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    OFCITIESANDKINGS

    OFCITIESANDKINGS

    WEBENHANCEMENT

    CREDITSCreative Director James Jacobs

    Senior Art Director Sarah E. Robinson

    Managing Editor F. Wesley Schneider

    Editors Judy Bauer, Christopher Carey, and Rob McCrearyEditorial Assistance Jason Bulmahn, Erik Mona,

    Sean K Reynolds, James Sutter, and Vic Wertz

    Editorial Intern Patrick Renie

    Production Specialist Crystal Frasier

    EDITEDBY: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 previouslybeen 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 PaizoPublishing 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, andGameMastery are registered trademarks of Paizo Publishing, LLC; Pathfinder Chronicles is a trademark of Paizo

    Publishing, LLC. 2009 Paizo Publishing

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    OFCITIESANDKINGS

    CHAPTER1: KINGDOMRULES

    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 kingdoms initial values.

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    Creating a kingdom

    Alignment: A kingdoms alignment affects its

    statistics, so choose your kingdoms alignment

    carefully. Lawful kingdoms gain a +2 bonus on

    Economy checks. Chaotic kingdoms gain a +2

    bonus on Loyalty checks. Good kingdoms gain a

    +2 bonus on Loyalty checks. Evil kingdoms gain a

    +2 bonus on Economy checks. Neutral kingdoms

    gain a +2 bonus on Stability checks (a truly neutral

    kingdom gains this bonus twice).

    Size: Count the number of hexes your kingdom

    comprises and record that number here. This

    number affects a kingdoms Consumption and its

    Control DC.

    Control DC: A kingdoms Control DC is 20 +

    its size; this value is the DC youll be rolling

    against most often with your kingdoms Stability,

    Economy, and Loyalty checks.

    Population: Actual population numbers do not

    factor into your kingdoms statistics, but it can be

    fun to track the number anyway. A kingdoms

    population is equal to its size 250 + the total

    population of each of its cities.

    Stability, Economy, and Loyalty: These three

    values are analogous to saving throws. You make

    Stability checks during a kingdoms Upkeep phase

    to determine whether it remains secure. You make

    Economy checks during a kingdoms Income

    phase to determine how much its treasury

    increases.

    You make Loyalty checks to keep the public peace.

    A kingdoms initial scores in all three of these

    categories is 0 + the kingdoms alignment modifiers.

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

    a natural 20 is always a success.

    Unrest: A kingdoms Unrest value indicates how

    rebellious its people are. A kingdoms Unrest score

    is applied as a penalty on all Stability, Economy,

    and Loyalty checks. If a kingdoms Unrest is above

    10, it begins to lose control of hexes it has claimed.

    If a kingdoms Unrest score

    ever reaches 20, it falls into anarchy. While in

    anarchy, a kingdom can take no action and treats

    all Stability, Economy, and Loyalty check results as

    0. Restoring order once a kingdom falls into anarchy

    typically requires a number of quests and lengthy

    adventures by the kingdoms would-be leadersif

    your PCs kingdom falls into anarchy, you can either

    assume the kingdom has fallen (as you might if all

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

    simply let the PCs restart a new kingdom

    elsewhere. Unrest can never go below 0

    adjustments that would normally reduce Unrest

    lower than 0 are wasted.

    Consumption: A kingdoms prosperity ismeasured by the Build Points (abbreviated BP) in its

    treasury, and its Consumption indicates how many

    BP it costs to keep the kingdom functioning.

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    If a kingdom is unable to pay its Consumption, its

    Unrest increases by 2. A kingdoms Consumption is

    equal to its size plus the number of city districts itcontains plus adjustments for Edicts minus 2 per

    farmland.

    Treasury: As your kingdom earns money, favors,

    resources, and power, its Build Point total increases.

    Normally a DM allows you begin with 50 BP in your

    kingdoms treasury (this amount is usually bestowed

    upon you by some higher ranking lords).

    Special Resources: If your kingdom includes any

    special resources (see below), record them here.

    Leadership: Write in the names of the PCs or NPCs

    filling each of the 11 leadership roles here, along with

    their appropiate modifiers.

    Ruling system

    Note that for this article, its assumed that the PCs

    kingdom is a monarchy, and thus its rulers are kings

    and queens. While one could certainly further

    customize and adapt these rules to allow for

    different types of government, such rules are

    beyond the scope of this article. Other possible

    types of governement could be Republic (where the

    ruler is voted by either the council or the people and

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

    rules are wizard, sorcerers or other arcane spell-

    casters) or Theocracy (a religious ruler possibly

    chosen by a cardinal of high ranking clerics or even

    some divine power).

    Special Resources

    Some hexes do more than just add size to a

    kingdomthey also add resources and impact a

    kingdoms Stability, Economy, Loyalty, and other

    elements.

    Bridge: A bridge hex negates the cost increase

    of building a road that crosses a river.

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

    building location, you can incorporate the

    building into the city as a free buildingthe

    encounter indicates what type of building it

    counts as. See section about Building Types for a

    list of building types.

    Cave: Caves can be used as defensive fallback

    points, storage, or even guard posts or prisons. A

    cave hex increases a kingdoms Stability by 1.

    Landmarks: Landmarks are sites of greatpride, mystery, and wonder. They serve well to

    bolster a kingdoms morale. A landmark hex

    increases a kingdoms Loyalty by 1.

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

    easier travel. For every four road hexes your

    kingdom controls, the kingdoms Economy

    increases by 1. For every eight road hexes your

    kingdom controls, its Stability increases by 1.

    Ruins: A ruin can be incorporated into a city as

    a buildingdoing so halves the cost of the

    building, as the ruin only needs to be repaired

    rather than having to be built from the ground up.

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    Towns: A town consists of an established

    settlementclaiming 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 kingdoms

    Unrest score by 2d4.

    Resources: Resources include particularly

    valuable sources of lumber, metal, gems, food, or

    the like. A resource hex increases a kingdoms

    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 EdictsEdicts (promotions, taxes, and festivals) increase

    your kingdoms Stability, Economy, and Loyalty

    scores. Promotions can include recruitments,advertisements, and even propaganda campaigns.

    Taxes are payments gathered from a kingdoms

    citizens to help pay for Consumption. Festivals,

    which can also include parades and other public

    events, can increase the kingdoms happiness and

    loyalty.

