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D&D: Teamup Attacks

A neat way to encourage teamwork and partnership midcombat: get a bonus when you combine your action with another character! You’ve probably seen things like it before in comics and action movies. The “fastball special” when Colossus throws Wolverine at an enemy. Hawkeye firing an arrow with Ant-Man hiding microscopically on the arrowhead. The ol’ one-two.

The mechanic I’m using for this is to let players use a teamup attack whenever two players roll the same intiative result, but you could feasibly let them do it if they ready their actions appropriately and make proper rolls for whatever they are trying to do. But otherwise, you just add some sort of condition or bonus damage to the attack, along with the regular damage from both players’ attacks. It’s that easy! After the first teamup attack, the players resolve initiative normally by figuring out which player has the higher modifier or rerolling.

The fun part of this mechanic is you or your players coming up with a special attack! Check out some examples I came up with below.

Fastball Special

Half-Orc Barbarian + Halfling Rogue: The Barbarian uses their strength to throw the rogue at an unwary enemy! The attack deals the regular sneak attack damage plus the barbarian’s regular attack damage, and then knocks the target prone.

Timber!

Fighter + Druid: The Druid casts Entangle or Thorn Whip or some such spell to wrap up the target’s feet, setting up the Fighter (or any martial class, really) to knock them down with a heavy blow to the torso or head. This deals the Druid’s normal damage from the spell (if applicable) and then the Fighter’s damage, plus knocks the target prone.

Shadow Boxing

Way of Shadow Monk + Assassin Rogue: Alternating attacks from each player jumping out of hiding and back into the shadows between each strike confuses the enemy. The target has disadvantage on all attacks during its next turn and cannot move more than 5 feet. It also takes the Monk’s and Rogue’s regular attack damage.

Nail on the Head

Great Weapon Paladin + Archery Ranger: The Ranger hits the creature with an arrow, and then the Paladin follows through with their two-handed maul, hammering the arrow deeper into the creature’s wound. This deals regular damage from the Paladin and Ranger plus causes the creature to bleed for 1d4 damage each round for three rounds.

Come to Deity

Paladin + Cleric: One of the players sweeps the target’s feet and the other whacks the back of their head, causing the target to fall into a kneeling position before the two holy heroes. The damage from both players coupled with their righteous auras causes the creature to become Frightened for one round.

Who Turned Out the Lights?

Fighter + Rogue: The Rogue pulls some of the target’s clothing or a bag over the target’s head, blinding them for 1 round if they are subject to such a condition. The Fighter and Rogue then wail on the creature with their attacks, each of which is made at advantage.

Soul Shred

Good Cleric + Fiend Warlock: The two players blast the target with spells of both fiendish and celestial energy, like an Eldritch Blast and Sacred Flame. The diametric energies surge through the target and vibrate enough to damage their very soul. The creature gains 1d2 levels of Exhaustion in addition to regular damage.

Elemental Convergence

Sorcerer + Wizard: The two spellcasters cast spells with different energy types simultaneously. The target(s) are Stunned for one round from their bodies trying to recover from the shock to their system. The creature or creatures take regular damage from the spells.

Harmonic Spell

Bard + Sorcerer: The Bard guides the energy of the Sorcerer’s spell with their musical magic, fascinating everyone who can see the spell (but not the initial targets of the spell). These creatures gain disadvantage on Perception checks and have their attention drawn to the spell’s effect, even if they were in the middle of combat, giving their enemies a chance to make Stealth checks. The Bard adds a die equal to their Bardic Inspiration die to the Sorcerer’s spell damage, without expending a use of Bardic Inspiration.

Arcane Epiphany

Wizard + Wizard of different school: The two Wizards combine the culmination of their studies to reach a magical revelation of sorts. They can each combine a spell from their chosen schools of magic to create a new spell, limited only by the imagination of the two players. For example, a Shocking Grasp and Phantom Steed launches an electrified steed at the target, becoming a regular Phantom Steed after the damage is dealt. The spell combines the damage of both base spells plus 2d6 damage, if either of the spells deal damage.

