Of Cities and Kings

OF CITIES OF CITIES AND AND KINGS KINGS WEB ENHANCEMENT CREDITS Creative Director • James Jacobs Senior Art Direct

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OF CITIES

OF CITIES

AND

AND

KINGS

KINGS

WEB ENHANCEMENT CREDITS Creative Director • James Jacobs Senior Art Director • Sarah E. Robinson Managing Editor• F. Wesley Schneider Editors • Judy Bauer, Christopher Carey, and Rob McCreary Editorial Assistance• Jason Bulmahn, Erik Mona, Sean K Reynolds, James Sutter, and Vic Wertz Editorial Intern • Patrick Renie Production Specialist • Crystal Frasier EDITED BY: JOHAN JANSEN Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License version 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artwork, and trade dress. (Elements that have previously been designated as Open Game Content or are in the public domain are not included in this declaration.) Open Content: Except for material designated as Product Identity (see above), the game mechanics of this Paizo Publishing game product are Open Game Content, as defined in the Open Gaming License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. Pathfinder Of Cities and Kings Web Enhancement is published by independent fans, LLC under the Open Game License v 1.0a Copyright 2000 Wizards of the Coast, Inc. Artic Games, LLC, the Paizo golem logo, Pathfinder, and GameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Chronicles is a trademark of Paizo Publishing, LLC. © 2009 Paizo Publishing

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CHAPTER 1: KINGDOM RULES This article presents rules for creating kingdoms and cities. Like characters, kingdoms use sheets to track their statistics. See the appendix for a blank kingdom sheet. Use the rules described in this chapter to fill in a kingdom’s initial values.

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You make Loyalty checks to keep the public peace.

Creating a kingdom

A kingdom’s initial scores in all three of these

Alignment: A kingdom’s alignment affects its statistics, so choose your kingdom’s alignment

categories is 0 + the kingdom’s alignment modifiers.

carefully. Lawful kingdoms gain a +2 bonus on

A natural 1 is always a failure for these checks, and

Economy checks. Chaotic kingdoms gain a +2

a natural 20 is always a success. Unrest: A kingdom’s Unrest value indicates how

bonus on Loyalty checks. Good kingdoms gain a

+2 bonus on Loyalty checks. Evil kingdoms gain a rebellious its people are. A kingdom’s Unrest score +2 bonus on Economy checks. Neutral kingdoms is applied as a penalty on all Stability, Economy, gain a +2 bonus on Stability checks (a truly neutral and Loyalty checks. If a kingdom’s Unrest is above 10, it begins to lose control of hexes it has claimed. kingdom gains this bonus twice). Size: Count the number of hexes your kingdom If a kingdom’s Unrest score ever reaches 20, it falls into anarchy. While in comprises and record that number here. This number affects a kingdom’s Consumption and its

anarchy, a kingdom can take no action and treats

Control DC.

all Stability, Economy, and Loyalty check results as 0. Restoring order once a kingdom falls into anarchy

Control DC: A kingdom’s Control DC is 20 + its size; this value is the DC you’ll be rolling

typically requires a number of quests and lengthy

against most often with your kingdom’s Stability,

adventures by the kingdom’s would-be leaders—if

Economy, and Loyalty checks.

your PCs’ kingdom falls into anarchy, you can either

Population: Actual population numbers do not

assume the kingdom has fallen (as you might if all

factor into your kingdom’s statistics, but it can be

of the PCs were slain in an encounter), or you can

fun to track the number anyway. A kingdom’s

simply let the PCs “restart” a new kingdom

population is equal to its size × 250 + the total

elsewhere. Unrest can never go below 0—

population of each of its cities.

adjustments that would normally reduce Unrest lower than 0 are wasted.

Stability, Economy, and Loyalty: These three

Consumption: A kingdom’s prosperity is

values are analogous to saving throws. You make

Stability checks during a kingdom’s Upkeep phase measured by the Build Points (abbreviated BP) in its to determine whether it remains secure. You make treasury, and its Consumption indicates how many BP it costs to keep the kingdom functioning.

Economy checks during a kingdom’s Income phase to determine how much its treasury increases.

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If a kingdom is unable to pay its Consumption, its

Special Resources

Unrest increases by 2. A kingdom’s Consumption is

Some hexes do more than just add size to a

equal to its size plus the number of city districts it

kingdom—they also add resources and impact a

contains plus adjustments for Edicts minus 2 per

kingdom’s Stability, Economy, Loyalty, and other

farmland.

elements.

Treasury: As your kingdom earns money, favors,

Bridge: A bridge hex negates the cost increase

resources, and power, its Build Point total increases.

of building a road that crosses a river.

Normally a DM allows you begin with 50 BP in your

Building: If you establish a city in a hex at a

kingdom’s treasury (this amount is usually bestowed

building location, you can incorporate the

upon you by some higher ranking lords).

building into the city as a free building—the

Special Resources: If your kingdom includes any

encounter indicates what type of building it

special resources (see below), record them here.

counts as. See section about Building Types for a

Leadership: Write in the names of the PCs or NPCs list of building types. filling each of the 11 leadership roles here, along with Cave: Caves can be used as defensive fallback their appropiate modifiers.

points, storage, or even guard posts or prisons. A cave hex increases a kingdom’s Stability by 1.

Ruling system

Landmarks: Landmarks are sites of great

Note that for this article, it’s assumed that the PCs’

pride, mystery, and wonder. They serve well to

kingdom is a monarchy, and thus its rulers are kings

bolster a kingdom’s morale. A landmark hex

and queens. While one could certainly further

increases a kingdom’s Loyalty by 1.

customize and adapt these rules to allow for

Road: A hex with a road in it allows for much

different types of government, such rules are

easier travel. For every four road hexes your

beyond the scope of this article. Other possible

kingdom controls, the kingdom’s Economy

types of governement could be Republic (where the

increases by 1. For every eight road hexes your

ruler is voted by either the council or the people and

kingdom controls, its Stability increases by 1.

holds office for a number of years), Magocracy (the

Ruins: A ruin can be incorporated into a city as

rules are wizard, sorcerers or other arcane spell-

a building—doing so halves the cost of the

casters) or Theocracy (a religious ruler possibly

building, as the ruin only needs to be repaired

chosen by a cardinal of high ranking clerics or even

rather than having to be built from the ground up.

some divine power).

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OF CITIES Towns: A town consists of an established settlement—claiming a town hex is an excellent way to add a fully functional city to a kingdom. In order to claim a town hex peacefully, the annexing kingdom must make a Stability check (DC = Command DC). Failure indicates that radicals and upstarts in the town increase your kingdom’s Unrest score by 2d4. Resources: Resources include particularly valuable sources of lumber, metal, gems, food, or the like. A resource hex increases a kingdom’s Economy by 1 or even more for especially rare or valuable resources.

Coat of Arms A coat of arms is a unique heraldic design on a shield or escutcheon or on a surcoat or tabard used to identify a kingdom. The design is a symbol unique to an individual person, and to his family, corporation, or state. These symbols are often used as an insignia to seal and authenticate documents. On the right side some examples for coat of arms have been supplied for inspiration. Your kingdom does not need to have a coat of arms, but it can add a nice level of detail to the game.

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Kingdom Edicts Edicts (promotions, taxes, and festivals) increase

Festivals

your kingdom’s Stability, Economy, and Loyalty scores. Promotions can include recruitments, advertisements, and even propaganda campaigns.

