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[Worldbuild] 2020 Legendary Games

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Published by Sanguinetti, 2022-07-24 02:37:41

Ultimate Kingdoms

[Worldbuild] 2020 Legendary Games

of Ships and Sea rules either, as they are assumed to affect both fleets
equally. If that is not the case and such conditions offer
an advantage to one side or the other, you may add a
+2 bonus on Command checks to determine initiative
during a battle phase, and an additional +1 bonus on
Command checks made to attack.

In addition, in conditions of fog, darkness, or heavy
weather that similarly obscures vision, ships or
squadrons gain advantage on Command checks made
to flee from battle.

Victory

A fleet wins a battle once all of the enemy’s ships are
removed from play, either by disabling or sinking all the
ships in play or by causing squadrons to mutiny and
flee. When victory is secured, the enemy fleet’s flagship
is rendered defenseless, allowing the victors to board
the flagship at once.

PC Defeat: If the PCs are defeated, the repercussions
of that defeat depend on the course of the adventure you
wish to create. In general, the enemy captures the PCs’
flagship and seeks to take them captive or execute them.
Allies or NPCs on their crew are considered to have
surrendered or been overcome by their enemies and
defeated in combat. You could play out a boarding action
on board the PCs’ flagship, assuming that PCs have
taken 1d6 x 10% of their hit points in damage throughout
the course of the battle. If the PCs surrender or escape
before their fleet is destroyed, every squadron in their
fleet takes 1d8 points of damage to its morale score, in
most cases causing their fleet to disband. Squadrons
that do not mutiny may keep fighting even without the
PCs in command or may flee and seek shelter with allies
remaining loyal to the PCs (and perhaps even trying to
recruit other mutinied crews to reform the fleet and
seek to effect a ransom or rescue).

PC Victory: If the PCs win the battle, they capture the
enemy flagship. In most cases, the fleet’s commanders
refuse to go down without a fight. At this point, the PCs
resolve the conflict by engaging in shipboard combat
against the enemy, but because of their recent triumph,
all PCs and their allies gain a +2 bonus on attack rolls,
skill checks, and saving throws made during this
shipboard combat.

Each surviving squadron gains 1d4 points of morale
with a fleet victory, minus 1 point for every ship in
that squadron that was sunk during battle (minimum 0
morale gain). After a battle, any damage to non-disabled
ships are repaired at the rate of 1 hit per hour as the
crew works to recover from the battle. disabled ships
must be towed back to a harbor for repairs (unless the
fleet has the Swift Repairs boon). A disabled ship is
reduced to 5% of its total hit points. Sunken ships and
ships that fled a battle after their squadron was reduced
to 0 morale cannot be repaired—they must be replaced.

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CHAPTER 5

SBturiolndginhgosld&s

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YOUR HEROES MAY WISH TO CREATE CASTLES AND Table 5-1: Furnishing Quality COST*
strongholds, or even just build a house, inn, tavern,
or other cozy home base for themselves, but without QUALITY -200gp; -3 days
the need to diverge into a separate subsystem like the Squalid -100gp; -2 days
Kingdom and War rules in Chapters 1 and 2. The rules Poor
in this chapter do offer advice for bridging the gap Average -
between those systems and the standard 5E rules for Wealthy +300gp; +20 days
adventurers, but they are primarily rooted in gameplay +600gp; +20 days
at the player character level, with a wealth of detail for Aristocratic
the kinds of buildings they’d like to create, whether a
lowly shack in the smallest hamlet, or a mighty castle
protecting an important trade route. It also connects
building construction into an expansive treatment of
siege weapons of all types that can be used to assault
the fortresses built by your PCs or by the PCs to bring
down the strongholds of their enemies!

Rooms and
Buildings
Rooms are the core of the building system, and there are
SBturiolndignhgosld&s a wide variety of room types which allow the creation Materials
of almost any building possible.
Rooms are assumed to be made of wood (wooden walls,
Room Features wooden floors, wooden ceiling), but there are a wide
variety of alternative options available, ranging from
Rooms are defined by their type, the quality of their paper or hide, all the way to solid adamantine.
furnishings, their construction materials, and any
augmentations which have been applied to the room. The following table provides details of the various
materials from which a room can be constructed. A wall
Type segment is a 10-foot-by-10-foot section of wall with the
appropriate thickness. A room’s floor and ceiling are
This determines the purpose of the room and the typical constructed of the same material as the walls, and do
contents. not factor into the cost of the room.

Furnishings Material: The material the walls of the building are
constructed from.
The quality of furnishings in a room are typically
indicative of the wealth of the owner and can have a Thickness: A wall constructed of this material is
drastic impact on the room’s ability to earn capital. The typically this thick.
different quality levels are Destitute, Poor, Average,
Wealthy, and Extravagant. Hardness: The hardness of the material

If a character has rooms with lower quality furnishings HP (HP per inch): The number of hit points a wall
than their standard of living, they apply a -1 penalty per of typical thickness has, as well as the hit points per
level of difference to all Persuasion skill checks against inch of thickness for the material, if a wall of differing
characters who know of the room, as people assume thickness is used.
they’re just ‘flashing cash’ rather than making a long-
term effort to integrate into the community. Conversely, Cost (gp/lb): The cost in gp of 1 lb of the material.
if a character has rooms with higher quality furnishings
than their standard of living, they apply a -1 penalty per Cost (gp/wall segment): The cost in gp of a single 10’
level of difference to all Deception skill checks against x 10’ wall segment.
characters who know of the room, as people assume
they’re lying about more than just how wealthy they are. Time Factor: The time cost of the room is multiplied
by this factor. Materials that are harder to obtain or
199 take more time to turn into a useful form for building
generally have a higher time factor.

Fahad Al-Dabbas (Order #34600307)

Table 5-2: Wall Materials Cost

MATERIAL THICKNESS DAMAGE HP (HP PER COST COST LABOR TIME
(FT)* THRESHOLD INCH) (GP/LB) (GP/WALL FACTOR FACTOR
SEGMENT)

Paper 0.0025 0 1 (12) 2.5 0.25 11

Glass 0.04 2 1 (2) 1 640 21

Viridium$ 0.04 7 7 (15) 40 25600 2 2

Viridium (magically strengthened) 0.04 7 7 (15) 290 185600 2 2

Cloth 0.02 0 3 (15) 0.1 1.11 11

Darkleaf Cloth 0.02 10 5 (20) 375 4160 1 1

Griffon Mane 0.02 0 6 (30) 250 2775 1 1

Hide 0.04 2 7 (15) 0.006 32.4 11

Angelskin 0.04 5 3 (5) 100 21600 1 1

Dragonhide 0.04 10 5 (10) 9 1944 1 1

Eelhide 0.04 2 3 (5) 120 25920 1 1

Sod 1 7 60 (5) - - 12

Thatch 1 3 96 (8) 0.01 1.25 11

Wood 0.5 5 60 (10) 0.005 10 11

Darkwood 0.5 5 60 (10) 80 80000 1 1

Greenwood 0.5 5 60 (10) 50 100000 1 1

Whipwood 0.5 5 90 (15) 125 250000 2 3 SBturiolndginhgosld&s

Wyroot 0.08 5 10 (10) 250 40000 1 1

Unworked Stone 5 8 900 (15) - - --

Hewn Stone 3 8 540 (15) - - 11

Drystone wall 1 8 90 (8) - - 21

Thin Masonry 0.5 8 45 (8) 0.05 255 21

Masonry 1 8 90 (8) 0.05 850 22

Superior Masonry 1 8 90 (8) 0.05 850 32

Reinforced Masonry 1 8 180 (15) 0.075 1350 2 3

Blood Crystal 0.08 10 10 (10) 500 600000 2 2

Iron 0.25 10 90 (30) 0.1 1225 1 3

Lead 0.02 3 7 (30) 0.05 71 11

Adamantine 0.08 20 40 (40) 300 1225000 3 3

Alchemical Silver 0.08 8 10 (10) 10 55675 2 3

Elysian Bronze 0.08 10 30 (30) 100 556750 2 3

Fire-forged Steel 0.08 10 30 (30) 75 417562.5 2 3

Frost-forged Steel 0.08 10 30 (30) 75 417562.5 2 3

Living Steel 0.08 15 35 (35) 50 278375 3 3

Mithral 0.08 15 30 (30) 500† 1952000 2 3

Force Field - 30 20 (-) - 40,000 1 1

Magically Treated** - x2 x2‡ x2 x2 -

*: 0.25 feet is 3 inches, 0.08 feet is 1 inch, 0.04 feet is 1/2 inch, 0.02 feet is 1/4 inch, 0.0025 is 1/32 inch

**: This may be applied to any of the other wall types.

$: Viridium is an extremely dangerous building material. Unless the wall is also a composite wall made of lead, anyone who stays inside the
room for 24 hours contracts leprosy (no save). This time does not have to be consecutive.

†: Mithral weighs half as much as iron, and costs 500gp per lb of an equivalent iron object.

‡: Or an additional 50 hit points, whichever is greater

Note: Materials without a cost are generally not obtainable by trade and must be obtained from the natural environment.

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Room Augmentations
Rooms may be constructed with various additional features which improve the function of the room.

Door, Secret

Benefit a hidden door with a hidden opening
mechanism

Create 100 gp; Time 3 days

Size none

SBturiolndignhgosld&s A Secret Door is a hidden exit from a room, generally
requiring manipulation of a mechanism in another part
of the room. Examples of this include a hidden button
inside the bust of a famous bard on the table opening a
sliding door behind a bookcase, or the almost ubiquitous
tilting a book to open a door nearby. For the cost listed
above the Secret Door is only secret from one side – if the
other side is also to be a secret door, it must be paid for
separately. A DC 10 Wisdom (Perception) check can find
a secret door, and another DC 10 Wisdom (Perception)
check will find the opening mechanism. Every 100 gp
above the base cost increases the DC of both checks by
+1, to a maximum of 20.

Fortification, Improved

Doors Benefit increase room’s durability
Create 600 gp; Time 30 days

Doors in a building are usually simple wooden doors, Size As original room
with one or more good wooden doors leading to the
outside (these do not cost anything). In addition to the This augmentation can be applied to any room,
fortification augmentation, individual doors may be heavily reinforcing walls, adding iron-bound doors,
upgraded for the cost of 1/4 the cost of a wall section of and treating materials to resist fire. All walls have their
the door’s material. Larger doors may be constructed to damage threshold increased by +5, doors are iron doors
accommodate larger creatures and objects, and the cost (damage threshold 10, 60 hit points), and the walls and
increases based on the space of a creature that may fit floors gain fire resistance.
through without squeezing, x4 for Large, x9 for Huge,
and x16 for Gargantuan. Furnishings

Door, Concealed Furnishings are a separate feature of a room, rather
than an augmentation, see Furnishings (above).
Benefit a door which is not obviously a door
Spell
Create 60 gp; Time 2 days
Spells with a duration greater than instantaneous can
Size none be set to affect entire rooms. Treat these as wondrous
items but the effects of the spell do not extend beyond
A less sophisticated version of the Secret Door the room, and automatically affect all creatures inside
augmentation, a concealed door is in plain view but isn’t the room (saving throws still apply, and only need to be
what it appears to be. Examples of this include a hinged checked when a creature first enters the room – if the
bookcase, or a door which exactly matches the wooden creature leaves and re-enters the room, make any saving
panelling of the room. Normally when a Concealed throw again).
Door is discovered, it is possible to open it with no
special effort (unless it’s locked). Like Secret Doors, if Prices and availability for each spell is subject to GM
a Concealed Door is concealed from both sides, it must discretion.
be paid for separately for each side. A concealed door
requires a DC 10 Wisdom (Perception) check to identify. Conditional Spells: In addition to having spells
Every 60 gold above the base cost of the augmentation which are permanently in place within rooms, it is
adds +1 to the DC, to a maximum of 20. also possible to have a spell augmentation that triggers
only when certain conditions are met. Conditional spell

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augmentations cost twice as much as a normal spell Example: Rhys has decided to get into commerce,
augmentation, but the owner can select the triggering but rather than a bank, he’s looking to set up his
conditions per the contingency spell and may specify own guild, so he’s designing a guildhall. Looking
who or what is and is not affected by the augmentation. that building up, he sees that a basic guildhall has 1
Once selected, the trigger conditions and targets may common room, 1 kitchen, 1 lavatory, 2 offices, 1 secret
not be changed. room, 1 sitting room, 2 storages and 3 workstations.
Rhys doesn’t want to precisely plan the layout, but
Trap decides that every room is going to be very largely. He
decides his building will be 99 squares. Multiplying
See the DMG for trap rules. Costs and construction that by 4 is 396, and the square root of that is 19.899,
times for traps are up to the GM. rounding up to 20.

Buildings Building
Features
Buildings are combinations of rooms which are
physically connected. The term “building” in these Buildings as a whole are classified by the material of the
rules applies to the entire collection of rooms as a exterior construction, the type of windows, and their
whole. Like rooms, buildings can be constructed of augmentations. It is also possible for buildings to have
different materials, typically more durable than the defensive fortifications (see Fortifications, p.208)
interior construction. Further, buildings may have
augmentations which apply to the entire building. Materials

Diagram 1

The exterior walls of a building may be constructed SBturiolndginhgosld&s
of the same materials as the interior walls, but it is
common for the outside of a building to be made of
stronger materials than the inside.

New Rooms
These new room types are included to expand the
options for buildings and to tie them into the rules for
attacking and defending buildings in Part 2.

Calculating the Exterior Wall
Approximate Size of a
Building Cost: Special

Many players will want to precisely map out the exact This “room” provides no benefit to the building
detail of their buildings, the placement of each room beyond protection from attack and the environment.
within it, which floor the rooms are on, and where the It should only be used if the exterior wall of the
hallways and corridors run. Some would rather estimate building is made of a different material to the interior
the precise details, rather than getting involved in that walls, and is considered to be a composite wall
level of detail. (see below). If the player would rather not have the
additional protection of a composite wall, they may
Method To Calculate reduce the cost of the exterior wall by the cost of the
Approximite Size interior walls it replaces.

Sum the squares used for all rooms on one floor of the To simplify matters, each floor of a building is
building, multiply by 4, and take the square root of that considered to have the same material on all sides. This
number, rounding up to the nearest whole number. This material may differ from floor to floor (such as stone
is the number of 10’ wall sections the build. at ground level and wood above). The only restriction
being that the hit points of a supporting wall must equal
or exceed the total hit points of all the wall sections
directly above it.

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SBturiolndignhgosld&s Roof Splay: The base of the structure is reinforced with a
sloping glacis to deflect incoming attacks. Any melee
Cost: Special attack or direct fire ranged attack against the structure’s
bottom section inflicts half damage. If the structure
This room functions like an Exterior Wall room, but becomes damaged, melee attack damage is reduced
covers the top of the building. Treat it as a composite wall by only 25%. If the structure is breached, the splay
(see below) made of the roof material and the material provides no further protection. This adds 10% to the
of whatever room is underneath the roof section (if a cost of the exterior wall.
roof section spans two rooms of differing material, use
the stronger material). A roof does not count against the Composite Walls
hit points needed to support walls.
To allow taller and more elaborate constructions,
A roof provides protection from the environment and composite walls (made of layers of different materials)
indirect fire attacks. may also be constructed, which has the double
advantage of being able to support heavier walls above
WExatlelrainodr Roof and provide more defense against attack. To construct
Augmentations a composite wall, simply treat the exterior wall of the
building as if it is made of each of the materials (and
Buildings can be constructed with a number of each must be paid for) and add together their hit points
augmentations: to determine how much they can support.

Battlement: The top of a building may be crenelated Windows
with merlons to provide cover to defenders (anywhere
from half cover to total cover, depending on the Windows on a building serve two primary purposes –
creature’s size and position). This cover does not apply to let in light, and to allow those inside the building to
against creatures on or above the structure. This adds see out. They also allow those outside the building to
10% to the cost of a roof. see in, but when it comes to building defense, that is
something of an unintended consequence.
Battlement, Embrasure: This battlement features
pierced merlons and hinged shutters between them that For the purposes of most effects and game rules,
provide three quarters cover to defenders (total cover if windows are treated as a 5-foot by 5-foot vertical
prone). This adds 15% to the cost of a roof. square, though the window is not necessarily that large
in reality – at the GM’s discretion, smaller windows may
Battlement, Parapet: This uncrenelated lip or railing have different game effects.
of stone provides half cover to defenders atop a wall
(three quarters cover if prone). This adds 5% to the cost Windows can be added to any building, and are
of a roof. usually one of the following types, though it is possible
for a window to have more than one type (for example,
Buttress: The interior of the structure is architecturally glass windows with shutters and blinds are possible).
reinforced, increasing its hit points by 10%. This There is not usually a cost for including windows as part
increases the cost of the exterior wall by 25% of as building’s construction (except glass windows, as
noted in their description), but the GM may wish to add
Hoardings: Roofed shelters added to a battlement to a small cost if a player decides to add new windows to
give protection and cover against attacks from above. an existing building.
Hoardings function as an additional roof section that
sits above a structure or wall, providing total cover from Glass Windows
attacks from above. A hoarding must be breached or
destroyed before a building’s own roof can be attacked. Glass windows allow light to pass through while
Hoardings are a separate Roof room which are not offering protection from weather to the room. A single
considered a composite wall. glass window costs 160 gp, while all other window types
can be added free to a building. Glass windows prevent
Reinforced Core: Masonry or stone may include a core weather effects from entering the building, and do not
of metal plating or rebar. This strengthens the wall’s block light. Glass windows do not block line of sight,
structure, increasing hp and SP by 25% and also blocks but block line of effect. Glass windows have an AC of 5,
spells that cannot penetrate metal. This adds 25% to the damage threshold of 2 and 1 hit point. Glass windows
cost of the exterior wall. are automatically destroyed by any siege weapon attack
which strikes the wall segment they are on. Treat the
window as an Open window until it can be repaired.

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Shuttered Windows Defensive Windows

A shuttered window has sturdy wooden screens which Arrow slits (often tall narrow openings wider on the
can be opened or closed depending on the needs and interior than the exterior) provide three quarters cover
desires of the inhabitants. They can be locked from the to anyone standing at the opening on the inside of the
inside to prevent them being opened by unscrupulous building but the level of light from outside is reduced
individuals (a dexterity check at DC 10 will unlock most by one step (to a minimum of darkness). Defensive
shutters). When closed they prevent weather effects windows do not block weather effects entering the
passing into the building, but also block light. Closed building. They do not block line of sight or line of
shutters block line of sight, line of effect, and have an effect.
AC of 5, damage threshold 5, and 3 hit points. A window
with shutters which are not closed is treated as an Open Curtains/Blinds
window (see below).
Curtains are fabric hangings used to cover window
Open Windows openings from the inside. Blinds are horizontal or
vertical strips of material (cloth or wood being the most
Open windows are simple holes in the exterior walls common) that serve a similar purpose. The primary
of a building. They do not block weather effects or effect of curtains and blinds is to block line of sight
light, and do not block line of sight or line of effect. A and light from passing through the window, so are less
character standing next to an open window has half frequently seen on shuttered windows than other types.
cover from attacks from the other side, and passing Curtains or blinds may be added to any window type
through an open window is considered moving with no extra cost.
through difficult terrain.

