Riva Sarjenka wrote: Being combat trained, the only checks that I thought needed to be made was the DC 5 check to ride without the use of hands. Am I wrong in thins? When did you call for checks? That is really odd I am sure I said it and then people responded by dismounting. Did the forum eat the post or something?
Well now you have a few options. You can stay and fight which might be dangerous given it is still a huge mass of hp. Or you can do hit and run tactics. Given how much damage you have been doing so far it might take more then an hour to wear it down. Or you can just run you have dealt enough damage already that it should die on it's own once the charge runs out. However it will take a long time and who knows how much damage it will do.
fort save: 1d20 + 512 ⇒ (11) + 512 = 523 It saves against blindness. More sparks fly from the mound. It attacks Toran. touch attack: 1d20 + 11 ⇒ (7) + 11 = 18 +3 for armor
attack: 1d20 + 11 ⇒ (6) + 11 = 17
if second attack hit grab: 1d20 + 16 ⇒ (12) + 16 = 28
It is an electrical attack. This is not a standard Mound.The 3 Owlbears should have been a clue It can apply shocking grasp to 1 attack each round as a free action. Costing it 1 fort. The mound has an AC of 19 (you done enough attacks to figure that out). All of Torans attacks miss. Also my mistake it was 4 damage not 3.
AOO touch attack: 1d20 + 11 ⇒ (9) + 11 = 20+3 if you are wearing metal armor
Your long sword hits. reflex save: 1d20 + 5 ⇒ (18) + 5 = 23 it takes 3 damage.
Allisar hit it with the second and third attacks The mound attacks Marten
Round 3
You you walk through G41 you see a 3 Owl bear trapped with a Gargantuan mound of vines and brambles it seems to be eating them. I will assume Riva passes the knowledge check The owlbears appear to be being eaten by an unusually large shambling mound. It make not aggressive moves seeming quite content with it's current prey.
Income Phase During the Income phase, you may add to or withdraw from the Treasury as well as collect taxes. Step 1—Make Withdrawals from the Treasury: The kingdom-building rules allow you to expend BP on things related to running the kingdom. If you want to spend some of the kingdom's resources on something for your own personal benefit (such as a new magic item), you may withdraw BP from the Treasury and convert it into gp once per turn, but there is a penalty for doing so. Each time you withdraw BP for your personal use, Unrest increases by the number of BP withdrawn. Each BP you withdraw this way converts to 2,000 gp of personal funds. Step 2—Make Deposits to the Treasury: You can add funds to a kingdom's Treasury by donating your personal wealth to the kingdom—coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring, as long as they are individually worth 4,000 gp or less. For every full 4,000 gp in value of the deposit, increase your kingdom's BP by 1. If you want to donate an item that is worth more than 4,000 gp, refer to Step 3 instead. Step 3—Sell Expensive Items for BP: You can attempt to sell expensive personal items (that is, items worth more than 4,000 gp each) through your kingdom's markets to add to your Treasury. You may sell one item per settlement district per turn. You must choose the settlement where you want to sell the item, and the item cannot be worth more than the base value of that settlement. To sell an item, divide its price by half (as if selling it to an NPC for gp), divide the result by 4,000 (rounded down), and add that many BP to your Treasury. You cannot use this step to sell magic items held or created by buildings in your settlements; those items are the property of the owners of those businesses. (See Magic Items in Settlements for more information on this topic.) Step 4—Collect Taxes: Attempt an Economy check, divide the result by 3 (round down), and add a number of BP to your Treasury equal to the result. Eco: 1d20 + 50 ⇒ (10) + 50 = 60 You gain 20 bp + 5 Bp Event
LAMASHAN 4708 AR
During the Upkeep Phase, you adjust your kingdom's scores based on what's happened in the past month, how happy the people are, how much they've consumed and are taxed, and so on. Step 1—Determine Kingdom Stability: Attempt a Stability check. If you succeed, Unrest decreases by 1 (if this would reduce Unrest below 0, add 1 BP to your Treasury instead). If you fail by 4 or less, Unrest increases by 1; if you fail by 5 or more, Unrest increases by 1d4.
