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Expanding Settlement Modifiers

Source Ultimate Campaign pg. 230
As explained in the Buildings section, the Settlement entry for a building lists modifiers that affect skill checks in the settlement. If the GM wants these modifiers to influence the kingdom as a whole, add up the Settlement modifiers for all settlements in your kingdom, divide them by 10, and apply the following adjustments according to your kingdom’s alignment: Chaotic: +1 Crime; Evil: +1 Corruption; Good: +1 Society; Lawful +1 Law; Neutral: +1 Lore (apply this twice if the kingdom’s alignment is simply Neutral, not Chaotic Neutral or Lawful Neutral). Use these total modifiers everywhere in your kingdom. If a settlement has its own settlement modifier, use the higher of the two modifiers for rolls relating to that settlement.