Building Augmentations SBturiolndginhgosld&s
The possible list of augmentations for buildings as a whole are almost limitless. Below are some of the most
common augmentations.

Mobile Buildings

This building can move, either by walking, rolling, hovering, flying, swimming, teleporting, or even across the
planes. The following table shows the base speed of each movement type, how much it costs to add the type of
movement to a building, and any additional information or restrictions which apply to the type of movement. A
building may have multiple movement types added, each one must be paid for separately, but only one may be
used at any one time. It is also possible to increase the speed of a movement type, with the cost of each additional
10 feet of movement given in the table.

Table 5-3: Mobile Building Cost and Speed

TYPE BASE SPEED COST SPEED INCREASE NOTES
Walking 30 ft. 70,000 gp (+10 FEET)
30,000 gp Cannot enter water greater in depth than the height of the
Rolling 40 ft. 85,000 gp building. A suitably powerful spellcaster must participate in
50,000 gp construction.
Hovering 0 ft. 30,000 gp Cannot enter water greater in depth than half the height of
N/A the building. A suitably powerful spellcaster must partici-
Flying 30 ft. 100,000 gp pate in construction.
Swimming 30 ft. 70,000 gp 60,000 gp Does not reduce speed due to terrain and may pass over
30,000 gp water. Maximum altitude is 30 feet. A suitably powerful
Teleporting Special 448,000 gp spellcaster must participate in construction.
Planar-travel Special 200,000 gp N/A Clumsy maneuverability, may hover at any altitude. A suit-
N/A ably powerful spellcaster must participate in construction.
Floats on the surface of the water unless the building has the
environmentally sealed augmentation. A suitably powerful
spellcaster must participate in construction.
Teleport the entire structure as teleport 1/day.
Teleport the entire structure as plane shift 1/day.

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Dumbwaiter

Benefit small items may be easily moved from floor to
floor without someone having to carry them

Create 12,000 for magical or 220 gp for mechanical;
Time 12 days

A dumbwaiter is a small elevator system commonly
used to transport food or small items between floors
of a building. A tiny or smaller creature can fit into a
dumbwaiter’s compartment without difficulty, but larger
creatures are unable to do so (however they may be able to
use the shafts for hidden movement within the building).

A mechanical dumbwaiter requires maintenance,
just like an elevator, costing 2 goods and 5 labor (70 gp)
every 6 months. Replacement of the system, if needed,
takes 2 days.

Elevator

Benefit a method moving from one floor of the
building to another without using stairs

Create 240 magic (24,000 gp) or 15 goods, 30 labor
(450 gp); Time 24 days

SBturiolndignhgosld&s Concealed This represents either a mechanical (pulleys, ropes
or cables) or a magical (levitation or flying) elevator
Benefit the building isn’t usually noticed by casual system. An elevator takes 1 round to ascend or descend
observers a single floor (multiple floors take multiple rounds, and
an action to select a destination.
Create 640 gp Time 32 days
A mechanical escalator system requires regular
This building is hidden from view, whether through maintenance to ensure it keeps running smoothly.
invisibility or more mundane means (such as being Every 6 months, 150 gp must be spent on maintenance,
cleverly designed to look like the surrounding terrain). or there is a cumulative 5% chance per month that the
A DC 15 Wisdom (Perception) check will allow someone system will break and require replacement for the full
to notice that the building is there, otherwise it goes cost. Replacement in this manner takes 4 days.
unnoticed. Every additional 640 gp increases the DC by
+1 to a maximum of 25. Environmentally Sealed

Dimension-locked Benefit effects, weather, and spells cannot penetrate
the building.
Benefit teleportation into and out of the building is
impossible Create 200,000 gp; Time 200 days

Create 128,000 gp; Time 128 days An environmentally sealed building functions like
an environmentally stable one, but also prevents any
It is not possible to use spells to teleport into or out environmental effects penetrating the building. This
of this building (it is possible to teleport from one means that the exterior of the building (including any
place to another within the building, however). Any windows) blocks line of effect for all conjuration spells
augmentation providing a teleportation effect (such and prevents such spells effects from entering the
as a teleportation circle) that allows travel outside the building unless physically carried by a living creature.
building costs 50% more than normal. This extra cost This means that (for example) cloudkill spells cannot
must be paid, even if this augmentation is added later. pass through open windows, and the building provides
air for the inhabitants even underwater or in a vacuum.
Disguised
Environmentally Stable
Benefit this building appears to be something it isn’t
Benefit the interior of the building is comfortable,
Create 300 gp; Time 60 days regardless of outside conditions

This building appears to be something else, usually Create 8,000 gp; Time 8 days
another kind of building. A DC 12 Intelligence check is
required to determine the actual purpose of the building. The building magically maintains a comfortable
temperature and climate for the inhabitants, regardless
205 of the environmental conditions outside.

Fahad Al-Dabbas (Order #34600307)

Extra-dimensional plants in the way. Regardless of the exact method SBturiolndginhgosld&s
chosen, the effect on attackers is the same. Each difficult
Benefit the building exists on a plane of its own. terrain fortification affects a 10-foot by 10-foot area and
makes it difficult terrain for attackers.
Create 19,000 gp; Time 1 day
Having a section of permanent difficult terrain that
This building is in its own demi-plane. The entrance cannot be easily avoided on the approach to a building
to the building must clearly be a doorway or archway, reduces the furnishings quality of all rooms in the
and the entrance must not be accessible from any other building by 1 step.
direction (for example, the doorway to the demi-plane
could be the front door to a large blue box but couldn’t Moat
be the archway at one end of an alley). Passing through
the door transports any creature into the demiplane. Create 120 gp; Time 2 days

Spell A moat is a trench (see above) that has been made
effectively watertight and filled with water. A moat may
Like rooms, buildings may have a spell augmentation. only be constructed as a permanent fortification. Moats
This costs twice as much as a room augmentation of the are usually significantly wider than they are deep, and
same spell, but a building may only have a single spell can be built to house dangerous wildlife and plants
augmentation applied to it. This limitation does not
prevent all rooms in the building being given the same A moat can be avoided in the same way a trench can.
spell augmentations. Anyone inside the building is
affected by the spell augmentation when they enter the Rampart
building, with spell resistance and any saving throws
being attempted once when the creature first enters. Create 20 gp; Time 1 day
The effect ends immediately when a creature leaves the
building. A wall of packed earth, a rampart is half the height
but the same thickness as a normal wall. It has double
Fortified the hit points of a sod wall and is immune to damage
Buildings from ranged siege weapons. A rampart may include a
palisade, a wooden wall atop it with half the normal
Fortifications are defensive constructions that help the height, hp, and SP of a normal wooden wall.
defenders of a building when it is under attack. They do
not provide any benefits to the rooms within the building Switchback
but affect how the building is used in siege warfare or if
an army (or even a group of adventurers) attack it. The Benefit attackers must travel further to get to the
rules in this subsection describe creating fortifications. entrance of the building
The creation costs assume using hired labor.
Permanent
Permanent vs. Temporary Fortifications:
Fortifications can be permanently emplaced, in which Create 500; Time 5 days
case they always provide their benefits and drawbacks, or
temporary, which speeds their construction significantly, Temporary
but also reduces their effect – each type of fortification has
separate statistics depending on whether it is permanent Create 160; Time 1 day
or temporary.
A switchback is a carefully constructed artificial
Difficult Terrain modification to the lines of approach to the front
door of a building, effectively increasing the distance
Permanent required to travel as attackers approach the entrance.
Each switchback affects a 20-foot wide section of the
Create 100 gp; Time 4 days building’s exterior and extends 20 feet away from the
building. Multiple switchbacks can be placed to extend
Temporary the distance away from the building that is affected. A
temporary switchback doubles the distance required
Create 40 gp; Time 1 day to move in a straight line towards the building, while a
permanent switchback triples it. A basic switchback only
Most often a temporary fortification when a known affects large or smaller creatures. Huge creatures can be
attack is imminent, difficult terrain slows the advance affected if the switchback extends at least 3 switchback
of attackers and makes it impossible to make effective sections away from the building, Gargantuan creatures
charges. It can take many forms, such as digging up if it extends 4 sections away, and Colossal if it extends
the ground, scattering rubble around, or placing sharp 5 sections away. Flying creatures are not affected by
switchbacks unless the building and fortification are
underground.

For the purposes of other game rules, a switchback
fortification does not count as difficult terrain, nor does
it affect the speed of creatures in it, but it is not possible
to charge through a switchback.

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SBturiolndignhgosld&s Trench Building
Location
Create 80 gp; Time 1 day
Where a building is and how far away it is from the
A trench is a section of ground (20 feet long, 5 feet resources to build it (whether labor or materials) can
wide, and 10 feet deep) that has been dug out to present drastically affect the cost of a building.
a difficult barrier for attackers to circumvent. Almost
all trenches have one or more straightforward paths to Distance
allow easy access to the building (an exception might
be a temporary trench dug all the way round a besieged Every hex (or 12 miles if not using hex-based mapping)
building which has a reliable source of food and water away from the nearest settlement adds 20% to the cost
for the inhabitants), which represents a potential weak of a building.
spot in the fortification (that path is likely to be heavily
guarded by other means). Terrain

Wider and deeper trenches may be constructed by The terrain in which a building is being constructed can
constructing additional trench fortification sections affect the cost of materials – use the lowest applicable
adjacent to the existing sections but must be at least as multiplier for the terrain and material being used.
many sections wide as they are deep.
Buildings
Flying attackers are not affected by trenches, and it and Sieges
may be possible for attackers to effectively circumvent
trenches with Acrobatics checks to jump across them. A classic trope of fantasy warfare is the storming of a
castle. Whether the PCs are leading brave and desperate
Wall defense of a lonely bastion against an overwhelming
army of darkness, or leading the fight to overthrow the
Create see Walls; Time 1 day (modified by material’s Evil Overlord and cast down his mighty fortress, a fight
time factor) along the battlements can fire the imagination of a jaded
player growing bored of one-on-one hacking. While
A defensive wall may be constructed in the same historical sieges often depended more on disease and
manner as any other wall and has appropriate statistics starvation for victory than anything else, the thrill for
to match. It is common for defensive walls to be built players is likely to come more in the way of bombardment
with shelter and raised platforms for defenders to stand
within, to allow them to make ranged attacks against
attacking forces from positions of relative safety.

Flying attackers may avoid a wall by the simple
method of flying over it, but until they have crossed the
wall’s position, the defenders still retain any advantages
they have.

Walls do not have to be built a full 10-feet high – it
is not uncommon for walls to be built 3- or 5-feet high,
costing 1/3 and 1/2 the cost of a normal wall segment
respectively, and requiring a similar proportion of time.
10-foot wall segments can only be built as permanent
fortifications, but shorter segments can be temporary
or permanent. The decision to make a wall temporary
instead of permanent has no effect on the cost to create
the wall, but temporary walls take 50% extra damage
from siege weapon attacks and can be removed at no
cost (but 1 day of time, regardless of material) later.

As with buildings, permanent wall fortifications may
be constructed with windows.

It is common for a gatehouse room to be added to
a permanent wall fortification. Other rooms may be
added at the GM’s discretion.

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and assault with an array of siege weapons, countering Size: Buildings are typically comprised of sections, SBturiolndginhgosld&s
the massive engines of their enemies with their own. made up of 10-foot cubic spaces for most buildings. For
SP purposes, the AC of a structure is determined by
The rules presented here for fortifications and siege its size, regardless of its composition: Large 4, Huge 3,
weapons are intended for use with characters operating Gargantuan 1, Colossal -3.
within the standard 5E adventuring rules for movement,
spells, and so on, rather than as a separate subsystem. Condition: An intact building offers total cover
Notes for using strongholds in conjunction with the to any creature within, though they cannot attack.
Kingdom Rules can be found later in this chapter. Those within a building may open doors or windows
to attack those outside; they still gain cover, but those
Structures
ManadteBruiialldsing

It is hardly possible to talk about siege warfare and siege
weapons in detail without talking about the buildings
they were built to destroy. The structural strength of
buildings and the damage inflicted by siege weapons
is expressed in terms of structural points (SP), and
the same rules apply for attacks against vehicles and
even other siege weapons. Siege weapons may instead
inflict ordinary hit point damage if desired (and some
are intended primarily as antipersonnel weapons), and
normal attacks can damage structures and fortifications
following the rules in the PHB and DMG, depending on
precisely what part of the structure is being attacked.
For resolving siege weapon attacks against structures
and vehicles, however, structural points provide a quick
and convenient method for tracking damage. Structural
points and hit points should be tracked separately;
the effects of damage to hp and SP to the same section
overlap and do not stack.

Table 5-4: Material Cost by Location

TERRAIN COST 1 HEX 2 HEXES 3 HEXES 4 HEXES 5 HEXES NOTES
MULTIPLIER (12 MI.) (24 MI.) (36 MI.) (48 MI.) (60 MI.)
Plains (WITHIN HEX)
Hill
Desert* 1 1 1 1 11
Forest
Marsh* 0.8 0.8 0.9 0.9 1 1 Applies to stone and metal
Mountain materials only

Cavern** +0.1
Water***
0.75 0.8 0.85 0.9 0.95 1 Applies to wood materials
only

+0.2

0.75 0.8 0.85 0.9 0.95 1 Applies to stone and metal
materials only

0.5 - - - - - Applies to stone and metal
materials only

+0.5

Notes: A suitable terrain improvement (commonly mine, quarry, or sawmill) provides a -0.1 multiplier

5 hexes of river, lake, or sea count as 1 hex of distance due to the ease of transporting goods on water
(divide the water distance by 5, rounding down).

*: Desert and Marsh terrains are difficult to build on, and materials are almost always imported.

**: A cavern is considered to always be at least 1 hex away from any other source of material.

***: This is to actually build underwater, not just in a hex that has a river in it.

208

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outside may attack them. One successful check against Destroyed: This section collapses on those within;
the building’s break DC leaves it damaged, a second all adjacent sections of this building are treated as
breached, and a third destroyed. Otherwise, it gains the breached.
listed condition when it suffers the appropriate amount
of hp or SP damage (see Table 5-2). Catching on Fire: Structures of wood, hide, or thatch
may catch on fire when they suffer fire damage.
Damaged: This section has numerous small cracks
and holes. The AC, damage threshold, and break DC of Repairs: Damaged, breached, or destroyed building
this section are reduced by 2. sections or siege engines can be repaired using
appropriate skill checks or magic.
Breached: This section no longer provides total
cover, though those within still gain cover from outside
attacks. All adjacent sections of this building are treated
as damaged.

Table 5-5: Wall Defensive Statistics

MATERIAL THICKNESS DAMAGE HP (PER INCH) SP BREAK DC CLIMB DC
(IN FEET)* THRESHOLD
Paper 0.0025 1 (12) 0/0/1 5 20
Glass 0.04 0 1 (2) 0/0/1 10 20
Viridium$ 0.04 2 7 (15) 0/0/1 10 15
Viridium (magically 0.04 7 7 (15) 0/0/1 10 15
strengthened) 7
Cloth 0.02 0/0/1 20 10
SBturiolndignhgosld&s Darkleaf Cloth 0.02 0 3 (15) 0/0/1 25 10
Griffon Mane 0.02 10 5 (20) 0/0/1 20 10
Hide 0.04 0 6 (30) 0/0/1 20 10
Angelskin 0.04 2 7 (15) 0/0/1 10 10
Dragonhide 0.04 5 3 (5) 0/0/1 15 10
Eelhide 0.04 10 5 (10) 0/0/1 10 10
Sod 2 3 (5) 2/5/9 20 10
ThatchH 1 7 60 (5) 3/6/11 15 10
Wood 1 3 96 (8) 2/4/8 15 15
Darkwood 0.5 5 60 (10) 2/4/8 15 15
Greenwood 0.5 5 60 (10) 2/4/8 15 15
Whipwood 0.5 5 60 (10) 3/6/12 15 15
Wyroot 0.5 5 90 (15) 0/0/1 10 15
Unworked Stone 0.08 5 10 (10) 38/75/150 30 10
Hewn Stone 5 8 900 (15) 23/45/90 30 10
Drystone wall 3 8 540 (15) 4/8/15 15 10
Thin Masonry 1 8 90 (8) 2/4/8 25 15
Masonry 0.5 8 45 (8) 4/8/15 30 15
Superior Masonry 1 8 90 (8) 4/8/15 30 15
Reinforced Masonry 1 8 90 (8) 5/10/20 30 15
Blood Crystal 1 8 180 (15) 0/1/2 25 20
Iron 0.08 10 10 (10) 5/9/18 30 20
Lead 0.25 10 90 (30) 0/0/1 20 20
Adamantine 0.02 3 7 (30) 20/40/80 30 20
Alchemical Silver 0.08 20 40 (40) 0/1/2 30 20
Elysian Bronze 0.08 8 10 (10) 2/3/6 30 20
Fire-forged Steel 0.08 10 30 (30) 2/3/6 30 20
Frost-forged Steel 0.08 10 30 (30) 2/3/6 30 20
Living Steel 0.08 10 30 (30) 4/7/14 30 20
0.08 15 35 (35)

209

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MATERIAL THICKNESS DAMAGE HP (PER INCH) SP BREAK DC CLIMB DC
(IN FEET)* THRESHOLD

Mithral 0.08 15 30 (30) 3/6/12 30 20

Force Field - 30 20 11/22/44 - -

Magically Treated** - X2 X2‡ X2 +20 -

*: 0.25 feet is 3 inches, 0.08 feet is 1 inch, 0.04 feet is 1/2 inch, 0.02 feet is 1/4 inch, 0.0025 is 1/32 inch

**: This may be applied to any of the other wall types.

$: Viridium is an extremely dangerous building material infused with toxic radioactivity. Anyone climbing or touching a viridium wall
(crewing a close assault siege weapon counts as touching the wall) receives an attack roll at +10 from the wall as if struck by a viridium

weapon. Any attacker who is hit contracts leprosy (no save).

H: At the GM’s discretion, wolves and dire wolves may make a breath attack as an action against thatch walls, automatically destroying them.