Rain of Arrows/Torrent of Blows

Ranger + Ranger: The two Rangers barrage the target with either their dual weapons or multiple arrows. The creature hesitates offering each ranger time for an additional attack in addition to their regular attacks, each at -1.

Look Behind You

Archery Ranger + Rogue: The Ranger and Rogue attack from hiding and use each other’s attacks to distract the creature from one another. The attacks deal a bonus 1d4 damage and do not reveal either player’s hiding place.

Beastcall

Bard + Druid: The Bard’s music combines with the Druid’s natural affinity to call a woodland creature to aid in the battle. This round, the Bard and Druid both deal damage from their respective spells or attacks. Next round, between the Druid and Bard’s initiative, a beast of CR 2 or less arrives to make an attack against a target the Bard and Druid agree upon, using the higher of the two characters’ proficiency modifiers to the attack and damage rolls. The beast then retreats back into the wilderness.

Eldritch Infusion

Warlock + Barbarian: The Warlock infuses the Barbarian’s open mind with the force of their patron to fuel their rage. The Warlock can use its action each round to maintain this bond. While infused, the Barbarian’s last attack each round deals damage equal to the Warlock’s Eldritch Blast damage plus 1d10 additional damage.

Dragoncall

Cleric + Draconic Bloodline Sorcerer: Through the Cleric’s exaltation to the draconic deities and the Sorcerer’s draconic origin, the two of you call a dragon to your aid. The Cleric and Sorcerer deal no damage this round. Next round, however, a Young dragon of the Cleric’s or Sorcerer’s choice arrives to use its breath weapon on a 15′ radius area they agree upon, using the dragon’s regular damage and saving throw. The dragon then leaves once its air raid is complete. (this one is a bit of a stretch, but I think that it’s fair if they forego their damage for a round to gain about 16d6 (possibly halved) damage on a small area.)


edit: It was also brought to my attention that Pathfinder’s Teamwork feats are a great example for these! Two I liked were Cover Fire and Harder They Fall. The former lets you use your ranged attacks to also use the Aid action, which i think still works in 5e. The latter lets you help an ally make a bull rush (Shove in 5e) attempt against a creature two sizes bigger than normal, which sounds like something that can be adapted! Even if you don’t use an explicit mechanic, always remember to think outside the box during he game and use teamwork to your advantage!

D&D 5e: Shields?!?

image credit: Austin Hsu

Shields exist in D&D 5e. That’s about it. You can bash with em and get +2 AC with em, but that’s all that they do. That’s all the customization that they have. But what about the differences in wood and metal shields? What if I carry a buckler? What about my shield breaking? What if I am a simple weapons guy? Shields were hands-down the best options for soldiers in the middle ages fighting with one-handed weapons so they really should have more mechanics dealing with them. Here are some homebrew rules for shields to let more people use them and make using them more fun!

Some notes I couldn’t fit in any section: Shields went out of style as armor improved. People started using two-handed weapons around the same time full plate armor became widely used. The kite shield was used in a time when leg armor was weak or not worn because it was too heavy and unwieldy. The kite shield’s shape could protect their legs without exposing themselves to attack. Also those shields with holes for lances were largely ceremonial or for jousting tournaments only, not adventuring. Bucklers were the most common for someone who needed to be ready for combat at a moment’s notice, as carrying a shield was really tiring unless you were going specifically to battle. But hey, this is a fantasy RPG so we can do whatever looks badass.

Shields

  • Wooden Shield: +1 AC.
  • Metal Shield: +2 AC. Only creatures proficient with Medium or Heavy Armor can comfortably use a metal shield. Druids are typically forbidden from using a metal shield.
  • Wooden Buckler: No AC bonus. Creatures proficient with Light Armor can wear bucklers. Does not provide an AC bonus against ranged attacks. You can use your reaction to deflect an incoming melee weapon attack that beats your armor class, reducing the damage by 1d4. The buckler has a 50% chance to break when used in such a way.

