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A
kingdom directs troop movements, Many buildings you might construct provide additional
oversees construction of new buildings, options for your decrees. You can forgo making decrees
repairs besieged towns and cities, and on your turn. If you can't decide what to do on your turn,
founds new villages. This whirl of activity is consider making the Patrol decree to create a buffer
organized into seasons. It takes time to between your settlement and any enemy army.
raise and organize units, plan attacks and
sieges, explore new regions, plan sprawling 
cities, and all the other things kingdoms do. You can lend your help to another settlement, one of your
In a season, each settlement fulfills at least one decree. own or that of a different kingdom. When you make the
Unlike rounds of combat, kingdoms do not take turns. Aid decree, you send one of your units to a settlement
Instead, all decrees occur simultaneously, being set in within range. If the target settlement is sieged in the
motion at the beginning of the season and coming to same season, the unit you sent becomes the target of the
completion (or failing) by the end of the season. attack instead of the allied settlement. Any subsequent
Once each settlement has received its decrees, the attacks in the same season target the settlement.
decrees are resolved, and a new season begins.

You can make the Attack decree to confront an enemy
Step-by-Step Season unit within range. Doing so initiates a battle. See the
1. DM determines new threats. The DM rolls "Battles" section for the rules that govern mass combat.
on the New Threats table for each player 
settlement. (See chapter 2.) You can make the Celebrate decree to declare a season of
2. DM determines decrees. If there are any festivities. The fields lie fallow, debts are forgiven, and
enemy kingdoms in play, the DM chooses their grudges are forgotten. The celebration confers 5 bulwark
decrees without revealing them to the players. points to Loyalty. The settlement can fulfill no other
3. Players determine decrees. Players choose decree this season, no matter its size.
one or more decrees for each settlement in
their kingdom. 
4. Resolve decrees. The DM reveals any enemy You can make the Construct decree to create a new
kingdom decree. Player and enemy decrees are building in your settlement. You can choose any building
then resolved. to construct, so long as you meet its prerequisites. The
5. The new season begins. When every building is completed at the beginning of the next season,
settlement in play has had a turn, the season at which point you start to benefit from its features.
ends. Repeat these steps in the following
season. 
If you have a barracks within your settlement, you can
make the Garrison decree. Doing so raises a military unit
and places it within your settlement. An enemy unit must
 defeat the garrisoned unit in a clash before it can attempt
a siege on your settlement.
At the start of a new season, the party issues decrees so
long as they are somewhere in their kingdom. Each of 
your settlements can fulfill at least one decree. The most Sometimes you want to fortify a place where there are no
common decrees are these: settlements. To do so, you can make the Guard decree to
Aid send a unit to a region within range, where the unit
Attack remains for the duration of the season. Once there, if an
Celebrate (village green unlocks) enemy unit enters the region, a battle is initiated. See the
Construct "Battles" section for the rules that govern mass combat.
Garrison (barracks unlocks) 
Guard Certain buildings allow characters to make money from
Harvest (specified buildings unlock) investing in their settlement. You can make the Harvest
Repair decree to put time and money into a local business. Roll
Patrol the relevant industry check (usually Commerce) and add
Siege the industry modifier. Then consult the Harvest Earnings
table.
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Harvest Earnings
Check Total Earnings Party in the Spotlight
Running a kingdom can be fun, but unending
4 or lower lose 10d4 gp seasons of it might get stale for players. DMs
5-9 1d4 gp should often give the party challenges that fall
outside of running the realm. And there is
10-14 5d4 gp plenty of game material to help DMs do just
15-19 10d4 gp that.
Any of the following events can trigger an
20+ 10d4 + 300 gp adventure:
When you make the Harvest decree, you may harvest Exploring a new region (see chapter 2)
once from as many buildings in your settlement as have Building a stronghold (see chapter 3)
that feature, rolling that many times on the table. Constructing a new building (see chapter 5)
Leading a unit as its commander (here in
 chapter 6)
When you make the Repair decree, you can restore one
industry score of your choice to its maximum. See the Even the heroes walking around town is a
"Damage and Repairs" section for the rules governing good opportunity for social encounters, using
repairs. the settlement characteristics and flaws found
in chapter 4.

You can order a unit to patrol the regions immediately
surrounding a settlement. To do so, make the Patrol
decree and choose a settlement within range. If any 
enemy unit enters a region adjacent to the chosen A unit is a single, cohesive group of creatures that is
settlement this season, a battle begins. See the "Battles" organized to work together. They are raised in
section for the rules that govern mass combat. settlements and sally forth from there. Not every unit is
A unit cannot patrol regions it cannot enter. For an army, though many are. A unit might instead be
example, an overland unit cannot patrol an underwater comprised of traders, aristocrats, spies, and saboteurs, to
region. name a few. Their functions are as varied as the
 settlements from which they come.
