armour
Scale Coat 40 gp 15 Str 13 Penalty 35 lbs
Armour by CityQuodeth has little capacity at iron-smithing. The typical armour is the boiled -leather-&-bronze Scale Cuirass (AC 14, medium, 40gp) or Scale Coat (AC 15, Heavy, 50gp). Quodeth also manufactures the expensive Bronze Cuirass (AC 16, Medium, 900gp).
Katagia retains enough knowledge of Atlantean ironworking to manufacture Mail Cuirass (AC 15, Medium) and Mail Suit (AC 16, Heavy). When exported they both typically retail for 600gp.
Imystrahl has not manufactured armour or weapons for centuries, but retains large stocks of magically treated silver mail cuirass (AC 15, medium) and silver plate cuirass (AC 16, medium - as bronze cuirass). Silver mail Cuirass includes 200gp value of silver, silver plate cuirass includes 250gp value of silver. When exported, which is rare, they typically retail for 600gp and 900gp respectively, possibly more to a collector.
Table 2–4: New Weapons
Weapon Cost Damage Weight Properties
Martial Melee Weapons
Khopesh 20 gp 2d4 slashing 5 lbs. Heavy, special
Mace-axe 15 gp 1d8 slashing 7 lbs. Heavy, versatile (1d10), special
Warspear 8 gp 1d8 piercing 4 lbs. Heavy, thrown (range 20/60)
Martial Ranged Weapon
Chakram 20 gp 1d6 slashing 2 lbs. Thrown (range 30/120); finesse
UNAVAILABLE ARMS AND ARMOUR Some more advanced weapons and types of armour simply haven’t been invented yet in the age of Thule. See below:Restricted Weapons: Hand crossbow, rapier. Armour: Half-plate, plate, splint. Mounts and Vehicles: Camel, draft horse, sailing ship, warhorse Other: Ball bearings, magnifying glass, piton, spyglass.
CRAFTING
MAGIC ITEMS
This
normally requires a Formula or Sample - Herbalists start with the Formula for
healing potions. A Formula typically has a Rarity & research level
requirement 1 step higher than the item itself. Some formulae such as for
simple magic weapons & armour, or spell scrolls, are widely known to those
able to create the item. Consumable items take half as long and cost half as
much. All items require rare and valuable ingredients. For commissioned items, the commissioned
price is typically double the creation cost, sometimes more.
Level 11+
casters require a Power Focus such as Wizard's Tower or Druid Grove to craft
Very Rare items.
Level 17+
casters require a Power Focus to craft Legendary Items.
Crafting
times allow & require about 1 day in 5 spent recuperating or on other
activities such as travel and adventure.
Crafting table
Item Rarity
Minimum Level
Minimum Cost to Create/Sale Price
Days to Craft (Consumable/Permanent item)
Healing Potion
1st
25gp/50gp
2 (10 with kit only)1 at 11th
Common
3rd
50gp/100gp/200gp
2/4; 1/2 at 11th, 1/1 at 17th
Uncommon
5th
250gp/500gp/1,000gp
10/20; 5/10 at 11th, 3/5 at 17th; 2/3 at E20th
Rare
8th
1250gp/2500gp/5000gp
20/40; 10/20 at 11th; 5/10 at 17th; 3/5 at E20th
Very
rare
11th
6250gp/12500gp/25000gp
40/80; 20/40 at 17th, 10/20 at E20th
Legendary
17th
31250gp/62500gp/12500gp
200/400; 100/200 at E20th
THULE
SPELL CHANGES
Animate
Objects - animated objects cannot fly. Only objects with legs or wheels (or
spherical) are able to move and attack.
Conjure
Woodland Beings - only useable in forests; typically summons forth a local
Dryad or two (CR 1), or possibly a Nereid (CR2) if cast by a forest pool. There
are no Pixies in Thule! If there are no fey available, the spell fails.
Contagion -
as per 5e Errata.
Force Cage:
victims adjacent to the Cage wall when it forms are allowed to use their
Reaction to make a DEX save to get out, moving 5' to just outside cage. Caster
can still auto-trap people within the 20x20 version, but not quite as many.
Raise Dead -
creates a Zombie under the caster's control. No limit to the number controlled.
Resurrection
- creates a Juju Zombie, Dread Warrior or Wight under the caster's
control. No limit to the number
controlled.
Simulacrum -
the created Simulacrum is CR 0 with all stats at 10, 10 hp and no spellcasting
ability.
True Resurrection
- requires body or mortal remains. Creates a free-willed Revenant not under
caster's control.
Crossbow Expert Feat Hand crossbows (if you can find one in Thule) may be loaded and stowed outside of combat. In combat you must have a free hand to load them in order to gain any additional attacks you may have.
For further reading on Primeval Thule you can refer to Simon's excellent Primeval Thule Blog. Which can be found at: https://simonsprimevalthule.blogspot.com/2019/01/primeval-thule-campaign.html
Thank you!
More than one Thulean adventuring party has included a Goliath. The Baron of Woe being the most famous. Goliath (https://www.dndbeyond.com/races/goliath).
No one is certain what—or who—might be hidden in the vast wilderness of Thule or on one of the other continents. It's even possible that a character might blunder into Thule through a magical gateway or sinister curse and might be the only example of his or her race. Characters of unusual races are left to the GM's discretion.