A metal buckler

  • Metal Buckler: +1 AC. Creatures proficient with Light Armor can wear bucklers. Does not provide an AC bonus against ranged attacks. Druids are typically forbidden from using a metal buckler.
  • Wooden Tower Shield: +1 AC. You must be proficient in Heavy Armor and have a STR score of at least 13 to comfortably wield a tower shield. You can plant the shield on the ground to gain partial cover (+2 AC). When using the shield in this way, you only move at half your regular movement speed. The bonus provided by the shield does not grant cover against spell attacks. You have a -1 penalty to attacks while using your tower shield for cover.
  • Metal Tower Shield: +2 AC. You must be proficient in Heavy Armor and have a STR score of at least 15 to comfortably wield a tower shield. You can plant the shield on the ground to gain partial cover (+2 AC). When using the shield in this way, you only move at half your regular movement speed. The bonus provided by the shield does not grant cover against spell attacks. You have a -1 penalty to attacks while using your tower shield for cover. Druids are typically forbidden from using a metal tower shield.

Special Shields

  • Sticky Shield: When a creature misses you with a melee weapon attack, this sticky shield coated in alchemical slime can catch the weapon. The attacker must succeed on a DC 11 Strength saving throw, or the weapon becomes stuck to your shield. If the weapon’s wielder can’t or won’t let go of the weapon, the wielder is grappled while the weapon is stuck. While stuck, the weapon can’t be used. A creature can pull the weapon free by taking an action to make a DC 11 Strength check and succeeding
  • Spiked Shield: When you succeed at a Shove attempt when wielding a spiked shield, you deal 1d6 piercing damage to the target. Improvised weapon attacks made using the spiked shield deal 1d6 damage instead of 1d4.

A dhal shield (Indian spiked shield)

  • Mirrored Shield: Any metal shield treated with alchemical silver. When a ranged spell attack is rolled against the shield’s wielder and the attack misses, the wielder may use their reaction to reflect the spell back at its caster. To do so, the wielder makes an attack roll against the caster using their DEX modifier at disadvantage. If the new attack beats the caster’s AC, the spell affects the caster instead. 
  • Pavise Shield: A tower shield meant for archers to use as cover. It has either a spike on the bottom to be driven into dirt, or a hinged rod to prop it up. Creatures can prop up the pavise shield as an item interaction, or stow it as a bonus action. Once set up, it provides partial cover (+2 AC) for those standing behind it, and it does not move unless hit with a melee attack. You do not need proficiency in Heavy Armor to set up a pavise shield and use it for cover, but using it as a regular tower shield does have this requirement.
  • Tanglevine Buckler: A wooden buckler intricately grown out of vines by wood elves that can be used to deflect ranged attacks as well as melee attacks in the way described above.
  • Stonemountain Shield: A dwarven stone tower shield that requires a STR score of 18 or higher to wield. It can be used to provide ¾ cover (+5 AC) when planted on the ground. In addition, it is resistant to being sundered (see below). It has one additional point of durability.
  • Iron Shield: A metal shield resistant to sundering (see below). It has one additional point of durability.

Shield Interactions

Sundering: You can sunder an enemy’s shield with repeated bashing. You can attempt to hit a creature’s AC minus the bonus provided by their shield to target their shield directly. Each time you hit their shield, roll for damage. For every 7 damage dealt to it, it loses one point of durability. When the last point of its durability is lost, the shield breaks. This also makes it easier for creatures who deal more damage to sunder shields more easily. A magical shield cannot be sundered except by a magical weapon. Use the table below:

  • Wooden Buckler: 1 durability
  • Metal Buckler: 2 durability
  • Wooden Shield: 2 durability
  • Metal Shield: 3 durability
  • Iron Shield: 4 durability
  • Wooden Tower Shield: 3 durability
  • Metal Tower Shield: 4 durability
  • Stonemountain Shield: 5 durability

Group Tactics: Shields for the Romans and Greeks were all about group formations. Greek hoplon shields were held in the left hand and the hoplites would sometimes use their righthand neighbor’s shield to block attacks (leading the right flank to often win battles). Roman scutum shields were sometimes used in a tortoise formation to protect everyone from incoming arrows. Give shield-carrying characters adjacent to one another +1 AC against attacks if they opt to halve their speed and always move together to simulate this.