The Siege decree brings the battle to another Mechanically, a unit is like an arrow and the settlement
settlement's doorstep. With this decree, you can attempt is like the bow. You send a unit from the settlement out
to conquer or destroy an enemy settlement. into the wide world with a target in mind and then hope it
See the "Battles" section for the rules that govern effectively hits its mark, or accomplishes its objective.
battles. Win or lose, the victors (or survivors) return to rest,
restock supplies, and receive new orders. For this reason,
there’s no reason to track units from season to season.
 Simply give the unit an order and determine whether it
The din of a hundred swords striking against a hundred succeeds or fails in the same season.
shields. The rallying cry of the commander. A brilliant Accordingly, a unit is treated as a decree on the city
flash of light as war mages hurl balls of fire at siege sheet or settlement stat block. The unit has a range, an
engines. The caw of ravens awaiting their imminent attack bonus, and damage to roll. Succeed or not, the unit
feast. Roars of fury, shouts of triumph, cries of pain. effectively disbands once it performs the specified
Combat between kingdoms can be chaotic, deadly, and decree. See the "Making an Attack" section below for the
very rewarding. rules that govern unit attacks.
This section provides the rules you need for your 
settlements to raise units of troops, siege enemy
settlements, attack opposing armies, and more. The Archers let arrows fly over a city wall. Bandits plunder a
Dungeon Master controls all enemy units and village before burning it to the ground. A saboteur plants
settlements, while the players control their kingdom's explosives in the town hall. Foreign traders outbid the
settlements and units. local merchants. Spies plant rumors of the ruler's
growing insanity. Two armies face each other on an open
plain. A squadron of griffon riders swoops down on the
militia desperately trying to protect their interplanar
portal.
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A battle is a contest involving one or more units. Not
every battle involves weapons and death. Battles can be
insidious spy operations, a front in an ongoing trade war, Variant: Mass Combat Rules
or the more traditional contest between armored troops. If the rules here that govern unit-vs-unit battles
There are two types of mass combat: clashes and are too streamlined for your tastes, you have
sieges. A clash is between opposing units, while a siege the option to instead use the February 2017
is between a unit and a settlement. No matter which Unearthed Arcana: Mass Combat rules, available
occurs, battles have a simple structure. for free download at
1. Choose a target. Pick a target, whether enemy unit DungeonsAndDragons.com
or settlement, within your unit's range. In that case, for your convenience, each unit
2. Determine modifiers. The DM determines whether in this book is listed with its Battle Rating (BR).
you have advantage or disadvantage against the target. In
addition, some features can apply penalties or bonuses to
your attack roll.
3. Resolve the battle. You make the attack roll, rolling 
a d20 and adding the appropriate modifiers. On a hit, you Just like a character in combat, if the unit's d20 roll for an
roll damage, unless the particular attack has rules that attack is a 20, the attack hits regardless of any modifiers
specify otherwise. Some attacks cause special effects in or the target's AC and you roll all of the attack's damage
addition to, or instead of, damage. dice twice and add them together. Then add any relevant
modifiers as normal.
 If the d20 roll for an attack is a 1, the attack misses
When a unit makes an attack roll, the most common regardless of any modifiers or the target's AC.
modifier to the roll is an industry modifier. The industry 
modifier a unit uses for its attack roll depends on its
settlement of origin and the attack type listed in its Each unit has a commander, as listed in the unit
description: Military, Commerce, Health, Lore, Religion, description. The commander does not count toward
or Loyalty. For example, a unit of archers is an Overland determining the unit's size. If a party member is traveling
Military Attack. When archers are sent from a settlement with the unit, the character is the commander by default.
with a Military modifier of +1, the unit's attack roll If more than one party member is traveling with the unit,
modifier is also +1. they are all equally commanders.
When an enemy unit makes an attack roll, it uses To make battles and sieges more interesting for
whatever modifier is provided in its settlement's stat players, you may run a combat encounter starring the
block. heroes and the enemy unit's commander or settlement
leader, plus as many members of each unit you think
Siege would make the combat interesting. This combat
In a siege, an attack roll is made against the target's encounter should highlight critical events in the battle,
relevant industry score. For example, a unit of archers such as assassinating an enemy commander, taking
must equal or exceed the enemy settlement's Military control of a bridge, poisoning the empress's son, etc.
score. On a hit, roll the damage as listed. When the battle isn't a militant one, you might consider
a social or exploration encounter.