‡: Or an additional 50 hit points, whichever is greate

Material: The material the walls of the building are Direct-fire missiles use a normal attack roll. In SBturiolndginhgosld&s
constructed from. addition, direct fire weapons suffer a -2 attack roll
penalty per size category a weapon is larger than the
Thickness: A wall constructed of this material is creature aiming it.
typically this many feet thick.
Indirect-fire weapons have disadvantage on all attack
Damage Threshold: The damage threshold of the rolls, hereafter referred to as a targeting roll, unless they
material. or a spotter has line of sight to the target. Sight negates
this disadvantage, but an indirect siege weapon can
HP (HP per inch): The number of hit points a wall never gain advantage on the targeting roll.
of typical thickness has, as well as the hit points per
inch of thickness for the material, if a wall of differing Indirect Criticals: If the crew chief of a siege weapon
thickness is used. This is the number of hit points for rolls a natural 20 on his targeting check with an indirect
a wall to be breached. To calculate the number of hit fire weapon, or if a target of an indirect fire weapon
points to damage the wall, divide the hit points by 2, rolls a natural 1 on its Reflex, the target suffers double
and to calculate the number of hit points to destroy the damage and is knocked prone (a flying or swimming
wall, multiply the hit points by 2. creature is instead treated as if pushed 1d6 x 10 feet,
reduced by 5 feet per size category larger than Medium).
SP: The number of Structure Points (see Siege In addition, if the target is smaller than the siege weapon,
Weapons) for a wall of typical thickness to be damaged, it is effectively entangled for 1d4 rounds as it is buried
breached, and destroyed. in rubble or pinned to the ground or adjacent objects. A
creature can free itself from this condition with a DC 15
Break DC: The DC for a Strength check to break Strength or Dexterity check.
through the wall. Each doubling of the standard wall
thickness increases this by +2. Assembling Siege Weapons: Siege weapons broken
down for transport and can be reassembled on the
Climb DC: The typical DC for an atheletics check to battlefield, requiring the time and number of workers
climb on a wall of this material. This may be modified noted below. Each assembly worker must make a DC 10
by environmental conditions or other factors at the Craft (siege weapons) check; if untrained, they may not
GM’s discretion. take 10. Assembly can be performed with at least half
the required number of workers by doubling the time
Ranged Siege required. If fewer than half are available, the weapon
Weapons cannot be assembled.

Table 5-6: Siege Weapon Assembly

Siege weapons hurl massive projectiles in one of two SIZE TIME REQUIRED WORKERS
ways: direct fire or indirect fire. Direct fire weapons REQUIRED
launch their projectiles on a relatively flat trajectory,
allowing them to more easily target moving creatures Small 1 minute 1
or pummel barriers directly in front of them. Indirect Medium 10 minutes 2
fire weapons launch projectiles in a high parabolic arc, 4
typically much heavier missiles than direct fire weapons. Large 1 hour 6
They may batter fortifications or bypass them entirely, Huge 2 hours 8
their missiles arcing over intervening walls to deliver Gargantuan 4 hours
solid shot, bursts of scatter shot, or even unconventional
payloads, such as incendiaries or disease-ridden offal. Constructing Siege Weapons: Siege weapons are
complex devices requiring a DC 15 Intelligence skill
check to build or repair. Gunpowder weapons increase
the DC by 5.

210

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SBturiolndignhgosld&s Disabling Siege Weapons: Siege weapons are solid barrier in the area path is destroyed, it does not
considered difficult devices to disarm, requiring 2d4 provide cover to creatures behind it. If not destroyed,
rounds of effort and a DC 15 Intelligence check. the bouncing shot is stopped by the barrier. A bouncing
shot requires the gunner to be proficient in the cannon’s
Magical and Masterwork Siege Weapons: A siege use and to make a DC 10 Intelligence check; the DC
weapon can be enchanted at twice the cost for a normal increases by 2 for every square in the line that does not
magical weapon. The enhancement bonus of a siege have a solid surface under it.
weapon applies to targeting rolls and SP damage, but
other weapon enhancements apply only to attacks to Misfires: Cannons are somewhat unreliable, and a
inflict hit point damage. natural 1 on an attack roll (direct fire) or targeting roll
(indirect fire) results in a misfire, expending the powder
Proficiency with Siege Weapons: Siege weapons are charge but not the ammunition for that shot.
martial weapons.
Table 5-7: Cannon Misfire Result
Repairs: Siege weapons can be repaired using
appropriate skill checks or spells. D20 RESULT EFFECT

Wheeled Weapons: Cannon and catapults usually 1-8 Misfire Cannon fails to fire and must be reloaded.
have wheeled caissons or gun carriages to help move 9-14 Backfire As misfire, and the crew chief and other
them into position. These wheels allow a team of draft
animals to pull them at 20 feet if the weapon’s weight is creatures adjacent to the cannon are
less than their combined heavy load. struck by alchemist’s fire. The cannon and
all adjacent squares are affected by smoke.
Ballista
15-18 Cracked Cannon is broken. If fired, it now misfires
Resembling a massive crossbow, a ballista’s power on a natural 1 or 2, with a +5 modifier to
is provided by twisted skeins of animal sinew used future rolls to determine misfire results.
as torsion springs driving a pair of adjustable arms.
A string attached to both arms is winched back and 19-20 Explodes Cannon destroyed. Every square adjacent
a projectile loaded into a grooved slider for release. to the cannon is struck by a falling object
Ballistae are direct fire weapons.
of the cannon’s size and catches on fire
Heavy: These massive engines are commonplace in (DC 10 Dexterity save halves damage
castle defenses and those attacking such places and on and negates catching on fire), and every
large warships. square within 10 feet is affected by smoke.

Light: The most common type of ballista, also called an Mortars: A mortar is a short but very thick cannon
arcuballista, is fairly maneuverable and often mounted designed for indirect fire. It may use solid or scatter shot but
atop towers. cannot perform a bouncing shot. Large or smaller mortars
have a burst radius of 1; larger mortars have a burst radius
Wheeled: A mobile light ballista, also called a of 2. Mortars have a minimum range of 100 feet.
carroballista, is mounted on a metal-plated medium
wagon. The weapon can be mounted forwards, facing Noise and Smoke: Cannons are smoky and noisy. Any
over the draft team, or towed behind them facing creature adjacent to a cannon becomes deafened for 1
rearward. Firing a carroballista while its team is attached round after it is fired. If the cannon is larger than the
requires a DC 15 Wisdom (Animal Handling) check creature, the duration is increased by 1 round per size
unless the draft animals are war-trained to prevent category difference.
them from bolting in a random direction for 1d4 rounds.
Sizes of Cannon: Cannons come in many sizes, as
Cannon noted below:

Crafted of metal, some cast in one piece, others welded Small: Also called a swivel gun, hand culverin, or
with iron bands, and either mounted in the ground pierrier, this small gun may be mounted or carried and
or on wooden frames, cannons use gunpowder or its
alchemical equivalent to propel their projectiles with
great force. Cannons are direct fire weapon and have a
critical modifier of x3.

Bouncing Shot: Solid shot can be fired from a cannon
at a depressed angle, so as to bounce along the ground,
affecting a 5-ft. wide line 20 feet long for a Small
cannon, plus 20 feet per size category above Small.
A DC 15 Dexterity saving throw halves damage. If a

211

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fired from a tripod or brace but suffers a -2 penalty to increasing its size, and fire spear-like bolts. Scorpions SBturiolndginhgosld&s
hit if not braced for at least 1 full round prior to firing. are direct fire weapons.

Medium: Also called a falconet, crapaudin, or demi- Double: This specialized scorpion, called a zopyros,
culverin, this light cannon is a staple weapon in the fires two missiles simultaneously.
gunports of advanced warships.
Heavy: A larger scorpion mounted on ships or
Large: Also called a culverin or saker, this is the most watchtowers.
common type of cannon.
Light: Also called an oxybeles, a light scorpion is
Huge: Also called a culverin extraordinary or siege usually mounted but can be carried and fired by a single
cannon, these are the largest cannon that can be warrior, though with a -2 penalty to hit if not first braced
mounted in naval gunports. on a solid surface for 1 full round.

Gargantuan: Also called a bombard or true cannon, Repeating: This complex scorpion, called a polybolos,
these heaviest of cannon can quickly reduce most contains an automatic reloading mechanism holding
fortifications to rubble. 10 bolts. It can be reloaded as a move. Once the case is
empty, it requires an action to remove the case, another
Ribald: Also called an organ gun or ribaudkin, this to refill it, and another to replace it.
large wooden frame mounts 12 small cannon, fused to
fire in a single volley. Chiefly an antipersonnel weapon, Springal
a ribald has a maximum range of 100 feet and affects
all creatures in a 100-foot cone (DC 10 Dexterity saving A springal uses a torsion-cranked composite paddle to
throw for half within 50 feet, no damage beyond 50 feet). strike a firing rack containing multiple bolts, which
rain down in an arc over a burst area. A springal has
Catapult a minimum range of 50 feet and can only use burst
ammunition and cannot target specific creatures.
Though the historical divide between ballista and catapult Springals are indirect fire weapons.
is ambiguous, catapults here are stone-throwers powered
by winched arms run through torsion skeins, either single- Heavy: A heavy springal affects all squares within
armed like the onager or double-armed tension-torsion 2 squares of the target.
hybrids like the mangonel, holding their payload in a sling
or cup that swings up and over the weapon when released. Light: A heavy springal affects all squares within
Catapults hurl solid or scatter shot, the latter affecting all 1 square of the target.
squares within 1 square of the target. Catapults are indirect
fire weapons and have a minimum range of 100 feet. Trebuchet

Heavy: These large onagers are the largest form of Trebuchets are similar in form to catapults, with the
mobile artillery on most battlefields. payload placed into a basket, cup, or sling at the end
of a long lever, with a counterweight (often with crew
Light: Smaller onagers such as these are often used on or animals pulling attached ropes) close to the fulcrum.
the decks of ships or in smaller fortifications. The leverage imparted by a trebuchet allows it to hurl
massive missiles. Trebuchets are too bulky to move and
Lithobolos: A primitive sling-armed catapult, must be assembled on the battlefield. Trebuchets have a
also called a lithobolos or stone-thrower. It must be minimum range of 150 feet. Trebuchets are indirect fire
dismantled to move it and reassembled in place. Its sling weapons.
is only capable of firing solid projectiles, not loose shot.
Heavy: A heavy trebuchet using scatter shot affects all
Mangonel: While most catapults use a single arm squares within 2 squares of the target.
through a horizontal skein, a mangonel uses two vertical
skeins with a pair of torsion bow arms harnessed to the Light: A heavy trebuchet using scatter shot affects all
mangonel’s throwing arm for greater power. squares within 1 square of the target.

Firedrake 212

This apparatus fires a gout of alchemist’s fire in either
a 60-foot line or 30-foot cone. Targets in the area suffer
6d6 points of fire damage (DC 12 Dexterity saving throw
for half); those failing their saves also catch on fire.
A firedrake that is destroyed automatically explodes if
it is loaded.

Scorpion

This oversized crossbow incorporates both tension and
torsion, often with pulleys to increase its power without

Fahad Al-Dabbas (Order #34600307)

Table 5-8: Ranged Siege Weapons

COST WEIGHT DMG RANGE AIM LOAD SIZE AC HP SP

BALLISTA

Heavy 1000 gp 1 ton 6d8/1d6 150/600 1 4 Huge 3 150 8

Light 500 gp 400 lbs 3d8/1d3 120/480 1 2 Large 4 80 4

Wheeled 800 gp 400 lbs 3d8/1d3 120/480 1 2 Large 8 80 4

CANNON

Colossal 50,000 gp 15 tons 10d12/5d6 200/800 10 5 Colossal. 5 500 30

Huge 30,000 gp 7.5 tons 8d12/4d6 250/1000 3 3 Huge 7 300 15

Large 20,000 gp 2 tons 6d12/3d6 300/1200 2 2 Large 8 150 8

Medium 10,000 gp 500 lbs 4d12/2d6 200/800 1 1 Medium 9 80 4

Small 2500 gp 100 lbs 2d12/1d6 100/400 - 1 Small 10 40 2

Ribald 20,000 gp 1000 lbs 3d12/1d3 100/400 1 12 Large 4 80 4

CATAPULT2

Heavy 800 gp 1.5 tons 6d6/2d6 150/600 3 3 Huge 3 150 8

Light 550 gp 1 ton 4d6/1d8 100/400 2 2 Large 4 80 4

Lithobolos 200 gp 1 ton 4d6/1d8 100/400 2 2 Large 4 80 4

Mangonel 1100 gp 2 tons 8d6/2d8 200/800 4 4 Garg. 1 300 15

FIREDRAKE 4000 gp 1500 lbs 6d6 60/240 2 5 Large 4 80 4

SBturiolndignhgosld&s SCORPION

Double 750 gp 250 lbs 2d81/1d2 150/600 - 2 Medium 5 40 2

Heavy 350 gp 200 lbs 2d8/1d2 150/600 - 1 Medium 5 40 2

Light 150 gp 100 lbs 2d6/1 120/480 - 1 Small 6 20 1

Repeating 1250 gp 300 lbs 2d8/1d2 150/600 - - (10) Medium 5 40 2

SPRINGAL

Light 600 gp 750 lbs 6d6/1 50/200 1 2 Large 4 80 4

Heavy 900 gp 1500 lbs 6d6/1 50/200 1 4 Huge 3 150 8

TREBUCHET

Heavy 3000 gp 10 tons 16d6/5d6 300/1200 30 5 Colossal -3 500 30

Light 1500 gp 4 tons 12d6/4d6 250/1000 20 3 Colossal. 1 300 15

1 A double scorpion fires two projectiles, using separate attack rolls for each.

2 Creatures with the rock throwing special ability or flying creatures dropping objects of their size may use indirect fire to inflict SP damage as
a catapult of their size. Whether they can hurl ammunition other than solid shot is at the GM’s discretion.

Cost: The price in gp to purchase the siege weapon. Size: This is the size of the siege weapon.

Weight: The weight of the siege weapon in pounds AC: This is the weapon’s AC if attacked. A siege
(or tons). weapon can also be armored.

Damage: Hit point damage is indicated before the Hides: Stitched hides and padded leather; AC Bonus
slash, structural point damage after it. +3; hp +15; Cost 20 gp; Weight 20 lbs.

Burst: When using ammunition that affects a burst, Partial Plating: Metal plating over main structure.
it affects the target square and all squares within the AC Bonus +6; hp +30; Cost 200 gp; Weight 40 lbs.
listed radius; e.g., a trebuchet using scatter shot would
affect the target square and 2 squares surrounding it in Full Plating: Metal plating over entire weapon. AC
all directions. Bonus +9; hp +45; Cost 1000 gp; Weight 60 lbs.

Range: This is the weapon’s range as defined in the HP: This is the number of hit points the siege weapon
PHB. possesses. Unless otherwise noted, siege weapons
are primarily constructed of wood and have damage
Aim: This is the number of actions required to aim a threshold 5.
siege weapon. A weapon with no aim number (-) does
not need to be aimed. SP: This is the number of structural points the
siege weapon possesses. If reduced to less than half
Load: This is the number of actions required to load its structural points, a siege weapon gains the broken
the siege weapon. condition.

213

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Ammunition Shot, Fetid: Manure, offal, or corpses (or parts thereof),
inflicting one-quarter normal damage, to all targets in
Siege weapons typically fire blocks or balls of stone or the weapon’s burst radius. Creatures taking damage
spear-like bolts, but may use a variety of ammunition. contract a disease (GM discretion, DC 12 Constitution
saving throw negates).
Bolt: A spear-like projectile for use with a ballista,
scorpion, or springal, bolts inflicts half damage against Shot, Powder: The propellant charge required when
objects or structures made of metal or stone. firing a cannon; this must be loaded along with whatever
other shot is being used and inflicts no damage by itself.
Bolt, Burning: A burning bolt causes creatures or
flammable objects (including wooden structures) to Shot, Scatter: A sack, basket, or canister of small,
catch on fire (DC 10 Dexterity saving throw negates). hard, heavy objects rain down, inflicting half damage
to the target square and all squares within the weapon’s
Bolt, Grappling: A grappling bolt is a metal-shod bolt burst radius.
with a multipronged hook attached. It inflicts only
half damage, but a creature struck is entangled (DC 10 Shot, Smoke: A sack or basket of incendiaries stoked
Dexterity saving throw negates). It can break free with with green cuttings and alchemical residues designed
a DC 15 Strength or Dexterity check. A stationary object to give off thick smoke. Smoke shot inflicts one-quarter
or structure is automatically grappled. The grappling damage and produces smoke within the weapon’s burst
bolt can be cut (AC 5, damage threshold 10, hp 10, break radius.
DC 20), or if the target is able to reach the attached rope
(which may require a reach weapon if the grappling bolt Shot, Solid: A block of solid stone for use with a catapult
is attached to a ship, wall, or other structure) it may also or trebuchet. It inflicts the listed damage to all creatures
be cut (AC 5, hp 2, break DC 15). and objects in the square struck. Creatures may attempt a
DC 15 Dexterity saving throw for half damage.
A pulley system can be attached to a grappling bolt.
This enables heavy objects to be hoisted and halves the Table 5-9: Ammunition
time required to use raise ladders and bridges attached
to the grapple. COST1 WEIGHT1 SBturiolndginhgosld&s

Shot, Burning: A sack or basket of incendiaries soaked Bolt 1 gp 6 lbs
with oil or pitch and lit or coated in quicklime. Burning Bolt, Burning 15 gp 8 lbs
shot acts like scatter shot, but creatures or flammable
objects failing their Dexterity saving throw also catch Bolt, Grappling 25 gp 10 lbs
on fire.
Shot, Burning 25 gp 20 lbs
Shot, Canister: A packed container of small-sized shot Shot, Caustic 25 gp 20 lbs
for use in cannons inflicting half damage but affecting Shot, Canister 50 gp 10 lbs
a cone 20 feet long for a Small cannon, plus 20 feet per
size category above Small. Damage is further halved Shot, Fetid 1 sp 15 lbs
with a DC 10 Dexterity saving throw.
Shot, Powder 50 gp 2.5 lbs
Shot, Caustic: A barrel of acid inflicting half normal Shot, Scatter 2 sp 20 lbs
damage to all targets within the weapon’s burst radius
(full damage vs. metal objects), and creatures or metal Shot, Smoke 25 gp 20 lbs
objects failing their Dexterity saving throw also take
1d6 acid damage (ignoring damage threshold) for 1d3 Shot, Solid 1 gp 25 lbs
rounds. Creatures damaged lose 1d6 maximum hit
points until they take a long rest (DC 13 Constitution 1 For Small or Medium siege weapons; for larger siege weapons, adjust
saving throw negates). cost and weight accordingly

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Close Assault Weapons
While most siege weapons attack at range, some are used up close to directly undermine or batter through
defenses or otherwise bypass them. Some close assault weapons are not even weapons per se, but instead provide
means for assault forces to protect themselves or to circumvent fortifications without destroying them.

