KINGDOM SKILLS, KEY ABILITIES, AND ACTIVITIES ACTIVITIES LISTED BY STEP BASIC ARMIES Step 1: Roll Initiative KINGDOM ADVANCEMENT Skill Key Ability Untrained Activities Trained Activities During a Kingdom turn, the party has the option to perform Level Scouting Standard DC AC High Save Low Save Attack Max Tactics Each army in the battle makes a Scouting check to ARMY CONDITIONS Agriculture Stability Establish Farmland — a wide range of downtime activities. The specific activities 1 +7 15 16 +10 +4 +9 1 determine its initiative. On the first round of a war As armies perform activities or engage in warfare, they army recovers from the lost condition, the GM decides Level Control DC Kingdom features Harvest Crops vary by Kingdom turn phase, as summarized below. 2 +8 16 18 +11 +5 +11 1 encounter, armies are usually near (see page 577). 1 14 Charter, government, heartland, initial proficiencies, favored land, settlement construction (village) can become affected by conditions. When an army what the army’s new location is (typically this is at an Upkeep Phase Step 1: Assign Leadership Roles 3 +9 18 19 +12 +6 +12 1 (Armies that have the Ambush tactic may be able to 2 15 Kingdom feat New Leadership (page 520) becomes affected by a condition, its effects last until approximate midpoint between the army’s starting 3 16 Settlement construction (town), skill increase Arts Culture Craft Luxuries Create a Masterpiece 4 +11 19 21 +14 +8 +14 2 begin a war encounter engaged [see page 575]; armies Commerce Phase Step 1: Collect Taxes the condition’s stated duration ends or the condition point and its intended destination). 4 18 Expansion expert, fine living, Kingdom feat Rest and Relax* Repair Reputation (Corruption)* 5 +12 20 22 +15 +9 +15 2 that have the Opening Salvo tactic may be able to Collect Taxes (page 530) is removed. As with character conditions, some army Mired: The army’s movement is severely impaired. 5 20 Ability boosts, ruin resistance, skill increase Quell Unrest* 6 +14 22 24 +17 +11 +17 2 begin a war encounter distant [see page 576].) Commerce Phase Step 2: Approve Expenses conditions override others (Core Rulebook 618). It may be bogged down in mud, snow, underbrush, 6 22 Kingdom feat Boating Economy Establish Trade Agreement* — Improve Lifestyle (page 527) 7 +15 23 25 +18 +12 +18 2 Step 2: Play a Round Some army conditions have a numerical condition rubble, or similar terrain, encumbered by carrying 7 23 Skill increase 8 +16 24 27 +19 +13 +20 3 Each army takes three war actions on its turn, chosen Go Fishing Tap Treasury (page 528) value. This value conveys the severity of a condition, and heavy burdens, or any other reason. Mired always has 8 24 Experienced leadership +2, Kingdom feat, ruin resistance 9 +18 26 28 +21 +15 +21 3 from Basic War Actions or from any other war actions Rest and Relax* Commerce Phase Step 3: Tap Commodities such conditions often give a bonus or penalty equal to a value. A mired army takes a circumstance penalty to 9 26 Expansion expert(Claim Hex 3 times/turn), settlement construction (city), skill increase Trade Commodities (page 525) 10 +19 27 30 +22 +16 +23 3 the army may have access to. 11 +21 28 31 +24 +18 +24 3 their value. These values can often be reduced by taking all maneuvers equal to its mired value. If an army ever 10 27 Ability boosts, Kingdom feat, life of luxury Defense Stability Fortify Hex — Commerce Phase Step 4: Manage Trade Agreements Step 3: Check for Routs 12 +22 30 33 +25 +19 +26 4 the Recover Army activity or simply by waiting, as becomes mired 4, it becomes pinned. 11 28 Ruin resistance, skill increase Provide Care Manage Trade Agreements (page 529) At the end of the round, after every army has acted, 12 30 Civic planning, Kingdom feat Activity Phase Step 1: Leadership Activities 13 +23 31 34 +26 +20 +27 4 described in the condition itself. If a condition value is Distant: An army that has the distant condition has there’s a chance that armies might rout. An army whose 13 31 Skill increase Engineering Stability Build Roads Irrigation Capital Investment (page 529) 14 +25 32 36 +28 +22 +29 4 ever reduced to 0, the condition ends. managed to retreat a fair range away from enemy armies, HP is at or below its Rout Threshold must attempt a 14 32 Kingdom feat, ruin resistance Clear Hex* Repair Reputation (Decay)* Celebrate Holiday (page 524) 15 +26 34 37 +29 +23 +30 4 Morale check; the DC is equal to the highest Morale Concealed: A concealed army is tougher to target, and is potentially poised to make an escape from the field 15 34 Ability boosts, settlement construction (metropolis), skill increase Demolish Clandestine Business (page 526) 16 +28 35 39 +30 +25 +32 5 DC among the remaining enemy armies. On a critical and gains a +2 circumstance bonus to its Maneuver of battle. Armies can attempt a ranged Strike against 16 35 Experienced leadership +3, Kingdom feat Establish Settlement* Craft Luxuries (page 522) 17 +29 36 40 +32 +26 +33 5 success, that army no longer has to check for routs at checks. Attacks against it take a –2 circumstance penalty. distant armies, but they take a –5 penalty to that Strike. 