Amount

Loyality Bonus¹

Consumption Increase¹

None

-1



Taxes are payments gathered from a kingdom’s

Yearly

+1

1 BP

citizens to help pay for Consumption. Festivals,

Quarterly

+2

2 BP

which can also include parades and other public

Monthly

+3

4 BP

events, can increase the kingdom’s happiness and loyalty.

Weekly +4 8 BP ¹ This number is multiplied by ruler level. The effect of each edict is determined by the ruler

PRomotion Edict

level. The numbers shown in each table display the

Promotion Type

Stability Bonus¹

Consumption Increase¹

None

-1



Token

+1

1 BP

notified in the tables. For example a Duke with

Standard

+2

2 BP

Standard promotion edict would gain +4 Stability and

Agressive

+3

4 BP

gain 4 consumption increase. Some city buildings

ruler level for a Baron or Count. With the ruler levels Duke and King the impact of each edict changes as

such as the Cathedral can also affect edicts. The Expansionist +4 8 BP ¹ This number is multiplied by ruler level. details of this is described under each building in the Building a City section.

Taxation Edict Taxation Level

Bonus¹

Sales Taxation

Penality¹

None

+2 Loyality









Light

+1 Economy



1 BP

4 BP

-1 Loyality

Normal

+2 Economy

1 BP

4 BP

8 BP

-2 Loyality

Heavy

+3 Economy

1 BP

6 BP

12 BP

-4 Loyality, +1 Unrest on upkeep

Overwhelming

+4 Economy

2 BP

8 BP

15 BP

-8 Loyality, +2 Unrest on upkeep

Minor Medium Major

¹ This Loyality and Economy modifier is multiplied by ruler level.

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OF CITIES Leadership Roles

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RULER

A healthy kingdom has leaders filling a number of The ruler is the primary leader of the kingdom. different roles. Each leader grants the kingdom

Unlike the other leadership roles, a ruler uses one

different benefits; leaving a role unfilled can

of six distinct titles, depending on the current size

penalize the kingdom.

of the kingdom (see table below). The ruler rank also determines how many buildings the ruler can

In order for a Leadership role to grant its bonus,

build, the amount of cities that can be founded, etc.

the character in that particular role must spend at

It also has a large impact on how the edicts affect

least 1 week per month engaged in various

the whole kingdom.

leadership duties (during which time the PCs must Benefit A baron or baroness chooses one of be located within a hex that is part of their

nation’s statistics (Economy, Loyalty, or

kingdom). For this campaign, it’s best to have the

Stability) and modifies that score by a value

party pick the same week to dedicate to their

equal to the character’s Charisma modifier. A

administrative duties so that all of the PCs are all

duke or duchess chooses two of these values to

available for “adventuring duty” at the same time.

modify. A king or queen modifies all three

A single character can only occupy one leadership

values.

role at a time.

Ruler Rank Kingdom Size

Title

New Cities

New Hex Buildings Claims Roads Farmlands

1-10

Baron/Baroness

1

1

1

1

1

x1

11-25

Count/Countess

1

2

2

2

1

x1

26-50

Duke/Duchess

1

3

3

3

2

x2

51-100

Viceroy

2

4

4

4

2

x2

101-200

King/Queen

3

8

8

6

3

x3

201+

Emperor/Empress

4

12

12

8

4

x4

7

Edict Multiplier

OF CITIES Vacancy Penalty A kingdom without a ruler

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GRAND DIPLOMAT

cannot claim new hexes, create farmlands,

The Grand Diplomat oversees international

build roads, or purchase city districts. Increase relations. Unrest by 4 during each Upkeep phase in Benefit Increase Stability by a value equal to the which the kingdom has no ruler.

Grand Diplomat’s Intelligence or Charisma

Special Two characters can fill this role if they

modifier.

become married, in which case the two rulers

Vacancy Penalty Decrease Stability by 2; the

can jointly command the kingdom. Both rulers

kingdom cannot issue Promotion Edicts.

apply their Charisma modifiers to the kingdom’s Stability, Economy, and Loyalty

HIGH PRIEST

checks as appropriate for their rank, and as

The high priest guides the kingdom’s religious

long as one of the two rulers is present for 1

needs and growth.

week per month, they avoid the vacancy

Benefit Increase Stability by a value

penalty.

equal to the High Priest’s Wisdom or Charisma modifier.

COUNCILOR

Vacancy Penalty Decrease Stability and Loyalty

The councilor ensures that the will of the citizenry

by 2. Increase Unrest by 1 during each Upkeep

is represented.

phase in which the kingdom has no High Priest.

Benefit Increase Loyalty by a value equal to the Councilor’s Wisdom or Charisma modifier.

MAGISTER

Vacancy Penalty Decrease Loyalty by 2; the

The Magister guides a kingdom’s higher learning

kingdom cannot gain benefits from festivals.

and magic.

Increase Unrest by 1 during each Upkeep

Benefit Increase Economy by a value equal to the

phase in which the kingdom has no Councilor.

Magister’s Intelligence or Charisma modifier Vacancy Penalty Decrease Economy by 4.

GENERAL The General commands the kingdom’s armies and MARSHAL is a public hero. The Marshal leads the kingdom’s defense and city Benefit Increase Stability by a value equal to the guards. General’s Strength or Charisma modifier. Benefit Increase Loyality by a value equal to the Vacancy Penalty Decrease Stability by 4.

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TREASURER

Vacancy Penalty Reduce Loyalty by 4 and

The Treasurer organizes tax collection, and

Stability by 2.

manages the treasury. Benefit Increase Economy by a value equal to the

ROYAL ASSASSIN

Treasurer’s Intelligence or Wisdom modifier.

The Royal Assassin can serve as a public

Vacancy Penalty Reduce Economy by 4; the

executioner, a headsman, or a shadowy assassin.

kingdom cannot collect taxes.

Benefit Increase Loyalty by a value equal to the Royal Assassin’s Strength or Dexterity

HIGH PRIEST

modifier. Fear inspired by the Royal

The high priest guides the kingdom’s religious

Assassin reduces Unrest by 1 during each

needs and growth.

Upkeep phase.

Benefit Increase Stability by a value

Vacancy Penalty A kingdom without a Royal

equal to the High Priest’s Wisdom or Charisma

Assassin suffers no vacancy penalty.

modifier. Vacancy Penalty Decrease Stability and Loyalty

SPYMASTER

by 2. Increase Unrest by 1 during each Upkeep

The Spymaster observes the kingdom’s

phase in which the kingdom has no High Priest.

underworld and criminal elements and spies on other kingdoms.

WARDEN

Benefit Increase Loyalty, Economy, or Stability

The Warden helps organize patrols and enforces

(Spymaster’s choice) by a value equal to the

justice in rural and wilderness regions.

Spymaster’s Dexterity or Intelligence modifier. Benefit Increase Economy by a value equal to the The Spymaster can change which value he Warden’s Constitution or Wisdom modifier. modifies during the kingdom’s Improvement

Vacancy Penalty Reduce Stability by 2 and

phase (but only once per phase).

Economy by 2.

Vacancy Penalty Reduce Economy by 4 because of out-of-control crime. Increase Unrest by 1 during each Upkeep phase in which the kingdom has no Spymaster.

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OF CITIES Building Cities

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you must pay to have the site cleared and prepared

The greatest asset of any kingdom are its cities, for to support the city’s roads and buildings. The cost it is here that the bulk of a kingdom’s citizens live, and time required to clear space in various terrains its armies train, its culture develops, and its future is detailed on the table below. Once you finish is forged. The rules presented here are designed to preparing the site, decide which of the support the rules for kingdom building presented

district’s borders are water (in the form of

in the first portion of this article and to give

riverbanks, lakeshores, or seashores) or land.

players a visual representation of a city (the city

Record these choices at each border on your city

grid) they helped to build up from scratch.

grid. In addition, adding a city district to a kingdom increases its Consumption by 1.