Example of a Roman scutum shield and javelin 

Javelins: So another point on Roman scuta: the legionaries would usually throw a few javelins as they made their initial charge. The purpose was not necessarily to kill the enemies (although I am sure that would be perfectly welcome). The intent was to get the cheap-to-make pointed sticks to impale themselves in the enemies’ scuta. Have you ever tried to hold up a 6-foot javelin sticking straight out from your forearm? Me neither but I would imagine it’s unwieldy. You have to either spend time snapping it or ripping it out or just ditch the shield altogether. Javelins in D&D, however, always have felt stupid. It’s just a basic ranged attack for orcs and goblins. Instead, have creatures just carry a few javelins and let them try to disable the PC’s shields! And let them do the same! To do so, make a sundering attempt (see above). If you remove at least 1 point of durability, the javelin sticks and the unlucky creature either has to drop the shield, spend an action making a STR check to break the javelin, or else live with a -10 move speed reduction and no shield bonus.

Druid Week Master Post

image credit: Randy Vargas

A collection of my posts for Druid Week! All conveniently in one place.

Herbalism Part 1: A bunch of tables to create randomized herbs.

Herbalism Part 2: A list of ways to use herbs like craftable, consumable items using herbs of an abstract rarity as reagents.

New Druid Spells: New and converted spells, including the once-overpowered Quill Blast, a Cordyceps-inspired Animate Dead equivalent spell, and new spells you can cast while in Wild Shape like Chimeric Wild Shape.

New Druid Circles: Circle of Blight, Circle of Ruin, and Circle of the Beastlord.

New Magic Items: Terrain-altering items, a jellyfish on a stick, beast-summoning totem for artificial companionship, and tattoos and masks that can be worn while in Wild Shape.

Inspired Encounter: Corrupted Guardian: A guardian of a Feywild portal has been corrupted by some undead Will-o-the-Wisps.

Druids in the Game: Tips, tricks, and inspiration for running a campaign with a druid PC, or playing a druid yourself.

Construction revenge ten years in making and why I will never have another business partner.

Long story. TL:DR at bottom.

A little over ten years ago, when I was a young carpenter, I met a guy who I’ll call “chad” because f*ck chad.

Chad was a new hire by the company I was working for, and became my helper. We got along famously even though he was 10 years older than me, he didn’t mind working under a 23 year old carpenter as an apprentice.

Chad and I had worked together for 6 months when he brought up the idea of starting a business together, he figured between the two of us, we could easily run a crew and build houses.

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Labels?

Customer: What is it with you kids and your labels!?!

Me: ….. you think we want to have labels? We use them as shields against a society that doesn’t listen to No.

Customer: Well fine. But don’t shove it in everyone else’s face, am I right?

Me: You’ve been coming to this store for 8 months now and know almost nothing about me, correct?

Customer: …. yes?

Me: But I can fix that rather quickly. I’m a Slytherin, INTP, Aromantic, Asexual who borders on being Schizoid.

Regular Customer sitting at close table: Holy shit, everything makes sense now!

Me: *points to the Regular* My point.

Customer: *stuttering*

Me: We use labels to cut corners in getting to know a person in a fast paced and impersonal society. Not because we want to seem like special, unique little snowflakes.

Coworker: If you haven’t researched those labels it basically means that she is a mildly evil robot who can be defeated with a hug from the right person. Relatable to a cat.

Me: ………. She’s rude but not wrong.