    PRomotion Edict

    Promotion

    Type

    Stability

    Bonus

    Consumption

    Increase

    None -1

    Token +1 1 BP

    Standard +2 2 BP

    Agressive +3 4 BP

    Expansionist +4 8 BP This number is multiplied by ruler level.

    Festivals

    Amount Loyality

    Bonus

    Consumption

    Increase

    None -1

    Yearly +1 1 BP

    Quarterly +2 2 BP

    Monthly +3 4 BP

    Weekly +4 8 BP

    This number is multiplied by ruler level.

    The effect of each edict is determined by the ruler

    level. The numbers shown in each table display the

    ruler level for a Baron or Count. With the ruler levels

    Duke and King the impact of each edict changes as

    notified in the tables. For example a Duke with

    Standard promotion edictwould gain +4 Stability and

    gain 4 consumption increase. Some city buildings

    such as the Cathedral can also affect edicts. Thedetails of this is described under each building in the

    Building a City section.

    Taxation Edict

    Taxation

    Level

    Bonus Sales Taxation Penality

    Minor Medium Major

    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

    This Loyality and Economy modifier is multiplied by ruler level.

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    Leadership Roles

    A healthy kingdom has leaders filling a number of

    different roles. Each leader grants the kingdom

    different benefits; leaving a role unfilled can

    penalize the kingdom.

    In order for a Leadership role to grant its bonus,

    the character in that particular role must spend at

    least 1 week per month engaged in various

    leadership duties (during which time the PCs must

    be located within a hex that is part of their

    kingdom). For this campaign, its best to have the

    party pick the same week to dedicate to their

    administrative duties so that all of the PCs are all

    available for adventuring duty at the same time.

    A single character can only occupy one leadership

    role at a time.

    RULER

    The ruler is the primary leader of the kingdom.

    Unlike the other leadership roles, a ruler uses one

    of six distinct titles, depending on the current size

    of the kingdom (see table below). The ruler rank

    also determines how many buildings the ruler can

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

    It also has a large impact on how the edicts affect

    the whole kingdom.

    Benefit A baron or baroness chooses one ofnations statistics (Economy, Loyalty, or

    Stability) and modifies that score by a value

    equal to the characters Charisma modifier. A

    duke or duchess chooses two of these values to

    modify. A king or queen modifies all three

    values.

    Ruler Rank

    Kingdom

    Size Title

    New

    Cities

    New

    Buildings

    Hex

    Claims Roads Farmlands

    Edict

    Multiplier

    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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    Vacancy Penalty A kingdom without a ruler

    cannot claim new hexes, create farmlands,

    build roads, or purchase city districts. IncreaseUnrest by 4 during each Upkeep phase in

    which the kingdom has no ruler.

    Special Two characters can fill this role if they

    become married, in which case the two rulers

    can jointly command the kingdom. Both rulers

    apply their Charisma modifiers to the

    kingdoms Stability, Economy, and Loyalty

    checks as appropriate for their rank, and as

    long as one of the two rulers is present for 1

    week per month, they avoid the vacancy

    penalty.

    COUNCILOR

    The councilor ensures that the will of the citizenry

    is represented.

    Benefit Increase Loyalty by a value equal to the

    Councilors Wisdom or Charisma modifier.

    Vacancy Penalty Decrease Loyalty by 2; the

    kingdom cannot gain benefits from festivals.

    Increase Unrest by 1 during each Upkeep

    phase in which the kingdom has no Councilor.

    GENERAL

    The General commands the kingdoms armies and

    is a public hero.

    Benefit Increase Stability by a value equal to the

    Generals Strength or Charisma modifier.

    Vacancy Penalty Decrease Stability by 4.

    GRAND DIPLOMAT

    The Grand Diplomat oversees international

    relations.

    Benefit Increase Stability by a value equal to the

    Grand Diplomats Intelligence or Charisma

    modifier.

    Vacancy Penalty Decrease Stability by 2; the

    kingdom cannot issue Promotion Edicts.

    HIGH PRIEST

    The high priest guides the kingdoms religious

    needs and growth.

    Benefit Increase Stability by a value

    equal to the High Priests Wisdom or Charisma

    modifier.

    Vacancy Penalty Decrease Stability and Loyalty

    by 2. Increase Unrest by 1 during each Upkeepphase in which the kingdom has no High Priest.

    MAGISTER

    The Magister guides a kingdoms higher learning

    and magic.

    Benefit Increase Economy by a value equal to the

    Magisters Intelligence or Charisma modifierVacancy Penalty Decrease Economy by 4.

    MARSHAL

    The Marshal leads the kingdoms defense and city

    guards.

    Benefit Increase Loyality by a value equal to the

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    Marshals Dexterity or Strength modifier.

    Vacancy Penalty Reduce Loyalty by 4 and

    Stability by 2.

    ROYAL ASSASSIN

    The Royal Assassin can serve as a public

    executioner, a headsman, or a shadowy assassin.

    Benefit Increase Loyalty by a value equal to the

    Royal Assassins Strength or Dexterity

    modifier. Fear inspired by the RoyalAssassin reduces Unrest by 1 during each

    Upkeep phase.

    Vacancy Penalty A kingdom without a Royal

    Assassin suffers no vacancy penalty.

    SPYMASTER

    The Spymaster observes the kingdomsunderworld and criminal elements and spies on

    other kingdoms.

    Benefit Increase Loyalty, Economy, or Stability

    (Spymasters choice) by a value equal to the

    Spymasters Dexterity or Intelligence modifier.

    The Spymaster can change which value he

    modifies during the kingdoms Improvement

    phase (but only once per phase).

    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.

    TREASURER

    The Treasurer organizes tax collection, and

    manages the treasury.

    Benefit Increase Economy by a value equal to the

    Treasurers Intelligence or Wisdom modifier.

    Vacancy Penalty Reduce Economy by 4; the

    kingdom cannot collect taxes.

    HIGH PRIEST

    The high priest guides the kingdoms religious

    needs and growth.

    Benefit Increase Stability by a value

    equal to the High Priests Wisdom or Charisma

    modifier.

    Vacancy Penalty Decrease Stability and Loyalty

    by 2. Increase Unrest by 1 during each Upkeep

    phase in which the kingdom has no High Priest.

    WARDEN

    The Warden helps organize patrols and enforces

    justice in rural and wilderness regions.

    Benefit Increase Economy by a value equal to the

    Wardens Constitution or Wisdom modifier.

