OF CITIES OF CITIES AND AND KINGS KINGS WEB ENHANCEMENT CREDITS Creative Director • James Jacobs Senior Art Direct
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OF CITIES
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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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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
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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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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.
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Academy (52 BP): An institution of higher
BUILDING TYPES
structures are common amid most one- and two-
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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
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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
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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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OF CITIES or resistances), increase its DV by +10, but only
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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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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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