Table 5-10: Close Assault Siege Weapons

COST WEIGHT CREW LOAD HARDNESS HP SP DMG

BRIDGE

Large 1 gp 50 lbs see text 5 10 1

Huge 10 gp 100 lbs 5 20 1

Gargantuan 50 gp 250 lbs 5 30 2

Corvus 500 gp 200 lbs 10 20 2

CAULDRON 10 gp 125 lbs 1 2 10 60 3 2d6

WATER TOWER 50 gp 500 lbs - - 5 100 5 -

GALLERY1

Medium 100 gp 100 lbs 1 - as hide or wooden structure

Large 250 gp 400 lbs 4 -

Huge 500 gp 1600 lbs 8 -

Gargantuan 1000 gp 3 tons 16 -

SBturiolndignhgosld&s Siege Tower x4 x2 x1 -

HOIST 200 gp2 500 lbs 2 - 5 80 4

LADDER, ESCALADE

Large 1 gp 50 lbs see text 10/5 20/10 1

Huge 10 gp 100 lbs 10/5 20/20 1

Gargantuan 50 gp 250 lbs 10/5 20/30 1

Sambuca 500 gp 200 lbs 10 30 1

RAM

Large 500 gp 150 lbs see text 5 20 1 2d6

Huge 1000 gp 1000 lbs 5 40 2 3d6

Gargantuan 2000 gp 2.5 tons 5 100 5 6d6

1 For wooden galleries; cost and weight are halved for hide galleries.

2 A hoist’s price increases by 100 gp per point of Strength over 10.

Bridge, Assault Corvus: A hinged counterweight system for mounting
An assault bridge is used to span a ditch, moat, or other a bridge vertically on a vehicle, with a hooked end to
gap. Raising a bridge requires one action per 5 feet of grab onto a target vehicle or structure. Using a corvus
length; up to four creatures may cooperate to raise requires a DC 10 Intelligence check; if failed, the corvus
a bridge. The time required is doubled for each size fails to catch on the target and must be reset (requiring 1
category the bridge is larger than the creatures raising it. minute). A corvus targeted at a moving vehicle requires
an opposed steering check to get it into correct position,
Table 5-11: Bridges and Ladders though no steering check is required if the target vehicle
is grappled.
SIZE WIDTH LENGTH/HEIGHT
Large Ramps: A bridge constructed of packed earth and
Huge 5 feet 20 feet stone, a ramp has damage threshold 0 but triple the
Gargantuan 5 feet 30 feet hp and SP of a wooden bridge. It requires 8 hours to
10 feet 40 feet construct a 5-foot cubic section of a ramp; multiple
creatures may cooperate. A ramp can be flat or up to
a 45-degree angle; however, a vertical ramp must have
a base at least half as wide as its height. Ramps cost
nothing, but the time required to build them is doubled
if proper digging tools are not available.

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Wooden galleries can be moved up on rollers at a
speed of 10 with their full crew, 5 feet with at least half
the required crew. Hide galleries have a base speed of 15.

Siege Tower

A wooden gallery of stout construction, a siege tower is
comprised of two building sections arranged vertically,
in addition to a roof section. The lowest section is used
to propel the tower and provides total cover to those
within. If it is breached, the siege tower moves at half
speed. If it is destroyed, the entire tower collapses.

The upper section of a siege tower provides improved
cover for a number of soldiers (see below) and may have
pierced walls or gunports. The roof section may have
a battlement and may mount a siege weapon or corvus
bridge up to one size smaller than the siege tower.

Table 5-12: Siege Tower Complement

Cauldron SIZE SOLDIERS SBturiolndginhgosld&s

Mounted atop a structure, a cauldron is a Medium- Large 5
sized device used to dump harmful substances through Huge 20
a sluice onto attackers below. A cauldron uses shot Gargantuan 50
ammunition (see Table 5-10) and is an indirect fire
weapon. Its scatter shot affects all squares within 1 Hoist
square of the target, as well as a 5-foot wide vertical line Mounted atop a structure, a hoist is a Large winching
between the cauldron and the target. mechanism for lifting cargo or passengers. A hoist has a
base Strength of 10, but can have a Strength as high as
Water Tower 28. A hoist can raise or lower a light load at 15 feet per
round, its heavy load at 10 feet per round. Operating a
A Large wooden container to hold water to help fight winch requires two actions; if only a single operator is
fires, a water tower serves as fire precautions for all available, it can be operated at half speed.
structures within 30 feet and can supply water for
fire. A water tower can also be emptied upon creatures Ram Catching: The operator of a hoist can attempt to
below, extinguishing nonmagical fires in the area and catch and disarm a ram with a readied action, after the
pushing creatures away creatures. ram attacks. The operator makes am Intelligence check
plus the hoist’s Strength bonus and the ram’s wielder
Gallery makes an opposed Strength check. If the operator’s
check succeeds, the ram is caught by the hoist. The hoist
A mobile temporary defense, a gallery is similar to can then attempt Strength check to break the ram; the
a building made of hide or wood. Most are of flimsy DC is 15 for a Large ram, 20 for a Huge ram, or 25 for a
construction, but rare examples are more stoutly built. Gargantuan ram. Alternatively, the ram can be lifted out
Galleries are almost always one building section plus of reach. If the ram remains in reach of the attackers,
one roof section (galleries made to house battering rams they may attempt to reclaim it with an opposed Strength
are an exception, and are typically two joined building check or by destroying the hoist or the chains or ropes it
sections and roof sections). Because a gallery is partially is using for catching the ram.
open, it does not provide the same cover as a normal
building: A creature inside a gallery gains cover if he is A hoist requires Strength of 22 to catch a Huge ram, 28
the same size as the gallery, three quarters cover if he to catch a Gargantuan ram.
is one size smaller, and total cover if he is two or more
sizes smaller. Ladder, Escalade
Escalade ladders have spiked bases for stability, and the
upper 5 feet are metal-shod, with Damage threshold 10
and 20 hit points. The remainder of the ladder is wooden
and has damage threshold 5 and hit points based on
its size. Ladders otherwise follow the rules for assault
bridges.

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SBturiolndignhgosld&s Sambuca: A sambuca is a counterweight and pulley by going down. In unhurried circumstances, digging
system mounted at the base of a ladder that enables up to holes and trenches can be treated abstractly, like any
20 creatures to cooperate in raising the ladder. Creatures other high-exertion activity as far as possible fatigue or
may ride on the ladder as it is raised, provided there exhaustion but otherwise allowing PCs to dig as they
are two creatures of their size (or one larger creature) wish within reasonable limits. If time is of the essence
pulling the sambuca for each rider. or danger looms, however, you can use the following
rules to handle.
Rams
Into the Ground: Digging into the ground works like
The most basic close assault weapons are iron-shod attacking an inanimate object; in this case, the ground.
logs carried by one or more creatures to combine their Each 5-foot square area of ground is considered to
strength. A ram can be used to inflict damage or to make have 4 hit points per inch of depth (or 2 hit points for a
a Strength check against the target’s break DC. narrower dig covering half the width of the square, such
as for a foxhole or slit trench).
Crew: A ram can be wielded by a single creature of its
size or larger, plus up to five additional creatures of the Appropriate Tools for Digging: Bludgeoning weapons
same size to assist. Smaller creatures can substitute for deal no damage to the ground for the purpose of
the ram’s crew, but the number required is doubled for digging. Piercing or slashing weapons deal half damage
each size category they are smaller than the ram; hence, unless they are specifically engineered for digging, such
4 Small creatures could take the place of a single Large as a pickaxe (treat as an improvised warhammer that
creature. deals piercing damage rather than bludgeoning), short-
handled spade (treat as an improvised handaxe), or
Ramming Charge: Rams require momentum to be long-handled shovel (treat as an improvised battleaxe).
fully effective. All creatures using the ram must use the Creatures using natural weapons like claws and teeth
dash action to gain its full effect. Otherwise the ram likewise deal half damage unless they have a burrow
attack gains disadvantage. speed or are especially adept at digging; earth elementals
deal full damage to the ground. Creatures with a burrow
Breaking: The wielder makes a Strength check with a speed can move themselves into and through the ground
+2 bonus, adding +2 for each crew member (or equivalent as normal; their ability to damage the ground applies
number of smaller creatures) assisting. The ram also only insofar as they are attempting to make a useful
provides a +4 bonus per size category above Medium. hole or trench that another creature might use.

Damage: The wielder makes an attack roll. A hit Stabilizing the Dig: It is simple enough to dig an open
inflicts the listed damage, plus the Strength modifiers pit, but to dig efficiently and with a minimum of wasted
to damage of the wielder and all creatures assisting, effort while creating a stable structure requires some
regardless of their size. To determine SP damage, divide care. Each type of excavation thus has an associated
the hit point damage of the ram by 10. DC, which can be made as a Strength (Athletics)
check to handle the digging itself, but in addition the
Gallery Ram: A ram suspended from chains or ropes character digging or another character supervising
within a gallery. A gallery ram does not require a their excavation must make a Wisdom (Survival) check
running start. In addition, by adding tethers to the back against the same DC. This skill check must be made
end of the ram, it allows four additional crew members at the end of each round of excavation; if the check is
to assist. failed, the damage dealt by the creature to the ground
is halved for that round. If it is failed by 5 or more, the
Improvised Ram: Any tree, log, or timber can be used damage is reduced to one-quarter normal. If failed by 10
as a ram with disadvantage. or more, the damage dealt by that creature to the ground
is negated.
Pick: A ram with a pick head adds a +2 bonus to
Strength checks and attack and damage rolls against Rubble
stone structures.
Digging creates waste dirt and rocks that are heaped
Screw: A ram with a screw head adds gains a +2 bonus up around the digging area. Any square where digging
to Strength checks and attack and damage rolls against has occurred in the previous round is considered light
earthen structures. rubble. In addition, for every 50 points of damage dealt
to the ground, an additional adjacent square is covered
Digging In in light rubble, or if already covered in light rubble it
becomes dense rubble.
Not all strongholds or fortifications are permanent
affairs. In the context of warfare, soldiers under heavy Dense Rubble: The ground is covered with rocks and
fire may find it useful to protect themselves by creating debris of all sizes. Dense rubble is difficult terrain,
their own shelter. Mobile devices like siege towers,
galleries, mantlets, and similar devices can provide
protection, but when supplies are scarce and especially
in open terrain, the most direct way to find cover is

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and creatures moving through it have disadvantage on Small or smaller creatures) to take a -10-foot penalty to SBturiolndginhgosld&s
Dexterity (Acrobatics) and Dexterity (Stealth) checks. their Speed when moving through it.

Light Rubble: Small rocks and loose earth and sand Standard Trench (180 hp, DC 5): A standard trench is
are strewn across the ground, making nimble movement 5 feet deep and 5 feet wide. Climbing into or out of a
more difficult. Creatures in the area have disadvantage standard trench requires a DC 10 Athletics check, though
on Dexterity (Acrobatics) checks. ropes or ladders can be used to make climbing in or out
easy, obviating the need for a check, and a stairway or
Scree: Areas of rubble and shifting earth and gravel ramp can be dug into a trench for easier access; treat as
create treacherous footing on a slope. This rubble (called digging an additional square of the trench while making
scree when occurring naturally, such as in mountainous a successful DC 5 Wisdom (Survival) check.
terrain where landslides occur) is difficult terrain,
and creatures in it have disadvantage on Dexterity Deep Trench (300 hp, DC 8): A deep trench is generally
(Acrobatics) checks and take a -2 penalty on as well as on 7-8 feet deep and 5 feet wide. A Medium or smaller
Dexterity (Stealth) checks and on Strength (Athletics) creature in a deep trench has total cover against any
checks made to climb. creature that is not also in the trench, reduced to three-
quarters cover against attackers with reach or ranged
Types of weapons that are standing in the same square as the
Trenches trench. Deep trenches are typically dug with a step
allowing creatures to see or attack over the lip of the
An array of trenches and holes can be dug and are listed trench, gaining three-quarters cover against all attacks,
below, along with the hit points that must be dealt to the or half cover against attackers in squares adjacent to
ground for that type of trench or hole, and the DC of the the trench.
Athletics check made to create a stable hole.
Attacking from a
Foxhole (25 hp, DC 0): This small, shallow individual Trench
hole does not take up a full 5-foot square and is only
about 2-3 feet wide and 2 feet deep, with earth mounded Trenches are primarily designed for defense. You are
up around it. A foxhole provides a Medium or smaller considered prone when attacking from a trench, unless
creature with half cover against ranged attacks and making ranged attacks with firearms or crossbows or
attacks made with reach weapons or by creatures with melee attacks with a reach weapon or spear.
reach longer than 5 feet. It grants this cover only as long
as the creature within remains prone in the foxhole. It Clearing Terrain
provides no cover if the creature stands up or against
melee attacks made by creatures in adjacent squares or Whether preparing defenses or hacking through them
creatures flying or jumping over the foxhole. to get at defenders, or just preparing a site for some
other activity, it is often useful or even necessary to
A creature lying a foxhole has total cover from allies clear away undergrowth and rubble. The following
in foxholes in adjacent squares, and they cannot touch rules apply in such cases.
each other or hand objects to each other without leaving
the foxhole. Clearing Rubble: Clearing away rubble is similar to
any other kind of excavation and is often done after
A square containing a foxhole is difficult terrain for digging a trench or pit that is going to be used for an
Medium or smaller creatures, although a creature can extended period of time. Unlike most forms of digging,
move through the area at normal speed with a successful clearing rubble can be done with bludgeoning damage.
DC 10 Athletics check to jump over the foxhole; the DC A 5-foot-square area of light rubble can be cleared by
is reduced to 5 with a running start. dealing 40 points of damage to the ground, and an area
of dense rubble can be reduced to light rubble by dealing
Shallow Trench (50 hp, DC 2): A shallow trench 80 points of damage. Rubble has a hardness of 8. Area-
functions similarly to a foxhole, but it bisects a 5-foot effect spells and effects can be used to clear rubble
square and connects with shallow trenches in adjacent
squares, allowing allies in the shallow trench to more Rubble also can simply be moved with strength and
easily communicate and assist one another. carrying. A character can clear an area of light rubble in
1 minute with a successful DC 10 Strength check, or in
Slit Trench (90 hp, DC 7): A slit trench is similar to a half that time with a DC 20 Strength check.
shallow trench but is 5 feet deep, allowing Medium or
smaller creatures to move about with half cover even A 5-foot square area of dense rubble can be reduced
while standing, or three-quarters cover if they are to light rubble in 10 minutes with a successful DC 20
prone, and this cover applies even against melee attacks Strength check, or in half that time with a DC 30
made by creatures standing adjacent to the slit trench Strength check.
or flying or jumping over it. However, the narrowness
of the slit trench causes Medium creatures (though not

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SBturiolndignhgosld&s Using a shovel, pickaxe, wheelbarrow, or similar tools
grants a +2 circumstance bonus on Strength checks to
clear rubble, increased to +4 if the item is masterwork.

Clearing Undergrowth: Clearing undergrowth
functions like clearing rubble, with light undergrowth
having 25 hit points per 5-foot square and heavy
undergrowth 50 hit points, but it can be cleared only
with slashing damage or fire damage. Undergrowth has
hardness of 2, though fire damage ignores this hardness
and deals full damage to it unless the undergrowth is in
a marsh or similar wet environment.

Fire Hazards: Using fire to clear undergrowth has a
5% chance per square affected to catch on fire, creating
thick, choking smoke in the area of the fire, obscuring
vision as a smokestick. Creatures breathing the smoke
must make a DC 10 Fortitude save at the end of each
round or begin coughing, with the save DC increasing
by 1 each round after the first. A PC who fails this save
in consecutive rounds takes 1d6 points of nonlethal
damage that round. Three consecutive failed saves result
in the character choking and having trouble breathing
or speaking, becoming dazzled and having a 20% spell
failure chance on spells with verbal components.

If wind is present, the fire and smoke may spread by
up to 1d4 x 5 feet per minute, or even faster in moderate
or stronger winds.

Buildings
in the
Kingdom

In many cases, a building will be constructed as part
of a kingdom. It is therefore important to know how a
player-created building fits into the Kingdom rules if
you are using those rules.

SBeutitlldeimngesnitns

If a building is being used in the kingdom rules it is
important to determine the size of the building and the
settlement attribute modifiers for the building.

Building Size

Divide four times the longest dimension of the building
by 750. You may choose to round up or down. Do the
same for the shorter dimension (rounding the same way
you did for the longer side). The result is the number
of lots wide and deep the building occupies in the City
Grid (no building should occupy more than 4 lots, but
the GM may allow buildings to expand beyond this).

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If you rounded down and the number of lots for either Monument, Orphanage, Park, Paved Streets, Sewer
dimension is at least 1, you may choose to make that System, Tunnels, Watergate, Waterway.
lot impassable and if you rounded up, the lot can be
made impassable only if the number of lots in a single Each building then applies modifiers to Kingdom
dimension is at least 2. Attributes (Economy, Loyalty, Stability, Unrest),
Settlement Attributes (Corruption, Crime, Law, Lore,
Settlement Productivity, Society), Base Value, and Magic Item slots.
Attributes
To calculate the size of the bonuses a building has on
The way a building modifies the settlement attributes is the settlement and kingdom, total up the capital bonus
largely determined by the purpose of the purpose of the that the building generates for each type of capital
building and lists one or more Kingdom Attributes. The (including gp). Take the highest total as a number of
building must provide a bonus to one of these Kingdom points to spend on the following table. A negative
Attribute before any others (if more than one attribute attribute will give back points which are available to
is listed, the bonuses must be as even as possible). spend equal to half the cost of a positive point (rounded
down).
Trade: Buildings focused primarily on tradesmen,
guilds, and the buying and selling of goods. Economy. Table 5-13: Kingdom and Settlement Attributes
Alchemist, Bank, Black Market, Foreign Quarter,
Guildhall, Lighthouse, Luxury Store, Magic Shop, KINGDOM OR SETTLEMENT EFFECT POINT COST SBturiolndginhgosld&s
Market, Pier, Shop, Stockyard, Trade Shop, Waterfront, 5 per +1
Warehouse. Kingdom Attribute
(Economy, Loyalty, Stability) 10 per -1
Residential: Buildings which are for permanent or 1 per +1
transient residents of the settlement. Unrest, Loyalty. Unrest
Caster’s Tower, Herbalist, House, Inn, Mansion, Noble Settlement Attributes (Corruption, Crime, 1 per +500 gp
Villa, Palace, Stable, Tenement. 5 per item
Law, Lore, Productivity, Society) 20 per item
Bureaucratic: These buildings are administrative Base Value 40 per item
places of work, aiming to make the running of the
settlement as smooth as possible. Assembly, Bureau, Minor Magic Item
Courthouse, Mint, Town Hall, Stability. Medium Magic Item
Major Magic Item
Religious: Mostly places of worship for organized
religions, but also centres of healing. Economy, Loyalty, Equivalent BP
Stability. Cathedral, Monastery, Sacred Grove, Shrine, Cost
Temple.
To calculate the equivalent BP cost of a building (either
Educational: Institutions providing a formal to allow a kingdom to build the correct building type, or
education for the population of the settlement. Academy, for use with the Bombardment rules in Chapter 3), take
Bardic College, Library, Magical Academy, Museum, the building’s gp cost under the downtime rules and
Observatory, University, Loyalty. divide by 100. Many other factors can modify this. Some
examples include low wealth occupants decreasing
Military: Training areas, equipment storage, and the BP cost, and high wealth occupants increasing it.
living quarters for military organisations, as well as Buildings for which there will be only a limited number
defensive fortifications and locations for the settlement. in any given settlement have an increased BP cost,
Stability. Aerie, Barracks, Castle, City Wall, Garrison, whereas very common buildings have decreased cost.
Military Academy, Moat, Watchtower. These modifications are at the GM’s discretion, but
should be carefully considered against the BP cost of
Manufacturing: a place where finished goods are existing buildings.
made from raw materials. Brewery, Brickyard, Exotic
Artisan, Foundry, Lumberyard, Mill, Smithy, Tannery,
Windmill.

Entertainment: Social venues for various types of
entertainments. Loyalty. Arena, Bordello, Dance Hall,
Gambling Den, Menagerie, Tavern, Theatre.