    Vacancy Penalty Reduce Stability by 2 andEconomy by 2.

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    Building Cities

    The greatest asset of any kingdom are its cities, for

    it is here that the bulk of a kingdoms citizens live,

    its armies train, its culture develops, and its future

    is forged. The rules presented here are designed to

    support the rules for kingdom building presented

    in the first portion of this article and to give

    players a visual representation of a city (the city

    grid) they helped to build up from scratch.

    Reading the Grid

    The city grid consists of 36 city blocks, each

    arranged into nine larger squares. Each block is

    separated by alleys, while each square is separated

    by streets. The nine squares themselves are in turn

    bordered by four sideseach 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

    city district into another. For larger cities, you can

    prepare multiple districts sharing common

    borders.As the PCs build structures and locations,

    they can place cut-out representations of their

    buildings into these city blocks, eventuallycreating a visual representation of their completed

    city.

    Preparing the site

    Once you select a location for your city (which

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

    you must pay to have the site cleared and prepared

    to support the citys roads and buildings. The cost

    and time required to clear space in various terrainsis detailed on the table below. Once you finish

    preparing the site, decide which of the

    districts borders are water (in the form of

    riverbanks, lakeshores, or seashores) or land.

    Record these choices at each border on your city

    grid. In addition, adding a city district to a

    kingdom increases its Consumption by 1.

    Preparing a citydistrict site

    Terrain 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

    The city grid in play

    You can use your city grid to aid in resolving

    encounters or adjusting kingdom or city statistics.

    Destroyed Blocks: If an event destroys one or

    more blocks, the devastation causes +1 Unrest per

    destroyed block. The cost to build the replacement

    structure is halved if the replacement is the same

    type of structure as the one that preceded the

    destruction.

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    City Grid Scale: Although combat encounters in

    a city should still be played out normally, you

    might need to determine how long it takes forsomeone to travel from one location to another in

    the city in the case of multiple encounters. In this

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

    squarethis means that an entire city district is

    about 1 square mile in size.

    Base valueWhen using these rules to build a settlement, the

    citys base value (seePathfinder RPG Core

    Rulebook, pages 460461) starts at 200 gp. It

    increases as you construct certain buildings, like

    shops and marketplaces.

    Building a cityOnce youve prepared your city district, you can

    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 whereyou wish in your city grid. It takes 1 month to

    construct a building, no matter what size the

    building isits benefits apply immediately.

    Population: A citys 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.

    Defensive Modifier: A citys Defensive

    Modifier can be increased by building certain

    structures (such as city walls) and has an impact onmass combat. Keep track of your citys Defensive

    Modifier, but until the city is attacked by an

    invading army this value is not used.

    Base Value: The base value associated with a

    city built in this manner is tied not to its size but

    rather to the number of Economy-based buildings

    it has. Each such building, whether its a shop,

    tavern, or brothel, increases a citys base value.

    Any magic item equal to or lower than this base

    value in cost is available for purchase 75% of the

    timethis check may be made again every month

    (as new stock comes and goes). Any nonmagical

    item from the equipment chapter in thePathfinder

    RPG Core Rulebookis always available if its cost

    is lower than the citys base value. Cities with

    multiple districts add the individual base values of

    each district together to determine the entire citys

    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 communitys 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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    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 GMs whim, using construction magic

    (such as a lyre of building or spells like fabricateor wall of stone) can reduce the cost of a

    buildings BP by 2 (minimum of 0 BP). This is a

    one-time reduction, regardless of the amount of

    magic used.

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    BUILDING TYPES

    Adding buildings to a city is one of the most

    efficient ways to enhance your kingdomsstatistics, as each block of buildings added to a city

    in your kingdom grants a specific bonus. The

    appendix presents icons for 31 one-block

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

    block buildings.

    Descriptions of each of these buildings, as well as

    the bonuses it provides once its added to a city, are

    listed below. The buildings BP cost and any

    prerequisite buildings that must be built first are

    listed in parentheses after its name. The buildings

    benefit to the city and kingdom once it is

    constructed is listed last in italics. If a building

    affects Unrest, it does so only once, when it is first

    constructed. A fair amount of additional residential

    structures are common amid most one- and two-

    block structures.

    Academy (52 BP): An institution of higher

    learning that can focus on any area of knowledge

    or education, including magic.Halves cost of

    Casters Tower, Library, and Magic Shop in same

    city; 3 minor items, 2 medium items; Economy +2,

    Loyalty +2.

    Alchemist (18 BP; requires 1 house): Thelaboratory and home of a creator of potions,

    poisons, and alchemical items. City base value

    +1,000 gp; 1 minor item; Economy +1.

    Arena (40 BP): A large public structure for

    competitions, demonstrations, team sports, or

    bloodsports.Halves cost of Garrison or Theater in

    same city; halves Consumption increase penalty

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

    Barracks (12 BP): A building to house city

    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 topay 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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    Casters Tower (30 BP):The home andlaboratory for a spellcaster. 3 minor items, 2

    medium items; Economy +1, Loyalty +1.

    Castle (54 BP): The home of the citys leader or

    the heart of its defenses.Halves cost of Noble Villa

    or Town Hall in same city; Economy +2, Loyalty

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

    Unrest 4; limit one per city.

    Cathedral (58 BP): The focal point of the citys

    religion and spiritual leadership. Halves cost of

    Temple or Academy in same city; halves

    Consumption increase penalty for promotion

    edicts; 3 minor items, 2 medium items; Loyalty

    +4; Unrest 4; limit one per city.

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

    city blockrather, purchasing a city wall fortifies

    one of a districts four outer borders. A city wall

    cannot be built on a water border. Defense

    Modifier +4; Unrest 2.

    Dump (4 BP): A centralized place to dispose of

    refuse.Loyalty +1, Stability +1; limit one per city.

    Exotic Craftsman (10 BP; requires 1

    mansion):

    The workshop and home of an exotic craftsman,

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

    Loyalty +1, Stability +1.

    Garrison (28 BP): A large building to house

    armies, train guards, and recruit militia.Halves

    cost of City Wall, Granary, and Jail in same city;

    Loyalty +2, Stability +2; Unrest 2.

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

    food. Loyalty +1, Stability +1; halves

    Consumption cost for armies garrisoned in this

    city.

    Graveyard (4 BP): A plot of land to honor and

    bury the dead. Loyalty +1; limit one per district.