Clash Winning a commander combat encounter or
Since units have neither scores or Armor Class, a battle equivalent should grant advantage on the battle's attack
is settled by a type of contest called a clash. roll or similar boon to the victor.
To resolve a clash, both units make attack rolls. They
apply all relevant bonuses and penalties, but instead of 
comparing the total to an Armor Class, they compare the Conquest and destruction are constant companions of
totals of their two attack rolls. The participant with the those who run kingdoms. The invading host, the plague
higher attack roll defeats the opposing unit. doctors carrying disease, or the charisma of foreign
For example, if a unit of archers attacks an enemy unit diplomats all have the potential to damage, or even
of archers, they both roll d20s, apply the military destroy, the best of settlements.
modifier of their settlement of origin, and compare the Industry scores represent the vitality of a settlement.
results. The highest result wins the clash, destroying the Settlements with high industry scores are more difficult
opposing unit. to conquer or destroy. Those with one or more low
If the contest results in a tie, the units both roll industry scores are easier prey.
damage. The unit that suffers the most damage is Some settlements can have very uneven industry
destroyed. If they roll the same amount of damage, they scores. A settlement that invests in increasing its military
are both destroyed. score at the expense of all others might be very strong
militarily but leaves itself very vulnerable to other kinds
of damage, such as loyalty or commerce.
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A settlement's current industry score (usually just called
an industry score) can be any number from 1 to the
How Long Is a Season? settlement's industry score maximum. This number
By default, a season represents about 3 months changes as a settlement takes damage or completes
(or 91 days) in the game world. But if your repairs.
group prefers a different pace, you can shorten Whenever a settlement takes damage, that damage is
or lengthen the duration. Doing so doesn’t subtracted from its current industry score. Damage to an
appreciably change the dynamics, but can industry score affects a settlement's capabilities and its
certainly affect the feel of the campaign. units' modifiers until the players use the Repair decree to
1 Year (365 days). If you define a season as a bring an industry score back up to maximum.
year, you get a more realistic feel. Buildings take
time to construct, and lengthening a season to

a year reflects that time investment. Each unit specifies the damage it deals. You roll the
Furthermore, armies are difficult to raise, damage die or dice, add any modifiers, and apply the
supply, and transport to the front lines. The side damage to your target. Special abilities and other factors
effect is that progress is slow. Your party might can grant a bonus to damage.
complete entire campaign arcs before seeing With a penalty, it is possible to deal 0 damage, but
the next building go up or unit attack. The never negative damage.
party’s children or grandchildren might be the When attacking with a unit, you add your industry
ones to see the kingdom’s first metropolis. modifier—the same modifier used for the attack roll—to
6 Months (183 days). A season defined as half the damage.
a year splits the difference between the default 
and a year. The kingdom grows twice as fast, Different units deal different types of damage to a
sacrificing some verisimilitude, but the party settlement. A damage type lowers the corresponding
might see their kingdom’s height by the time current industry score.
they’re ready to retire. The damage types follow, with examples to help a DM
1 Month (30 days). You can shorten seasons describe the in-world effect.
to just one month’s time. Like booming frontier Military. Destroying fortifications and killing fighting-
towns, settlements appear seemingly overnight. age citizens.
Decrees must be issued between almost every Commerce. Demanding tribute or wrecking the local
adventure. You can see your kingdom rise to economy with monopolies, trade wars, or tariffs.
great heights in just a few years.

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    Health. Introducing plagues and virulent disease or Lore. After a long propaganda campaign, history is
creating undead. rewritten to the point that a docile population is left
Lore. Erasing memories, destroying books, or impressionable to new ideas and governments.
perverting young minds. Religion. The gods no longer protect the settlement.
Religion. Weakening faith, sending divine wrath, Faith in the state religion weakens, and the people look
converting to a different religion, or undermining to new gods to worship.
religious institutions. Loyalty. A people's revolt results in a coup against their
Loyalty. Eroding trust in rulers, society, traditions, and settlement leaders. Mobs destroy the statues and
institutions. Sparking fear and destroying pride and iconography of the state.
hope.