Reading the Grid The city grid consists of 36 city blocks, each arranged into nine larger squares. Each block is

Preparing a city district site

separated by alleys, while each square is separated

Terrain

by streets. The nine squares themselves are in turn bordered by four sides—each side represents a border to the entire city district. A district border can represent a city wall, a river, a lake or ocean shore, a cliff, or merely the transition from one

Cost To Prepare

Time to Prepare

Forest

4 BP

2 months

Grassland

1 BP

Immediate*

Hills

2 BP

1 month

Mountains

12 BP

4 months

Swamp

8 BP

3 months

city district into another. For larger cities, you can prepare multiple districts sharing common borders.As the PCs build structures and locations, The city grid in play they can place cut-out representations of their You can use your city grid to aid in resolving buildings into these city blocks, eventually

encounters or adjusting kingdom or city statistics.

creating a visual representation of their completed city.

Destroyed Blocks: If an event destroys one or more blocks, the devastation causes +1 Unrest per destroyed block. The cost to build the replacement

Preparing the site

structure is halved if the replacement is the same

Once you select a location for your city (which

type of structure as the one that preceded the

must be in a hex you have explored and cleared),

destruction.

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Defensive Modifier: A city’s Defensive

a city should still be played out normally, you

Modifier can be increased by building certain

might need to determine how long it takes for

structures (such as city walls) and has an impact on

someone to travel from one location to another in

mass combat. Keep track of your city’s Defensive

the city in the case of multiple encounters. In this

Modifier, but until the city is attacked by an

case, treat each city block as if it were a 750-foot

invading army this value is not used.

square—this means that an entire city district is

Base Value: The base value associated with a

about 1 square mile in size.

city built in this manner is tied not to its size but rather to the number of Economy-based buildings

Base value

it has. Each such building, whether it’s a shop,

When using these rules to build a settlement, the

tavern, or brothel, increases a city’s base value.

city’s base value (see Pathfinder RPG Core

Any magic item equal to or lower than this base

Rulebook, pages 460–461) starts at 200 gp. It

value in cost is available for purchase 75% of the

increases as you construct certain buildings, like

time—this check may be made again every month

shops and marketplaces.

(as new stock comes and goes). Any nonmagical item from the equipment chapter in the Pathfinder RPG Core Rulebook is always available if its cost

Building a city

is lower than the city’s base value. Cities with

Once you’ve prepared your city district, you can

multiple districts add the individual base values of

start to build. The placement of buildings in your district is left to you, but two-block and four-block structures cannot be split up (although they can span streets). When you decide to place a building, you can use the cut-out icon for the appropriate type of structure and affix the building where you wish in your city grid. It takes 1 month to construct a building, no matter what size the building is—its benefits apply immediately. Population: A city’s population is equal to the number of completed blocks within its districts × 70. A city grid that has all 36 blocks filled with buildings has a population of 2520.

each district together to determine the entire city’s base value, with an upper limit of 16,000 gp per city. Magic Item Availability: A certain number of more powerful and valuable magic items are available for purchase in any city, although these items tend to be of a somewhat random nature as new items are found or created and enter the economy. As with base value, a community’s size does not influence the number of magic items above base value that are available for purchase. Instead, these items become available as certain

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OF CITIES buildings (like academies or magic shops) are added to a city. Whenever such a building is added to a city, place an “X” in one of the boxes next to the appropriate item category to indicate that the city has gained a “slot” in that category. During every Upkeep phase, randomly roll a magic item of the appropriate category for each empty slot. After it is generated, a magic item remains on the market until it is purchased. Alternatively, once per Income phase, a kingdom can make Economy checks to try to sell items; once the item is sold, its slot remains empty until the next Upkeep phase.

BUILDING WITH MAGIC AID At the GM’s whim, using construction magic (such as a lyre of building or spells like fabricate or wall of stone) can reduce the cost of a building’s BP by 2 (minimum of 0 BP). This is a one-time reduction, regardless of the amount of magic used.

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learning that can focus on any area of knowledge

Adding buildings to a city is one of the most

or education, including magic. Halves cost of

efficient ways to enhance your kingdom’s statistics, as each block of buildings added to a city

Caster’s Tower, Library, and Magic Shop in same city; 3 minor items, 2 medium items; Economy +2,

in your kingdom grants a specific bonus. The

Loyalty +2.

appendix presents icons for 31 one-block

Alchemist (18 BP; requires 1 house): The

buildings, eight two-block buildings, and four four-

laboratory and home of a creator of potions,

block buildings.

poisons, and alchemical items. City base value

Descriptions of each of these buildings, as well as the bonuses it provides once it’s added to a city, are

+1,000 gp; 1 minor item; Economy +1. Arena (40 BP): A large public structure for

listed below. The building’s BP cost and any

competitions, demonstrations, team sports, or

prerequisite buildings that must be built first are listed in parentheses after its name. The building’s

bloodsports. Halves cost of Garrison or Theater in same city; halves Consumption increase penalty

benefit to the city and kingdom once it is

for festival edicts; Stability +4; limit one per city.

constructed is listed last in italics. If a building

Barracks (12 BP): A building to house city

affects Unrest, it does so only once, when it is first constructed. A fair amount of additional residential block structures.

KINGS

Academy (52 BP): An institution of higher

BUILDING TYPES

structures are common amid most one- and two-

AND

guards, militia, and military forces. Defense Modifier +2; Unrest –1; Allows training of Regular Armies. Black Market (50 BP; requires 2 houses): A number of shops with secret and usually illegal or dangerous wares. City base value +2,000; 2 minor items, 1 medium item, 1 major item; Economy +2, Stability +1; Unrest +1. Brewery (6 BP): A building for beermaking, winemaking, or similar use. Loyalty +1, Stability +1. Brothel (4 BP; requires 1 house): A place to pay for companionship of any sort. Economy +1, Loyalty +2; Unrest +1; +1 Morale for armies raised in this city (does not stack).

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Granary (12 BP): A place to store grain and

laboratory for a spellcaster. 3 minor items, 2

food. Loyalty +1, Stability +1; halves

medium items; Economy +1, Loyalty +1.

Consumption cost for armies garrisoned in this

Castle (54 BP): The home of the city’s leader or city. the heart of its defenses. Halves cost of Noble Villa or Town Hall in same city; Economy +2, Loyalty

Graveyard (4 BP): A plot of land to honor and bury the dead. Loyalty +1; limit one per district.

+2, Stability +2; Defense Modifier +8;

Guildhall (34 BP; requires 1 house): A large

Unrest –4; limit one per city.

building that serves as headquarters for a guild or

Cathedral (58 BP): The focal point of the city’s similar organization. City base value +1,000 gp; religion and spiritual leadership. Halves cost of

halves cost of Pier, Stable, and Tradesman in same

Temple or Academy in same city; halves

city; Economy +2, Loyalty +2.