Civil: These are buildings dedicated to the physical
and emotional well-being of the citizens. Loyalty,
Stability. Baths, Bridge, Cistern, Colossus, Crematorium,
Dump, Everflowing Spring, Granary, Graveyard,
Hanging Gardens, Hospital, Jail, Magical Streetlamps,

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Exotic Strongholds

Classic castles of stone with soaring parapets and open Cloud Castle
baileys where knights and soldiers tilt at the lists are
iconic elements of medieval lore and literature, but in Skyfaring wizards and priests of the storm may craft
a fantasy campaign your castles can be so much more! castles from the congealed mists of the air, and cloud
The rules in Part 1 describe a wide variety of exotic and storm giants are famous for their constructs among
materials that can be used for creating rooms, buildings, the clouds.
and fortifications, including cost, time, strength, and
more. When you’re creating a stronghold as part of an Walls: Cloud walls are formed of thick, semi-solid
adventure, however, you don’t necessarily need or want banks of cloud or mist bounded in by churning sheets of
to go through the mathematical exercise of building wind. Most cloud castle walls are opaque, blocking line
a castle brick by brick. What is more important is the of sight completely, but some might be semitransparent,
challenge such strange strongholds present for your PCs only providing concealment to those behind the wall.
and how to use them as an organic and exciting part of A cloud wall affects creatures or objects entering it as a
the campaign. wind wall as well as blocking line of sight and slowing
movement to 5 ft. per turn.
Table 5-14: Exotic Walls
Hazard: The semisolid vapors of a cloud castle wall
TYPE THRESHOLD HP/INCH1 CLIMB BREAK are choking to air-breathing creatures trying to move
DC DC through them. Creatures not holding their breath must
succeed on a DC 15 Constitution saving throw or be
SBturiolndignhgosld&s Bone 5 5 15 20 nauseated with choking and coughing for 1d4 rounds
after passing through the wall. Treat as the poisoned
Cloud 0 0 - 102 condition for the duration.

Fire 0 (3) - - Sky Floor: The floors of a cloud castle are generally
as strong as stone and cannot be pushed through like
Flesh 2 5 20 25 cloud walls can. However, the floor of a cloud castle can
be made either opaque or transparent, showing the vast
Ghostly 0 (3) - - gulfs of sky below the floor.

Glass 1 4 35 15 Hazard: Creatures not native to clouds or lacking a
natural fly speed become frightened (DC 10 Wisdom
Ice 3 3 35 20 saving throw negates) and overcome with vertigo when
faced with a transparent sky floor, remaining frightened
Insects 0 3 - 152 for 1d6 rounds plus a number of rounds equal to the
amount by which they failed their save. After this time,
Magma 4 5 - 202 they can attempt a new save to overcome their fright.

Ooze 0 3 0 152 Fire

Water 0 (4) - 152 Red dragons, fire giants, mighty elementalists, priests
of the burning gods, demons and devils who crave the
Web 0 2 20 152 ever-burning pyres love to surround themselves with
living fire and may ply their mastery of magic to craft a
1 Hit points per inch in parentheses indicate a wall that cannot be home framed in flame.
damaged by most forms of attack, but specific attacks listed in the
wall’s description can damage it. The wall still can be dispelled even Damaging Fire Structures: Fire structures are
immaterial and cannot be damaged by most effects;
if it cannot be damaged. however, they can be damaged by water or cold effects,
using the hit points listed above. Fire structures take
2 This is the DC required to push through this semisolid wall, rather full damage from magical cold effects and take 1 point
than to break it. of damage per gallon from water.

Elemental Walls: Walls constructed of flame block line of sight
strongholds but shed bright light within 20 feet and dim light within
These strongholds form structures out of fundamental an additional 20 feet. Walls of flame have physical
elements that are not usually solid and can be shaped substance but are soft and permeable, counting as
and built only through magic or the intervention of difficult terrain.
powerful elemental beings. All elemental stronghold
structures are held together by magic, and they can be
unraveled with dispel magic that targets the elemental
architecture spell that holds them together.

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Hazard: A creature entering or beginning its turn long as any magma sections remain adjacent to sections SBturiolndginhgosld&s
within a wall of or other structure made of flame of solidified stone, they re-melt 5 feet of stone back into
structure takes 4d6 points of fire damage. A creature magma every 2d6 minutes.
moving adjacent to a flame structure or beginning its
turn adjacent to a flame structure takes 1d6 points of Hazard: Touching or beginning your turn touching a
fire damage. Fire walls typically give off smoke magma wall deals 2d6 points of fire damage. It takes a DC
10 Strength check to push through. A creature passing
Floors: Magically solidified, fire floors cannot be through a magma wall takes 10d6 points of fire damage
passed through and are as hard as wood. However, they if they are able to pass through it on their turn with a
deal 1d6 points of fire damage per round to creatures single successful Strength check. Creatures remaining
entering or beginning their turn on an area of fire floor. within a magma wall take 20d6 points of damage per
A creature takes an additional 1d6 points of fire damage round of exposure and must hold their breath or begin
if it falls prone. drowning.

Magma Floors: Magma remains semiliquid when used as a
floor, acting as difficult terrain and giving disadvantage
Molten rock can be shaped and formed into channels on Acrobatics and Stealth checks for creatures moving
and sheets that flow in glowing sheets even as their through it. Water walk or similar magic allows a
surface cools into a smoldering crust only to crack and creature to step across the surface of a magma floor,
melt once again. taking only 2d6 points of fire damage each round they
enter or begin their turn on an area of magma floor. A
Damaging Magma Structures: Magma structures creature falling prone or beginning its turn prone on a
take half damage from most forms of attack, but they magma floor takes 5d6 points of fire damage.
take full damage from cold effects. Water deals 1 point
of damage per gallon to a magma structure. Water Walls

Magma Walls: Walls constructed of magma are harder A wall of water may be a churning fluid mass held in
than fire walls, with chunks of solid stone floating and place by elemental forces or a continuously renewing
churning within them but are still only semisolid. torrent cascading down in a perpetual waterfall.

Dealing 30 or more points of cold damage (or damage Damaging Water Structures: Water structures
from water) to a magma wall in a single round causes it take one-quarter damage from lightning damage, but
to solidify into a solid wall of unworked stone, with the creatures within the water wall take full damage from
hardness and hit points of typical stone. However, as

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SBturiolndignhgosld&s

the lightning. Fire and force effects deal full damage to Water Walls: A water wall offers obscurement to
a water structure. those behind it if it is less than 3 feet thick, or heavy
obscurement for thicker walls. Water walls cannot be
A section of a water structure that takes 20 or more climbed but can be ascended with a DC 20 Strength
points of cold damage in a single round becomes an ice (Athletics) skill check. Moving through a water wall
structure instead; however, if there is still a liquid water requires a successful DC 15 Strength (Athletics) skill
structure adjacent to an ice structure it begins melting check.
the ice back into liquid water at a rate of 1d6 hours for
each 5-foot section. Hazard: The pounding torrent of a water wall deals
1d6 points of bludgeoning damage per round (DC 10
A section of a water structure that takes 20 or more Constitution saving throw negates), and a creature
points of fire damage in a single round erupts in a cloud failing its save is also knocked prone. Fire creatures
of steam that acts as fog gloud within 10 feet of the such as fire elementals instead take 2d6 points of
water structure. This steam lasts for 1d4 rounds.

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damage per round, with no save allowed. A water wall 15 Dexterity saving throw for half), and all squares SBturiolndginhgosld&s
poses a potential drowning risk for creatures unable to adjacent to the broken section are treated as if they were
move through it or escape from it. strewn with caltrops.

Floor: A floor of liquid water gains solidity through Floor: A crystal floor is generally very slick, granting
magic, treating it as a slippery surface (granting disadvantage on Acrobatics checks, though they can be
disadvantage on Acrobatics checks). Most water floors roughened to ease passage. A crystal floor is typically
are relatively static, but some may support flowing opaque or translucent, but a transparent crystal floor is
water, which causes the floor to act as difficult terrain clear as glass. If such a floor is used to bridge an abyss
for creatures moving against the flow of water. Medium more than 100 feet deep, creatures traversing it that lack
or smaller creatures running or charging in flowing a natural climb or fly speed become frightened (DC 10
water, whether moving with, against, or across the Wisdom saving throw negates) until they can reach solid
current, must succeed on a DC 8 Dexterity saving throw ground once again, at which point they can attempt a
or fall prone and be pushed 1d4 x 5 feet downstream by new saving throw each round at the beginning of their
the current. turn to recover their wits. Creatures that dwell on cliffs,
high mountains, or other exposed heights may gain a
It is possible to create areas of open, non-solid bonus on this saving throw or may be immune, at the
water as part of a water floor. They are very difficult GM’s discretion.
to distinguish from the surrounding water, requiring
a successful DC 20 Wisdom (Perception) check, with Hedge Fort
advantage if detect magic is being used.
Plants can be cultivated into powerful defensive
A water walk spell allows a character to move easily structures comprised of tangled vines, living trees and
across a water floor without impediment, whether the shrubs, prickling brambles, and leathery greenery.
water is still or flowing.
Damaging Plant Walls: Plant walls take only half
Natural damage from piercing attacks and acid and cold effects.
strongholds They take full damage from lightning and thunder
effects, and fire effects deal full damage and ignore the
These strongholds are formed from naturally occurring wall’s damage threshold. As long ample sunlight and
materials and substance that can be shaped into water are available, each section of plant wall regains
strongholds with ordinary construction or through the 5 hit points per day, while a plant wall deprived on
application of nature magic. sunlight withers and dies over the course of several
months. A plant growth spell can be used to repair
Crystal Palace all damage to one square of plant wall per caster level
rather than having its normal effect.
The branching facets of crystal growths can be cultivated
to massive size and forged into glittering palaces by the Tiny creatures can pass through a hedge wall with a
power of earthen magic and loving artistry. DC 15 Dexterity check, and creatures smaller than Small
can usually pass through plant walls without difficulty.
Damaging Crystal Structures: Crystal walls take
full damage from bludgeoning weapons but only half Floor: The floor of a hedge structure may be simple
damage from piercing and slashing weapons. They take earth or wood, using the standard rules, but also may
no damage from acid but take full damage from cold, be cultivated vines and branches woven together.
lightning and fire, and damage from thunder effects is Hedge floors are unstable and full of potential gaps
increased by 50% against crystal structures. and trips. Creatures can move across a hedge floor at
half speed without difficulty, but those moving at full
Crystal Walls: Walls of crystal or glass are not speed must succeed on a DC 15 Dexterity saving throw
particularly strong, but some races favor them for their or trip and fall prone at a random point during their
beauty. Crystal walls are generally translucent rather movement. Creatures using effects that circumvent the
than perfectly transparent, blurring and distorting effects of difficult terrain do not risk falling prone. In
vision through walls and granting obscurement to addition, hedge floors tend to be quite noisy, imposing
creatures on the other side of a crystal wall. Some disadvantage Acrobatics checks on Stealth checks.
crystal walls, however, may be as clear as glass and offer These penalties do not apply to fey or plant creatures,
perfect visibility. nor to Tiny or smaller creatures.

Hazard: Crystal walls typically are very slick and Hive Walls
difficult to climb. While not difficult to break through,
destroying a section of crystal wall causes it to shatter In the sweltering jungle and the desert depths, endless
in a spray of shards. Any creature adjacent to a section swarms of insects and myriapods can be trained in
of crystal wall when it is destroyed takes 2d6 points their teeming masses to form living fortresses, with the
of slashing damage from razor-sharp fragments (DC
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SBturiolndignhgosld&s carapaces of the dead merely adding to the bridges of 12 Constitution saving throw (with a -1 modifier for each
the living as they continuously build and rebuild their previous minute in contact with the ice surface) or lose
mindless redoubts. 1d6 maximum hp until they take a short or long rest with
adequate warmth. Cold resistance or immunity, or other
Damaging Crawling Walls: Crawling walls are made significant protection from cold (including very warm
up of countless tiny insects and arthropods and can clothing) negates the need for these saving throws.
be damaged by effects similar to an enormous swarm.
Crawling walls are immune to damage from weapons Floor: An ice floor is a slippery surface giving
but they take 50% more damage than normal from area disadvantage to Acrobatics and Athletics checks,
effects. though permanent structures built atop ice floors may
be strewn with gravel, sand, straw, or other material to
Crawling Wall: Walls formed of crawling bugs are provide better footing. Direct contact with an ice floor
not solid, requiring only a Strength check to force a way is not inherently dangerous unless there is prolonged
through. If a section of crawling wall is destroyed, the contact. Treat a creature prone on an ice floor as
swarms that comprise it immediately begin to rebuild, touching an ice wall.
extending the wall by 5 feet from any surviving sections
each hour until it stretches back across the gap and Ooze Pile
reforms the wall.
Oozes can be congealed through magical and alchemical
Hazard: A creature climbing on a crawling wall or processes into gelid piles of semisolid colloid. Ooze
pushing through it is exposed to countless tiny bites, walls are often constructed by alien entities or mad
dealing 2d6 points of damage and becoming poisoned scientists. They may be created to stand on their own or
(DC 15 Constitution saving throw negates) for as long as as sickening sheaths clinging to stone walls underneath.
they remain in contact with the wall and for 1d4 rounds Structures made of deliquescent fungus are basically
thereafter. identical to those formed from ooze, though they also
may hold poisonous or hallucinogenic spores.
Floor: A floor carpeted in crawling insects, whether
it is an ordinary floor covered in swarms or a magically Damaging Ooze Walls: Ooze walls take only half
suspended floor comprised of nothing but bugs, is damage from bludgeoning and piercing attacks and
unpleasant and unstable. The crunching of bugs are immune to acid. They take full damage from cold,
underfoot causes disadvantage penalty on Stealth lightning, fire, and thunder effects.
checks, and an invisible creature’s location is easily
marked by bugs crawling up and around their legs or Ooze Wall: A wall of ooze is faintly transparent,
any body part adjacent to the floor. These swarming revealing only vague shapes and shadows but providing
insects deal no damage, but a creature beginning its heavy obscurement. DC 15 Strength check to push
turn prone on a crawling floor must succeed on a DC through. A creature forcing a way through an ooze wall
11 Constitution saving throwor become poisoned for 1 opens a hole that lasts only 1d4 rounds before closing
round. again. A destroyed section of ooze wall repairs itself
after 24 hours and returns to its former shape.
Icewall
Hazard: Creatures touching an ooze wall take 2d6
In areas of perpetual cold, glacial ice can be harvested points of acid damage, with no save allowed.
and formed into permanent structures, and even in
subarctic climes ice can be shaped and formed into Floor: An ooze floor is a deliquescent rubbery mass,
strongholds in the depths of winter or through the prone to squelch and suck at the feet of those treading
frigid enchantments of cryomantic sorcery. upon it as their feet sink in up to the ankles. Ooze
floors can be overlaid on an existing stone floor or can
Damaging an Ice Structure: Ice structures take full be magically crafted out of distilled ooze. Ooze floors
damage from bludgeoning weapons and half damage are treated as difficult terrain unless creatures have
from piercing and slashing weapons. They are immune freedom of movement or water walking. The location
to cold and take only one-quarter damage from acid but of invisible creatures walking on an ooze floor can be
lightning and thunder attacks deal full damage. Fire clearly marked by their sunken footprints in the ooze.
effects bypass an ice structure’s damage threshold and
deal 50% greater damage than normal. Hazard: Creatures entering or beginning their turn
on an area of ooze floor take 2d6 points of acid damage
Walls: Ice walls can be translucent if carefully polished per round. This damage does not increase if they enter
or only a few inches thick, but most ice structures are multiple squares of ooze floor.
opaque.
Web Walls
Hazard: An ice wall does not deal immediate damage
on contact, but creatures spending more than 1 minute In caves and forests, the same arthropod affinity that
in contact with an ice wall or 5 minutes with only foot or some use to force numberless insectoid hosts to form
other minimal contact with an ice floor must make a DC

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structures with their bodies can be applied to arachnids, creatures ignore the penalties other creatures suffer SBturiolndginhgosld&s
silkworms, and similar spinners to weave massive when traversing web floors.
structures of curtained webs. These web structures may
be solidified with enzymes or interwoven with existing Necromantic
undergrowth to create sweeping bridges, chambers, and strongholds
tangled corridors.
Some structures can be formed only by tapping into the
Damaging Web Walls: Web structures take half dark arts of necromancy, binding flesh, bone, blood, and
damage from bludgeoning and piercing weapons but spirit into a grotesque mockery of classical architecture.
take 50% more damage than normal from fire effects. A
destroyed section of web wall can be repaired within 24 Bone Keep
hours by the innumerable tiny spiders infesting the web
wall and spinning new webs constantly. Simple bone structures are not uncommon among
primitive societies, using collected bones for structure
Web Walls: Web barriers typically provide and for decoration, but the application of necromantic
obscurement and cover, but not heavy concealment magic makes them far more dangerous.
or total cover, though some exceptionally thick web
barriers may provide greater screening. Damaging Bone Structures: Bone structures take full
damage from bludgeoning weapons and from radiant
Hazard: A creature failing its Strength check by 5 or damage. They take only half damage from piercing and
more when attempting to break through a web structure slashing weapons.
becomes stuck and entangled by the webs. Breaking free
requires a successful DC 15 Strength or Dexterity check Walls: Crafted from innumerable skeletal remains,
to escape back the way the creature came in, or a DC 20 bone walls are infused with necromantic power.
check to break through to the opposite side. A trapped
creature also can escape by dealing at least 15 points of Hazard: The semi-animate bony climbs of a bone
slashing or fire damage to the webs. wall writhe and grasp at creatures climbing on them.
A creature ending its turn climbing on a bone wall has
Web Floor: A web floor may overlay an existing a 50% chance to become entangled (DC 15 Dexterity
floor or may be a structure entirely made of webbing. saving throw negates). An entangled creature can free
In any case, its stickiness and unsteadiness makes a itself with a DC 15 Strength or Dexterity check or can
web floor difficult terrain. Creatures with tremorsense be freed by dealing 15 points of damage to the section
have the range of that sense doubled when in contact of bone wall adjacent to the entangled creature. Dealing
with web floors, and spiders and similar web-dwelling
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SBturiolndignhgosld&s at least 15 points of radiant damage to a semi-animate Ghostly Redoubt
bone wall suppresses this entangling effect for 1 minute.
The most sinister fiends and necromancers extract the
Floor: A bone keep’s floor is littered with skulls and immortal essence of their victims and knit their soul-
bone fragments, typically a mix of light rubble and stuff together into a tragic and terrifying tower of
dense rubble, with many areas scattered with bony tattered ectoplasm.
caltrops. Some areas may have grasping bones similar
to those on bone walls. Damaging Ghostly Structures: Ghostly structures
are comprised of ectoplasmic spirit-stuff and can be
Flesh Palace fully damaged only by magical weapons and effects,
taking half damage from all such effects other than
Necromancers, demons, and other corrupt and cruel force effects and radiant damage (or attacks with magic
creatures may build fortifications from tormented flesh, weapons).
melding the carcasses of the dead into a gruesome half-
life of pulsating muscles and pumping blood. Ghost Walls: Ghost walls have no physical substance
and cannot be climbed. Their opaque gossamer shrouds
Damaging Flesh Structures: Flesh structures take full offer heavy obscurement but grant no cover against
damage from slashing weapons but only half damage attacks through the wall. Dealing at least 30 points of
from bludgeoning and piercing weapons. They take full radiant damage to a ghost wall in a single round quells
damage from acid, cold, lightning, fire, and thunder the spirits within the wall for 1 minute, making it safe
attacks, as well as necrotic damage. Flesh structures to transit that section of the ghost wall. A dispel magic
regenerate 5 hp per round, and even if a section is spell suppresses the binding magic holding the spirits
completely destroyed any adjacent sections can regrow within the ghost wall for 1d4 rounds, making the wall
at a rate of 5 feet for every 24 hours, growing together itself safe to traverse; however, this also temporarily
towards the other side of the severed gap. looses the spirits within the dispelled section of wall to
rampage and swarm over creatures nearby. Each round,
Walls: Walls of flesh may look almost vital, pulsing the spirits flood out in a 30-foot cone aimed in a random
with vital fluids and prone to bleed if attacked, or they direction from the dispelled section(s) of wall, affecting
may be gray and putrefied, scabrous and rotting yet creatures in that area as if they had passed through the
losing none of their revolting resilience. ghost wall, though the power of the scattered spirits is
dissipated somewhat, reducing the save DC to 10.
Hazard: Flesh walls have embedded eyes and ears
and can sense nearby creatures with a +10 bonus on Hazard: A creature passing through a ghost wall takes
Perception checks and 60-foot darkvision. In addition, a 4d8 necrotic damage (DC 15 Constitution saving throw
flesh wall has tremorsense with respect to any creature negates).
climbing on its surface, and any creature ending its turn
on a flesh wall has a 50% chance to be attacked by gaping Floor: A ghostly floor is typically made of ectoplasmic
maw or tearing limb that reaches out from the wall force, which is weaker than a true force construct with
(+10 attack bonus, dealing 1d12 points of bludgeoning, the hardness and hit points of solid wood. Incorporeal
piercing, or slashing damage). undead creatures can pass through a ghostly floor
without difficulty, as if it were normal stone.
Floor: A flesh floor is often uneven and soft, with
grotesque bulges in places and a quivering softness in A ghostly floor can be made either opaque or
others, along with lumps of tumors, bones, and sensory transparent. If a transparent ghost floor bridges an
organs jut out. Flesh floors are equivalent to light rubble abyss more than 100 feet deep, creatures traversing it
mixed with dense rubble, and they are reactive and that lack a natural climb or fly speed become frightened
prone to shift where the more difficult terrain appears. (DC 10 Wisdom saving throw negates) until they can
For true body horror, certain areas of a flesh floor might reach solid ground once again, at which point they can
be so yielding and soft that they function like fleshy attempt a new saving throw each round at the beginning
quicksand, and flesh floors also might contain mouths of their turn to recover their wits. Creatures that dwell
or limbs that reach out to attack nearby creatures just as on cliffs, high mountains, or other exposed heights may
fleshy walls do. gain a bonus on this saving throw or may be immune,
at the GM’s discretion.

