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Appendix 2: Kingdoms

Kingdom Events

Source Kingmaker Adventure Path pg. 553
As the PCs' kingdom grows, all manner of unusual or irregular events will affect its fortunes and guide its growth. There are two categories of kingdom events: story events that occur as a result of the campaign plotline and random events.

Story events are resolved when they occur, as detailed in the earlier chapters of this Adventure Path and often include greater details for how the PCs can take part in resolving the event. These events take place during regular play even though they draw upon kingdom statistics. They're usually resolved during downtime.

Random events are resolved entirely by the kingdom itself and take place within the Event phase of a Kingdom turn. A flat check at the start of this phase determines whether a random event occurs, although you could roll this check in advance for any number of Kingdom turns or even just choose which events are going to take place for a span of time. Determining the events that will play out in advance gives you the ability to build narratives during play to foreshadow upcoming events (so that when they occur, they aren't completely unexpected) and might inspire interesting ways to combine events with the ongoing campaign's story.

Resolving Kingdom Events

Source Kingmaker Adventure Path pg. 553
All kingdom events resolve in downtime, although for some story events, there may be periods of exploration or encounter mode before or after an event's resolution. Some kingdom events grant boons or benefits, while others can harm a kingdom by costing resources, increasing Unrest or Ruin, penalizing activities, or damaging structures. In many cases, the PCs will be able to attempt Kingdom skill checks to bolster benefits or minimize disasters.

It's possible to have more than one kingdom event occur during a Kingdom turn. In this case, the players decide the order of the events.

Kingdom Event DCs

Source Kingmaker Adventure Path pg. 553
A kingdom event's DC is always the kingdom's Control DC modified by the event's level modifier.

Event DC = Control DC + event's level modifier


Kingdom Event Descriptions

Source Kingmaker Adventure Path pg. 553
Kingdom events are described in the following format.

Event Name Event Modifier

The kingdom's event modifier is the value you apply to the kingdom's level to determine the event's level, for the purposes of determining XP rewards (so if a 1st-level kingdom is experiencing a +1 event, that event's level is 2). Each kingdom event has a list of traits that convey its properties at a glance. Beneficial events provide boons and benefits to the kingdom. Dangerous events threaten the kingdom. Continuous events play out during multiple consecutive Event phases until the event has been resolved (see the event's Resolution entry). Hex events take place in a specific hex in the kingdom, while Settlement events take place in a specific settlement—skill checks to resolve these events receive item bonuses only from structures that influence that hex (in the case of a hex event) or that are part of that settlement (in the case of a settlement event). Hex and Settlement events' effects may be enhanced or diminished if the site has (or lacks) specific features.
Location This entry explains how to determine where a hex or settlement event takes place; the entry is omitted from kingdom-wide events.
Event The event's effect on the kingdom is described here, along with any skill checks that can be attempted to affect the event.
Kingdom skill This lists the Kingdom skill that's used to determine the outcome of the event, along with any situational modifiers; Leader PC leaders are particularly helpful in resolving events. If the leadership role listed here is occupied by a PC who is not incurring a vacancy penalty, the check made to determine the event's outcome gains a +1 circumstance bonus; this bonus increases to +2 once a kingdom reaches 9th level, and to +3 at 15th level. (The General leadership role never appears in this context, as the General focuses their specific influence on Warfare related activities; see Appendix 3.)
Event Outcomes The possible outcomes of the skill check made to deal with the event are presented here.
Resolution This entry explains how a continuous event can be resolved.
Special This lists any special conditions that alter the event.

Random Kingdom Events

Source Kingmaker Adventure Path pg. 554
Random kingdom events are presented on the following pages in alphabetical order by title. During the Event phase of the Kingdom turn, if you determine that a random event takes place, you can roll on the table below to randomly determine the event that occurs or choose among them to build your own schedule of events tailored to your PCs' kingdom. If a randomly determined event isn't a good choice for your campaign at the time (perhaps because it has come up too many times in a short period), choose another event. You can also use these events as guidelines for creating events of your own design to reward or vex your players!

Note that some Kingdom events require specific conditions to occur. If these conditions do not exist, the event doesn't take place and you treat that Event phase as if no event occurs.

Random Kingdom Events

d% rollEvent
1–3Archaeological Find
4–5Assassination Attempt
6–7Bandit Activity
8–10Boomtown
11–14Building Demand
15–17Crop Failure
18–19Cult Activity
20–22Diplomatic Overture
23–25Discovery
26–27Drug Den
28Economic Surge
29–31Expansion Demand
32–34Festive Invitation
35–37Feud
38–39Food Shortage
40–42Food Surplus
43–44Good Weather
45–46Inquisition
47–49Justice Prevails
50–51Land Rush
52–54Local Disaster
55–57Monster Activity
58Natural Disaster
59–61Nature's Blessing
62–64New Subjects
65–67Noblesse Oblige
68–70Outstanding Success
71–72Pilgrimage
73–74Plague
75–78Political Calm
79–81Public Scandal
82Remarkable Treasure
83Sacrifices
84–85Sensational Crime
86–90Squatters
91–92Undead Uprising
93–95Unexpected Find
96–97Vandals
98–99Visiting Celebrity
100Wealthy Immigrant