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

    building that serves as headquarters for a guild or

    similar organization. City base value +1,000 gp;

    halves cost of Pier, Stable, and Tradesman in same

    city; Economy +2, Loyalty +2.

    Herbalist (10 BP; requires 1 house): The

    workshop and home of a gardener, healer,

    poisoner, or creator of potions. 1 minor item;

    Loyalty +1, Stability +1.

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

    for citizens. Houses serve as prerequisites for many

    other buildings. The first house you build during

    any Improvement Phase does not count against the

    total number of buildings you can build during the

    phase. Unrest 1.

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

    visitors to spend the night. City base value +500

    gp; Economy +1, Loyalty +1.

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

    Library (6 BP): A large building containing

    books, often presided over by a sage or other

    scholar. Economy +1, Loyalty +1.

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    Luxury Store (28 BP; requires 1 mansion): A

    shop that specializes in expensive wares and

    luxuries. City base value +2,000 gp; 2 minor items

    Magic Shop (68 BP; requires 2 houses): A

    shop that specializes in magic items and spells.

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

    medium items, 1 major item; Economy +1.

    Mansion (10 BP): A single huge manor housing

    a rich family and its servants. Requirement for

    many luxury buildings. Stability +1.

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

    area for mercantile pursuits, traveling merchants,

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

    halves cost of Black Market, Inn,

    and Shop in same city; 2 minor items; Economy

    +2, Stability +2.

    Mill (6 BP; must be next to a water border):

    A building used to cut lumber or grind grain.

    Economy +1, Stability +1.

    Monument (6 BP): A monument can be a statue

    of a city founder, a bell tower, a large tomb, or a

    public display of art.Loyalty +3; Unrest 1.

    Noble Villa (24 BP): A sprawling manor with

    luxurious grounds that houses a noble.Halves cost

    of Exotic Craftsman, Luxury Store, and Mansion insame city; Economy +1, Loyalty +1, Stability +1.

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

    natural beauty.Loyalty +1; Unrest 1.

    Piers (16 BP; must be adjacent to a water

    border): Warehouses and workshops for docking

    ships and handling cargo and passengers. City base

    value +1,000 gp; +1 Economy, +1 Stability.

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

    City base value +500 gp; Economy +1.

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

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

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

    weapon smith.Economy +1, Stability +1.

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

    A structure for housing or selling horses and other

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

    Loyalty +1.

    Tannery (6 BP; cannot be adjacent to a

    house): A structure that prepares hides and leather.

    Economy +1, Stability +1.

    Tavern (12 BP; requires 1 house): An eatery or

    drinking establishment. City base value +500 gp;

    Economy +1, Loyalty +1.

    Temple (32 BP): A large place of worship

    dedicated to a deity.Halves cost of Graveyard,

    Monument, and Shrine in same city; 2 minor

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

    Tenement (1 BP): A staggering number of low-

    rent, cheap housing units. Tenements count as

    houses for the purpose of fulfilling building

    requirements, but building too many tenements canincrease a kingdoms Unrest quickly. You can build

    a house over an existing tenement for 2 BP. Unrest

    +2.

    Theater (24 BP): A venue for providing

    entertainment such as plays, operas, concerts, and

    the like.Halves cost of Brothel, Park, and Tavern

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    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

    Like a player characters stat block, a kingdoms

    stat block continues to evolve and grow as the

    kingdom expands, gathers more resources,

    purchases upgrades, and suffers defeats and

    setbacks. As the kingdom grows, the PCs will

    need to deal with a host of situations, all of which

    can further influence the kingdoms stat block.

    A kingdoms growth occurs during four phases,

    which represent a month in total. When the PCs

    establish a kingdom, you should pick a day of

    each month to resolve that kingdoms growth and

    fortunesits best to set this as the last day of

    each month, so that any accomplishments the PCs

    have made during that month can impact that

    months growth. One thing to decide early on is

    who makes kingdom rolls. The obvious choice is

    for the Ruler to roll the dice, as this adds a feeling

    of command to that players role. You can also

    assign each roll to a specific leaderfor

    example, the Treasurer might make Economy

    checks and the Warden may wish to make all

    checks having to do with events under her

    command. Ultimately, since a kingdom

    is shared by all the players, it doesnt matter who

    makes the kingdoms Economy, Loyalty, and

    Stability checks, but assigning them can be fun

    nonetheless.

    UPKEEP PHASE

    During a kingdoms Upkeep phase, take the

    following actions. If your kingdom currently

    controls 0 hexes, skip this phase and proceed to

    the Improvement phase.

    Step 1Determine Kingdom Stability:

    Make a Stability check against your Command

    DC to determine your kingdoms level of

    security for the month. If you make the check,

    reduce your kingdoms Unrest by 1 (if your

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

    goods and services). If you fail this check by 5

    or more, increase Unrest by 2.

    Step 2Pay Consumption: Deduct your

    kingdoms Consumption from the kingdoms

    Treasury BP. If you arent able to pay for the

    months Consumption, your kingdoms BP

    drops into the negative. Every time you end

    an Upkeep phase with negative BP in your

    Treasury, your kingdoms Unrest increases by 2.

    Step 3Fill Vacant Magic Item Slots: If

    there are any vacant magic item slots in any

    cities, randomly roll new items to fill these slots.

    Step 4Unrest: If the kingdoms Unrest is

    11 or higher, it loses one hex chosen by the

    kingdoms leaders. Any improvements in that

    hex (farmlands and roads) are lost and

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

    employs a Royal Assassin, reduce your total

    Unrest by 1 at the end of this phase.

    IMPROVEMENTS PHASE

    During a kingdoms Improvement phase, take the

    following actions. The number of improvements

    you can make during a single phase is limited by

    your kingdoms size; see the Improvements per

    Month table for these limits.

    Step 1Select Leadership: Assign leaders to

    any vacant leadership roles. Leaders must be PCs

    or closely allied NPCs. You can change leaders as

    often as you want with no impact on your nations

    statistics (apart from changing what bonuses

    apply, as the ability scores of leaders differ);

    reallocating roles allows you to give every player

    a chance to play the role of ruler if you wish.

