Fortify Hex

#downtime #region

Requirements. The target hex must be claimed by your kingdom and must not have a settlement in it.


You 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 (Building on Rough Terrain). Then attempt a basic check.

A fortified hex grants an additional bonus in warfare, 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.

Vance and Kerenshara. The Fortify Hex Activity gives a Hex the Refuge terrain feature. If a Settlement is later established in the Hex, the GM may allow the Refuge to be converted to a free or discounted appropriate Structure, such as a Barracks. Any free Structure should not exceed one Resource Die. For a discounted Structure, the GM can choose how much to discount it but the discount should not be more than one Resource Die and/or two Commodities. The Kingdom must pay any remaining RP and Commodities. The new settlement then starts with the Structure.