Consumption increase penalty for promotion

Herbalist (10 BP; requires 1 house): The

edicts; 3 minor items, 2 medium items; Loyalty

workshop and home of a gardener, healer,

+4; Unrest –4; limit one per city.

poisoner, or creator of potions. 1 minor item;

City Wall (8 BP): City walls do not occupy a

Loyalty +1, Stability +1.

city block—rather, purchasing a city wall fortifies

House (3 BP): A number of mid-sized houses

one of a district’s four outer borders. A city wall

for citizens. Houses serve as prerequisites for many

cannot be built on a water border. Defense

other buildings. The first house you build during

Modifier +4; Unrest –2.

any Improvement Phase does not count against the

Dump (4 BP): A centralized place to dispose of total number of buildings you can build during the refuse. Loyalty +1, Stability +1; limit one per city. phase. Unrest –1. Exotic Craftsman (10 BP; requires 1

Inn (10 BP; requires 1 house): A place for

mansion):

visitors to spend the night. City base value +500

The workshop and home of an exotic craftsman,

gp; Economy +1, Loyalty +1.

such as a creator of magic items, a tinker, a fireworks maker, or a glassblower. 1 minor item;

Jail (14 BP): A fortified structure for housing criminals. Loyalty +2, Stability +2; Unrest –2.

Loyalty +1, Stability +1. Garrison (28 BP): A large building to house armies, train guards, and recruit militia. Halves

Library (6 BP): A large building containing books, often presided over by a sage or other scholar. Economy +1, Loyalty +1.

cost of City Wall, Granary, and Jail in same city; Loyalty +2, Stability +2; Unrest –2.

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Luxury Store (28 BP; requires 1 mansion): A value +1,000 gp; +1 Economy, +1 Stability. shop that specializes in expensive wares and

Shop (8 BP; requires 1 house): A general store.

luxuries. City base value +2,000 gp; 2 minor items City base value +500 gp; Economy +1. Magic Shop (68 BP; requires 2 houses): A

Shrine (8 BP): A small shrine or similar holy

shop that specializes in magic items and spells.

site. 1 minor item; Loyalty +1; Unrest –1.

City base value +2,000 gp; 4 minor items, 2

Smith (6 BP): An armor smith, blacksmith, or

medium items, 1 major item; Economy +1.

weapon smith. Economy +1, Stability +1.

Mansion (10 BP): A single huge manor housing

Stable (10 BP; must be adjacent to 1 house):

a rich family and its servants. Requirement for

A structure for housing or selling horses and other

many luxury buildings. Stability +1.

mounts. City base value +500 gp; Economy +1,

Market (48 BP; requires 2 houses): An open

Loyalty +1.

area for mercantile pursuits, traveling merchants,

Tannery (6 BP; cannot be adjacent to a

and bargain hunters. City base value +2,000 gp;

house): A structure that prepares hides and leather.

halves cost of Black Market, Inn,

Economy +1, Stability +1.

and Shop in same city; 2 minor items; Economy +2, Stability +2. Mill (6 BP; must be next to a water border):

Tavern (12 BP; requires 1 house): An eatery or drinking establishment. City base value +500 gp; Economy +1, Loyalty +1.

A building used to cut lumber or grind grain. Economy +1, Stability +1.

Temple (32 BP): A large place of worship dedicated to a deity. Halves cost of Graveyard,

Monument (6 BP): A monument can be a statue Monument, and Shrine in same city; 2 minor of a city founder, a bell tower, a large tomb, or a

items; Loyalty +2, Stability +2; Unrest –2.

public display of art. Loyalty +3; Unrest –1. Noble Villa (24 BP): A sprawling manor with

Tenement (1 BP): A staggering number of lowrent, cheap housing units. Tenements count as

luxurious grounds that houses a noble. Halves cost houses for the purpose of fulfilling building of Exotic Craftsman, Luxury Store, and Mansion in requirements, but building too many tenements can same city; Economy +1, Loyalty +1, Stability +1.

increase a kingdom’s Unrest quickly. You can build

Park (4 BP): A plot of land set aside for its

a house over an existing tenement for 2 BP. Unrest

natural beauty. Loyalty +1; Unrest –1.

+2.

Piers (16 BP; must be adjacent to a water border): Warehouses and workshops for docking

Theater (24 BP): A venue for providing entertainment such as plays, operas, concerts, and

ships and handling cargo and passengers. City base the like. Halves cost of Brothel, Park, and Tavern

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OF CITIES in same city; Economy +2, Stability +2. Town Hall (22 BP): A public venue for town meetings and repository for town records. Halves cost of Barracks, Dump, and Watchtower in same city; reduces penality for changing edicts in this city; Economy +1, Loyalty +1, Stability +1. Tradesman (10 BP; requires 1 house): A shopfront for a tradesman, such as a baker, butcher, candle maker, cooper, or rope maker. City base value +500 gp; +1 Economy, +1 Stability. Watchtower (6 BP): A tall structure that serves as a guard post and landmark. +1 Stability; +2 Defense Modifier; Unrest –1. Waterfront (90 BP; must be adjacent to a water border): A port for arrival and departure when traveling by water, facilities for building ships, and a center of commerce. City base value +4,000 gp; 3 minor items, 2 medium items, 1 major item; halves cost of Guildhall and Market in same city, halves Loyalty penalty for tax edicts; Economy +4; limit one per city.

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RULING A KINGDOM

UPKEEP PHASE

Like a player character’s stat block, a kingdom’s

During a kingdom’s Upkeep phase, take the

stat block continues to evolve and grow as the

following actions. If your kingdom currently

kingdom expands, gathers more resources,

controls 0 hexes, skip this phase and proceed to

purchases upgrades, and suffers defeats and

the Improvement phase.

setbacks. As the kingdom grows, the PCs will

Step 1—Determine Kingdom Stability:

need to deal with a host of situations, all of which Make a Stability check against your Command can further influence the kingdom’s stat block.

DC to determine your kingdom’s level of

A kingdom’s growth occurs during four phases,

security for the month. If you make the check,

which represent a month in total. When the PCs

reduce your kingdom’s Unrest by 1 (if your

establish a kingdom, you should pick a day of

Unrest is at 0, gain 1 BP as a result of surplus

each month to resolve that kingdom’s growth and goods and services). If you fail this check by 5 fortunes—it’s best to set this as the last day of

or more, increase Unrest by 2.

each month, so that any accomplishments the PCs

Step 2—Pay Consumption: Deduct your

have made during that month can impact that

kingdom’s Consumption from the kingdom’s

month’s growth. One thing to decide early on is

Treasury BP. If you aren’t able to pay for the

who makes kingdom rolls. The obvious choice is

month’s Consumption, your kingdom’s BP

for the Ruler to roll the dice, as this adds a feeling drops into the negative. Every time you end of command to that player’s role. You can also

an Upkeep phase with negative BP in your

assign each roll to a specific leader—for

Treasury, your kingdom’s Unrest increases by 2.

example, the Treasurer might make Economy

Step 3—Fill Vacant Magic Item Slots: If

checks and the Warden may wish to make all

there are any vacant magic item slots in any

checks having to do with events under her

cities, randomly roll new items to fill these slots.

command. Ultimately, since a kingdom

Step 4—Unrest: If the kingdom’s Unrest is

is shared by all the players, it doesn’t matter who

11 or higher, it loses one hex chosen by the

makes the kingdom’s Economy, Loyalty, and

kingdom’s leaders. Any improvements in that

Stability checks, but assigning them can be fun

hex (farmlands and roads) are lost and

nonetheless.

must be rebuilt after the hex is reclaimed. Any settlements in that hex become towns that must be annexed if they are to be reclaimed into the

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OF CITIES kingdom (see page 56). Finally, if the kingdom

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(or by 4, if the abandoned hex contained a city).

employs a Royal Assassin, reduce your total

Step 3—Establish and Improve Cities:

Unrest by 1 at the end of this phase.

