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I am sorry, but I think I am going to have to bring this quest to a close. I am busy at work now and frankly this has not been fun for me for months now.


You search I41 it is just clear grasslands.

[hex cleared]

Could you put a colored line for the trail again?


Searching the hex you find a large ford in the normally very deep Gurdin river. Nothing else of interest.

Hex cleared. Both of them.


You found them.


Lost 3. Unless you want to case after them. Does anyone have any survival skill? The horses are not hard to track, but it will take some skill.


Well some of the horses have ran away which for overland travel purposes is the same as all of them.


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?


Some of you got off them and since none of you made righe checks for riding horse in combat even after I mentioned it I assumed you did as well.


It takes two hours and all your arrows but you wear the mound down. You are all feeling very tried and the horses have run to who knows where.


So you want to hit and run then post that on the gameplay and roll a D100.


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.


Allisar Grabs the the spear.

The shambler tries to grab her in turn
grap: 1d20 + 16 - 1 ⇒ (8) + 16 - 1 = 23

Are there any penalties to it grappling from being grappled by the shadows? I already included pray.


I thought about doing it with wisps. But wisps are intelligent enough to do this plan and make it a whole lot worse. I plan on saving that until you roll really bad on the random event table.


Round 5 grapple check: 1d20 + 12 ⇒ (8) + 12 = 20

Round 6 grapple check: 1d20 + 12 ⇒ (14) + 12 = 26

Round 7 grapple check: 1d20 + 12 ⇒ (9) + 12 = 21

Round 8 grapple check: 1d20 + 12 ⇒ (3) + 12 = 15


It is likely going to break out soon then. It's CMD is not that hot, but it's CMB is good.


So the mound gets a chance to try and break grapple every round right? What sort of check?


Don't really see how a temporary suppression really helps.

Maybe someone can dive into the mound grab the spear and break out of the grapple?


AOO: 1d20 + 11 ⇒ (9) + 11 = 20
damage: 2d6 + 5 ⇒ (3, 6) + 5 = 14

if hit attempt grab: 1d20 + 16 ⇒ (11) + 16 = 27
constrict: 2d6 + 7 ⇒ (2, 6) + 7 = 15


I am referring to Marten saying he is taking a withdrawal action, but his figure is still there. I have no idea where he wants to go.


It would be nice if you moved your figures when do do a put saying you are moving your figures.


Your Grapple is successful. Being made of bunches of bits and pieces make for a lot of place to hold on to.


Well a neat thing is is that mounds are not intelligent and really slow if you can't figure out a way to deal with it I will be sort of disappointed.


OK I will just tell you there is a +1 spear of shocking in the mound.


you could make guesses and investigate them. If you get rid of the source of electricity you could win just by walking away. You have dealt enough damage already that is could not survive without it's fortitude buffs.

I personally think of this monster as a puzzle boss.


Before you try whittling down it's hp I suggest finding the source of those shocks you are seeing it get every turn.


The fort save is not a typo now think about what that means for its hp

Round 4
Toran
Marten
Vallisa
Riva
mound
Allisar


I hope you have been paying attention to the hints.


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
damage: 5d6 ⇒ (3, 2, 3, 4, 5) = 17

attack: 1d20 + 11 ⇒ (6) + 11 = 17
damage: 2d6 + 5 ⇒ (3, 3) + 5 = 11

if second attack hit grab: 1d20 + 16 ⇒ (12) + 16 = 28
constrict: 2d6 + 7 ⇒ (5, 5) + 7 = 17


So going to attack then?


Sorry I miss read your attacks.


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.


How come no one moved there figures even though they said they moved? Also are you still mounted shouldn't you be making ride checks?


AOO touch attack: 1d20 + 11 ⇒ (9) + 11 = 20+3 if you are wearing metal armor
damage: 5d6 ⇒ (5, 2, 4, 2, 3) = 16

Your long sword hits.

reflex save: 1d20 + 5 ⇒ (18) + 5 = 23 it takes 3 damage.
will save: 1d20 + 5 ⇒ (5) + 5 = 10 It is slowed

Allisar hit it with the second and third attacks

The mound attacks Marten
slam: 1d20 + 11 - 1 ⇒ (12) + 11 - 1 = 22

Round 3
Toran
Marten
Vallisa
Riva
mound
Allisar


Riva Sarjenka wrote:
Powergaming DM wrote:
The sparks are coming from somewhere inside the mound.
From within the shambling mound?

Yes.


The sparks are coming from somewhere inside the mound.


The mound moves forward slowly. Sparks fly off it it seems to grow a little bit bigger.

Round 2
Toran
Marten
Vallisa
Riva
mound
Allisar


If that is everyone the order is

Toran
Marten
Vallisa
Riva
mound
Allisar

Reflex save: 1d20 + 5 ⇒ (8) + 5 = 13 It takes 35 damage it barely seems like a rash to it.


mound init: 1d20 ⇒ 11
Last so far.


It is about 100 feet away you can see it because it is so big. The terrain is thick grass (difficult terrain) it is a bright and sunny day.

I have set up the battle map everyone who is here should put down a icon.

Also can I have a role call of rolling initiative?


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.


So which Hex are you going to?


Are you waiting for something from me?


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
it's quiet too quiet...


LAMASHAN 4708 AR
Upkeep Phase

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 + 43 ⇒ (15) + 43 = 58
I have not rolled a 1 yet. you gain 1 bp
Step 2—Pay Consumption: Subtract your kingdom's Consumption from the kingdom's Treasury. If your Treasury is negative after paying Consumption, Unrest increases by 2.

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.
economics: 1d20 + 50 ⇒ (8) + 50 = 58
You gain 19 bp

Event
Peaceful times unrest reduces by reduce: 1d6 ⇒ 2


LAMASHAN 4708 AR
Upkeep Phase

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
Passed unrest goes down by 1. Unrest is now 1
Step 2—Pay Consumption: Subtract your kingdom's Consumption from the kingdom's Treasury. If your Treasury is negative after paying Consumption, Unrest increases by 2.

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).


It took 3 weeks


The army is big enough to find and crush any bandits. It was just a matter of paying to mobilize it.


Your army manages to round up and capture all the bandits. 50 of them died resisting arrest, but you still captured 75.

End event bandits.


That's fine we are going a bit slow right now anyway.

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