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SacrificesEvent +2

Legacy Content

Continuous Dangerous Hex-KM 
Source Kingmaker Adventure Path pg. 563
Location A claimed hex in the area of influence of a settlement secretly chosen by the GM
A cabal of cultists begin snatching citizens and preparing them for sacrifice to their vile god. The cultists maintain a hidden base of operations somewhere near one of the kingdom's settlements.
Kingdom Skill Exploration; Leader Emissary

Critical Success The cultists are defeated, and many of your captured citizens are rescued.
Success The cult continues to function, but you have managed to determine which hex their base of operations is located in. The DC to defeat the Sacrifices event is reduced by 4 in subsequent turns. Increase Unrest by 1.
Failure The cultists prey on travelers, hunters, trappers, and anyone else who strays too far from civilization. Increase Unrest by 1d4 and one Ruin of your choice by 1.
Critical Failure As failure, but the cultists start snatching victims from your settlements. If you've already determined where they've based their operations, they successfully relocate to a new secret hex as chosen by the GM, and the DC to defeat the cultists returns to normal. Increase Unrest by 1d6 and two Ruins of your choice by 2.
Resolution A critical success ends this continuous event. The GM can instead build a short adventure for the PCs to track down and defeat the sinister cultists in encounter mode, provided the PCs know where to go to confront the cultists!