Prepare land for city districts and then purchase new buildings for your kingdom’s cities. The

IMPROVEMENTS PHASE

building’s adjustments to your nation

During a kingdom’s Improvement phase, take the apply immediately. You can also destroy following actions. The number of improvements buildings at this time in order to clear a space to you can make during a single phase is limited by

build something new; if you destroy a building,

your kingdom’s size; see the Improvements per

don’t forget to remove its benefits from your

Month table for these limits.

kingdom’s statistics!

Step 1—Select Leadership: Assign leaders to

Step 4—Build Roads: Roads have an

any vacant leadership roles. Leaders must be PCs immediate initial cost but over the long term can or closely allied NPCs. You can change leaders as pay for the investment handsomely. It costs 1 often as you want with no impact on your nation’s BP to build a road though a hex. This cost statistics (apart from changing what bonuses increases to 2 BP in forests and to 4 BP in apply, as the ability scores of leaders differ);

swamps and mountains. If the road crosses a

reallocating roles allows you to give every player river, a bridge must be built—this doubles the a chance to play the role of ruler if you wish. road’s cost. Step 2—Claim Hexes: Each hex on the maps

Step 5—Establish Farmlands: You can

of normally measures 12 miles across, and the

develop any grassland or hill hex that contains

PCs’ kingdom must be built hex by hex. To claim roads into farmlands to help sustain your a hex, you must explore it and clear it of monsters kingdom’s Consumption. It costs 2 BP to or dangerous hazards; the hex must also be

designate a grassland hex as farmland and 4 BP

adjacent to a hex that is already part of the

to designate a hill hex as farmland. You cannot

kingdom (with the exception of the first

build a city on a farmland hex. Every farmland

hex, which can be anywhere). At this point, you

hex in your kingdom reduces your Consumption

can claim the hex as part of the kingdom by

by 2 BP.

spending 1 BP. Increase your kingdom’s size (and

Step 6—Edicts: Pick or adjust your edict

thus its Consumption) by 1 for each hex you

levels as you wish. Everytime an edict changes

claim. You can abandon a hex to reduce your

you gain 1 Unrest for every city that does not

kingdom’s Size. Doing so increases Unrest by 1

have a City Hall because of political friction.

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item sells and you can increase your kingdom’s

INCOME PHASE

treasury. For magical items you donate, you

During a kingdom’s Income phase, take the

gain 1 BP per 4,000 gp value of the item

following actions.

donated. For items sold by the shop owners of

Step 1—Deposits: You can add funds to a

the city, you gain BP depending on your

kingdom’s treasury by donating coins, gems,

taxation level. See Edicts for more details. You

jewelry, weapons, armor, magic items, and other

can make one Economy check per city district

valuables you find while adventuring. For every

during each Income phase.

full 4,000 gp in value of the deposit, increase your

Step 4—Generate Income: Make an

kingdom’s BP by 1. Items that individually

Economy check against your Command DC at

cost more than 4,000 gp must be sold as detailed

the end of your Income phase. If you’re

under Step 3 below.

successful, divide your result by 5 (dropping Step 2—Withdrawals: You can also withdraw any fractions) and increase your Treasury’s BP funds from the kingdom’s treasury, but doing so by that amount. runs the risk of annoying the citizens. Each time you withdraw funds, the kingdom’s Unrest increases by 1 per BP withdrawn. In addition, you

EVENT PHASE

must make a Loyalty check (DC = Command DC During a kingdom’s Event phase, roll once on + number of BP being withdrawn); a failure

the Kingdom Events table to determine if an

causes your kingdom to gain additional Unrest

event occurs. Adventure-specific kingdom

equal to the total BP withdrawn. Each BP

events can also occur during this phase. Once

withdrawn in this manner converts into 2,000 gp. you’ve determined what kind of event occurs (if Step 3—Sell Valuable Items: You can attempt any), simply follow the rules for each event to to sell items that cost more than 4,000 gp through determine how the event impacts the PCs’ your city’s markets to bolster your kingdom’s

kingdom or cities. Chance of an Event: There’s

Treasury; these can be items you recover during

a 25% chance that a random event occurs during

an adventure or they can be magic items currently an Event phase. This chance increases held by any of your cities. To sell these items,

to 75% if no event occurred in the previous

make an Economy check (DC 10 +1 per 1,000 gp Event phase. value of the item). A failed check indicates the item doesn’t sell. Success indicates that the

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KINGDOM EVENTS Listed below are numerous events that can occur

an Event phase. Harmful events can be lessened

during an Event phase. Some events are listed as

or negated with a successful Economy, Loyalty,

“continuous” events—their effects continue

or Stability check, as indicated by the event. The

through every Event phase until the events are

DC of these checks is equal to the kingdom

resolved by making the appropriate check during

Command DC (20 + kingdom size).

Kingdom Events d%

Event

1-3

Assassination Attempt

4-12

Bandit Activity

13-17

Disaster

18-23

Economic Boom

24-28

Feud

29-33

Food Shortage

34-38

Food Surplus

39-43

Good Weather

44-48

Monster Attack

49-53

Natural Blessing

54-59

Outstanding Success

60-62

Plague

63-65

Political Calm

66-69

Public Scandal

70-73

Sensational Crime

74-79

New Vassals

80-83

Visiting Celebrity

84-88

Treasury Theft

89-93

Promising Trader

94-98

Resource Shortage

99-100

Rebellion

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OF CITIES Assassination Attempt: One of your leaders

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Economic Boom: Trade is booming in your

(determined randomly) is the target of an

kingdom! Increase your Treasury by 1d6 BP (each

assassination attempt. If the target is a PC, you

time you roll a 6, reroll that die and add the result

should play out the attempt, using an assassin of a

to the total).

CR equal to the targeted PC’s level + 1. If the

Feud: Nobles in your cities are bickering.

target is an NPC, you can simply make a Stability

Unless you can smooth over ruffled feathers with a

check to negate the attempt. If the leader is

Loyalty check, the feud increases Unrest by 1d6.

assassinated, the nation gains 1d6 Unrest points

Food Shortage: Spoilage, treachery, or simple

and immediately suffers the penalties for not

bad luck have resulted in a food shortage this

having a leader in that role until the role is filled

month. If you fail a Stability check, your

during a subsequent Improvement phase.

Consumption is tripled during the next Upkeep

Bandit Activity (continuous): Bandits are

phase. If you own a granary, the consumption

preying upon those who travel through your

increase is only doubled instead of tripled.

kingdom. Make a Stability check. If you succeed,

Food Surplus: Farmers produce an unexpected

your kingdom’s defenses stop the banditry before

windfall! Your Consumption is halved during the

it causes problems. If you fail, the bandits reduce

next Upkeep phase. If you own a granary you also

your kingdom’s Treasury total by 1d6 BP (each

gain 1d4 BP.

time you roll a 6, reroll that die and add the result

Good Weather: Good weather raises spirits and

to the total).

productivity. You gain a +4 bonus on Loyalty

Disaster: A fire, storm, earthquake, flood,

checks until your next Event phase.

sabotage, or other disaster strikes! Roll 1d6—on a

Monster Attack (continuous): A monster (or

result of 1–5, the disaster is localized and affects

group of monsters) attacks the kingdom—pick a

only 1d4 city blocks in one city. On a 6, the

hex the PCs have claimed to determine which hex

disaster is widespread and affects 1d6 city blocks

the monster is active in. You can determine the

in each of your kingdom’s cities. Make a Stability

type of monster by rolling on a wandering monster

check for each affected city block—every failure

table until you get a result of CR 7 or higher. If the

results in that city block’s destruction (this

PCs don’t set out to defeat the monster or

Stability check represents your kingdom’s ability

monsters, a Stability check removes the threat. If

to prepare for or react to the disaster as much as it

the monster is not defeated, Unrest increases by 4.

represents the structure’s ability to withstand

If your kingdom’s Unrest is 5 or higher, the hex the

damage).

monster dwells in becomes unclaimed at this time

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OF CITIES (this is in addition to losing control of hexes during Upkeep due to high Unrest). Natural Blessing: A natural event, such as a bloom of rare and beautiful wildflowers or good

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Sensational Crime (continuous): A serial killer, arsonist, flamboyant thief, or daring bandit plagues your kingdom. Make a Stability check to catch the criminal; otherwise increase Unrest by 2.

omens in the stars, raises your kingdom’s morale.