17 36 Ruin resistance, skill increase Establish Work Site Create a Masterpiece (page 522) 18 +30 38 42 +33 +27 +35 5 this step for the remainder of the encounter (but it can This condition lasts as long as the event granting the Outflanked: The army has enemies coming at it from 18 38 Kingdom feat Creative Solution (page 527) 19 +32 39 43 +35 +29 +36 5 still become routed from other effects). On a failure, concealment persists. many directions and must split its forces to deal with Exploration Economy Abandon Hex* — Establish Trade Agreement (page 519) 20 +33 40 45 +36 +30 +38 6 the army increases the value of its shaken condition 19 39 Skill increase Defeated: When an army has zero Hit Points, it threats on every side. The army takes a –2 circumstance Claim Hex* Focused Attention (page 520) by 1. On a critical failure, the army becomes routed. 20 40 Ability boosts, envy of the world, Kingdom feat, ruin resistance becomes defeated. A defeated army cannot take war penalty to its AC. RANDOM KINGDOM EVENTS Clear Hex* Hire Adventurers (page 524) ARMY ACTIVITIES Step 4: Begin the Next Round actions. A defeated army can be restored to 1 Hit Point Pinned: The army and cannot move freely. It has the Hire Adventurers Infiltration (page 526) d% roll Event KINGDOM MILESTONE XP AWARDS NEGOTIATION DCS Pledge of Fealty (page 520) Skill Key Attribute Untrained Activities Trained Activities After checking for routs, the round is over and the next with the Recover Army activity (although the basic DC is outflanked condition and cannot use any maneuver war Certain Leadership activities (Establish Trade — — Disband Army — one begins. increased by 5 for this check). Any effect that restores a actions. A pinned army cannot be deployed. 1–3 Archaeological Find XP Award Milestone Folklore Culture Celebrate Holiday — Prognostication (page 527) Arts Culture Recover Shaken Army Recover Weary Army (expert) 4–5 Assassination Attempt 40 Claim your first Landmark (page 536) Agreement, Pledge of Fealty, Request Foreign Quell Unrest* Provide Care (page 523) Boating Economy Deploy Army — Step 5: End the Encounter defeated army to at least 1 Hit Point removes the defeated Routed: The army retreats, whether due to magical 6–7 Bandit Activity 40 Claim your first Refuge (page 536) Aid, Send Diplomatic Envoy) allow a kingdom to Purchase Commodities (page 529) Once all armies on a side are routed or destroyed, condition. A defeated army can only be moved one hex compulsion or simply broken morale. On its turn, a routed Defense Stability Garrison Army — 8–10 Boomtown 40 Establish your first village (page 511) attempt checks to negotiate with other groups. Industry Economy Establish Settlement* Relocate Capital Quell Unrest (page 521) the encounter ends; see Victory or Defeat (below) to at a time with the Deploy Army activity. A defeated army army must use the Retreat war action. While routed, the Recover Damaged Army — 11–14 Building Demand 40 Reach kingdom Size 10 (page 533) The following list provides DCs for these checks Trade Commodities Recruit Army (page 569) determine the final results of the encounter. can be Disbanded normally. It cannot be used for any army takes a –2 circumstance penalty to Morale checks. Relocate Capital (page 525) Recover Weary Army — 15–17 Crop Failure 60 Establish diplomatic relations for the first time for groups the PCs are likely to encounter. Feel other Army activity as long as it remains defeated. This condition ends automatically once a war encounter Repair Reputation (page 521) Engineering Stability Garrison Army — 18–19 Cult Activity 60 Expand a village into your first town free to adjust them up or down to represent Intrigue Loyalty Infiltration Clandestine Business Request Foreign Aid (page 528) Outfit Army — FORTIFICATION STATISTICS If a defeated army takes damage, it must succeed at a is resolved, but the routed army increases 20–22 Diplomatic Overture 60 All eight leadership roles are assigned New Leadership* Pledge of Fealty* 21971880 452100