Class | Intelligence check |
Barbarian | DC 20 |
Bard | DC 5 |
Cleric | DC 5 |
Druid | DC 15 |
Fighter | DC 15 |
Monk | DC 10 |
Paladin | DC 10 |
Ranger | DC 15 |
Rogue | DC 15 |
Sorcerer | DC 5 |
Warlock | DC 10 |
Wizard | DC 0 |
Healing Services
1 hour with a Healer (Proficiency: Medicine) who makes a DC 15 INT (Medicine) check restores 5 hit points and removes 1 disability. A check uses up an entire Healer's Kit (10 uses, 5gp). Using a healer's kit on yourself incurs Disadvantage on the check. A proficient healer treating another who is at 1 hp or higher may use their passive Medicine score for the check.
Characters may benefit from at most 8 hours of treatment (8x5=40 hp) per day
Armour & Cost | AC | STR & Stealth | Weight |
Light Armour Leather Cuirass 100 gp | 13 + Dex modifier (max 2) | - / - | 15 lbs. |
Medium Armour Mail Cuirass 600 gp | 15 + Dex modifier (max 2) | Str 13 / Disadvantage | 40 lbs |
Bronze Cuirass 900 gp | 16 + Dex modifier (max 2) | Str 13 / Disadvantage | 50 lbs |
Heavy Armour Scale Coat 40 gp | 15 | Str 13 Penalty | 35 lbs |
Katagia retains enough knowledge of Atlantean ironworking to manufacture Mail Cuirass (AC 15, Medium) and Mail Suit (AC 16, Heavy). When exported they both typically retail for 600gp.
Imystrahl has not manufactured armour or weapons for centuries, but retains large stocks of magically treated silver mail cuirass (AC 15, medium) and silver plate cuirass (AC 16, medium - as bronze cuirass). Silver mail Cuirass includes 200gp value of silver, silver plate cuirass includes 250gp value of silver. When exported, which is rare, they typically retail for 600gp and 900gp respectively, possibly more to a collector.
Table 2–4: New Weapons
Weapon Cost Damage Weight Properties
Martial Melee Weapons
Khopesh 20 gp 2d4 slashing 5 lbs. Heavy, special
Mace-axe 15 gp 1d8 slashing 7 lbs. Heavy, versatile (1d10), special
Warspear 8 gp 1d8 piercing 4 lbs. Heavy, thrown (range 20/60)
Martial Ranged Weapon
Chakram 20 gp 1d6 slashing 2 lbs. Thrown (range 30/120); finesse
CRAFTING
MAGIC ITEMS
This
normally requires a Formula or Sample - Herbalists start with the Formula for
healing potions. A Formula typically has a Rarity & research level
requirement 1 step higher than the item itself. Some formulae such as for
simple magic weapons & armour, or spell scrolls, are widely known to those
able to create the item. Consumable items take half as long and cost half as
much. All items require rare and valuable ingredients. For commissioned items, the commissioned
price is typically double the creation cost, sometimes more.
Level 11+
casters require a Power Focus such as Wizard's Tower or Druid Grove to craft
Very Rare items.
Level 17+
casters require a Power Focus to craft Legendary Items.
Crafting
times allow & require about 1 day in 5 spent recuperating or on other
activities such as travel and adventure.
Crafting table
Item Rarity Minimum Level |
Minimum Cost to Create/Sale Price |
Days to Craft (Consumable/Permanent item) |
Healing Potion 1st |
25gp/50gp |
2 (10 with kit only)1 at 11th |
Common 3rd |
50gp/100gp/200gp |
2/4; 1/2 at 11th, 1/1 at 17th |
Uncommon 5th |
250gp/500gp/1,000gp |
10/20; 5/10 at 11th, 3/5 at 17th; 2/3 at E20th |
Rare 8th |
1250gp/2500gp/5000gp |
20/40; 10/20 at 11th; 5/10 at 17th; 3/5 at E20th |
Very
rare 11th |
6250gp/12500gp/25000gp |
40/80; 20/40 at 17th, 10/20 at E20th |
Legendary 17th |
31250gp/62500gp/12500gp |
200/400; 100/200 at E20th |
THULE
SPELL CHANGES
Animate
Objects - animated objects cannot fly. Only objects with legs or wheels (or
spherical) are able to move and attack.
Conjure
Woodland Beings - only useable in forests; typically summons forth a local
Dryad or two (CR 1), or possibly a Nereid (CR2) if cast by a forest pool. There
are no Pixies in Thule! If there are no fey available, the spell fails.
Contagion -
as per 5e Errata.
Force Cage:
victims adjacent to the Cage wall when it forms are allowed to use their
Reaction to make a DEX save to get out, moving 5' to just outside cage. Caster
can still auto-trap people within the 20x20 version, but not quite as many.
Raise Dead -
creates a Zombie under the caster's control. No limit to the number controlled.
Resurrection
- creates a Juju Zombie, Dread Warrior or Wight under the caster's
control. No limit to the number
controlled.
Simulacrum -
the created Simulacrum is CR 0 with all stats at 10, 10 hp and no spellcasting
ability.
True Resurrection
- requires body or mortal remains. Creates a free-willed Revenant not under
caster's control.
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