The Many-Faced GM's Rise of the Veteran Runelords (Inactive)

Game Master Nickadeamous

Roll20 Link


Initiatives:

[dice=Mikal Init] 1d20+3 [/dice]
[dice=Wreck Init] 1d20+1 [/dice]
[dice=Clea Init] 1d20+4 [/dice]
[dice=Henry Init] 1d20+2 [/dice]
[dice=Gyorgy Init] 1d20+6 [/dice]
[dice=Gar Init] 1d20+3 [/dice]

Wood Magic:

At 1st level, add the following spells to your Wizard spell list at the listed spell level:
0 - Virtue
1st - Nauseating Dart, Shillelagh, Thorn Javelin
2nd - Barkskin, Climbing Beanstalk, Entangle, Warp Wood, Wood Shape
3rd - Burst of Nettles, Fungal Infestation, Spore Burst, Thorny Entanglement, Tree Shape
4th - Antiplant Shell, Arboreal Hammer, Bloody Arrows, Plant Growth, Thorn Body
5th - Command Plants, Vinetrap, Wall of Thorns
6th - Repel Wood, Tree Stride
7th - Liveoak, Siege of Trees
8th - Transmute Metal to Wood, Whirlwind
9th - Control Plants, Siege of Trees, Greater

Note: A Wizard does not automatically begin play with all spells in their spell book. The above spells must be acquired as per the normal rules.

Wood Elementalist Wizard Spells
Cantrips - Detect Poison, Light
1st - Abundant Ammunition, Adhesive Bubble, Air Bubble, Alter Musical Instrument, Alter Winds, Animate Rope, Anticipate Peril, Charm Person, Discern Next of Kin, Feather Fall, Forced Quiet, Gentle Breeze, Illusion of Calm, Jury-Rig, Longshot, Peacebond, Refine Improvised Weapon, Transfer Tattoo, Ventriloquism
2nd - Adhesive Blood, Arrow Eruption, Book Ward, Buoyancy, Cat's Grace, Certain Grip, Companion Life Link, Defoliate, Delay Pain, Entangle, Glide, Greensight, Life Pact, Protection from Arrows, Qualm, Returning Weapon, Ricochet Shot, Share Language, Share Memory, Stabilize Powder, Status, Track Ship, Vine Strike, Warding Weapon, Web, Web Shelter, Whispering Wind
3rd - Anchored Step, Ash Storm, Burdened Thoughts, Cloak of Winds, Flame Arrow, Hold Person, Hollow Blades, Protection from Arrows (Communal), Resinous Skin, Returning Weapon (Communal), Sepia Snake Sigil, Shield Companion, Tongues, Tree Shape, Wind Wall
4th - Age Resistance (Lesser), Charm Monster, Hallucinatory Terrain, Hurricane Blast, Minor Creation, Plant Growth, River of Wind, Secure Shelter, Sirocco, Tough Crowd
5th - Blight, Charm Person (Mass), Command Plants, Fabricate, Fickle Winds, Hold Monster, Mirage Arcana, Peacebond (Greater), Phantasmal Web, Plant Shape I, Rubberskin, Sending, Telepathic Bond, Village Veil
6th - Age Resistance, Battlemind Link, Cat's Grace (Mass), Plant Shape II, Serenity, Tar Pool, Tree Stride, Unwilling Shield
7th - Age Resistance (Greater), Control Weather, Hold Person (Mass), Liveoak, Plant Shape III, Scouring Winds, Waves of Ecstasy
8th - Charm Monster (Mass), Euphoric Tranquility, Rain of Arrows, Transmute Metal to Wood
9th - Control Plants, Hold Monster (Mass), Refuge, Winds of Vengeance, Wooden Phalanx

Festival Games:

Sack Races - Five DC 12 acrobatics checks. Success moves you 10 feet forward as a single move. Failure falls down. Exceeding the DC by 5 or more moves you an extra five feet. Fastest to move 50 feet wins.

Hide and Seek - One stealth and one perception check. Combine totals and highest wins.

Weight Lifting - Three chances at a Strength check. Highest wins.

Tug of War - Two to three man teams, equal teams on both sides normally. Combine all strength modifiers and make one d20 roll three times. Highest wins.

Knife Throwing - Three ranged attacks. AC 13 = 1; AC 15 = 3, AC 17 = 5, AC 19+ is a bulls eye and 9 points. Combine all scores, highest wins.

Hagfish Challenge - DC 12 Will save followed by a DC 15 Fortitude save.