Hazard: Undead standing on a ghostly floor gain
advantage on any allowed saving throws against
radiant damage.

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CHAPTER 6

FIancttrioignuse&

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FIancttiriognsue& THIS CHAPTER IS A TOOLBOX FOR THE GM AND Table 6-1: Typical Difficulty Classes DC
players to create interesting story ideas that might TASK DIFFICULTY
not otherwise occur during normal kingdom play. It Very easy 5
presents a comprehensive set of rules governing any Easy 10
number of factions within a kingdom. They might work Medium 15
together, vie against each other, or even just ignore each Hard 20
other, in parallel with the normal kingdom turn. There Very hard 25
is also a simplified set of rules which condense many of Nearly impossible 30
the mechanics into a handful of dice rolls to determine
how the activity of the various factions affects the Why Factions
kingdom as a whole. Matter
The most important thing to remember when using
Some GMs are entirely capable of planning out factions in your game is that they are there as a tool to
campaigns where different groups interact in complex drive stories, to provide story ideas to players and GMs,
ways and the player characters see small pieces of those and to enhance the gaming experience of running a
interactions as they progress through their adventures. kingdom. These rules attempt to address the question of
Other GMs want to have complex interactions happening what the people in the kingdom are trying to do while
in the background, but don’t feel confident enough in the rulers are trying to lead the kingdom to growth and
their storytelling to do the idea justice. And other GMs success, in a way that creates opportunities for intrigue,
want background interactions to happen, but don’t want but doesn’t make running a kingdom significantly more
to plan them, and don’t want them to be complex. This challenging than the original rules.
chapter is intended to give any GM running a kingdom
building campaign the tools they need to have large Not everyone will agree with the rulers, not everyone
groups of NPCs affect the kingdom outside the control will want the rulers to succeed at their edicts, and until
of the PCs. now, those people haven’t had a voice. It is the nature of
people to find like-minded individuals, and frequently
In addition, these rules present a bridge between those groups end up trying to achieve something that is
normal campaign play and the kingdom rules for large far bigger than any of the individual members. When
organizations. Individual PCs can use the Organization groups like this start being able to affect segments
Influence rules below to affect factions (or other of society, whether it be the town council’s rulings
organizations), and the factions can then affect the on littering, the king’s latest tax brainwave, or guild
whole kingdom at the kingdom scale. In this way it’s membership fees, then they become factions. A big and
possible for an individual PC to affect the kingdom as powerful enough faction can be likened to a political
a whole, even outside the scope of the normal kingdom party in a modern democratic society – able to influence
rules. the entire nation.

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Organizational
Influence

The organizational influence system provides the Positive Ranks FIancttrioignuse&
GM with tools to track the PCs’ social cachet within
organizations. At these ranks, an organization either doesn’t care about
the PCs or considers them allies.
Small organizations seeking to make their mark on
society may allow the PCs a great deal of clout within Unknown (Rank 0): The organization either doesn’t
them but are limited in what they can offer. Large know who the PCs are, or does not believe they are
organizations, on the other hand, are typically more relevant.
difficult to influence, but can bring much more power
to bear on an area at large. Known Ally (Rank 1): The PCs’ actions have proven
that they are aligned with the organization’s goals. One
Influence Points or more PCs may be low-ranking members.
and Ranks
Respected (Rank 2): The PCs have performed
The organizational influence system uses influence significant services for the organization. Some low-
points to track the opinion of an organization ranking members of the organization look up to the
concerning the PCs. When the PCs first interact with PCs. One or more PCs are members of the organization
an organization, they typically start with 0 influence in good standing.
points, and hold no control over the organization’s
actions. If the PCs demonstrate their value to Admired (Rank 3): Average organization members
the organization, they can gain influence points, admire the PCs. Some low-ranking members may
representing their growing ability to call in favors. If have strong loyalties to the PCs. The PCs have notable
the PCs repeatedly fail or work against an organization, positions within the organization.
they lose influence points (see the details of gaining
and losing influence points). The PCs’ influence point Revered (Rank 4): While the PCs are not the official
total with an organization can be a negative number— leaders of the organization, they are key members. The
the lower the total, the more resources the organization PCs can direct and shape policy.
is willing to commit to actively oppose the PCs.
Negative Ranks
The PCs’ influence points help determine the number
of resources an organization is willing to commit to help At these ranks, an organization actively opposes the PCs.
or hinder them, but it is not the only component of that
calculation. If the PCs seek to build a positive relationship Known Opponent (Rank –1): The organization’s
with an organization, they may find themselves limited opinion of the PCs is unfavorable. It may act against
in what benefits they can gain until they perform the PCs if they are interfering in its affairs, but the
certain tasks. For example, most organizations limit the organization mostly focuses on its own goals.
number of resources they commit to nonmembers, so
PCs may need to officially join to gain access. On the Disliked (Rank –2): The organization commits some
other hand, an organization at odds with the PCs should resources to targeting the PCs even when the PCs are
not provide the same response to minor insults from not actively interfering with its goals and retaliates
the PCs as it does to the PCs crippling one of its major when the PCs acts against it.
operations. The nine influence ranks presented below
take into account tasks that the PCs may accomplish to Hated (Rank –3): The organization seeks to discredit,
pass to fundamentally alter their relationship with an humiliate, or kill the PCs, and commits substantial
organization (see Table 3–1 for examples). To reach a resources to doing so. However, the organization
new influence rank, the PCs must accumulate (or lose) ultimately prioritizes its long-term power and stability
a certain number of influence points, as decided by the over harming the PCs.
GM, and perform any required tasks that the GM sets.
See the sidebar Influence Thresholds for guidelines on Hunted (Rank –4): The organization seeks to
setting the required number of influence points for each discredit, humiliate, or kill the PCs, and is willing to
rank. The possible influence ranks, and their meanings, sacrifice enough time, resources, and lives to markedly
are presented below. weaken itself in the pursuit of this goal. Even the
organization’s leaders may risk their lives in pursuit of
the PCs’ downfall.

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FIancttiriognsue& Gaining Influence one or more members of an organization, they lose at
Points least 5 influence points per incident.

As the PCs perform tasks that benefit an organization, The most crippling blow to the PCs’ reputation with
they gain influence points. Performing favors requested organization is betrayal. To be considered traitors to the
by an organization is the most effective way for the organization, the PCs must violate the organization’s
PCs to accrue influence points with that organization. fundamental tenets while using the organization’s own
A typical favor earns the PCs from 2 to 5 influence resources against it. If an organization that favors the
points, depending upon how difficult and dangerous PCs becomes convinced of the PCs’ betrayal, the PCs
the favor is to complete. See the Favors section for more immediately lose a number of influence points equal
details. The PCs can also accrue influence points with to twice their current total, essentially reversing their
an organization by taking actions that coincidentally standing with the group. In general, the higher the PCs’
further the organization’s interests. Such actions influence rank, the more evidence the organization
typically earn the PCs 1 or 2 influence points. For requires before it considers any accusations of treachery
example, if the PCs apprehend a notorious jewel thief credible. If an organization declares the PCs traitors, it
who has been stealing from their own coffers (as well is possible (though difficult) for them to redeem their
as those of local nobles), they may gain an influence reputation. In general, this process requires the PCs to
point with the local nobility. The PCs can also gain track down and discredit the source of the slanderous
influence points by building trust with a member of the evidence. Doing so restores the PCs’ original influence
organization. point total, and likely earns them additional rewards
from the organization for unmasking the true threat
The personal influence system found at the beginning against it. If they only partially exonerate themselves,
of this section is one good way to create an encounter they may regain some but not all of their influence
based around improving this NPC’s opinion of the PCs, points.
while the verbal dueling system is another.
Influence Thresholds
The number of organizational influence points that
the PCs can earn from gaining the approval of a single The number of influence points required to shift from
NPC within the organization typically ranges from 1 to one influence rank to the next sets the pace for how
5. Backing a rank-and-file member of the organization quickly the PCs’ power in organizations can change.
is worth at most 1 influence point, while the backing The three main factors that play into setting influence
of one of an organization’s leaders is worth 5 influence thresholds are the length of the campaign, the interest
points, and may be worth more in extraordinary level of the players in exploring their interactions with
circumstances, at the GM’s discretion. organizations, and the power and personality of the
organization itself.
Losing Influence
Points Short story arcs generally require lower thresholds than
long campaigns. Some groups of players would rather
The PCs generally won’t actively seek to lose influence slowly earn influence within a difficult organization,
points with an organization. However, the PCs’ actions while others would rather see how quickly their PCs
over the course of a campaign are likely to put them at can become powerful in multiple organizations. Finally,
odds with one or more organizations, and the PCs may within a campaign, weaker organizations typically
inadvertently harm organizations that they do not wish allow the PCs to gain influence ranks more quickly than
to antagonize. Whenever the PCs actively sabotage an prominent ones.
organization’s interests, they lose from 2 to 5 influence
points with the organization. If the PCs take actions With all of these factors in mind, the following ranges
that coincidentally work against the organization’s provide guidelines for determining the number of total
interests, they instead lose 1 or 2 influence points. If the influence points a character must gain to reach positive
PCs horribly botch an attempt to perform a favor for an ranks or lose to reach negative ranks. These thresholds
organization, they may similarly lose 1 or 2 influence are for a weak organization. For a moderately prominent
points. If the PCs damage a prominent member’s organization, multiply the numbers by 2. For a strong
reputation or finances, they lose from 1 to 3 influence organization, multiply by 3, and for a preeminent
points, depending on the extent of the damage and the organization, multiply by 4.
power that member wields within the organization. The
PCs also lose influence points if they harm a prominent Rank 1 or –1: From 1 to 5 total influence points.
member of the organization. Killing members of any
organization is a particularly effective way to lose Rank 2 or –2: From 3 to 8 total influence points.
influence. For most organizations, any time the PCs kill
Rank 3 or –3: From 7 to 12 total influence points.

Rank 4 or –4: From 13 to 18 total influence points.

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Organization FIancttrioignuse&
Interactions

The PCs’ interactions with organizations are often Prominence
only a piece of a larger political tapestry. Alliances An organization’s prominence represents the political
and rivalries between organizations shape how and social power of that organization in its home
each organization reacts to the PCs’ actions. If two community or area of influence. The categories of
organizations are rivals, they typically require the PCs to prominence are weak, moderate, strong, and preeminent.
choose a side. The PCs may automatically lose influence
points with one for supporting the other. For example, In general, a weak organization can provide only
if the PCs perform a favor for one faction during a war simple assistance within its limited area of concern.
and gain influence points with that faction, they lose Most weak organizations are eager to recruit new
an equal number of influence points with that faction’s members to increase their prominence, though some
rivals. In less extreme circumstances, the PCs may lose appreciate the lack of attention they draw from outside
half as many influence points as they gain. forces. A gang of pickpockets is an example of a weak
organization. In comparison, a moderate organization
While rivalries between organizations make holding holds an established place in the power structure of its
split loyalties difficult, allegiances between multiple local area and has some connections and contacts with
organizations can help the PCs accrue influence other local organizations.
faster than they could otherwise and provide the PCs
with access to additional resources. If the PCs help A thieves’ guild is likely to be a moderate organization.
or harm one of two allied organizations, treat them A strong organization, on the other hand, may be at the
as coincidentally working for or against the second top of the power structure for its area of concern, or it
organization’s interests for the purposes of the number may be one of several organizations that hold power on
of influence points the PCs gain or lose. a regional or national scale. The cathedral of a major
deity in a state with multiple religious traditions is
As the campaign unfolds, the web of alliances and likely to be a strong organization. Finally, a preeminent
rivalries between organizations may shift. A sudden organization is the undisputed head of the power
shift in allegiances does not retroactively adjust the
PCs’ influence point total.

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structure in its sizable area of concern—the ruling body 6 Produce verbal or written propaganda in favor of the
of a nation is an example of a preeminent organization, organization.
as is a merchants’ guild that effectively controls trade in
a large region. 7 Mediate a disagreement between members of the
organization.
Favors
Favors lie at the heart of the organizational influence 8 Provide spellcasting services or other specialized tasks
FIancttiriognsue& system. to the organization for several days.

When the PCs perform a favor for an organization, 9 Credit the organization for your own publicly popular
they can either gain influence points, or they can earn actions.
a favor from the organization in return. The PCs can
spend favors that they have earned to gain benefits 10 Collect money for the organization.
from the organization.
11 Assist in the construction or renovation of a building
The PCs can slowly earn favors over time, after a for the organization’s use.
certain number of sessions or amount of in-game
time that is appropriate for the campaign. This rate 12 Investigate the disappearance of an ally of the
also provides a guideline for modeling the behavior of organization.
organizations.
13 Donate a substantial amount of money to the
Typically, this rate is an appropriate benchmark for organization.
how often allied organizations approach the PCs with
requests, as well as how often opposed organizations 14 Recruit a new member to the organization.
act against them. In general, if an organization is willing
to grant a benefit to the PCs when they have a positive 15 Obtain a significant item for the organization.
rank with that organization, it is willing to grant that
same benefit to someone acting against the PCs should 16 Defeat a challenging foe of the organization. The foe’s
they attain the corresponding negative rank. CR must be equal to or greater than the party’s APL
+ 2.
Favors: Sometimes, tasks for the PCs to complete
as favors to an organization arise naturally out of the 17 Help a member of the organization escape a danger-
events of the campaign. However, at other times, the ous situation.
PCs may actively seek to assist an organization at a
time when such tasks are not so forthcoming. The 28 18 Collect valuable information for the organization.
favors on Table 6-2: Favors are generic enough to apply
to almost any organization. Some of the tasks near the 19 Mentor a new member of the organization.
top of the chart are too inconsequential for established
members, while the tasks at the bottom of the chart are 20 Convince a powerful individual to cooperate with the
too significant for initiates. To use this chart, roll a d20, organization.
and add twice the PCs’ influence rank to the result.
21 Cover up evidence of an indiscretion tied to the
Benefit(s): Each organization provides its own unique organization.
set of possible benefits to the PCs based on their influence
rank. The PCs can spend a favor that they have earned to 22 Plan and execute a dangerous operation to achieve a
gain one of the benefits that they have unlocked. Some difficult goal.
benefits become free once the PCs become sufficiently
influential in an organization, allowing the PCs to make 23 Sabotage an organization with opposing goals.
use of them without expending a favor (see Benefits).
24 Repay the organization’s debts by performing a
Table 6-2: Favors challenging task for another organization.

RESULT FAVOR 25 Investigate a possible traitor within the organization.
1
2 Deliver a message to a member of the organization. 26 Establish a branch of the organization in a new
Perform a disgusting or unpleasant chore for the district or city.
3 organization.
Assist the organization in gathering information in 27 Represent the organization in a meeting with
4 preparation for an upcoming mission. extraordinary stakes.
Purchase and deliver supplies to a member of the
5 organization. 28 Carry out the duties of a key member of the
Carry out the duties of a specific low-ranking member organization for 1 week.
233 of the organization for 1 week.
Clandestine
Operations

The base organizational influence system assumes
that the PCs act as a unified group and do not take
extraordinary effort to conceal their identities and
activities. In an intrigue-based campaign, these
assumptions are not always accurate. The simplest type
of clandestine operation to adjudicate is a single secret
favor. If the PCs perform a favor for an organization and
conceal their actions, do not decrease the PCs’ influence
points with that organization’s enemies. The PCs can
use secret identities to perform more complicated
maneuvers, such as playing multiple sides of a conflict,

Fahad Al-Dabbas (Order #34600307)

Adding the two values sometimes allows a single
action to count twice—this reflects that the organization
may either respect the PCs’ dedication to their cause
or revile the PCs for their dedication to opposing it. In
most cases, however, the resulting change in influence
should be less extreme than a direct sum, even if the
organization has a favorable opinion of both identities.
If the PCs are working for two opposed organizations,
see the last paragraph of Losing Influence for details on
how an organization responds to being betrayed.

