Actions | Activities


Fortify Hex

Downtime Region 
Source Kingmaker Adventure Path pg. 523
Requirements The target hex must be claimed by your kingdom and must not have a settlement in it.
Your command your engineers to construct a protected encampment, such as a fort or barbican, to serve as a defensive post in the hex. Spend RP as determined by the hex's most inhospitable terrain (see the Building on Rough Terrain sidebar on page 519). Then attempt a basic check. A fortified hex grants an additional bonus in warfare (see Appendix 3), but also gives traveling PCs a place to rest that prevents wandering monsters from interrupting their rest.

Critical Success You find a defensible position for your fortification and finish construction efficiently. Gain a refund of half the RP you spent to build in the hex, then reduce Unrest by 1.
Success You establish your fortification in the hex. Reduce Unrest by 1.
Failure You fail to fortify the hex.
Critical Failure Your attempt ends in disaster. Not only do you fail to build a structure, but you lose several workers to an accident, banditry, a vicious monster, or some other unforeseen occurrence. Gain 1 Unrest.