Bard Week: Magically Musical Equipment

I decided to come up with a bunch of bard-friendly or bard-specific magic items since bards don’t get much love in terms of treasure other than generic weapons or that short list of magic instruments that just cast spells. These are at least unique or interesting, but some are a bit “out there.” If you are a loose DM and your players like having a laugh, these items are perfect for you.


Accelerating Wardrum

Uncommon, requires attunement by a bard

This Behir skin stretched over a black wooden drum can be beaten as a bonus action once per round. Doing so moves a creature the bard chooses to be moved one step ahead in the initiative order.

Rapier of Harmony

Very Rare, requires attunement by a bard

A thin silver +1 rapier that hums when swung. The wielder can use a bonus action to make a Performance check. On a result of 16 or higher, the rapier vibrates and creates a tone that harmonizes with the wielder’s voice. The next attack deals bonus damage equal to the bard’s CHA modifier.

Resounding Scimitar

Rare, requires attunement by a bard

Whenever a creature fails an attack roll against a bard wielding this gleaming white scimitar with a wavy hilt and pattern, the bard can use their reaction to whack the creature’s weapon with the scimitar and cause a loud, grating noise to deal 1d6 thunder damage to the attacker if they fail a DC 14 CON saving throw.

Song of Activation

Special (Song)

A specific song that when played, will activate known magical items or runes in the world. [Use this song as treasure that can progress the plot, almost like finding a key to the next room of a dungeon. Think of learning a new song in The Legend of Zelda: Ocarina of Time]

Song of Prestidigitation/Thaumaturgy/Druidcraft

Special (Song)

A specific song that when played, can mimic the effects of a Prestidigitation, Thaumaturgy, or Druidcraft spell, respectively. [A song that can be learned by a bard that is relatively harmless to the integrity of your campaign’s storyline]

Biting Words

Special (Words)

Powerful words that the bard can speak with their magic to deal 1d6 cold damage at a range of 60 ft. This damage increases by one die at 5th, 11th, and 17th levels. [basically a new cantrip for bards that deals more damage than Vicious Mockery but doesn’t impose disadvantage]

Orb of Radiant Song

Common, requires attunement by a bard

Much like a Driftglobe, but only produces light while the bard is singing. [It has slightly less uses than a Driftglobe thanks to negating attempts to move silently with it lit, and its attunement restriction, so it’s meant for the very early game.]

Backup Golem

Rare, requires attunement by a bard

A tiny golem or animated object that comes to life only when the attuned bard is performing. The golem gives the bard advantage on its Performance checks as it embellishes or harmonizes with whatever the bard does for their performance.

Sassy Friend

Uncommon

A tiny totem or charm that is shaped like a mask. When the wielder attempts to make an Insight check to determine if a creature is lying, the Sassy Friend charm animates temporarily with a backhanded comment, which it says aloud (whether or not the creature was lying). This decreases the DC to determine any lie by 1. This bonus does not stack with itself or other Sassy Friends.

Sassy Friend (Greater)

Rare

 A Sassy Friend charm that can also cast Zone of Truth once per day, centered on itself.

Nolzur’s Marvellous Pigments

Very Rare

This is an item that many bards would love to use but people always forget it exists. Whatever you paint becomes real! As long as it isn’t magical.

Cloak of Dancing

Rare, requires attunement by a bard

A bard who dances while wearing this audacious red cloak can fascinate nearby creatures, affecting them in a manner similar to an Enthrall spell, once per day. The bard need not concentrate on this effect, and in fact may make a Performance check against the onlookers’ Insight checks any time during the cloak’s Enthrall effect to animate the cloak and sneak out of it as it continues to dances and enthrall its audience.

Horn of Calling

Uncommon

An iron-bound animal horn acts as a magic megaphone that amplifies the volume of noises that pass through it. The Horn of Calling can also cast Whispering Wind once per day.

