[Kingdom] Events | Feats | Skills | Structures
[Warfare] Actions | Armies | Conditions | Tactics


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.

Click here for the full rules on Events.

Archaeological FindEvent +0

Beneficial Hex-KM 
Source Kingmaker Adventure Path pg. 554
Location A claimed hex of the GM's choosing but not in the influence of a settlement
You hear that a well-preserved ruin in a remote reach of your kingdom may contain historical artifacts connected to people who lived in your land long ago. You can send a team of archaeologists to investigate.
Kingdom Skill Exploration; Leader Viceroy

Critical Success The site proves to be an ancient Kellid settlement that greatly predates the Taldan expansion into the region. Your people are delighted by the discovery. Reduce Unrest by 1d4, and until the end of your next Kingdom turn, all Culture- and Economy-based skill checks gain a +2 circumstance bonus. If any of your settlements has a Museum, you put archaeological findings from this hex on display to the further delight of your citizens. Reduce Unrest by an additional 1.
Success The site proves to be remains of an old Taldan camp from the Second Army of Exploration. The discovery is interesting but not particularly surprising. Reduce Unrest by 2.
Failure The site proves to be the remains of a relatively recent village abandoned during a previous attempt to settle the Stolen Lands. Nothing particularly interesting is discovered.
Critical Failure You never hear from your archaeologists again. Increase Unrest by 1d4 and Decay by 1. You can try to investigate this site again as a Region activity during the Activity phase of any Kingdom turn by attempting another Exploration check, but as the investigation has proven dangerous, the DC increases by 2.

Assassination AttemptEvent +1

Dangerous 
Source Kingmaker Adventure Path pg. 554
One of your leaders or prominent citizens is targeted by assassins. The GM determines who hired these assassins, then attempts a DC 11 flat check. On a success, the target is an NPC assigned to a leadership role. On a failure (or if the PCs have no NPC leaders), the target is a notable NPC in the kingdom, preferably one with whom the PCs have established a friendly relationship.
Kingdom Skill Intrigue; Leader Warden

Critical Success The assassins are caught, driven off, or otherwise thwarted without ever endangering their targets. The targeted NPC may not even realize they were in danger, but criminal elements in your nation take notice. Reduce Unrest by 1d4 and reduce one Ruin of your choice by 1.
Success The assassins reach their target but are driven off or defeated before the NPC is harmed.
Failure The assassins reach their target and manage to harm but not kill the target before they are driven off or defeated. Gain 1d4 Unrest, and if the NPC was a leader, they are removed from that leadership role until the end of the next Kingdom turn.
Critical Failure The assassins slay the NPC and escape. If the NPC was a leader, that leadership role is now vacant. Gain 2d4 Unrest and 1d4 points to Decay.
Special If this event occurs while the kingdom is at war, increase the event's level modifier to +3.

Bandit ActivityEvent +1

Continuous Dangerous 
Source Kingmaker Adventure Path pg. 555
Bandits have begun to prey upon your kingdom!
Kingdom Skill Defense; Leader Warden

Critical Success The bandits are captured, run off, or defeated, and merchants can confidently ply their wares. Reduce Unrest by 1d4, and during the next Kingdom turn, you gain a +1 circumstance bonus to Economy-based checks.
Success The bandits are prevented from preying upon your people, but they continue to be active. Your Resource Dice are reduced by 1 at the start of your next Kingdom turn.
Failure The bandits plunder caravans and remote storehouses, and merchants grow cautious and afraid. Gain 1 Unrest, and at the start of your next Kingdom turn, your Resource Dice are reduced by 4.
Critical Failure Bandits rampage the land, and even start to encroach into your settlements. Gain 1d4 Unrest, increase a Ruin of your choice by 1, and at the start of your next Kingdom turn your Resource Dice are halved or reduced by 4, whichever results in a lower total.
Resolution You can end this continuous event with a critical success on the check. Alternately, if the PCs are eager to seek out the bandits, the GM could build a short side quest to play out their attempt to defeat them.

BoomtownEvent +0

Beneficial Settlement 
Source Kingmaker Adventure Path pg. 555
Location The smallest settlement in the nation
Commerce and trade booms in one of your settlements, drawing many join the flurry of activity.
Kingdom Skill Trade; Leader Treasurer

Critical Success At the start of the next Kingdom turn, you gain 4 bonus Resource Dice. For the rest of that turn, item bonuses from structures in the settlement are doubled; this increase can exceed the normal maximum item bonus your structures can provide.
Success You gain 2 bonus Resource Dice at the start of the next Kingdom turn. For the remainder of that turn, the item bonus granted by one of the settlement's structures (chosen by the players) is doubled; this increase can exceed the normal maximum item bonus your structures can provide.
Failure You gain 1 bonus Resource Die at the start of the next Kingdom turn.
Critical Failure The boom is brief before it bursts like a bubble, leaving many merchants jealous and frustrated about not being able to take part. You gain 2 fewer Resource Dice on your next Kingdom turn.
Special Boomtown events create a large amount of unexpected waste and trash. If a boomtown event occurs in a settlement without a dump, the result of the Trade check is worsened one degree.