    Step 2Claim Hexes: Each hex on the maps

    of normally measures 12 miles across, and the

    PCs kingdom must be built hex by hex. To claim

    a hex, you must explore it and clear it of monsters

    or dangerous hazards; the hex must also be

    adjacent to a hex that is already part of the

    kingdom (with the exception of the first

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

    can claim the hex as part of the kingdom by

    spending 1 BP. Increase your kingdoms size (and

    thus its Consumption) by 1 for each hex you

    claim. You can abandon a hex to reduce your

    kingdoms Size. Doing so increases Unrest by 1

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

    Step 3Establish and Improve Cities:

    Prepare land for city districts and then purchasenew buildings for your kingdoms cities. The

    buildings adjustments to your nation

    apply immediately. You can also destroy

    buildings at this time in order to clear a space to

    build something new; if you destroy a building,

    dont forget to remove its benefits from your

    kingdoms statistics!

    Step 4Build Roads: Roads have an

    immediate initial cost but over the long term can

    pay for the investment handsomely. It costs 1

    BP to build a road though a hex. This cost

    increases to 2 BP in forests and to 4 BP in

    swamps and mountains. If the road crosses a

    river, a bridge must be builtthis doubles the

    roads cost.

    Step 5Establish Farmlands: You can

    develop any grassland or hill hex that contains

    roads into farmlands to help sustain your

    kingdoms Consumption. It costs 2 BP to

    designate a grassland hex as farmland and 4 BP

    to designate a hill hex as farmland. You cannot

    build a city on a farmland hex. Every farmland

    hex in your kingdom reduces your Consumption

    by 2 BP.

    Step 6Edicts: Pick or adjust your edict

    levels as you wish. Everytime an edict changes

    you gain 1 Unrest for every city that does not

    have a City Hall because of political friction.

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    INCOME PHASE

    During a kingdoms Income phase, take the

    following actions.

    Step 1Deposits: You can add funds to a

    kingdoms treasury by donating coins, gems,

    jewelry, weapons, armor, magic items, and other

    valuables you find while adventuring. For every

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

    kingdoms BP by 1. Items that individually

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

    under Step 3 below.

    Step 2Withdrawals: You can also withdraw

    funds from the kingdoms treasury, but doing so

    runs the risk of annoying the citizens. Each time

    you withdraw funds, the kingdoms Unrest

    increases by 1 per BP withdrawn. In addition, you

    must make a Loyalty check (DC = Command DC

    + number of BP being withdrawn); a failure

    causes your kingdom to gain additional Unrest

    equal to the total BP withdrawn. Each BP

    withdrawn in this manner converts into 2,000 gp.

    Step 3Sell Valuable Items: You can attempt

    to sell items that cost more than 4,000 gp through

    your citys markets to bolster your kingdoms

    Treasury; these can be items you recover during

    an adventure or they can be magic items currently

    held by any of your cities. To sell these items,

    make an Economy check (DC 10 +1 per 1,000 gp

    value of the item). A failed check indicates the

    item doesnt sell. Success indicates that the

    item sells and you can increase your kingdoms

    treasury. For magical items you donate, you

    gain 1 BP per 4,000 gp value of the itemdonated. For items sold by the shop owners of

    the city, you gain BP depending on your

    taxation level. See Edicts for more details. You

    can make one Economy check per city district

    during each Income phase.

    Step 4Generate Income: Make an

    Economy check against your Command DC at

    the end of your Income phase. If youre

    successful, divide your result by 5 (dropping

    any fractions) and increase your Treasurys BP

    by that amount.

    EVENT PHASE

    During a kingdoms Event phase, roll once on

    the Kingdom Events table to determine if an

    event occurs. Adventure-specific kingdom

    events can also occur during this phase. Once

    youve determined what kind of event occurs (if

    any), simply follow the rules for each event to

    determine how the event impacts the PCs

    kingdom or cities. Chance of an Event: Theres

    a 25% chance that a random event occurs during

    an Event phase. This chance increases

    to 75% if no event occurred in the previous

    Event phase.

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    KINGDOM EVENTS

    Listed below are numerous events that can occur

    during an Event phase. Some events are listed as

    continuous eventstheir effects continue

    through every Event phase until the events are

    resolved by making the appropriate check during

    an Event phase. Harmful events can be lessenedor negated with a successful Economy, Loyalty,

    or Stability check, as indicated by the event. The

    DC of these checks is equal to the kingdom

    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 Crime74-79 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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    Assassination Attempt: One of your leaders

    (determined randomly) is the target of an

    assassination attempt. If the target is a PC, youshould play out the attempt, using an assassin of a

    CR equal to the targeted PCs level + 1. If the

    target is an NPC, you can simply make a Stability

    check to negate the attempt. If the leader is

    assassinated, the nation gains 1d6 Unrest points

    and immediately suffers the penalties for not

    having a leader in that role until the role is filled

    during a subsequent Improvement phase.

    Bandit Activity (continuous): Bandits are

    preying upon those who travel through your

    kingdom. Make a Stability check. If you succeed,

    your kingdoms defenses stop the banditry before

    it causes problems. If you fail, the bandits reduce

    your kingdoms Treasury total by 1d6 BP (each

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

    to the total).

    Disaster: A fire, storm, earthquake, flood,

    sabotage, or other disaster strikes! Roll 1d6on a

    result of 15, the disaster is localized and affects

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

    disaster is widespread and affects 1d6 city blocks

    in each of your kingdoms cities. Make a Stability

    check for each affected city blockevery failure

    results in that city blocks destruction (this

    Stability check represents your kingdoms ability

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

    represents the structures ability to withstand

    damage).

    Economic Boom: Trade is booming in your

    kingdom! Increase your Treasury by 1d6 BP (each

    time you roll a 6, reroll that die and add the resultto the total).

    Feud: Nobles in your cities are bickering.

    Unless you can smooth over ruffled feathers with a

    Loyalty check, the feud increases Unrest by 1d6.

    Food Shortage: Spoilage, treachery, or simple

    bad luck have resulted in a food shortage this

    month. If you fail a Stability check, your

    Consumption is tripled during the next Upkeep

    phase. If you own a granary, the consumption

    increase is only doubled instead of tripled.

    Food Surplus: Farmers produce an unexpected

    windfall! Your Consumption is halved during the

    next Upkeep phase. If you own a granary you also

    gain 1d4 BP.

    Good Weather: Good weather raises spirits and

    productivity. You gain a +4 bonus on Loyalty

    checks until your next Event phase.

    Monster Attack (continuous): A monster (or

    group of monsters) attacks the kingdompick a

    hex the PCs have claimed to determine which hex

    the monster is active in. You can determine the

    type of monster by rolling on a wandering monster

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

    PCs dont set out to defeat the monster or

    monsters, a Stability check removes the threat. If

    the monster is not defeated, Unrest increases by 4.

