Legends in the Making: Slayers of Renown

Game Master BloodWolven

Varnhold Jail/Dungeon

Varnhold Stockade

Map of the lands that is cleared.
NPC Codex
Kingdom Stats
Bounty Board

Current Fight

Tomb of the Wight Warlord

Treasure Tracker

Rivers Run Red - Troll Fight


Init:

[dice]1d20+5[/dice] Eve
[dice]1d20+1[/dice] Loarin
[dice]1d20+8[/dice] Rouqar
[dice]1d20+4[/dice] Flouncy Magoo
[dice]1d20+5[/dice] Beorn
[dice]1d20+7[/dice] Reina and dog?
[dice]1d20+[/dice] dog

[dice]1d20+8[/dice] Bone claws
[dice]1d20+10[/dice] Casters

[dice]1d20+8[/dice] Koldur
[dice]1d20+8[/dice] Rognar
[dice]1d20+1[/dice] Adney de Montchele
[dice]1d20+4[/dice] Flouncy Magoo
[dice]1d20+5[/dice] Beorn

[dice]1d20-1[/dice] Elementals

[dice]1d20+4[/dice] Ingvarr
dice]1d20+4[/dice] Sable
[dice]1d20+2[/dice] Seraphina
[dice]1d20+2[/dice] Hundor
[dice]1d20+[/dice] Meir
[dice]1d20+[/dice] Olivira
[dice]1d20+[/dice] Yolanda
[dice]1d20+[/dice] Amerilari

----

Temple of Nythes - Items. Please make a comment and I will adjust it.

Starting Info

---

The fort/outpost formally owned by Oleg, now by the dwarves!

Charter

Map of the lands...

Sycamore Fight!

Claw tree fight!

Thorn River Camp

Full Scale seige

The name of your new colony: Khorvian
the name of your capital city: Elkenhelm, Welldrum, Avarice
the name of your expedition: Sharp Edges of Fate/Destiny (I think I like fate better) or Slayers of Renown

Towre info:
currently on level 1...2...3...4...5...
The booming voice returns, "Optional side quest: Vanquish the Hive. Defeat the Queen, kill the drones, and burn the eggs. The next wave will be waved and your bonus in the reward level will be doubled. This will not be a timed event, so you may spend as much time in this room before progressing. The orange and purple glowing stones should rejuvenate you well enough to complete the quest or boost you tomorrow after you have rested. Reward:
You may choose two of the following reward rooms:
Restorative room of healing: Greater Restoration.
Rejuvination room: your spells or special abilities. The rejuvenation room would restore 1/2 of your spells or daily uses of specials.
Treasure room: one magical item fully identified and ready to use, no limits, and you can carry as much wealth that you can grab. Max gold piece value: 14,000.

On a restorative level you choose one of three paths or rooms. The first room is a restorative room healing your wounds. The second room rejuvenates your spells or special abilities. The third room is a treasure room, you may select one magical item fully identified and ready to use, no limits, and you can carry as much wealth that you can grab. The quality of these rooms increase each time you skip one. At the moment the restorative room would heal your hit points and neutralize an ailment, if skipped again you would be targeted by a restoration spell. The rejuvenation room would restore 1/4 of your spells or daily uses of specials, next level would be 1/3. The treasure room's magical item is max 4,000 gold pieces in value, next skipped level would be 7,000 gold pieces."

[B]Round 1

[Dice=bite]1d20+8+2[/dice]
[Dice=bite damage]1d8+5[/dice]

[Dice=claw]1d20+8+2[/dice]
[Dice=claw damage]1d6+5[/dice]

[Dice=claw]1d20+8+2[/dice]
[Dice=claw damage]1d6+5[/dice] rend (2 claws, 1d6+7)

[Dice=bite]1d20+8+2[/dice]
[Dice=bite damage]1d8+5[/dice]

[Dice=claw]1d20+8+2[/dice]
[Dice=claw damage]1d6+5[/dice]

[Dice=claw]1d20+8+2[/dice]
[Dice=claw damage]1d6+5[/dice] rend (2 claws, 1d6+7)

DM notes:
I am going to do it... I wish for a ring of infinite wishes!

I want boots of the Earth too!

Super Cursed Ring of Infinite wishes.
[Dice]5d100 [/dice]
Drawback: Character now bears some identifying mark, a weird red glow as the same amount of light as a candle.
Drawback: Character must make a Fortitude save each day or take 1 point of Strength damage.
Requirement:Item must have a particular spell cast upon it each day (bless or atonement).

Requirement:Item must be used at least once a day, or it won’t function again for its current possessor.

[Dice]5d100 [/dice]

Intermittent: Only works during the day.
Drawback: Character must make a Fortitude save each day or take 1 point of Dexterity damage.

To negate one of the above curses do one of the requirements below:
Requirement: Character must have a minimum number of 5 ranks in the skill K Arcana, K planes, or Spellcraft.

Requirement:Item must be used to kill a living creature each day. Spikes extend from the ring to do this. 1d3 dage.

[Dice]5d20 [/dice]

Intelligent Item
Ability score |Price|ego score
20 +8,000 gp +5
20
20

[Dice]5d100 [/dice]

Nuetral Evil
Can make a red glow to see.
Telepathy +1,000 gp +1
Senses (30 ft.) — —
Read languages +1,000 gp +1
Read magic +2,000 gp +1
Item has 5 ranks in spellcraft +2,500 gp +1

Goal:
Defeat/slay all (other than the item and the wielder) +2

Dedicated power:
Wielder gets +2 luck bonus on attacks, saves, and checks +80,000 gp +2

200,001 gp and higher +12

Ego 35...

Split: The item has two alignments, and each day the GM determines which one of the alignments manifests. These alignments are always opposite one another. Ego Modifier: –2.
1-10 NG, 11-20 NE.

[Spoiler=Init]
[dice]1d20+8[/dice]

Round

[Dice=Moon's Edge, AoO]1d20 +14[/dice]
[Dice=damage]1d10+7[/dice] 20/x3)

[Dice=Moon's Edge]1d20 +14[/dice]
[Dice=damage]1d10+7[/dice] 20/x3)

[Dice=Dwarven Maulaxe]1d20 +12[/dice]
[Dice=damage]1d6+5[/dice] 20/x3)

Undead attack

[Dice=slam]1d20 +10[/dice]
[Dice=damage]1d6+4[/dice]

[/spouker]