Kingmaker Cheat Sheet

These rules extend the standard Varlyn ruleset for the Kingmaker campaign. The party explores the Stolen Lands hex by hex on a regional map - each hex is 12 miles across. The day is divided into Hexploration Activities (HAs) spent on traveling, scouting, or camp tasks.

These rules are provisional and may be revised or incorporated into the core Varlyn ruleset in the future.

Other cheatsheets: Varlyn Master Cheatsheet

Hexploration

Each day has a number of Hexploration Activities (HAs) based on pace.

Pace HA Guide Β Track Forage Lookout
Careful 1 Adv. Normal Normal Adv.
Normal 2 Normal Disadv. Disadv. Normal
Reckless 3 Disadv. None None Disadv.
Pace Hide Tracks Reconnoiter Stealth
Careful Adv. Adv. Normal
Normal Normal Normal Disadv.
Reckless Disadv. Disadv. None

Terrain cost to Travel or Reconnoiter a hex:

Terrain HA
Open (plains, grasslands) 1
Difficult (forest, desert) 2
Greater difficult (mountain, swamp) 3
Road βˆ’1

HA modifiers:

  • Exhaustion βˆ’1 HA per 2 exhaustion levels
  • Forced March +1 HA, travel only; Con save end of day (DC 10+5/day) or gain exhaustion
  • Severe Weather βˆ’1 HA
  • Pathfinding / Mountain Routefinding +1 HA (one skill only)

Individual activities: Fortify Camp (Int Craft vs terrain DC) Β· Map the Area (Investigation or Survival; requires Reconnoiter first)

Weather Saves

While traveling in bad weather, each character makes a Con save per HA spent on Travel or gain 1 exhaustion.

Weather DC Perception
Light Rain / Snow 5 βˆ’1
Heavy Rain / Snow 10 βˆ’2
Hailstorm 15 βˆ’4
Blizzard 20 βˆ’6
Sandstorm / Tornado 25 βˆ’8

Predict weather: Wis (Survival) DC 15 at Breaking Camp. Expertise with terrain skill.

Daily Activity Structure

Each day: spend HA on Travel/Reconnoiter, then at camp each character performs:

  • 1 Pre-camp Activity (arrival tasks)
  • 1 Large Rest Activity (evening work)
  • 1 Small Rest Activity (quick tasks)

Camp Activities Reference

Activity P L S Skills Description
Aid βœ“ βœ“ βœ“ β€” Help
Camp Camouflage βœ“ Survival/Scouting, Stealth Hide camp
Cooking βœ“ Survival, Cooking Temp benefits (see table)
Craft Item βœ“ Various Create items
Decipher Writing βœ“ βœ“ Investigation, Research Read coded text
Fortify Camp βœ“ βœ“ Craft +2 to init & Perception
Identify Magic βœ“ βœ“ Arcana ID magical items
Influence NPC βœ“ βœ“ Persuasion/Deception Improve attitude
Learn Language βœ“ βœ“ β€” Practice language
Maintain Gear βœ“ Intelligence Take care of equipment
Map the Area βœ“ βœ“ Investigation, Survival -2 to nav checks
Organize Supplies βœ“ Survival Reduce spoilage
Plan Next Day’s Route βœ“ βœ“ Nature, Survival +1 to Travel checks
Repair Item βœ“ Craft Restore durability
Relax βœ“ βœ“ β€” Recover & rest
Scout Perimeter βœ“ βœ“ Survival, Perception Detect ambushes
Stand Guard βœ“ βœ“ Perception Watch threats
Tell Campfire Story βœ“ Performance Inspire allies
Trapping βœ“ Survival, Foraging/Hunting/Trapping skills Catch game
Treat Wounds βœ“ Medicine Heal wounds

Cooking Results

Check Result Benefit
≀ 5 Spoilage: lose 1d4 extra rations
6-15 No effect
16-20 Save 1d4βˆ’1 rations (min 0)
21-25 As 16-20, +2 temp HP each
β‰₯ 26 As 16-20, +5 temp HP each, advantage on disease/poison save

Identify Magic Results

Result Normal Knowledge (Arcane) Artifice/Antiquities
≀ 4 - - -
5-9 - - Basic
10-14 - Basic Enhanced
15-19 Basic Enhanced Complete
β‰₯ 20 Enhanced Complete Detect Curses

Organize Results

Result Benefit
≀ 4 Misplace equipment.
5-14 No effect
15-19 Supplies get well-protected.
20-24 As 15-19, +2 to the next skill.
β‰₯ 25 As 20-24, and a Lucky Find.

Watch Schedule

Group Total Each Watch
2 16 h 8 h
3 12 h 4 h
4 10 h 40 m 2 h 40 m
5 10 h 2 h
6 9 h 36 m 1 h 36 m
7 9 h 20 m 1 h 20 m
8 9 h 9 m 1 h 9 m
9+ 9 h 1 h

Skills Β· Adventuring & Resting Β· Travel Β· Kingmaker Rules