    If your kingdoms Unrest is 5 or higher, the hex the

    monster dwells in becomes unclaimed at this time

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    (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

    omens in the stars, raises your kingdoms morale.

    You gain a +4 bonus on Stability checks until your

    next Event phase.

    Outstanding Success: One of your kingdoms

    citizens creates an artistic masterpiece, constructs a

    particularly impressive building, or otherwise

    brings fame to your kingdom. You gain 1d6 BP

    and a +4 bonus on Economy checks until your next

    Event phase. Reduce Unrest by 2.

    Plague (continuous): A deadly contagion strikes

    your kingdom! Choose a hex containing a city in

    your kingdomthis is where the plague strikes. If

    you control no cities, treat this as if no event had

    been rolled. Otherwise, make a Stability check to

    curtail the plagues spread. If you fail, increase

    Unrest by 1d6 and reduce your treasury by 1d6 BP.

    A plague-stricken city cannot build new structures.

    Political Calm: A sudden absence of political

    machinations coincides with an increase in public

    approval. Reduce Unrest by 6.

    Public Scandal: One of your leaders isimplicated in a crime or an embarrassing situation,

    such as an affair with another leaders spouse. If

    you fail a Loyalty check, increase Unrest by 2 and

    suffer a 4 penalty on all Loyalty checks until your

    next Event phase.

    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.

    New Vassals: A small group of indigenous

    creatures joins your kingdom and submits to your

    rule. Reduce Unrest by 2 and gain 1d6 BP (each

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

    to the total).

    Visiting Celebrity: A celebrity from elsewhere

    on Golarion visits your kingdom, causing a sudden

    influx of visitors and spending. Increase the

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

    that die and add its results to the total).

    Treasury Theft: Someone in the council has

    been stealing from the treasury! This could even be

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

    and lose this amount of BP. A Loyality roll finds

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

    BP lost means the thief spent or has hidden it, and

    BP gained might be values confiscated or a fine).

    If the thief is discovered he loses his position on

    the council, causing a vacancy until next turn.

    Promising Trader: A merchant, trader or

    inventor has some promising ideas for a trade routeor some other investment. The only thing he

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

    there is a 80% chance the investment fails or the

    trader simply runs away with the money. If this

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

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    Resource Shortage (continuous): There is an

    lack of raw and manufactured resources in the

    region. Only towns with lumber mills can buildbuildings. 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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    CHAPTER2: MASSCOMBAT

    The following rules present a fast-play method to resolve large-scale combats involving the

    clashing of armies. They arent intended to accurately represent complex wars or provide a

    highly-tactical simulation of the samebut they are intended to be fun! Using these rules the PCs

    will be faced with multiple situations where theyll need an army at their command, but in the end,

    these rules should not dominate your gamethe bulk of the adventure remains focused on traditional,

    smaller-scale adventuring and interaction with the PCs themselves.

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    ARMY STATS

    You cant f ight a war without armies. What

    follow are notes on how to read army stat blocks.

    Name and CR: The armys name is presented

    first, along with its Challenge Rating (CR). To

    determine an armys CR, simply adjust the CR of

    an individual member of that group by the

    appropriate modifier depending on the armys

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

    modifiers apply, the groups CR is lower than 1,

    it does not count as an armyadd more troops

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

    the armys CR is set by the higher of the riders or

    mounts CR score.

    XP: This lists the XP awarded for defeating the

    army.

    Alignment, Size, and Type: An armys

    alignment has no effect on its statistics and is

    essentially just a convenient way to summarize its

    attitude with two letters. The armys size

    determines not only how many individual units

    exist in the army, but also the armys Challenge

    Rating. The armys type is defined by the natureof its individual soldiers. An army must be made

    up of identical creatures.

    HP: An armys hit points equal its CR the

    average hp from the HD type of the armys units

    (3.5 for d6 HD, 4.5 for d8, 5.5 for d10, and 6.5 for

    d12). If an army is composed of units with

    multiple HD (such as the case of multiclassed

    characters, monsters with class levels, or

    cavalry), use the lowest HD type. Drop any

    fractions from the final total. Note that only

    damage from other armies can reduce an armys

    hptreat individual creatures who attack an

    army as a fine-sized army.

    Defense and Offense: These entries list an

    armys Defense Value (this is always a static

    number used to resist an attack) and its Offense

    Modifier (this is always a modifier thats applied

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

    ranged capability, it is indicated here. The

    armys Defense Value (DV) is equal to its CR +

    10. The armys Offense Modifier (OM) is equal

    to its CR.

    Tactics and Resources: Armies learn tactics

    and gain resources as they grow more seasoned

    from battles.

    Special Abilities: Any special abilities the

    army has.

    Speed: This number indicates how many 12-

    mile hexes the army traverses in a days march.

    Marching through difficult terrain halves the

    armys speed. Use Table 7 6 on page 172 of the

    Pathfinder RPG Core Rulebookto determine the

    armys speed, based on the speed of its

    individual members.

    Morale: An armys morale is a modifier

    ranging from 4 (the minimum) to +4 (the

    maximum). Morale can be further modified by

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    the armys leader or other factors. A new armys

    starting morale is +0.

    Consumption: Consumption lists how manyBuild Points an army consumes each week,

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

    care for, and pay the soldiers. An armys

    consumption is equal to its CR divided by 2

    (minimum of 1; consumption can be further

    modified by tactics). You must pay the armys

    consumption value at the start of each week it

    is active. Each week you fail to pay an armys

    consumption, reduce its morale by 2 points. If this

    penalty results in a morale of 5 or lower, the

    army disbands.

    Leader: This line lists the armys leader and

    her charisma modifier.

    Army Sizes

    Army Size Number of Soldiers CR

    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

    Colossal 2000 Base +8

    TACTICS

    Each time an army wins a battle, you can

    attempt a Loyalty check against your nations

    Control DC. If you succeed, your army learns a

    new tactic. An army can know a number of

    tactics equal to half its CR. When a battle

    begins, the army must select one tactic to use for

    that battle.

    Cautious Combat: Your army fights

    cautiously in order to maintain morale. 2 OM,

    +2 on all Morale checks.

    Cavalry Experts: The army must have the

    mount resource to use this tactic. +2 OM against

    armies that arent mounted.