 If an enemy unit decides to capture the vanquished
 settlement, the kingdom to which the sieging unit
belongs takes control of the settlement. All buildings
Just as some creatures have resistances and associated with the industry score that was reduced to 0
vulnerabilities to a damage type, so do some settlements are completely destroyed. The destroyed buildings
and units. They function for settlements and units just cannot be repaired. All other buildings are left intact.
like they do for creatures, except that the damage types For example, let's say the Barony of Nimressa sieges
are different. the village of Twin Fields with a unit of veterans. The
veterans inflict enough military damage to bring the
 village's Military score to 0. Choosing to capture the
Unless it results in the settlement being razed to the village, The Barony of Nimressa takes control of Twin
ground, damage isn't permanent. Repairs can restore a Fields. However, the village's only Military building, a
settlement's industry score. smithy, is destroyed. Its inn and shops are spared.
When a settlement undergoes repairs, one of its Wandering Monster Units
industry scores is restored to its maximum. (A Most DMs will have a unit of wandering monsters raze
settlement's industry score can't exceed its maximum.) any settlement they reduce to 0 hit points, rather than
For example, the queen orders her capital city to undergo having the monsters take over the settlement. However,
repairs after a recent attack. That season, the settlement mighty villain kingdoms could start when a unit of
makes the Repairs decree. If the city has a current wandering monsters decide to make a captured
Military score of 8 and has a maximum Military score of settlement their new home.
14, the city repairs all military damage, bringing the
current Military score all the way to its maximum of 14. 
Other industry scores are not affected. Sometimes an attacker wants to hobble a settlement,
A settlement that has been razed can't regain industry rather than destroy it or seize it. When a sieging unit
scores unless powerful magic restores the settlement. reduces one of a settlement's industry scores to 0, the
 attacker can destroy all buildings corresponding to the
damage type dealt but leave the ownership of the
When one of the settlement's industry scores drops to 0, settlement to the kingdom to which it already belongs.
the settlement is either razed or captured, as explained in
the following sections. The enemy unit responsible for 
the damage decides which. Some building abilities confer temporary bulwarks to
 one of a settlement's industry scores. Bulwarks aren't
If the sieging unit decides to raze a settlement, the actual industry scores; they are a buffer against damage,
settlement and all of its buildings and housing are a pool of points that protects you from sieges.
completely destroyed. Only powerful magic can repair a When you have a bulwark to an industry score and
razed settlement. take corresponding damage, the bulwark points are lost
For convenience, examples follow to describe how a first, and any leftover damage carries over to your normal
razing might look corresponding to each damage type. Industry Score. For example, if you have 5 bulwark
Military. Defensive towers are smoldering ruins. The points to Loyalty and take 7 loyalty damage, you lose the
advancing army slays or shackles each and every person bulwark points and then take 2 loyalty damage.
who dares oppose them. Because bulwarks are separate from your actual
Commerce. Confidence in the local currency is industry scores, they can exceed your industry score
destroyed. The settlement's insurmountable debts fall maximum. A settlement can, therefore, be at maximum
due. Prices for the necessities of life skyrocket. industry score and receive bulwarks.
Health. A plague decimates the population, destroying
the foundations of its society.
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Repairs can't restore bulwark points, and they can't be
added together. If you have bulwark points and receive
more of them, you decide whether to keep the ones you Why Do Unit Ranges Seem Low?
have or to gain the new ones. For example, if a spell Range is not just a measure of how far a unit
grants you 12 bulwark points when you already have 10, can travel in a season. That number would be
you can have 12 or 10, not 22. very high indeed.
Unless a feature that grants you a bulwark has a Keep in mind that an army must be raised,
specific duration, the bulwark lasts until the points are paid, and trained; a strategy devised; and
depleted or a new season begins. supplies and food gathered, stored, and
rationed. And that's before the army even leaves
 the settlement! Furthermore, inclement
Caravaneers wend their way along the wide dirt highway, weather might keep an army immobile for a
dreaming of the gold at the end of their journey. A time.
phalanx of soldiers gets lost in the shifting sands of the So, think of range as the number of miles a
desert. After a long flight, the griffon rider company unit may go and still conduct a successful siege.
begins their aerial assault on the diabolical city. A fleet of One of many complications is rations. A unit of
corsairs, wolves of the water, hunt for the underwater 400 Medium creatures needs to eat 400
city. pounds of food a day and drink 800 gallons of
water. Foraging would never be enough to
 sustain so many and would be very taxing on
These rules assume that the world is loosely divided into the land.
hexagonal regions. Your group might find a visual
representation helpful, be it rough or detailed. Regions
come in every conceivable variety, but all have two things Airborne
in common. Each region is 6 miles wide, or a little more A unit that has an airborne range can travel by flying. By
than 23 square miles. At a normal walking pace, a party so doing, the unit can completely avoid difficult terrain.
on foot can cross four regions per day, or two regions of Because they can fly in a straight line, such units usually
difficult terrain. A party can also survey an entire region have vast ranges. Airborne units also ignore certain
in a single day, barring complications. settlement defenses, such as palisades and walls.