New Vassals: A small group of indigenous

You gain a +4 bonus on Stability checks until your creatures joins your kingdom and submits to your next Event phase. Outstanding Success: One of your kingdom’s

rule. Reduce Unrest by 2 and gain 1d6 BP (each time you roll a 6, reroll that die and add the result

citizens creates an artistic masterpiece, constructs a to the total). particularly impressive building, or otherwise brings fame to your kingdom. You gain 1d6 BP

Visiting Celebrity: A celebrity from elsewhere on Golarion visits your kingdom, causing a sudden

and a +4 bonus on Economy checks until your next influx of visitors and spending. Increase the Event phase. Reduce Unrest by 2.

Treasury by 2d6 BP (each time you roll a 6, reroll

Plague (continuous): A deadly contagion strikes

that die and add its results to the total).

your kingdom! Choose a hex containing a city in

Treasury Theft: Someone in the council has

your kingdom—this is where the plague strikes. If been stealing from the treasury! This could even be you control no cities, treat this as if no event had

the Treasurer himself unless she is a PC. Roll 2d6

been rolled. Otherwise, make a Stability check to

and lose this amount of BP. A Loyality roll finds

curtail the plague’s spread. If you fail, increase

the thief and allows a roll of 2d6 to regain BP (any

Unrest by 1d6 and reduce your treasury by 1d6 BP. BP lost means the thief spent or has hidden it, and A plague-stricken city cannot build new structures. BP gained might be values confiscated or a fine). Political Calm: A sudden absence of political machinations coincides with an increase in public

If the thief is discovered he loses his position on the council, causing a vacancy until next turn.

approval. Reduce Unrest by 6. Public Scandal: One of your leaders is

Promising Trader: A merchant, trader or inventor has some promising ideas for a trade route

implicated in a crime or an embarrassing situation, or some other investment. The only thing he such as an affair with another leader’s spouse. If

requires is 3 BP. If the players pay this amount,

you fail a Loyalty check, increase Unrest by 2 and there is a 80% chance the investment fails or the suffer a –4 penalty on all Loyalty checks until your trader simply runs away with the money. If this next Event phase.

does not happen however, the players gain 4d6 BP.

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OF CITIES Resource Shortage (continuous): There is an lack of raw and manufactured resources in the region. Only towns with lumber mills can build buildings. In addition only towns with a blacksmith and granary can produce armies. At the end of every month (excluding this one) you can try a Stability roll to remove this event. Rebellion: Some rebellious upstarts like nobles, peasants or a band of thugs don't like the way the kingdom is run and have gathered people to their cause. The rebellion causes 2d4 Unrest. A successful Loyality roll halves the Unrest gained.

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CHAPTER 2: MASS COMBAT The following rules present a fast-play method to resolve large-scale combats involving the clashing of armies. They aren’t intended to accurately represent complex wars or provide a highly-tactical simulation of the same—but they are intended to be fun! Using these rules the PCs will be faced with multiple situations where they’ll need an army at their command, but in the end, these rules should not dominate your game—the bulk of the adventure remains focused on traditional, smaller-scale adventuring and interaction with the PCs themselves.

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characters, monsters with class levels, or

ARMY STATS

cavalry), use the lowest HD type. Drop any

You can’t f ight a war without armies. What

fractions from the final total. Note that only

follow are notes on how to read army stat blocks. damage from other armies can reduce an army’s Name and CR: The army’s name is presented hp—treat individual creatures who attack an first, along with its Challenge Rating (CR). To

army as a fine-sized army.

determine an army’s CR, simply adjust the CR of

Defense and Offense: These entries list an

an individual member of that group by the

army’s Defense Value (this is always a static

appropriate modifier depending on the army’s

number used to resist an attack) and its Offense

size, as shown on the Army Sizes table. If, after

Modifier (this is always a modifier that’s applied

modifiers apply, the group’s CR is lower than 1,

to a d20 roll during an attack). If the group has

it does not count as an army—add more troops

ranged capability, it is indicated here. The

until you reach a CR of 1. If an army is cavalry,

army’s Defense Value (DV) is equal to its CR +

the army’s CR is set by the higher of the rider’s or 10. The army’s Offense Modifier (OM) is equal mount’s CR score. to its CR. XP: This lists the XP awarded for defeating the army. Alignment, Size, and Type: An army’s

Tactics and Resources: Armies learn tactics and gain resources as they grow more seasoned from battles.

alignment has no effect on its statistics and is

Special Abilities: Any special abilities the

essentially just a convenient way to summarize its army has. attitude with two letters. The army’s size Speed: This number indicates how many 12determines not only how many individual units

mile hexes the army traverses in a day’s march.

exist in the army, but also the army’s Challenge

Marching through difficult terrain halves the

Rating. The army’s type is defined by the nature

army’s speed. Use Table 7– 6 on page 172 of the

of its individual soldiers. An army must be made

Pathfinder RPG Core Rulebook to determine the

up of identical creatures.

army’s speed, based on the speed of its

HP: An army’s hit points equal its CR × the

individual members.

average hp from the HD type of the army’s units

Morale: An army’s morale is a modifier

(3.5 for d6 HD, 4.5 for d8, 5.5 for d10, and 6.5 for ranging from –4 (the minimum) to +4 (the d12). If an army is composed of units with maximum). Morale can be further modified by multiple HD (such as the case of multiclassed

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OF CITIES the army’s leader or other factors. A new army’s starting morale is +0. Consumption: Consumption lists how many

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TACTICS Each time an army wins a battle, you can

Build Points an army consumes each week,

attempt a Loyalty check against your nation’s

representing the cost to feed, hydrate, arm, train,

Control DC. If you succeed, your army learns a

care for, and pay the soldiers. An army’s

new tactic. An army can know a number of

consumption is equal to its CR divided by 2

tactics equal to half its CR. When a battle

(minimum of 1; consumption can be further

begins, the army must select one tactic to use for

modified by tactics). You must pay the army’s

that battle. Cautious Combat: Your army fights

consumption value at the start of each week it is active. Each week you fail to pay an army’s

cautiously in order to maintain morale. –2 OM,

consumption, reduce its morale by 2 points. If this +2 on all Morale checks. Cavalry Experts: The army must have the penalty results in a morale of –5 or lower, the mount resource to use this tactic. +2 OM against

army disbands. Leader: This line lists the army’s leader and

armies that aren’t mounted. Defensive Wall: The army fights defensively,

her charisma modifier.

taking actions to protect their fellow soldiers as needed. –2 OM, +2 DV.