    Defensive Wall: The army fights defensively,

    taking actions to protect their fellow soldiers as

    needed. 2 OM, +2 DV.

    Spellbreaker: You adopt tactics to disrupt

    spellcasting. Against armies with spellcasting

    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 armys CR) at the start of each

    round to avoid taking a 2 penalty to DV and

    OM for the round. Once the enemy makes two

    consecutive Morale checks against your taunt, it

    is immune to this tactic for the remainder of the

    battle.

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    Dirty Fighters: An army that fights dirty uses

    trickery and unfair tactics to gain an advantage at

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

    melee phase .

    Expert Flankers: The army is skilled at

    surrounding the foe and distracting them, at the

    cost of spreading out too much and increasing its

    vulnerability.+2 OM, 2 DV.

    False Retreat: Once per battle, your army can

    make a false retreat, luring the enemy deeper into

    your territory. On the round you make a false

    retreat, you cannot make an Offense check. On

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

    and +6 DV.

    Hold the Line: Your army focuses on total

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

    Relentless Brutality: You throw caution to the

    wind and attack with savage and gory vigor. +4

    OM, 4 DV.

    Siegebreaker: You target the enemys siege

    engines in an attempt to destroy them. Each time

    you damage an enemy army in melee, you may

    make a second Offense check. If this second

    check is successful, you destroy one of the enemy

    armys siege engines. This tactic has no effect onarmies without siege engines.

    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

    damage from archers held in reserve.

    RESOURCES

    Resources must be purchased with BP before an

    army can be outfitted with them.Mounts (BP = Mounts CR): The army is

    mounted on horses or other war-trained animals.

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

    mounts that are more powerful than the soldiers

    themselves, your armys CR (and all derived

    scores) might increase.

    Improved Weapons (5 BP): The army is

    armed with masterwork weapons (increase OM

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

    instead outfit the army with magic weapons

    (increase OM by +2).

    Improved Armor (3 BP): The army is armed

    with masterwork armor (increase DV by +1).

    For f ive times the BP cost, you can instead

    outfit the army with magic armor (increase DV

    by +2).

    Healing Potions (10 BP): Each soldier is

    equipped with several healing potions. At any

    point during a battle (but no more than twice per

    battle), you can order your soldiers to drink their

    potionsthey cannot make an Offense check

    this round, but they regain hit points equal to

    twice their CR.

    Ranged Weapons (2 BP): Your soldiers are

    equipped with ranged weapons (such as

    crossbows or bows). Your army gains ranged

    capability.

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    Siege Engines (15 BP per engine): Your army

    includes catapults, trebuchets, ballistae, rams, and

    other siege engines designed to break down

    fortifications. Increase OM by +2 (regardless of

    the total number of siege engines you control);

    each round of the melee phase, reduce the

    enemys bonus to DV from fortifications by 1d4

    points per siege engine your army controls.

    SPECIAL ABILITIES

    Most armies also possess special abilities that

    they can use during a battle, or that provide

    constant bonuses. You can use the following

    special abilities as inspirations to generate

    additional army abilities of your own.

    Breath Weapon: The army gains ranged

    capability, and inflicts +1d4 points of damage on

    every successful hit against an enemy army.of a battle.

    Fear: An army that uses a fear attack forces the

    enemy army to make a Morale check (DC = 10 +

    attacking armys CR) or be unable to make an

    Offense check in the next round. If an army fails a

    Morale check from fear in a round when it cant

    make an Offense check due to fear, the army

    flees.

    Mobility Advantage: If the creatures in an

    army have unusual mobility (such as flight,

    swimming, climbing, burrowing, teleportation,

    and so on) that actually gives an advantage in the

    battle, increase that armys DV by +1. If all

    armies possess the same mobility options, this

    advantage does not apply.

    Construct/Plant/Undead: These armies

    always make Morale checks, but can never

    change their strategy from normal.

    Energy Drain: An army that can energy

    drain reduces its enemys OV and DV by 1 each

    time it damages them. This reduction vanishes

    after 24 hours.

    Fast Healing/Regeneration: Fast healing

    and regeneration allow an armys hit points to

    recover in the same way that they restore hit

    points for individual creatures. A regenerating

    army that is reduced to 0 hit points is still

    considered defeated, assuming the victors can

    move among the defeated creatures and finish

    them off.

    Poison/Bleed/Burn: When a poison-using

    army damages an enemy army, the army takes

    an automatic 1d6 points of damage on the round

    immediately following any round it took

    damage from the poison army. This ability can

    also apply

    to armies that use bleed or burn attacks.

    Rock Throwing: An army that can throw

    rocks gains ranged capability and inf licts +4damage during the Ranged phase.

    Signif icant Defense: If an armys

    component creatures possess a significant

    defense (such as powerful damage reduction,

    incorporeality, or numerous immunities and/

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    or resistances), increase its DV by +10, but only

    when it f ights against an army that would have a

    significantly diff icult time overcoming the armys

    signif icant defense. In some cases, you might

    even wish to rule that an army is simply

    undefeatable by an enemy army because of its

    defensesbut you should never pit the

    PCs against such an army.

    Paralysis: If an army can paralyze foes, each

    time it damages an enemy the armys DV is

    reduced by 1. This reduction vanishes at the end

    of a battle.

    Spell Resistance: If an armys units have

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

    against armies that have the Spellcasting ability.

    Spellcasting: If an armys units can use magic

    (either from spell-like abilities or actual

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

    equal to the level of the highest-level spell its

    individual units can cast. In addition, if any

    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

    Since an armys strength is represented by a CR

    score, you can balance armies against each other

    using the guidelines for CR in thePathfinder

    RPG Core Rulebook. For example, two CR 9

    armies should make for a relatively even battle,

    but so would a CR 9 army against three CR 6

    armies.

    BATTLE PHASES

    Mass combat generally takes place over the

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

    does not denote a specific passage of time,

    leaving you as the GM the latitude to determine

    how long any mass combat takes to resolve.

    Tactics Phase: During the Tactics phase, each

    army selects which of its tactics it will use

    during the battle.

    Ranged Phase: The Ranged phase typically

    asts for 1 round, although the battlefields shape

    and other conditions can extend this duration.

    During this phase, any army with Ranged

    capability makes an attack against an enemy

    army. Armies without Ranged capability cannot

    attack during this phase.

    Melee Phase: The Melee phase begins as the

    armies involved finally clashthis phase

    continues until one army is defeated.