Each region has a terrain type, as explained in chapter
2. While a given region might have a mix of terrain, the Overland
DM should decide which type of terrain is predominant A unit that has an overland range travels by walking,
for the purposes of the game. riding, or marching. As such, they are susceptible to
difficult terrain.

Sailing
Individual creatures and the party should continue to use A unit of ships can move on the water's surface, but not
the Travel Pace rules as described in chapter 8 of the on land unless otherwise noted. Sailing units can attack
Basic Rules or Player's Handbook. In game terms, settlements on the coastline.
individual creatures can go just about anywhere if they're
willing to invest the time it takes to get there. Underground
 A unit entirely composed of Underdark creatures or
A unit, on the other hand, is bound to a specific range. A those with a burrowing speed can move underground
unit's range tells you how far it can travel. The range is an undetected, but usually suffer from a limited range.
abstraction, representing how far a unit can go before its Underwater
supplies run out, its morale frays to the breaking point, or
its stamina is depleted. If you target a region outside of a A unit of creatures that can breathe water or that do not
unit's range, the unit disbands before arriving there, require air can swim underwater or walk along the floor
effectively destroying it. of the body of water.
Any given unit's range actually lists two numbers. The 
first is the unit's normal range in miles, and the second
indicates the unit's long range. When attacking a Just as difficult terrain slows individual creatures, it
settlement or unit beyond normal range, you have slows units as well. For most races, deserts, forests,
disadvantage on the attack roll, due to the weakened mountains, swamps, and the Underdark are considered
state of the unit. And you can't surpass a unit's long difficult terrain. Exceptions are in the Difficult Terrain by
range. Race table.
In addition, all units have a range type, divided into the
following categories.
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Your unit moves at half speed in difficult terrain—moving
1 mile in difficult terrain costs 2 miles of travel—so your
unit's range is effectively halved. Hard Mode
In addition, races with no darkvision, such as halflings The rules here assume the party is exploring
and humans, treat the Underdark as difficult terrain. And with relative ease. For a more robust and
only amphibious races, such as tritons, or undead perilous ruleset, use the exploration rules found
creatures, who need no air, can travel underwater. in Tomb of Annihilation.
Difficult Terrain by Race
Race Difficult Terrain When a party declares their intention to chart a region,
Dwarf Desert, forest, swamp the DM should roll up to three times on the threat table
appropriate to their character level. (See chapter 2.) The
Elf Desert, mountain, swamp results of these rolls are the threats in the area that the
heroes must deal with before constructing a stronghold
Firbolg Desert, mountain, swamp, Underdark
there.
Gnome Desert, swamp
Foreign Settlements
Goliath Desert, forest, swamp, Underdark The next task is to discover whether or not the region
Lizardfolk Desert, mountain, Underdark already contains a settlement. To answer, the DM can roll
on the tables below or simply choose from the available
Triton All but coastal or underwater options.
Yuan-ti Mountain, Underdark
Settlement Size
d100 Settlement Size

1-75 No settlement
Venturing into the unknown is a quintessential aspect of
adventuring. When your character or party moves into an 76-90 Village
uncharted region, roll on the Random Terrain table. 91-96 Town
Random Terrain 97-99 City
d20 Terrain Type
00 Metropolis
1 Arctic
2-3 Coast (half water) If a settlement is present, roll on the Settlement
Attitude table to determine its attitude toward the party
4 Desert or their kingdom. These attitudes correspond to those
found in the "Social Interaction" section in chapter 8 of
5-6 Forest the Dungeon Master's Guide. Note that settlement
7-9 Grassland attitudes take time to change because doing so involves
dozens, hundreds, or even thousands of people.
10-11 Hill
12 Mountain Settlement Attitude
d6* Attitude
13 Swamp
0-3 Hostile
14-16 Water
4-5 Indifferent
17-20 As previous result rolled on this table
6 Friendly
DMs should feel free to alter this table to best suit their * Reduce the die roll by 1 if the settlement's inhab-
game world. For example, a campaign set in a itants are evil.
particularly dry land should have more desert than
grassland, so those die results can be switched.
To determine the racial composition of a foreign
 settlement, roll on the race table provided for each
The party might decide to survey a region, which involves terrain in chapter 2.
mapping and cataloguing its resources and peoples.

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