Building DemandEvent -1

Continuous Dangerous Settlement 
Source Kingmaker Adventure Path pg. 556
Location The largest settlement in the nation
The citizens of the affected settlement demand that a particular structure be either built or demolished (equal chance of either). If the citizens demand a new structure, the GM chooses one as close to the kingdom's level as possible, preferably one that decreases Unrest when built. If the citizens demand a structure be demolished, the GM chooses one that best fits the storyline of the campaign, preferably one whose item bonus or other benefits have been rendered obsolete by newer structures. If you are willing to commit each upcoming Civic activity granted by this settlement to attempting the requested Build Structure or Demolish activity until they succeed, you do not attempt the check.
Kingdom Skill Politics; Leader Viceroy

Critical Success You persuade the citizens to give up their demands.
Success You quell the citizens' demands for now, but they are not happy about your refusal to comply. Gain 1 Unrest.
Failure The citizens continue their demands and some refuse to work in protest. Gain 1 Unrest and roll 2 fewer Resource dice at the start of your next turn.
Critical Failure As failure, but violence during the protests also increases Decay by 1.
Resolution You can end this continuous event by critically succeeding or succeeding at the check or successfully building or demolishing the requested structure.

Crop FailureEvent +0

Dangerous Hex-KM 
Source Kingmaker Adventure Path pg. 556
Location A Farmland hex of the GM's choice. If there are no Farmlands in the kingdom, this event has no effect.
Pests, blight, or bad weather damage the harvest.
Kingdom Skill Agriculture; Leader Treasurer

Critical Success You contain the damage from the crop failure without it impacting your kingdom's resources.
Success You contain the crop failure, but not before it impacts your kingdom. Increase your kingdom's Consumption by 1 during the next Kingdom turn.
Failure The crop failure wipes out entire fields. Increase your kingdom's Consumption by 1d4+1 during the next Kingdom turn.
Critical Failure As failure, but the crop failure is so devastating that the Farmland is destroyed.

Cult ActivityEvent +1

Continuous Dangerous Settlement 
Source Kingmaker Adventure Path pg. 556
Location A randomly determined settlement of the GM's choice—the GM should not reveal which one to the PCs until they succeed at this event's Intrigue check, as until then the location of the cult's hideout should remain a mystery to solve!
A religious cult opposed to the kingdom's goals or established religions begins kidnapping, converting, or sacrificing citizens. The cult remains secret and hidden in one of the nation's settlements, operating out of a covert temple or safehouse somewhere in the settlement. You must attempt the Intrigue check to locate the cult each Kingdom turn until you succeed in doing so; then, you must attempt the Folklore check each Kingdom turn until you defeat the cult.
Kingdom Skill Intrigue; Leader Magister

Critical Success You discover which settlement houses the cult's headquarters. When you attempt Folklore checks to defeat the cult, reduce the DC by 5.
Success As success, but without reducing the Folklore DC. Increase Unrest by 1 as a result of the cult's activities.
Failure You fail to determine where the cult's headquarters are. Increase Unrest by 1 as a result of the cult's activities.
Critical Failure As failure, but increase Unrest by 1d4 and increase Corruption by 1.
Resolution After the cult's headquarters are discovered, to end this continuous event the PCs must defeat the cult by succeeding at the Folklore check. Optionally, the GM can build a short adventure for the PCs to infiltrate the cult headquarters and defeat them in encounter mode.
Special If this event occurs in a settlement with a Sewer System, you take a –2 item penalty to Intrigue checks to discover the cult's hideout. If this event occurs while the PCs are playing through Chapter 5, increase the event's level modifier to +3. The cult in this case is always associated with the worship of Lamashtu.

Diplomatic OvertureEvent +0

Beneficial 
Source Kingmaker Adventure Path pg. 557
Another nation or group sends an ambassador to your kingdom. The group sending the overture is randomly selected from the Negotiation DCs sidebar on page 519. If the kingdom has established diplomatic relations with that group, the event proceeds with the Statecraft check below. If the kingdom has not yet established diplomatic relations with the group, this event instead gives the kingdom the opportunity to immediately use the Send Diplomatic Envoy Leadership activity.
Kingdom Skill Statecraft; Leader Emissary

Critical Success The diplomatic meeting is incredibly successful, and you can choose two of the following benefits: gain 5 Commodities of your choice, gain an additional 2 Resource Dice at the start of your next turn, or automatically establish a trade agreement with the group.
Success As success, but choose only one benefit.
Failure Your meeting is cordial but unproductive.
Critical Failure Your diplomatic meeting goes poorly. Unless you bribe the group with either 5 Commodities of your choice or 10 RP, they break off diplomatic relations with you. Reestablishing diplomatic relations can be attempted via future Send Diplomatic Envoy activities in the usual manner, but with a –2 circumstance penalty.

