of cities and kings
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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
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EDITEDBY:JOHAN JANSEN
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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
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Publishing, LLC. 2009 Paizo Publishing
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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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