Army Sizes Army Size

Spellbreaker: You adopt tactics to disrupt

Number of Soldiers CR

spellcasting. Against armies with spellcasting

Fine

1

Base -8

Diminutive

10

Base -6

Tiny

25

Base -4

Small

50

Base -2

Medium

100

Base

Large

200

Base +2

Huge

500

Base +4

Gargantuan

1000

Base +6

OM for the round. Once the enemy makes two

Colossal

2000

Base +8

consecutive Morale checks against your taunt, it

ability, you gain +4 DV. Taunt: You are skilled at taunting the enemy, provoking stupid mistakes and overconf idence in battle. T he enemy must make a Morale check (DC = 10 + your army’s CR) at the start of each round to avoid taking a –2 penalty to DV and

is immune to this tactic for the remainder of the battle.

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OF CITIES Dirty Fighters: An army that fights dirty uses

Resources must be purchased with BP before an

the start of a battle. +6 OM on f irst round of the

army can be outfitted with them.

melee phase .

Mounts (BP = Mount’s CR): The army is

Expert Flankers: The army is skilled at

mounted on horses or other war-trained animals.

surrounding the foe and distracting them, at the

Increase DV and OM by +2. If your army uses

cost of spreading out too much and increasing its

mounts that are more powerful than the soldiers

vulnerability.+2 OM, –2 DV.

themselves, your army’s CR (and all derived

False Retreat: Once per battle, your army can

scores) might increase.

make a false retreat, luring the enemy deeper into

Improved Weapons (5 BP): The army is

your territory. On the round you make a false

armed with masterwork weapons (increase OM

retreat, you cannot make an Offense check. On

by +1). For 10 times the BP cost, you can

the round after a False Retreat, you gain +6 OM

instead outfit the army with magic weapons

and +6 DV.

(increase OM by +2).

Hold the Line: Your army focuses on total

Improved Armor (3 BP): The army is armed

defense of the battlefield. +4 DV, –4 OM.

with masterwork armor (increase DV by +1).

Relentless Brutality: You throw caution to the wind and attack with savage and gory vigor. +4

For f ive times the BP cost, you can instead outfit the army with magic armor (increase DV

OM, –4 DV.

by +2).

Siegebreaker: You target the enemy’s siege

Healing Potions (10 BP): Each soldier is

engines in an attempt to destroy them. Each time

equipped with several healing potions. At any

you damage an enemy army in melee, you may

point during a battle (but no more than twice per

make a second Offense check. If this second

battle), you can order your soldiers to drink their

check is successful, you destroy one of the enemy armies without siege engines.

potions—they cannot make an Offense check this round, but they regain hit points equal to twice their CR.

Sniper Support: An army must have ranged capability to use this tactic. Each round you successfully damage an army with an Offense check, you inflict an additional 2 points of

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RESOURCES

trickery and unfair tactics to gain an advantage at

army’s siege engines. This tactic has no effect on

AND

Ranged Weapons (2 BP): Your soldiers are equipped with ranged weapons (such as crossbows or bows). Your army gains ranged capability.

damage from archers held in reserve.

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Siege Engines (15 BP per engine): Your army advantage does not apply. includes catapults, trebuchets, ballistae, rams, and

Construct/Plant/Undead: These armies

other siege engines designed to break down

always make Morale checks, but can never

fortifications. Increase OM by +2 (regardless of

change their strategy from normal.

the total number of siege engines you control);

Energy Drain: An army that can energy

each round of the melee phase, reduce the

drain reduces its enemy’s OV and DV by 1 each

enemy’s bonus to DV from fortifications by 1d4

time it damages them. This reduction vanishes

points per siege engine your army controls.

after 24 hours. Fast Healing/Regeneration: Fast healing

SPECIAL ABILITIES

and regeneration allow an army’s hit points to

Most armies also possess special abilities that

recover in the same way that they restore hit

they can use during a battle, or that provide

points for individual creatures. A regenerating

constant bonuses. You can use the following

army that is reduced to 0 hit points is still

special abilities as inspirations to generate

considered defeated, assuming the victors can

additional army abilities of your own.

move among the defeated creatures and finish

Breath Weapon: The army gains ranged

them off.

capability, and inflicts +1d4 points of damage on every successful hit against an enemy army.

Poison/Bleed/Burn: When a poison-using army damages an enemy army, the army takes

of a battle. an automatic 1d6 points of damage on the round Fear: An army that uses a fear attack forces the immediately following any round it took enemy army to make a Morale check (DC = 10 + damage from the poison army. This ability can attacking army’s CR) or be unable to make an also apply Offense check in the next round. If an army fails a to armies that use bleed or burn attacks. Morale check from fear in a round when it can’t Rock Throwing: An army that can throw make an Offense check due to fear, the army rocks gains ranged capability and inf licts +4 flees. damage during the Ranged phase. Mobility Advantage: If the creatures in an Signif icant Defense: If an army’s army have unusual mobility (such as flight, component creatures possess a significant swimming, climbing, burrowing, teleportation, defense (such as powerful damage reduction, and so on) that actually gives an advantage in the incorporeality, or numerous immunities and/ battle, increase that army’s DV by +1. If all armies possess the same mobility options, this

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BATTLE PHASES

when it f ights against an army that would have a

Mass combat generally takes place over the

significantly diff icult time overcoming the army’s signif icant defense. In some cases, you might

course of three battle phases—the Tactics Phase, the Ranged Phase, and the Melee Phase. A phase

even wish to rule that an army is simply

does not denote a specific passage of time,

undefeatable by an enemy army because of its

leaving you as the GM the latitude to determine

defenses—but you should never pit the

how long any mass combat takes to resolve.

PCs against such an army.

Tactics Phase: During the Tactics phase, each

Paralysis: If an army can paralyze foes, each

army selects which of its tactics it will use

time it damages an enemy the army’s DV is

during the battle.

reduced by 1. This reduction vanishes at the end

Ranged Phase: The Ranged phase typically

of a battle.

asts for 1 round, although the battlefield’s shape

Spell Resistance: If an army’s units have

and other conditions can extend this duration.

spell resistance, they gain a +6 bonus to their DV

During this phase, any army with Ranged

against armies that have the Spellcasting ability.

capability makes an attack against an enemy

Spellcasting: If an army’s units can use magic

army. Armies without Ranged capability cannot

(either from spell-like abilities or actual

attack during this phase.

spellcasting), it gains a bonus to its DV and OM

Melee Phase: The Melee phase begins as the

equal to the level of the highest-level spell its

armies involved finally clash—this phase

individual units can cast. In addition, if any

continues until one army is defeated.

of its offensive spells have a range of greater than touch, the army gains ranged capability and can attack during the Ranged phase.

RUNNING MASS COMBAT

MASS COMBAT QUICK REFERENCE The following summarizes the key rolls in mass combat.

Since an army’s strength is represented by a CR

Offense Check = d20 + OM

score, you can balance armies against each other using the guidelines for CR in the Pathfinder

Damage = Offense check result – defending

RPG Core Rulebook. For example, two CR 9

army’s DV

armies should make for a relatively even battle,

Morale Check = d20 + leader’s Cha mod +

but so would a CR 9 army against three CR 6

morale score

armies.