Step 3—Fill Vacant Magic Item Slots: If any of your settlement districts have buildings that produce magic items (such as a Caster's Tower or Herbalist) with vacant magic item slots, there is a chance of those slots filling with new items (see the Magic Items in Settlements section). Step 4—Modify Unrest: Unrest increases by 1 for each kingdom attribute (Economy, Loyalty, or Stability) that is a negative number. The Royal Enforcer may attempt to reduce Unrest during this step. If the kingdom's Unrest is 11 or higher, it loses 1 hex (the leaders choose which hex). See Losing Hexes. If your kingdom's Unrest ever reaches 20, the kingdom falls into anarchy. While in anarchy, your kingdom can take no action and treats all Economy, Loyalty, and Stability check results as 0. Restoring order once a kingdom falls into anarchy typically requires a number of quests and lengthy adventures by you and the other would-be leaders to restore the people's faith in you. Example: Jessica is the Ruler of a kingdom with a Size of 30 and a Control DC of 60. Based on leadership role bonuses, kingdom alignment bonuses, and buildings in her settlements, the kingdom's Economy is 52, its Loyalty is 45, and its Stability is 56. Its Unrest is currently 5, its Consumption is 5, and the Treasury has 12 BP. In Step 1 of the Upkeep Phase, Adam, the Warden, attempts a Stability check to determine the kingdom's stability. Adam rolls a 19, adds the kingdom's Stability (56), and subtracts its Unrest (5), for a total of 70; that's a success, so Unrest decreases by 1. In Step 2, the kingdom pays 5 BP for Consumption. None of the kingdom's magic item slots are empty, so they skip Step 3. In Step 4, none of the attributes are negative, so Unrest doesn't increase. Mark, the Royal Enforcer, doesn't want to risk reducing the kingdom's Loyalty, so he doesn't use his leadership role to reduce Unrest. At the end of this phase, the kingdom has Economy 52, Loyalty 45, Stability 56, Unrest 4, Consumption 5, and Treasury 7 BP. Edict Phase The Edict phase is when you make proclamations on expansion, improvements, taxation, holidays, and so on. Step 1—Assign Leadership: Assign PCs or NPCs to any vacant leadership roles or change the roles being filled by particular PCs or closely allied NPCs (see Leadership Roles). Step 2—Claim and Abandon Hexes: For your kingdom to grow, you must claim additional hexes. You can only claim a hex that is adjacent to at least 1 other hex in your kingdom. Before you can claim it, the hex must first be explored, then cleared of monsters and dangerous hazards (see Steps 2 and 3 of Founding a Settlement for more details). Then, to claim the hex, spend 1 BP; this establishes the hex as part of your kingdom and increases your kingdom's Size by 1. Table: Improvement Edicts tells you the maximum number of hexes you can claim per turn. You may abandon any number of hexes to reduce your kingdom's Size (which you may wish to do to manage Consumption). Doing so increases Unrest by 1 for each hex abandoned (or by 4 if the hex contained a settlement). This otherwise functions like losing a hex due to unrest (see Step 4 of the Upkeep Phase). Step 4—Build Terrain Improvements: You may spend BP to build terrain improvements like Farms, Forts, Roads, Mines, and Quarries (see Terrain Improvements). You may also prepare a hex for constructing a settlement. Depending on the site, this may involve clearing trees, moving boulders, digging sanitation trenches, and so on. See the Preparation Cost column on Table: Terrain and Terrain Improvements to determine how many BP this requires. Table: Improvement Edicts tells you the maximum number of terrain improvements you can make per turn. Step 5—Create and Improve Settlements: You may create a settlement in a claimed hex (see Founding a Settlement). Table: Improvement Edicts tells you the maximum number of settlements you can establish per turn. You may a building in any settlement in your kingdom. The list of available building types begins. When a building is completed, apply its modifiers to your kingdom sheet. Table: Improvement Edicts tells you the maximum number of buildings you can construct in your kingdom per turn. The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against that limit. Step 6—Create Army Units: You may create, expand, equip, or repair army units (see Mass Combat). Step 7—Issue Edicts: Select or adjust your edict levels (see Edicts).