    MASS COMBAT QUICKREFERENCE

    The following summarizes the key rolls in mass

    combat.Offense Check = d20 + OM

    Damage = Offense check result defending

    armys DV

    Morale Check = d20 + leaders Cha mod +

    morale score

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    THE BATTLEFIELD

    In most mass combats, the battlef ield shouldnt

    impact either army. But sometimes a battlefieldcan 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 armys DVif 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 ications Defense score

    to its DV. A citys Defense is determined by the

    types of buildings it contains, as detailed in

    Chapter 1. If you arent using these rules, a

    typical fortification increases DV by +8.

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    STRATEGY

    Each round during the melee phase, an armys

    commander must select a strategy from one of five options on the strategy track. Strategies adjust

    the armys DV, OM, and damage modifier.

    Adjusting an armys strategy one step in either

    direction is automatic; if the leader wants to adjust

    strategy more than that in 1 round, he must make a

    DC 20 Morale check. If he succeeds, the armys

    strategy changes to the desired level, but if he fails,

    the armys current strategy doesnt change at all.

    STRATEGY TRACK

    Strategy DV OM Damage

    Defensive +4 -4 -6

    Cautious +2 -2 -3

    Standard +0 +0 +0

    Agressive -2 +2 +3

    Reckless -4 +4 +6

    MULTIPLE ARMIES

    These rules can also serve in battles where

    multiple armies clash. In such battles, when you

    make your Offense check, you choose which

    enemy armies youre attacking and apply damage

    appropriatelyyou can change targets each round

    as you wishthese rules dont take into account

    complexities such as movement or location, after

    all!

    ATTACKING AND TAKINGDAMAGE

    In mass combat, it doesnt matter who goes first,

    since in the game its assumed that all attacks

    happen simultaneously Each army makes an

    Offense check by rolling 1d20 and adding its total

    OM. This result is then compared to the target

    armys DV.

    Attackers Offense check equal to or less than

    defenders DV: Attacker fails to damage the

    defending army.

    Attackers Offense check greater than

    defenders DV: The attacking army inflicts

    damage on the defending army equal to the result

    of the attacking armys Offense check minus the

    defending armys DV.

    Natural 20: If you roll a natural 20 on your

    Offense check, you automatically deal damage to

    the army, even if the result of the roll is lower than

    the enemy armys DV.

    Natural 1: If you roll a natural 1 on your

    Offense check, your army cannot make an Offense

    Check during the following round.

    ROUTIf at any point an armys 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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    VICTORY AND DEFEAT

    An army is victorious once all of its enemy armies

    are destroyed or flee the battlef ield.Victory: A victorious armys hit points remain

    at the level they were at when the battle ended

    (minimum value equal to the armys CR). Make a

    Loyalty check against your kingdoms Control DC

    if you are successful, your army gains a new

    Tactic. Every time an army gains a new Tactic,

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

    Rout: The armys hit points reset to a number

    equal to the armys CR, and its morale decreases

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

    make a successful Loyalty check against your

    nations Control DC during your nations Upkeep

    phase.

    Defeated Army: Although there are certainly a

    few survivors if an army is reduced to 0 hit points,

    those few survivors are so demoralized and

    wounded that the army cannot recover. It must be

    replaced with a new army. Every time an army is

    defeated, reduce the kingdoms Stability,

    Economy, and Loyalty by 2.

    RECOVERYAn inactive army heals back to its full hit points

    after a single month, but often, youll need to

    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

    an additional amount of hit points to an army by

    making a successful Loyalty Check against your

    nations Command DC. With a successful check,

    your army heals an additional amount of hit points

    equal to its CR.

    PLAYER CHARACTERS INBATTLES

    As an option, you can have the PCs face battles of

    their own just before or even during a battle inwhich one of their armies clashes with the enemy.

    For example, the PCs might attack an evil

    necromancer and fight their way through his tower

    to confront and defeat him while their army battles

    the undead horde outside. Alternatively, the Pcs

    could use a few potent spells (such as control

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

    the battlefield condition to their favor. These

    possibilities allow the PCs to use their characters to

    directly affect the outcome of a battle without

    actually forcing the characters to sit out on an

    adventure opportunity by personally commanding

    an army.If the PCs win their battle or dramatically

    affect the battlef ield with magic, increase their

    armys DV and OM by +4 . If the PCs lose their

    battle, penalize their armys DV and all OM rolls

    by 4 . At your discretion, the PCs failure or

    victory can have other effects on their army as well,

    such as granting temporary bonus

    tactics or starting the war with adjustments to one

    sides hit points.

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    SAMPLE ARMIES

    The availability of armies for conscription by the

    PCs depends upon their acts and successes in theiradventure to this point. You can also allow your

    players to customize their own armies, using the

    rules above to build whatever type of army they

    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

    Medium army of humans (warrior 3)

    COMBAT

    hp 5; DV 11; OM +1

    LOGISTICS

    Speed 2; Consumption 1

    Prerequisite Kingdom size 1 or higher

    REGULAR MILITIA CR 5

    Huge army of humans (warrior 3)

    COMBAT

    hp 27; DV 15; OM + 5

    LOGISTICS

    Speed 2; Consumption 2

    Prerequisite Kingdom size 25 or higher

    ENORMOUS MILITIA CR 9

    Colossal army of humans (warrior 3)

    COMBAT

    hp 49; DV 19; OM + 9

    LOGISTICS

    Speed 2; Consumption 4

    Prerequisite Kingdom size 150 or higher

    REGULAR ARMY CR 7

    Gargantuan army of humans (fighter 2)

    COMBAT

    hp 38; DV 17; OM + 7

    LOGISTICS

    Speed 2; Consumption 3

    Prerequisite Kingdom size of 100 or higher

    KOBOLD SKIRMISHERS CR 4

    Gargantuan army of kobolds (warrior 1)

    COMBAT

    hp 22; DV 14; OM + 4

    Tactics Dirty Fighters

    LOGISTICS

    Speed 2; Consumption 2

    Prerequisite Allied with kobolds

    CENTAUR OUTRIDERS CR 7

    Huge army of centaurs

    COMBAT

    hp 38; DV 17; OM + 7, ranged

    Tactics Cavalry Experts

    Resources Ranged Weapons

    Special Abilities Always treated as if mounted

    LOGISTICS

    Speed 3; Consumption 5

    Prerequisite Allied with centaurs

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    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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