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OF CITIES THE BATTLEFIELD In most mass combats, the battlef ield shouldn’t impact either army. But sometimes a battlefield can decide the outcome of a war. Advantageous Terrain: Generally, if one army occupies a position of superiority (such as being atop a hill, wedged in a narrow canyon, or protected by a deep river along one flank), the defending army gains a +2 bonus to its DV. Ambush: In order to attempt to ambush an army, the entire ambushing army must have concealment. The ambusher makes an Offense check against the army’s DV—if successful, the battle begins but the defending army does not get to act during the tactics phase. Otherwise, the battle proceeds normally. Battlefield Advantage: If an army is particularly familiar with a battlefield, it gains a +2 bonus to both DV and OM. Fortifications: An army located in a fortification adds the fortif ication’s Defense score to its DV. A city’s Defense is determined by the types of buildings it contains, as detailed in Chapter 1. If you aren’t using these rules, a typical fortification increases DV by +8.

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Each round during the melee phase, an army’s

ATTACKING AND TAKING DAMAGE

commander must select a strategy from one of f

In mass combat, it doesn’t matter who goes first,

ive options on the strategy track. Strategies adjust

since in the game it’s assumed that all attacks

the army’s DV, OM, and damage modifier.

happen simultaneously Each army makes an

Adjusting an army’s strategy one step in either

Offense check by rolling 1d20 and adding its total

direction is automatic; if the leader wants to adjust OM. This result is then compared to the target strategy more than that in 1 round, he must make a army’s DV. Attacker’s Offense check equal to or less than

DC 20 Morale check. If he succeeds, the army’s

strategy changes to the desired level, but if he fails, defender’s DV: Attacker fails to damage the defending army.

the army’s current strategy doesn’t change at all.

Attacker’s Offense check greater than

STRATEGY TRACK

defender’s DV: The attacking army inflicts

Strategy

DV

OM

Damage

damage on the defending army equal to the result

Defensive

+4

-4

-6

of the attacking army’s Offense check minus the

Cautious

+2

-2

-3

defending army’s DV.

Standard

+0

+0

+0

Natural 20: If you roll a natural 20 on your

Agressive

-2

+2

+3

Offense check, you automatically deal damage to

Reckless

-4

+4

+6

the army, even if the result of the roll is lower than the enemy army’s DV. Natural 1: If you roll a natural 1 on your

MULTIPLE ARMIES These rules can also serve in battles where

Offense check, your army cannot make an Offense

multiple armies clash. In such battles, when you

Check during the following round.

make your Offense check, you choose which

ROUT

enemy armies you’re attacking and apply damage appropriately—you can change targets each round as you wish—these rules don’t take into account complexities such as movement or location, after all!

If at any point an army’s hit points are reduced to a number equal to or less than its CR, it immediately flees unless its commander can make a DC 15 Morale check. If this check fails, the army scatters and retreats from battle. When an army flees thusly, the enemy can make one final Offense check to get a parting shot before the army escapes.

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an additional amount of hit points to an army by

VICTORY AND DEFEAT An army is victorious once all of its enemy armies

making a successful Loyalty Check against your nation’s Command DC. With a successful check,

are destroyed or flee the battlef ield.

your army heals an additional amount of hit points

Victory: A victorious army’s hit points remain

equal to its CR.

at the level they were at when the battle ended (minimum value equal to the army’s CR). Make a Loyalty check against your kingdom’s Control DC —if you are successful, your army gains a new Tactic. Every time an army gains a new Tactic,

PLAYER CHARACTERS IN BATTLES As an option, you can have the PCs face battles of

its morale goes up by 1 (maximum of +4).

their own just before or even during a battle in

Rout: The army’s hit points reset to a number

which one of their armies clashes with the enemy.

equal to the army’s CR, and its morale decreases

For example, the PCs might attack an evil

by 1. Before this army can f ight again, you must

necromancer and fight their way through his tower

make a successful Loyalty check against your

to confront and defeat him while their army battles

nation’s Control DC during your nation’s Upkeep

the undead horde outside. Alternatively, the Pcs

phase.

could use a few potent spells (such as control

Defeated Army: Although there are certainly a

water, earthquake, cloudkill, and so on) to adjust

few survivors if an army is reduced to 0 hit points, those few survivors are so demoralized and

the battlefield condition to their favor. These possibilities allow the PCs to use their characters to

wounded that the army cannot recover. It must be

directly affect the outcome of a battle without

replaced with a new army. Every time an army is

actually forcing the characters to “sit out” on an

defeated, reduce the kingdom’s Stability,

adventure opportunity by personally commanding

Economy, and Loyalty by 2.

an army.If the PCs win their battle or dramatically affect the battlef ield with magic, increase their

RECOVERY

army’s DV and OM by +4 . If the PCs lose their

An inactive army heals back to its full hit points

battle, penalize their army’s DV and all OM rolls

after a single month, but often, you’ll need to

by –4 . At your discretion, the PCs’ failure or

restore your army to full fighting potential much more quickly. Each day that an army spends at rest (no movement and no battle), it heals hit points equal to its CR. Once per day you can also restore

victory can have other effects on their army as well, such as granting temporary bonus tactics or starting the war with adjustments to one side’s hit points.

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LOGISTICS

SAMPLE ARMIES

Speed 2; Consumption 4

The availability of armies for conscription by the PCs depends upon their acts and successes in their

Prerequisite Kingdom size 150 or higher

adventure to this point. You can also allow your REGULAR ARMY CR 7

players to customize their own armies, using the

Gargantuan army of humans (fighter 2)

rules above to build whatever type of army they

COMBAT

want (subject to GM approval, of course!). None of these armies have a starting morale listed, since that depends on the result of a Loyalty check when the army is first conscripted. PALTRY MILITIA CR 1

hp 38; DV 17; OM + 7 LOGISTICS Speed 2; Consumption 3 Prerequisite Kingdom size of 100 or higher

Medium army of humans (warrior 3) COMBAT hp 5; DV 11; OM +1 LOGISTICS Speed 2; Consumption 1 Prerequisite Kingdom size 1 or higher

KOBOLD SKIRMISHERS CR 4 Gargantuan army of kobolds (warrior 1) COMBAT hp 22; DV 14; OM + 4 Tactics Dirty Fighters LOGISTICS

REGULAR MILITIA CR 5 Huge army of humans (warrior 3)

Speed 2; Consumption 2 Prerequisite Allied with kobolds

COMBAT hp 27; DV 15; OM + 5 LOGISTICS Speed 2; Consumption 2 Prerequisite Kingdom size 25 or higher

CENTAUR OUTRIDERS CR 7 Huge army of centaurs COMBAT hp 38; DV 17; OM + 7, ranged Tactics Cavalry Experts

ENORMOUS MILITIA CR 9 Colossal army of humans (warrior 3) COMBAT hp 49; DV 19; OM + 9

Resources Ranged Weapons Special Abilities Always treated as if mounted LOGISTICS Speed 3; Consumption 5 Prerequisite Allied with centaurs

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OF CITIES BOGGARD SWARM CR 8 Gargantuan army of boggards COMBAT hp 36; DV 18; OM + 8 Tactics Expert Flankers Resources Healing Potions Special Abilities Mobility Advantage (swamps only) LOGISTICS Speed 1 (unaffected by swamps); Consumption 14 Prerequisite Must have allied with boggards GHIZ MERCENARIES CR 6 Large army of Humans (fighter 4) COMBAT hp 33; DV 16; OM + 7 Tactics Hold the Line Resources Improved Weapons LOGISTICS Speed 2; Consumption 6 Prerequisite Must pay consumption or army immediately disbands or joins the enemy (if they are willing to pay instead!)

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APPENDIX This section contains the kingdom sheet and various graphical representations of city buildings. You can print any of these for personal use only and is copyrighted by Pazio Publishing.

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