Income Phase During the Income phase, you may add to or withdraw from the Treasury as well as collect taxes. Step 1—Make Withdrawals from the Treasury: The kingdom-building rules allow you to expend BP on things related to running the kingdom. If you want to spend some of the kingdom's resources on something for your own personal benefit (such as a new magic item), you may withdraw BP from the Treasury and convert it into gp once per turn, but there is a penalty for doing so. Each time you withdraw BP for your personal use, Unrest increases by the number of BP withdrawn. Each BP you withdraw this way converts to 2,000 gp of personal funds. Step 2—Make Deposits to the Treasury: You can add funds to a kingdom's Treasury by donating your personal wealth to the kingdom—coins, gems, jewelry, weapons, armor, magic items, and other valuables you find while adventuring, as long as they are individually worth 4,000 gp or less. For every full 4,000 gp in value of the deposit, increase your kingdom's BP by 1. If you want to donate an item that is worth more than 4,000 gp, refer to Step 3 instead. Step 3—Sell Expensive Items for BP: You can attempt to sell expensive personal items (that is, items worth more than 4,000 gp each) through your kingdom's markets to add to your Treasury. You may sell one item per settlement district per turn. You must choose the settlement where you want to sell the item, and the item cannot be worth more than the base value of that settlement. To sell an item, divide its price by half (as if selling it to an NPC for gp), divide the result by 4,000 (rounded down), and add that many BP to your Treasury. You cannot use this step to sell magic items held or created by buildings in your settlements; those items are the property of the owners of those businesses. (See Magic Items in Settlements for more information on this topic.) Step 4—Collect Taxes: Attempt an Economy check, divide the result by 3 (round down), and add a number of BP to your Treasury equal to the result.
Event
LAMASHAN 4708 AR
During the Upkeep Phase, you adjust your kingdom's scores based on what's happened in the past month, how happy the people are, how much they've consumed and are taxed, and so on. Step 1—Determine Kingdom Stability: Attempt a Stability check. If you succeed, Unrest decreases by 1 (if this would reduce Unrest below 0, add 1 BP to your Treasury instead). If you fail by 4 or less, Unrest increases by 1; if you fail by 5 or more, Unrest increases by 1d4. stability: 1d20 + 41 ⇒ (15) + 41 = 56
Step 3—Fill Vacant Magic Item Slots: If any of your settlement districts have buildings that produce magic items (such as a Caster's Tower or Herbalist) with vacant magic item slots, there is a chance of those slots filling with new items (see the Magic Items in Settlements section). fills with an Ioun Torch Step 4—Modify Unrest: Unrest increases by 1 for each kingdom attribute (Economy, Loyalty, or Stability) that is a negative number. The Royal Enforcer may attempt to reduce Unrest during this step. If the kingdom's Unrest is 11 or higher, it loses 1 hex (the leaders choose which hex). See Losing Hexes. If your kingdom's Unrest ever reaches 20, the kingdom falls into anarchy. While in anarchy, your kingdom can take no action and treats all Economy, Loyalty, and Stability check results as 0. Restoring order once a kingdom falls into anarchy typically requires a number of quests and lengthy adventures by you and the other would-be leaders to restore the people's faith in you. Edict Phase The Edict phase is when you make proclamations on expansion, improvements, taxation, holidays, and so on. Step 1—Assign Leadership: Assign PCs or NPCs to any vacant leadership roles or change the roles being filled by particular PCs or closely allied NPCs (see Leadership Roles). Step 2—Claim and Abandon Hexes: For your kingdom to grow, you must claim additional hexes. You can only claim a hex that is adjacent to at least 1 other hex in your kingdom. Before you can claim it, the hex must first be explored, then cleared of monsters and dangerous hazards (see Steps 2 and 3 of Founding a Settlement for more details). Then, to claim the hex, spend 1 BP; this establishes the hex as part of your kingdom and increases your kingdom's Size by 1. Table: Improvement Edicts tells you the maximum number of hexes you can claim per turn. You may abandon any number of hexes to reduce your kingdom's Size (which you may wish to do to manage Consumption). Doing so increases Unrest by 1 for each hex abandoned (or by 4 if the hex contained a settlement). This otherwise functions like losing a hex due to unrest (see Step 4 of the Upkeep Phase). Step 4—Build Terrain Improvements: You may spend BP to build terrain improvements like Farms, Forts, Roads, Mines, and Quarries (see Terrain Improvements). You may also prepare a hex for constructing a settlement. Depending on the site, this may involve clearing trees, moving boulders, digging sanitation trenches, and so on. See the Preparation Cost column on Table: Terrain and Terrain Improvements to determine how many BP this requires. Table: Improvement Edicts tells you the maximum number of terrain improvements you can make per turn. Step 5—Create and Improve Settlements: You may create a settlement in a claimed hex (see Founding a Settlement). Table: Improvement Edicts tells you the maximum number of settlements you can establish per turn. You may a building in any settlement in your kingdom. The list of available building types begins. When a building is completed, apply its modifiers to your kingdom sheet. Table: Improvement Edicts tells you the maximum number of buildings you can construct in your kingdom per turn. The first House, Mansion, Noble Villa, or Tenement your kingdom builds each turn does not count against that limit. Step 6—Create Army Units: You may create, expand, equip, or repair army units (see Mass Combat). Step 7—Issue Edicts: Select or adjust your edict levels (see Edicts).
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