NPC Attitudes

or perhaps even infiltrating an organization as spies. The PCs’ influence rank with an organization FIancttrioignuse&
As long as an organization knows that the PCs are determines the typical starting attitude of
infiltrating its rivals, that organization’s members members who have heard of the PCs. The PCs’
continue to believe that they have the PCs’ loyalty; rank serves as a modifier on Charisma checks the
they typically overlook minor actions that the PCs take PC makes to attempt to get an NPC to cooperate
against the organization, so long as the PCs provide a with them or do them a favor. If multiple PCs are
plausible justification for their misdeeds. present and all are at rank 0 or above, use the
highest rank among the PCs. If any of the PCs
If the PCs use secret identities, track their influence have a negative rank, apply their negative rank
under each set of identities separately as long as as a penalty. Hence, if one PC is respected (rank
they maintain the ruse. Maintaining two distinct 2) but another is a known opponent (rank -1),
sets of identities over a long period of time should be the respected PC would only gain a bonus of +1
challenging, but not impossible if the PCs are careful. on Charisma checks to gain the cooperation of
Common features between the identities—anything an NPC.
from physical features or mannerisms to equipment,
fighting style, or associates—present the threat of Organization
exposure. If the PCs rise to high influence ranks in Stat Block
two opposing organizations, their risk of being caught
increases significantly. The vigilante class is particularly An organization’s stat block is arranged as follows.
well suited to the challenge of maintaining multiple
identities. Name: The organization’s name.

If an organization figures out that the PCs are Alignment and Prominence: An organization’s
maintaining two separate identities, the PCs’ influence alignment is the alignment that most closely represents
point total for that organization may change drastically. its policies and actions. While individual members
of an organization may be of any alignment, an
If both sets of the PCs’ identities are aligned with an organization’s key NPCs are typically within one step of
organization, the PCs’ influence point total may go as the organization’s overall alignment. An organization’s
high as the sum of the points they earned under both prominence may be weak, moderate, strong, or
identities. preeminent.

Conversely, if both sets of the PCs’ identities are Size: An organization’s size is an approximation of its
aligned against an organization, the PCs’ influence number of active members.
point total may go as low as a negative number equal to
the sum of the two. Key Members: Key members of an organization are
both visible leaders and shadowy schemers who have
significant pull.

Values: An organization may value any number of
traits in its members, such as creativity, generosity,
dependability, skill at particular tasks, or social station.

Public Goals: All but the most clandestine
organizations share some of their goals with the general
public.

Private Goals: These are the private goals both of the
organization as a whole and of key members. Sometimes,

234

Fahad Al-Dabbas (Order #34600307)

FIancttiriognsue& the private goal of a key member might conflict with the The PCs are expected to protect this team and bring
private goal of the organization. the members back alive. PCs can lead groups of the size
and strength listed in each favor’s entry.
Allies and Enemies: Organizations do not exist
in a vacuum. An organization’s prominent allies and Gather Information: The PCs can ask several
enemies are noted here. PCs can gain or lose influence members of the organization to assist them in gathering
with an organization based on their interactions with information about a particular subject and gain a +4
its allied or opposed organizations. circumstance bonus on all Diplomacy checks to gather
such information.
Membership Requirements: Most organizations
have a procedure for officially joining them and expect Put in a Good Word: The organization promotes
their members to satisfy ongoing commitments (like the PCs’ reputation among its allies. The PCs gain a
paying dues). number of influence points equal to their rank with the
organization with one of the group’s allied organizations.
Influence Limitations: Often, the PCs need to
perform a specific task for an organization before Reciprocal Benefits: The organization leverages its
they can raise their influence past a certain threshold. ties to one of its closest allies for the PCs’ gain. The PCs
The most common requirement is for the PCs to join can purchase a benefit from the benefits list of a closely
an organization, but organizations may require more allied organization by expending two favors. Treat the
complicated tasks or favors before counting the PCs PCs’ influence rank with the allied organization as 1
among their most trusted allies. lower than their rank with the initial organization.

Benefit(s): This section lists favors that the PCs Sample
can call in based on their influence rank with the
organization. The PCs can always choose benefits on Organizations
the available list for their current rank or a lower rank
within the organization, and, at the GM’s discretion, the The sample organizations in this section span all
PCs might be able to access the benefits for lower ranks possible levels of influence. The organizations that are
for a decreased number of favors, or even for free, if the relevant to each GM depend upon the campaign.
PCs request the benefit a reasonable number of times.
To approximate the benefits that the PCs can gain from Other ideas for organizations that are not detailed
an organization outside of its base of operations, the below include an assassin’s guild, a bardic college,
GM should decrease the PCs’ effective influence rank a merchant’s guild, a museum, a secret society, and a
appropriately, to a minimum of Rank 0 if the PCs are university.
entirely beyond the organization’s reach.

New Benefits: This section details the benefits the
PCs can earn from the organization beyond those listed
in the Common Benefits section.

Common Benefits

The following benefits appear in many organizations’
stat blocks and are defined below.

Borrow Resources: Many organizations allow
members in good standing to borrow money or items
for short periods of time. PCs can borrow money or
items worth a total amount listed in parentheses. If
the PCs do not repay the loan in a timely manner, they
risk losing influence points. Typically, the PCs cannot
borrow resources from an organization if they have
outstanding debts, and some organizations require
collateral. Organizations are more likely to have items
that are relevant to their own interests—a mercenary
group might loan weapons and armor, but not holy
symbols or arcane books, for example.

Command Team: When the PCs reach a high
influence rank within an organization, the organization
typically allows the PCs to lead a team of its members
on a mission.

235

Fahad Al-Dabbas (Order #34600307)

Small-Time Gang Size: 200 members FIancttrioignuse&
Values: This thieves’ guild has a strict code of conduct
CN weak organization
Key members for its members, who must look out for each other
Greedy Jenna (LE female human sorcerer 1) at all times and may never steal from each other’s
Luven Quickfingers (CN male halfling rogue 2) friends or relatives. The guild values loyalty and
Size: 15 members resourcefulness.
Values: This small-time gang of petty crooks is always Public Goals: The guild has no publicly stated goals.
Private Goals: The guild seeks to expand its reach into
willing to accept new members who prove their additional settlements.
skills. Allies: The guild is allied with a local group of
Public Goals: When caught, these criminals claim that merchants.
they only steal enough to survive. Enemies: The thieves’ guild has made enemies among
Private Goals: Luven would like to recruit other the organizations that it regularly targets and local
down-on-their luck individuals to join the growing law enforcement officials.
organization, while Jenna cares only about her own Membership Requirements: The PCs must steal an
profits. item worth at least 250 gp, and donate half the value
Allies: The small-time gang is allied with local beggars, of the item to the thieves’ guild.
who provide them with information in exchange for Influence Limitations: A PC must formally join the
small amounts of food and clothing. thieves’ guild to rise to Rank 2. To rise to Rank 4, the
Enemies: The town guard has not yet caught wind of PCs must execute a complex heist.
these thieves, but it would oppose them if it knew of
their activities. Benefits
Membership Requirements: The PCs must steal an While this thieves’ guild cannot operate openly, it
item worth at least 20 gp, and donate half the value
of the item to the small-time gang. helps its members scope out potential jobs.
Influence Limitations: A PC must join the thieves Rank 1: borrow resources (100 gp), case (+10), lookout
formally to rise above Rank 1. If a PC rises to Rank 3,
Luven sees that PC as a threat and tries to eliminate (2 ways, +10)
her. Defeating Luven makes that PC the leader of the Rank 2: borrow resources (500 gp), diversion (+10),
organization, and increases her rank to 4.
gather information, pickpocket (+12), put in a good
Benefits word
These petty thieves band together to help each other Rank 3: borrow resources (2,500 gp), reciprocal
benefits, remove evidence, rob, search black market
survive and profit. Rank 4: borrow resources (5,000 gp), command team
Rank 1: borrow resources (10 gp), case (+6), lookout (1 (1d4 3rd-level rogues or 3d4 1st-level rogues)

way, +6) New Benefits
Rank 2: borrow resources (50 gp), diversion (+6), The thieves’ guild grants the following unusual

gather information, pickpocket (+8), put in a good benefits.
word Case: Per the benefit under small-time gang above,
Rank 3: borrow resources (250 gp), reciprocal benefits
Rank 4: borrow resources (500 gp), command team except the thieves’ total Intelligence (Investigation)
(1d4 1st-level rogues) skill bonus is +10.
Diversion: Per the benefit under small-time gang
New Benefits above, except the thieves’ total Charisma
The petty thieves grant the following unusual benefits. (Persuasion) skill bonus is +10.
Case: A group of thieves cases an area, searching for Lookout: A pair of thieves act as lookouts, monitoring
up to two directions for oncoming guards or
guards, hiding places, and entrances. The thieves’ witnesses. The thieves’ total Wisdom (Perception)
total Intelligence (Investigation) bonus is +6. skill bonuses are +10.
Diversion: A group of thieves creates a diversion to Pickpocket: Per the benefit under small-time gang
allow the PCs to sneak past guards or other watchful above, except the thief’s total Dexterity (Sleight of
eyes. The thieves’ total Charisma (Perception) skill Hand) skill bonus is +12.
bonus is +6. Remove Evidence: A group of thieves carefully enters a
Lookout: A thief acts as a lookout, monitoring one scene where the PCs committed a crime and removes
direction for oncoming guards or witnesses. The evidence. This eliminates any obvious clues, such as
thief’s total Wisdom (Perception) bonus is +6. the body of a victim or notes the PCs left at the scene
Pickpocket: A thief attempts to take a specific item and increases the Perception DC to find more subtle
from a specific person. The thief’s total Dexterity clues by 5.
(Sleight of Hand) skill bonus is +8. If the thief Rob: The thieves’ guild sends an agent to steal a
believes the situation is too dangerous, she informs specific item from a secured location. The agent has
the PCs and refuses to attempt the task—in this case, a +10 total skill bonus on Stealth checks and a +12
the favor is not expended. total bonus on checks made with thieves’ tools. This
benefit costs from 1 to 3 favors, depending upon the
Thieves’ Guild danger involved. The thief expects the PCs to pay
half the value of the stolen item.
LE moderate organization Search Black Market: The thieves’ guild locates any
Key members type of item whose value is up to the base value
Chief (LE male half-orc ranger 7) of the settlement, even if the item is illegal in that
Kalgeen (LE female human wererat rogue 5) settlement, and arranges for the PCs to purchase it.

Fahad Al-Dabbas (Order #34600307) 236

FIancttiriognsue&Mages’ Guild Influence Limitations: The PCs must all join the
mages’ guild before they can reach Rank 2.
N strong organization
Key members Benefits
Archmage Theona Tethril (N female human wizard 9 This guild of mages provides training to its members,

(school of divination)) and casts spells for them.
Master of Wards Falariel (NG male elf wizard 7 (school Rank 1: borrow resources (100 gp), spell library
Rank 2: arcane library, borrow resources (750 gp),
of abjuration))
Size: 520 members gather information, item crafting, put in a good
Values: The mages’ guild values curiosity, creativity, word, spell library spellcasting (1st- and 2nd-level
spells)
and magical aptitude. Rank 3: borrow resources (1,500 gp), reciprocal
Public Goals: To regulate the use of magic for the benefits, spellcasting (3rd- and 4th-level spells)
Rank 4: borrow resources (4,000 gp), spellcasting
public good. (5thlevel spells)
Private Goals: The mages’ guild seeks out arcane
New Benefits
knowledge that it deems too dangerous and stores The mages’ guild grants the following unusual
such information in its heavily secured secret
library. The master of wards protects the books benefits.
from public access, while the archmage uses them Arcane Library: The PCs gain access to the guild’s
to learn more about the people who would abuse the
dangerous knowledge contained within the tomes. library, allowing them to potentially learn secrets
Allies: The mages’ guild is on good terms with several relevant to their current adventures. This may grant
nearby universities and the alchemists’ union. them advantage of Intelligence checks made to
Enemies: The mages’ guild has made several enemies investigate information relevant to magic.
among evil cults and other organizations that make Item Crafting: The mages’ guild crafts a custom-
use of profane knowledge. ordered collection of scrolls, potions, or wondrous
Membership Requirements: To join the mages’ guild, items for the PCs.
a PC must spend one week teaching spells to guild The items cost their usual market value in gold pieces
members, or bring a spell or bit of arcane knowledge plus 1 favor for every 2 days of crafting required.
to the guild that it does not already possess in its Spell Library: The mages’ guild provides the PCs with
libraries. access to its extensive library of spells. The PCs can
learn a spell in the library. Spells cost 1 favor, and all
237 other spells that are available cost 2 favors.
Spellcasting: The PCs can expend favors instead of
Fahad Al-Dabbas (Order #34600307) paying the typical cost for spellcasting services. A
1st- or 2nd-level spell costs 1 favor, a 3rd- or 4th-
level spell costs 2 favors, and a 5th-level spell costs
3 favors. The cost and availability of spellcasting
is based upon the levels of the guild’s members
(in this guild, a 5th-level spell always comes from
the archmage herself, and consequently is quite
expensive).

Crime Syndicate

NE preeminent organization
Key members
Lady Alixis Drosain/Lyra (N/NE female human fighter

12 (eldritch knight))
Nikolas Trivoy (N male human rogue 7 (thief))
Whisper (NE female human monk 10 (way of shadow))
Zadreni (N male human bard 9)
Size: 15,000 members
Values: The syndicate values skill and ambition, but

also discretion and loyalty.
Public Goals: The crime syndicate’s public goals are

to manage and regulate crime, to deliver valuable
goods and services, and to invigorate the local
economy.
Private Goals: Overall, the syndicate’s members
seek wealth, power, and prestige. While Lyra has
emerged as the undisputed leader of the syndicate,
the vigilante will not be satisfied until she controls
the open market as well, under her social identity
of Lady Drosain. Nikolas is growing increasingly
suspicious of Lyra, and he painstakingly seeks
material he could leverage against her.
Allies: While few organizations would publicly admit

to an alliance with the crime syndicate, many Lookout: A group of thieves act as a lookouts, FIancttrioignuse&
groups benefit from under-the-table dealings. monitoring up to four directions for oncoming
Enemies: The crime syndicate has made enemies of guards or witnesses. The thieves’ total Wisdom
several prominent organizations in nearby nations, (Perception) skill bonuses are +15. This ability costs
including the royal house of a neighboring kingdom. 2 favors. Alternatively, the PCs can purchase the
Membership Requirements: Steal a unique and iconic lookout ability as listed under the thieves’ guild for
item, such as the prize painting in a museum’s 1 favor.
collection. Alternatively, establish a legal business
whose illegal side dealings provide the PCs with a Market Manipulation: The crime syndicate can
net profit of at least 100 gp per month. manipulate market forces to drive business away
Influence Limitations: Each time the PCs wish to from the PCs’ rivals and toward any businesses
reach a new rank, they must prove their worth to the PCs own. This ability produces an amount of
the organization, with a task more spectacular than additional money for the PCs that depends upon the
their last demonstration. The syndicate has plenty extent of the manipulation. This windfall comes in
of members and does not spare time for those who the form of increased results using whichever rules
are unwilling to prove their worth. PCs must declare you are using to determine the success of the PCs’
their allegiance to reach Rank 1, and they must businesses (such as the downtime rules). For each
become full members before they can reach Rank 2. favor spent, the PCs can earn at most 1,000 gp (to a
maximum of 5,000 gp).
Benefits
This crime syndicate can protect its members from the Remove Evidence: Per the benefit under thieves’ guild.
Rob: Per the benefit under thieves’ guild.
consequences of all but the most heinous crimes. Search Black Market: Per the benefit under thieves’
Rank 1: borrow resources (100 gp), case (+15), diversion
guild.
(+15), gather information, lookout (4 ways, +15)
Rank 2: borrow resources (1,000 gp), put in a good National Military

word, remove evidence, rob, search black market LN preeminent organization
Rank 3: borrow resources (5,000 gp), command team Key members
General Agnar (LG female dwarf paladin 10 (oath of
(1d4 NPCs of 3rd level, or 3d4 NPCs of 1st level),
destroy evidence, market manipulation, reciprocal devotion))
benefits General Rortian (LN male human fighter 12 (battle
Rank 4: black market mastery, borrow resources
(15,000 gp), command team (1d4 NPCs of 6th level, master))
or 5d4 NPCs of 3rd level) Size: 18,000 members
Values: The military values order, discipline, loyalty,
New Benefits
The crime syndicate grants the following unusual and service.
Public Goals: The military’s goal is to protect the
benefits.
Black Market Mastery: The crime syndicate explores people of its nation and to fight against its enemies.
Private Goals: General Rortian seeks to enhance his
the full extent of its black-market contacts to find an
item for the PCs. personal glory by embarking on a campaign to
It can locate almost any type of item whose value is expand his home nation’s territory.
below the settlement’s base value. The PCs can use Allies: The military of this nation is on good terms
black market mastery to search for one item below with most political organizations within the nation.
the settlement’s base value per favor they expend. It is formally allied with the militaries of allied
Alternatively, the PCs can use black market mastery nations.
to search for a single item above the settlement’s Enemies: The enemies of this military are the political
base value, at the cost of 3 favors. There is a 50% and military organizations within enemy nations.
chance each month that the syndicate locates the Membership Requirements: Joining the military as
requested item. If the PCs seek a unique item, the a recruit requires the PCs to undergo training and
syndicate may be able to provide the PCs with the prove their ability to follow orders.
location of that item for the cost of 2 favors. Influence Limitations: Most militaries maintain
Case: Per the benefit under small-time gang, except a strict hierarchy of command. The PCs must be
the thieves’ total Intelligence (Investigation) skill promoted to a higher military rank before they can
bonus is +15. increase their influence rank within the military.
Destroy Evidence: The crime syndicate makes evidence Benefits
of a crime that the PCs committed disappear. This This military force takes pride in its highly trained
ability functions as remove evidence, except that and well-equipped soldiers.
the Intelligence (Investigation) DC to find any Rank 1: acquire arms (350 gp), borrow resources
evidence at the crime scene increases to 30 (or by 10, (100 gp)
whichever is higher). The syndicate also discourages Rank 2: acquire arms (750 gp), borrow resources
witnesses from testifying against the PCs, using (750 gp), command team (1d4 1st-level fighters),
a combination of intimidation, bribery, and even gather information, put in a good word, retrain
memory-altering magic. This benefit costs 3 favors. Rank 3: acquire arms (magic), borrow resources
Diversion: Per the benefit under small-time gang (page (2,500 gp), command team (5d4 3rd-level fighters),
114), except the thieves’ total Charisma (Persuasion) reciprocal benefits
skill bonus is +15. Rank 4: borrow resources (18,500 gp), command
legion, command team (70 HD worth of NPCs, none
Fahad Al-Dabbas (Order #34600307) of which can be more than 7th level)

238

FIancttiriognsue& New Benefits
The national military grants the following uncommon

benefits.
Acquire Arms: The national military gathers a

collection of mundane weapons and gear from its
armory for the PCs. The PCs can purchase this
collection for 1 favor or its standard market price.
At Rank 1, the combined value us 350 gp or less.
At Rank 2, the value of this collection increases
to 750 gp. At Rank 3, the PCs can purchase magic
weapons and armor from the military at a 10%
discount by spending 2 favors. For the purposes of
item availability, the military counts as a metropolis.
Command Legion: The national military grants the
PCs command of a medium army for 1 week per
favor expended. This force comprises 100 2nd-level
fighters who follow the PCs loyally. If the PCs do
not clearly use this force to further the military’s
goals or the PCs are reckless with the soldiers’ lives,
the PCs’ influence rank is reduced to 3. Bringing
the soldiers into a dungeon that is level-appropriate
for the PCs counts as reckless endangerment. More
likely, this unit can serve as a military unit in mass
combat situations.
Retrain: Military trainers work together with the PCs,
allowing them to retrain archetypes, class features,
feats, or skill ranks, as per the retraining rules. At
Rank 2, each week of retraining costs 1 favor and the
standard cost in gold pieces. At Rank 3, the military
covers the gold piece cost. At Rank 4, the PCs can
retrain without expending favors or money.

