This is what I came up with...
Battle Preparations
The adventurers' goal is to get the Collinwood rebels ready to fight! They have three days to do so. Each day, each PC can attempt one meaningful action. Each time they succeed, they earn one point. If they make 8 successes, they earn 1 VP. If they make 10, they earn 2 VP. Below is a list of actions they can take to prepare the Collinwood rebels.
Entertain the Troops: A character can use performance or proficiency in a musical instrument (DC 15) to put the rebel’s nerves as ease. This skill can be used to gain 2 successes. Casting Calm Emotions automatically grants 1 success.
Military Tactics: A character can use History (DC 11) to identify relevant lessons from past wars, to apply broad rules of strategy to the rebels' circumstances, or to draw up plans for rudimentary defenses based on what other people have done in the past. This skill can be used to gain 3 successes. Casting Augury automatically counts as 1 success.
Minister to the Faithful: A character can use Religion (DC 13) to conduct an invocation to the deities, to council fearful fighters, or to lead the Collinwooders in seeking divine favor in the battle to come. This skill can be used to gain 2 successes. Casting Bless automatically counts as 1 success.
Project Confidence: A character can use Intimidate (DC 15) to project self-confidence and competence, to challenge uncertain rebel leaders and push them to do better, or to reassure nervous rebels by making light of the threat posed by the Iron Circle attack. This skill can be used to gain 3 successes. Casting Enthrall automatically counts as 1 success.
Rally the Troops: A character can use Persuasion (DC 13) to convince certain rebel factions to put themselves under Mathew Bishops’ overall command, to smooth personal rivalries and jealousies, or to persuade certain rebel bands to take on tasks that are particularly dangerous, difficult, or unpleasant. This skill can be used to gain 3 successes. Casting Suggestion automatically counts as 1 success.
Scout the Battlefield: A character can use Nature (DC 13) to study potential battlegrounds, to anticipate weather conditions, or to supervise camouflage efforts. This skill can be used to gain 3 successes. Using Primeval Awareness automatically counts as 1 success.
Other Actions: PCs can try to use other actions they can think of, such as aiding in getting supplies, training rebels in basic drilling, or spy on enemy troops. Most of these should be either a DC 15 skill check or require some form of magic or class ability if they wish to earn a success. Some actions may seem helpful, but aren’t (Arcana to determine optimal spell placement is mostly wasted, there are no casters among the rebels) and some could be detrimental (Carousing before the battle, open contempt for the leadership, picking fights) which can subtract successes.