Cursed Collar of Tongues

Rare

A golden lace choker that allows the wearer to speak any language, but never quite what they intend to say. Whenever the player wishes to speak, the player says what they intend to say and then the DM blurts out what they inevitably say instead. A DC 20 Insight check will determine what exactly is wrong with the victim and a DC 18 Insight check will allow the player to get their true message across to a character. The player must overcome a CHA save to avoid having their next sentence bastardized by the DM. Each successful saving throw deals 1 psychic damage to the wearer as it the collar fights back against their efforts. The collar cannot be removed except by repressing its magic long enough to remove it, or by casting a Tongues or Comprehend Languages spell upon it along with a DC 15 Arcana check.

Death Whistle

Very Rare

A small bone whistle carved with symbols and imagery of death. The whistle, when blown, casts Circle of Death centered on the whistle. The DC for the spell is equal to the blower’s spell save DC. Once used, the whistle crumbles to dust as its shrill, eerie note echoes into the distance.

Ribbon of Hyucks

Rare, requires attunement by a bard

When this purple ribbon with white polka dots is worn by a bard, whenever the bard makes a pun, all creatures within earshot that understand the wordplay must make a DC 11 CHA save or take 1 psychic damage. This ability can only occur once per round and does not discriminate friend or foe.

Crossbow of the Fartongue

Rare, requires attunement by a bard

This crossbow is fitted with a cone at the end of the barrel, and a scope that is sculpted to look like a mouth’s opening. The weapon allows the wielder to bestow their ammunition with a noise or verbal message of their choosing not exceeding 10 words. This noise plays once when the imbued bolt hits, but then its magic fades. The crossbow can be used to relay information at a distance, create a distraction, or mislead other creatures. If the wielder wishes for the noise to be an explosion, the ammunition deals 1 bonus Thunder damage on hit to all creatures within 5 feet of where the bolt hit. An explosion noise can be heard up to 600 ft. away. The crossbow is dotted with holes and can actually be played as a wooden flute when not in use as a combat weapon.

Cloak of Deflection

Rare

This garment appears to ebb and sway of its own accord even without any wind. The wearer of this iridescent blue cloak may spend their reaction to deflect a single, nonmagical missile targeting them to another creature within 60 feet of the wearer. If the new target of the attack’s AC is equal to or less than the original attack roll, the attack hits the new target and the attacker rolls for damage as normal.

Book of Dreams

Uncommon, requires attunement by a bard

The cover of this book is made with soft leather and is bound with spider silk string and rare bird feathers. The tome is blank, but when a story is told by someone attuned to it, illusionary imagery appears hovering above the book, acting out what the storyteller describes. In addition, when a story puts someone to sleep, the storyteller may allow the book to display and act out the sleeper’s dreams, which usually somehow tie in to the story that was being told. It can be useful for coaxing information out of friendly people without their knowledge.

~*Cabin Anny - an old-fashioned holiday place*~

  • No Custom Content
  • Requires Outdoor Retreat, Get To Work, Get Together, Backyard Stuff and City Living
  • Residential Lot
  • Lotsize 20x20
  • Price 69.535 Simoleons
  • 1 Bedroom, 1 Bathroom
  • bb.moveobjects on

The wooden pillars are missing in the preview picture, sorry for that ^^;. I placed them in the finished version.

Download Tray Files:  SimFileShare (no ads)

Can be found in the Sims Gallery - Search for “Cabin Anny” or via my name “QuirkyKyimu”.

______________________________________________________________

~~T.O.U.~~

please don’t:

  • re-upload
  • claim as your own

Feel free to use this house as a base for your home and of course, you can change anything you want.

More pictures under the cut! 