Factions

A faction is an organization or group within a kingdom
which is attempting to assert political, economic, or
social control over the entire kingdom, or some part
of it. Ultimate Factions uses the following terms in
specific ways to define factions in play and how they
interact with each other, with individual characters, and
with the kingdom as a whole. The rules in this section
are designed to work with the kingdom-building rules
in Chapter 1 and refer to the statistics and mechanics
there.

Alignment

All factions have an alignment, similar to a character’s,
which represents the faction’s attitude towards its
members, non-members, and the kingdom. Lawful
factions gain a +2 bonus to resources, Chaotic factions
gain a +2 bonus to power. Good factions gain a +2 bonus
to reputation, Evil factions gain a +2 bonus to power.
Neutral factions gain a +1 bonus to resources and
reputation. Factions which are neutral with respect to
both Good-Evil and Law-Chaos apply the bonus twice.

239

Fahad Al-Dabbas (Order #34600307)

Faction Limits Faction Size and Population

A kingdom may have any number of factions of each If using the settlement size and population rules from
type, however if the combined size of all factions in the the Kingdom Optional Rules in Chapter 1, the faction
kingdom exceeds 10 times the kingdom size, then the membership should be calculated at 10 members per
kingdom gains +1 Unrest during Step 4 of the Upkeep point of size.
phase of the kingdom turn. Not every type of faction
will be represented within a kingdom, but all kingdoms Tension
should start with at least one Civil faction representing
the citizens, and one Judicial faction representing the Tension measures the level of dissatisfaction the
kingdom’s rulers. members of the faction have with the direction and
leadership of the faction. Tension applies a penalty to all
Goal faction checks equal to -1 for every 10 points of tension
the faction has. Certain operations and events can raise
A goal is something that the faction is attempting to and lower the amount of tension the faction has. If the
achieve through use of its resources and manpower. See amount of tension reduces any faction check modifier
Goals on p. 244 below zero, the faction splinters.

Operation Type

An operation is a task that the faction chooses to attempt A faction’s type describes the members of the faction
during the faction turn. The number of operations that a and may give a broad idea of the aspects of the kingdom
faction can perform is determined by the faction’s size. which are of greatest interest to the faction. See Types
on p. 242.
Power
Wealth Points
Power represents the faction’s ability to make things
happen as they wish, through persuasion, guile, threats, A faction’s treasury is measured in Wealth Points (WP).
or other means. Each WP is worth approximately 400 gp, making 10
WP equal to 1 BP in the Kingdom rules. WP may be
Reputation purchased by members for 400 gp each, during the
Income Phase of the Faction Turn.

How the faction is viewed by people outside it. This FIancttrioignuse&
attribute is commonly used when the perception of the
faction matters.

Resources

This attribute represents the productivity of the faction’s
members when they are working towards the faction’s
agenda. It measures the faction’s ability to obtain goods
and property, as well as use its wealth effectively when
working towards the faction’s agenda.

Size

A faction’s size is an indicator of how many members
the faction has, as well as the breadth of its impact.
Faction size may change during play. Each point of size
represents roughly 25 members of the faction (a group
with 15 or fewer members should not normally use the
faction rules, but may do so at the GM’s discretion, and
should be treated as having a size of zero). This number
is purely to give an idea of the number of members of a
particular faction – since people can be members of more
than one faction, it’s possible for the total membership
of all factions to exceed the population of the kingdom.
A faction receives a size modifier to faction checks equal
to the 1/10 of the faction’s size, rounded down.

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Creating a Faction
A new faction may be created by any like-minded group of individuals within a kingdom. Factions do not start
with any WP, and the members must find a way to pay for one month’s worth of WP as part of the faction creation
process. If a faction is created composed entirely of NPCs with no PC influence to start with, it begins with 10 WP.

Calculating Initial Size

Factions begin with a size of zero (which indicates that they do not exist or are too small to have any impact on
the kingdom). Certain buildings within the kingdom can increase the maximum initial size of the faction. The
Building Effect on Maximum Starting Faction Size table shows how buildings from the Kingdom rules in Chapter
1 can affect the size of each faction type. A faction of at least size 1 it can launch Operations, earn income, and
increase its size. Factions may not wish to start at the maximum possible size and are not required to do so. If a
faction starts a faction turn with size 0, the only operation it may perform that turn is a recruitment operation.

Table 6-3: Building Effects on Starting Faction Size

FIancttiriognsue& Academy ACADEMIC CIVIL FOREIGN JUDICIAL LEGAL MILITARY RELIGIOUS SOCIAL TRADE
Aerie
+2 - - +2 - - - - -
Alchemist - - +1 - - - - +1 -
Arena +1 - - - - - - - +1
- +4 - - - - - +4 -
Assembly +2 +2 +2 +2 +2 +2 +2 +2 +2
Bank - - - - - - - - +2
- +2 - - - - - +2 -
Bardic College - - - - +1 +1 - - -
Barracks - - - - - - - +1 +1
Baths - - - - +2 - - - -
- +1 - - - - - +1 -
Black Market - - - - +1 - - +1 -
Brewery - - - +2 +2 - - - -
Bordello +1 - - - - - - - +1
Bureau - - - +4 - +4 - - -
- - - - - - +4 +4 -
Caster’s Tower - - - +1 +1 - - - -
Castle - - - - - - - +2 -
- - - - - - - - +2
Cathedral - - +4 - - - - +4 -
Courthouse - - - - +1 - - - +1
Dance Hall - - - - +2 +2 - - -
Exotic Artisan - - - - - - - +2 +2
Foreign Quarter - - - - - - +1 +1 -
Gambling Den +4 - - - - - - +4 -
- +1 - - - - - - +1
Garrison - +2 - - - - - +2 -
Guild Hall - - - - - - - +1 +1
Graveyard - - - +1 +1 - - - -
Hanging Gardens +1 +1 - - - - - - -
Herbalist - - +1 - - - - - +1
Hospital - - - - - - - - +2

Inn
Jail
Library
Lighthouse
Luxury Store

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Magic Shop ACADEMIC CIVIL FOREIGN JUDICIAL LEGAL MILITARY RELIGIOUS SOCIAL TRADE FIancttrioignuse&
Magical Academy
- - - - - - - - +2
Market +2 - - - - - - - +2
Military Academy - +2 - - - - - - +2
+2 - - - - +2 - - -
Mint - - - - - - - - +2
Monastery +2 - - - - - +2 - -
Museum +2 +2 - - - - - - -
Observatory +1 - - - - - - - +1
Orphanage - +1 - - - - - +1 -
- - +4 +4 - - - - -
Palace - - +1 - - - - - +1
Pier - - - - - - +1 +1 -
Sacred Grove - - - - +2 - - - -
Sewer System - +1 - - - - - - +1
Shop - - - - - - +1 +1 -
Shrine - - - - - - - - +1
Smithy - +1 - - - - - +1 -
Tavern - - - - - - +2 +2 -
Temple +2 - - - - - - +2 -
Theatre - - - +2 +2 - - - -
Town Hall - - - - - - - - +2
Trade Shop - - - - +2 - - - -
Tunnels +4 - - - - - - - +4
University - - - - - - - - +4
Warehouse - - - +1 +1 - - - -
Watchtower - - +4 - - - - - +4
Waterfront

FCaacltciuolnating Types of Factions
Attributes
There are numerous types of faction.
The individual faction attributes receive bonuses based
upon the type of the faction (see Types), the alignment Academic
of the faction (see Alignment), the size of the faction (+1
bonus per 10 faction size, rounded down) Academic factions are generally college or university
boards, in control of the education of the general
Faction Check populace. Academic factions gain a +1 bonus on
Reputation checks and a +1 bonus on Resources checks.
Factions have three attributes: Power; Resources; and
Reputation. Many actions a faction performs require Civil
a faction check using one of these attributes. It is not
possible to take 10 or take 20 on a faction check. Unless Civil factions are typically public bodies made up of
otherwise noted, the base DC of a faction check is 15. common citizens of the Kingdom. They usually represent
A faction check automatically fails on a natural 1, and groups of citizens who work towards a common goal.
automatically succeeds on a natural 20. Civil factions gain a +2 bonus on Reputation checks.

Faction Checks are made by rolling 1d20 and adding Foreign
the faction attribute, plus the faction’s size modifier.
Foreign factions represent organizations from other
kingdoms. These are usually foreign diplomatic entities
but can represent almost any other type of faction
(trade, religious, and military are the most common).
Foreign factions gain a +2 bonus on Power checks.

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FIancttiriognsue& Judicial standing, or recreational activity. These groups are
usually formed so that the members can feel as though
Judicial factions represent groups who are working they are part of something special and unique. Social
to affect the overall legal structure of the kingdom. Factions get a +2 bonus to one type of faction check, a +1
Examples include the current rulers, the judges, as bonus to a second, but a -1 penalty to the third.
well as groups trying to overthrow the current rulers,
or trying to create new laws. Judicial factions gain a +1 Trade
bonus on Power checks and Reputation checks.
Trade factions are business or trade organizations
Legal involved in the manufacture, buying and selling
of goods. Examples include guilds, coalitions of
Legal factions are groups with an interest in maintaining shopkeepers, and merchant companies. Trade factions
or breaking the law. This includes police forces, city gain a +2 bonus on Resources checks.
watchmen, border patrols, and thieves’ guilds. Legal
factions gain a +1 bonus on Power checks and a +1 bonus Other faction types
on Resources checks.
The GM is free to create any other type of faction, if
Military they have one that does not fit within the above types.
The bonuses to checks for new faction types should not
Military factions are directly involved in the application exceed a total of +2.
of power through armies. They are typically the high
command of the military (Kingdoms with multiple Secrecy
branches of armed forces may have more than one
Military faction). Military factions gain a +2 bonus on A faction can have one of three Secrecy states: Open,
Power checks. Covert, or Disguised.

Religious Open

Religious factions are concerned with the spiritual An Open faction is one that is publicly known. Any
wellbeing of the citizens of the Kingdom. They typically citizen may have heard of them, and it is easy to locate
represent a specific faith worshipped in the Kingdom. the faction. Knowledge checks to learn things about the
Heretical groups within a faith are separate factions. faction have their DC decreased by 2.
Religious factions gain a +1 bonus on Power checks and
Resources checks. Covert

Social A Covert faction is hidden from the public eye. People
might be aware of the existence of a Covert faction
Social factions are typically groups of citizens who have (such as a thieves’ guild or secret police), but won’t
joined together because of a shared culture, economic know anything about its members, structure, or base of

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operations. The DC for Knowledge checks or Diplomacy Reduce FIancttrioignuse&
checks to gather information about Covert factions is
increased by 5. The faction is reducing the subject’s impact on the
kingdom. A common example would be a Legal faction
Disguised (representing the local police force) trying to reduce
crime. When a successful Advance Goal Operation
A disguised faction is a group or organization which is completed for a Reduce goal, the subject suffers a
publicly claims to be one thing, while in secret is permanent -1 penalty to a single type of kingdom or
something else entirely. A network of black-market faction check.
merchants appears to be a Trade faction but is actually
a Legal faction. A disguised faction gains bonuses on Eliminate
checks based on its actual faction type, not the public
one. The DC to learn information about the public faction The faction is removing the subject completely from
type is decreased by 5 (since the faction is putting effort having any impact on the kingdom. It does not
into making that information available), while the DC necessarily mean that the subject is destroyed or killed.
to learn information about the actual faction type is Eliminate aims are extremely powerful, but also very
increased by 10. difficult to achieve.

Goals Scale

All factions have one or more goals (which may change The scale of a goal represents the amount of impact
over time). When a faction is first created, it must set caused by influencing the goal’s subject. The ultimate
one goal which is known as the Major Goal. This is the decision about the scale of a particular goal is up to
primary outcome the faction is striving to achieve. For the GM. For goals whose subject is a place, the size of
example, the merchant’s guild looking to control all trade the area affected by the place determines the scale. For
in the kingdom, a rebellious group of bandits hoping goals with a subject that is a person, or group of people,
to overthrow the king, or the thieves’ guild looking to the scale depends on the size of the group. However,
control all theft in a city. Other, less important goals, if a subject has a higher level of influence within the
known as Minor Goals, represent the day-to-day goings kingdom than the scale would normally indicate, the
on for the faction, and can be almost anything, from GM should increase the scale of the goal. For example,
the merchant’s guild reducing the effectiveness of a a kingdom’s leaders should always be considered to be
settlement’s tax collectors, the group of bandits trying Kingdom Scale, as a group and individually. Likewise,
to make a bribed official more liked by other citizens, the head of a guild might qualify as a district in scale
or the thieves’ guild trying to make the city watch (or even a faction), rather than an individual. When
ineffective. Minor goals can be short- or long-term, unsure, use the highest suitable Scale.
depending on the faction’s needs at the time.
Table 6-4: Faction Scale
A new goal is set for the faction with an Operation.
Goals may be public or secret, and each goal consists of SCALE EXAMPLES
an Aim, a Scale, and a Subject.
Individual A single merchant; a temple
Aim District All merchants in a settlement district; all churches

Control in a settlement district; a respected elder

The faction is exerting control over the subject of the Faction Merchants’ Guild; A church hierarchy for a single
goal. This may be simply using the faction’s power of religion within a settlement; a city councilor
persuasion to get the subject to do what it wants, but
also extends to direct threats and intimidation, or even Settlement All traders in a city; all religious institutions in a
the use of money to buy the subject. city; the town mayor

Boost Kingdom All trade in the kingdom; all religious institutions
in the kingdom; a kingdom leader
The faction is increasing the subject’s impact on the
kingdom. For example, a Trade faction may be trying Subject
to promote a particular business. When a successful The subject of a goal is whatever person, place, or item at
Advance Goal Operation is completed for a Boost goal, which the goal is targeted. This can be almost anything
the subject gains a +2 bonus to any kingdom or faction the faction wants, except for abstract concepts (which
checks made before the end of the next kingdom turn. may be allowed at the GM’s discretion). So, a faction
could set a goal to “Control the Kingdom Treasury” but
could not set a goal to “Control the King’s Honor.” The
subject may not be the faction itself but can be another
faction.

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Privacy Upkeep Phase

A goal may be set as either Public or Secret when it is The faction must pay its upkeep and maintain control
created by the faction. A public goal is something that and stability of itself before it does anything else.
the faction has made available to all faction members.
If the faction is Open, then public goals can also be Step 1—Check tension. If the tension of the faction
determined by an appropriate Knowledge check. If the has reduced any of the faction’s attributes below 0, then
faction is Covert, then public goals are not typically the faction has a chance of splintering. Make a Special
known outside the faction. Secret goals are things that Tension Check, which is a 1d20 roll +1 for every 10 points
the faction is trying to achieve, generally known only to of tension (rounded down). The DC for this roll is 10
the faction’s senior members. plus the faction’s size modifier (+1 per 10 size, rounded
down). If the tension check exceeds the DC, the faction
Goal DC splinters. See Splintering Factions on p. 249..

Goals have a Difficulty Class (DC) indicating the Step 2—Pay costs. A faction costs WP equal to its
difficulty to achieve that goal. Unless otherwise noted, Size each turn. If it is unable to pay (due to insufficient
the base DC to accomplish any goal is 15. Use the WP), it loses all remaining WP, and gains tension equal
following table to calculate modifiers to that DC. to the amount not paid. This penalty may be reduced or
removed in future faction turns by use of the Reduce
Table 6-5: Faction Goal DC Tension operation.

FIancttiriognsue& AIM DC MODIFIER Operations Phase

Control +2 The faction may undertake a number of Operations based
Boost +0 on the Faction’s size, as detailed in Table 6-6: Faction
Reduce +0 Operations by Size. For each Operation launched, the
Eliminate +5 Faction pays the cost of the Operation, and makes any
SCALE checks required. The faction may launch Operations in
DC MODIFIER any order. All effects for a single Operation are resolved
Individual before the next Operation is launched.
Faction +0
District +1 Income Phase
+2
Settlement +3 Based on its activities, size, and patronage by PCs or
Kingdom +5 NPCs that support it, a faction brings in money and
PRIVACY other resources each faction turn.
DC MODIFIER
Public Goal Step 1—Add Wealth. Any character may choose
Secret Goal -1 to add wealth to a faction. Every 400 gp added to the
+3 faction’s treasury adds 1 WP.

The Faction Step 2—Determine Income. The Faction makes a
Turn Resources check. This check has no DC, add the result
Faction turns take place during the kingdom turn as WP to the faction’s treasury.
sequence. They should be inserted after the Edict phase
of the Kingdom turn, and any alterations which occur Operations
as a result of the faction turn should take effect before
the Income phase of the Kingdom turn begins. All Each faction may undertake a number of Operations in
factions in a kingdom should perform each phase of the a given faction turn. These operations either boost their
faction turn before moving on to the next phase. The own power or limit the power of other factions within
order in which the factions act in each phase should be the kingdom. The number of operations a faction may
determined by each faction making a Power check (this perform per turn is determined by faction size and set
check has no DC), and they act in reverse order of the at the beginning of the Operations Phase. Size increases
checks. In the event of a tie, the faction with the smaller occurring during that turn do not affect the number of
size goes first. If factions are still tied, roll Power checks operations a faction may perform.
again until the tie is broken.
There are two types of operation, Maintenance and
Active. Maintenance operations are activities that the
faction performs where the result is a change to the
faction itself, while Active operations alter the kingdom

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or other factions. Maintenance operations may be to determine which faction attribute is modified by FIancttrioignuse&
performed more than once per faction turn, but only bonuses and penalties to which kingdom attribute.
one of each type of Active operation may be performed
in a given turn. Table 6-7: Faction and Kingdom Attribute Equivalencies

Several operations apply modifiers to kingdom and FACTION ATTRIBUTE KINGDOM ATTRIBUTE
faction attributes, with larger modifiers costing more Power
WP. A faction can always choose to use a modifier lower Stability
than the maximum result generated by their faction Reputation Loyalty
check. Resources Economy

Table 6-6: Faction Operations by Size Abandon Goal (Active)

FACTION SIZE OPERATIONS PER TURN The faction no longer wishes to pursue this goal. The
faction makes a Reputation check against the Goal DC
0 1* + 10. If successful, the goal is abandoned and may be
removed from the faction’s goals.
1-10 1

11-25 2 Advance Goal (Active)

26-50 3

51-100 4 The faction works to advance one of its existing goals.
Choose one existing goal for the faction and make a
101-200 5 Resources check against the Goal DC. If successful for
a boost or reduce goal, the faction may do one of the
201+ 7 following, depending on the subject of the goal:

*: Factions with size 0 may only make Recruitment operations.

Sometimes an attribute from the kingdom (or a
modifier to a kingdom attribute) is used for faction
checks. Unless otherwise stated, this is in addition
to the existing faction bonus. Use the following table

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