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Appendix 2: Kingdoms / Running a Kingdom

Event Phase

Source Kingmaker Adventure Path pg. 539
Events affect entire kingdom, single hexes, or a settlement. Some are harmful, while some are beneficial. Certain events continue for multiple turns, and only come to an end once they've been properly handled by the PCs or their kingdom.

Step 1: Check for Random Event

Source Kingmaker Adventure Path pg. 539
Attempt a DC 16 flat check. On success, a random kingdom event occurs (see Kingdom Events). If no random event occurs, the DC for this check in the next Kingdom turn is reduced by 5. Once an event occurs, the DC resets to 16.

Step 2: Event Resolution

Source Kingmaker Adventure Path pg. 539
Random events present opportunities to go forth in exploration or encounter mode to deal with a rampaging monster or the like; these are handled now. In some chapters of the Kingmaker Adventure Path, specific story events are introduced outside of Kingdom turns; these are resolved when they occur.

Step 3: Apply Kingdom XP

Source Kingmaker Adventure Path pg. 539
The GM now awards any kingdom XP earned during that turn. If the kingdom experienced a random event, it receives 30 XP. The first Kingdom turn that your kingdom spent 100 RP, gain 80 kingdom XP as a milestone award.

In addition, any RP that remains unspent is now converted to kingdom XP on a 1 to 1 ration, to a maximum of 120 XP per Kingdom turn.

Step 4: Increase Kingdom Level

Source Kingmaker Adventure Path pg. 539
If your kingdom's XP total is above 1,000, and your kingdom isn't at its maximum level, increase your kingdom level by 1 and subtract 1,000 from your XP total. See Leveling Up Your Kingdom for the full rules for leveling up.