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madamovary  asked:

at what point do you go from being a son of a major house to being a cadet house to just being some dude with a good name? if jaime had married and had children (purely for genealogical debate purposes), would they also be lannisters of casterly rock while tywin was still alive, prior to jaime becoming lord of the rock? what if tyrion married, had children, but did not inherit because jaime did? are his children lannisters of the rock? (1/2)

(2/2) if tyrion buys a tower and sets up home in it, is it a cadet house? is tyrion a lannister of the rock, but not his kids? if his kids wander out to be traveling knights, are they lannisters of his cadet house? if they go marry innkeepers and live from home, are THOSE kids then finally not lannisters of the rock but just bob and tom lannister? are there rules? thanks!

First of all, cadet houses are not originally an ASOIAF thing – they’re a real-world historical thing. See the wikipedia article for “cadet branch”, that should answer many of your questions. GRRM has put a few of his own twists on the concept, though, so let me explain.

A cadet house in Westeros is created when a younger son or junior branch, not in the direct line of inheritance, is granted or acquires his/their own lands and castle and forms a new branch of the main house. Some examples:

  • House Greystark: thousands of years back, a younger son of House Stark and his family were granted the Wolf’s Den on land that would eventually become White Harbor. The Greystarks were around for five hundred years before they joined with the Boltons to rebel against House Stark, which ended badly for them; they are now extinct.
  • House Karstark: founded a thousand years ago by Karlon Stark, who was granted lands for his valor and built the castle Karl’s Hold. The name of the castle eventually shifted to Karhold, and over time the Karhold Starks became Karstarks. Their motto, “the sun of winter”, is a punning reference to their originator, a son of House Stark.
  • House Lannister of Lannisport: founded thousands of years ago, when there were too many junior branch Lannisters to fit in Casterly Rock anymore. Instead of expanding the tunnels of the Rock, they moved into a village a mile away and turned it into a town, then a city. Note, the Lannisters of Lannisport are only distantly related to the Lannisters of Casterly Rock (though probably some younger sons have married into them within the past couple hundred years) and have no real claim to the Rock.
  • House Blackfyre: a cadet house of House Targaryen, founded about 120 years ago by a legitimized bastard of King Aegon IV, who was granted lands by the Blackwater by his half-brother King Daeron II in respect of their late father’s wishes. Soon rebelled against the Targaryens, leading to five Blackfyre Rebellions; were exiled from Westeros, and are extinct in the male line.
  • House Fossoway of New Barrel: founded about 100 years ago when a cousin from a younger branch of House Fossoway finally had enough of his main-line cousin’s assholery – he changed his sigil to a green apple instead of a red one, and at some point acquired his own lands and castle. In current Westeros, characters often distinguish between the red-apple or green-apple Fossoways.  
  • House Royce of the Gates of the Moon: uncertain when they were founded (at least 50 years ago), but the lord of the junior branch of House Royce of Runestone has been serving as the Keeper of the Gates of the Moon (an Arryn castle) for some years now. (The Keepers are traditionally Arryn kinsmen, note.) Recently they were granted the title and the castle in perpetuity by the Lord Protector of the Vale.
  • House Baratheon of King’s Landing and House Baratheon of Dragonstone: founded after Robert’s Rebellion, when Robert Baratheon became king of Westeros, and granted the Baratheon lands and castle of Storm’s End to his youngest brother Renly, and the formerly Targaryen castle and lands of Dragonstone to his younger brother Stannis. As the eldest son of House Baratheon, Robert could have reserved both Storm’s End and Dragonstone for his own potential sons, and left his brothers to fend for themselves, but he was carelessly generous instead. Note, the King’s Landing Baratheons currently use a split Baratheon/Lannister sigil, and the Dragonstone Baratheons use a sigil of the heart of R’hllor with the Baratheon crowned stag inside.
  • House Frey of Riverrun: The family of Emmon Frey and Genna Lannister, granted Riverrun after the Tullys were attainted by the crown, as part of the rewards for the Frey participation in the Red Wedding. (Note this does not include lordship over the Riverlands; that belongs to House Baelish of Harrenhal.) See also House Bolton of Winterfell and House Lannister of Darry.

Regarding your specific questions:

  • If Jaime had married and had children, would they also be Lannisters of Casterly Rock while Tywin was still alive? Yes, certainly, especially since Jaime is the eldest son and heir of Tywin. (I’m assuming this is in a no Kingsguard Jaime AU of course.) Note that Tywin was a Lannister of Casterly Rock when his grandfather Gerold the Golden was still alive, and Tywin’s younger brother Kevan and his family are Lannisters of Casterly Rock, and Tywin’s uncle Jason’s descendants are Lannisters of Casterly Rock. There’s a lot of Lannisters of Casterly Rock. (This family tree may not even be all of them.) Casterly Rock is big. There’s plenty of room for Lannisters.
  • What if Tyrion married, had children, but did not inherit because Jaime did? Are his children Lannisters of the Rock? Yes, as long as they keep living in Casterly Rock, see the above question.
  • If Tyrion buys a tower and sets up home in it, is it a cadet house? You can’t just buy a tower in Westeros, this is feudalism, all lands and castles belong to some lordly or knightly house already, and they don’t get sold. (He could buy a house in a city, but cities are different - ask @racefortheironthrone​ for the reasons why.) But Tyrion could be granted a tower, mind you. Or a castle. Tywin, for example, wanted to give Tyrion Winterfell. (Or the chance to capture Winterfell, at least.) If that had succeeded, Tyrion and Sansa’s children would likely found the cadet House Lannister of Winterfell. (Yes, it’s possible to have cadet houses in different regions of Westeros – see House Kenning.) It would be similar if Tyrion were granted lands and a castle in the Westerlands, although Tywin wouldn’t be likely to give him any such thing. (Jaime might, if Jaime were lord; but if Jaime were lord, Tyrion probably wouldn’t want to move out of the Rock.)
  • Is Tyrion a Lannister of the Rock, but not his kids? Tyrion would likely always consider himself to be a Lannister of the Rock, even if he formed a cadet house, and his kids might as well. Cadet houses are sometimes formed over time – see the Karstarks, who possibly considered themselves Starks of Winterfell who happened to live in Karl’s Hold for the first generation or two. But if a major family division was what caused the cadet house (see the green-apple Fossoways), then the choice to be associated with the new castle would encourage the separation. In the case of the theorized Lannisters of Winterfell, see the Freys of Riverrun or the Lannisters of Darry – the association of the new cadet house with the castle is part of the conquering of that castle and lands, to show both dominance over it and a connection to its smallfolk.
  • If his kids wander out to be traveling knights, are they Lannisters of his cadet house? Yes. See Ser Lothor Brune, a freerider who is related to the knightly cadet branch House Brune of Brownhollow, not the lordly main branch House Brune of the Dyre Den. (His sigil is the Brune of Brownhollow bear paw, distinguished by the apple cores of the Fossoways he slew and captured at the Battle of the Blackwater, from which he gained his knighthood.)
  • If they go marry innkeepers and live from home, are THOSE kids then finally not Lannisters of the Rock but just Bob and Tom Lannister? If they go and marry innkeepers they’ve married into trade, the horror. But they’re still a cadet branch of House Lannister. See the Arryns of Gulltown, a cadet branch who married merchants and are rich, though they’re considered uncouth and nobody talks about them. You’ve got to really suffer defeats to lose your status of nobility but keep your name – though that can happen, see the Heddles, who are innkeepers and considered smallfolk or as close to middle class as Westeros gets, but who are the descendants of a landed knight. (BTW, you’re suggesting the names Bob and Tom Lannister as a joke, but this is a family with a Jason, Dave, Kevin, and Gerry, so it’s not that off.)
  • Are there rules? The rules are what you make of them. It’s a matter of custom and tradition and societal acceptance, not law as such.

I hope that helps!

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Tonight Im looking back at some of my favorite Haunted Mansion designs Ive made in the past. The Haunted Mansion is one of my favorite rides at Disneyland, and each time I get to make a custom Vinylmation based upon it, its always a treat.