DiscoveryEvent +0

Beneficial 
Source Kingmaker Adventure Path pg. 557
Scholars unearth a bit of ancient lore or devise important new research of their own.
Kingdom Skill Scholarship; Leader Counselor

Critical Success Your discovery brings glory and a boon to your resources! At the start of your next Kingdom turn, gain 1 Fame or Infamy point (as appropriate) and gain 6 bonus Resource Dice. Your people are amazed. Reduce Unrest by 2.
Success Your discovery is a helpful (but not overly amazing) boon to your kingdom's resources. On your next turn, gain 3 bonus Resource Dice.
Failure Your discovery is of some academic interest but ultimately of limited use. Gain 1 bonus Resource Die at the start of your next turn.
Critical Failure Your discovery turns out to be a dead end and a wasteful boondoggle. Reduce your total Resource Dice by 2 next turn.

Drug DenEvent +1

Continuous Dangerous Settlement 
Source Kingmaker Adventure Path pg. 557
Location The largest settlement in the kingdom; the GM secretly selects one of the Residential lots to house a drug den.
One of the Residential lots in your settlement has become an illicit hive for trading harmful and addictive drugs, and as long as it continues to operate, it could bring ruin to your entire kingdom.
Kingdom Skill Intrigue; Leader Counselor

Critical Success You uncover and stop the drug ring before it causes a lot of damage, bringing counseling to those who may need it.
Success You work to minimize the damage done by the illicit drug trade, but the activity continues. Gain 1 Unrest.
Failure Drug dealers continue to spread their influence. Addiction increases and harms productivity, and drugrelated crime grows. Increase Unrest, Crime, and Decay by 1 each.
Critical Failure Your attempt is a total failure. Increase Unrest by 1d4 and increase Crime and Decay (one score by 1, the other score by 2). In addition, the Residential lot that the drug den was located in is reduced to Rubble. The drug den then moves to another lot chosen by the GM (see Location, above).
Resolution A critical success on the check ends this continuous event. Optionally, the GM can instead build a short adventure for the PCs to infiltrate the drug den and defeat the criminals in encounter mode.

Economic SurgeEvent +2

Beneficial Continuous 
Source Kingmaker Adventure Path pg. 557
Trade and productivity have been booming throughout your kingdom.
Kingdom Skill Trade; Leader Treasurer

Critical Success A trade bonanza brings unexpected profits. Gain 2 bonus Resource Dice at the start of your next Kingdom turn.
Success As critical success but you gain only 1 bonus Resource Die at the start of your next Kingdom turn.
Failure The economic surge slows for a bit; if you failed at this check on your previous Kingdom turn, the Economic Surge event ends.
Critical Failure The economic surge comes to an end.
Resolution This continuous event ends following either a critical failure or two consecutive failures on the check.

Expansion DemandEvent +0

Continuous Dangerous 
Source Kingmaker Adventure Path pg. 558
The citizens of your kingdom want expansion! If you successfully Claimed a Hex this turn, the result of your check for this event is improved one degree.
Kingdom Skill Exploration; Leader Warden

Critical Success Your citizens are pleased with the growth of the kingdom.
Success You satisfy the citizens' demands for growth, but if you don't successfully Claim a Hex during your next Kingdom turn, increase Unrest by 1.
Failure Your citizens remain unhappy with your kingdom's growth. Increase Unrest by 1. If you don't successfully Claim a hex during your next Kingdom turn, increase Unrest by 1 again.
Critical Failure As failure, but increase the Unrest by 2.
Resolution Achieve either a success or critical success at this event.

Festive InvitationEvent +0

Beneficial 
Source Kingmaker Adventure Path pg. 558
Your kingdom's leaders are invited to a festival in a region in which the kingdom has established diplomatic relations. The GM chooses an existing diplomatic ally to send the invitation and should customize the details of that event to match that ally; if your kingdom has no diplomatic relations, this event has no effect.
When your leaders attend the festival, you can bring up to 4 Resource Dice as “gifts” to the festival; reduce the number of Resource Dice you roll on the next Kingdom turn by this amount.
Kingdom Skill Arts; Leader Ruler

Critical Success You entertain and delight your host and bolster your alliance with their people, and they gratefully reciprocate your gifts. For each Resource Die you brought as a gift, choose a type of Commodity. Then roll the die; you gain that amount of that Commodity.
Attempt a DC 11 flat check. If you are successful, your ally extends a Diplomatic Overture or a Visiting Celebrity event (equal chance of either) during the Event phase of your next Kingdom turn (in addition to any other event that would occur).
Success The festival is a delight. If you brought Resource Dice as gifts, choose a Commodity. You gain an amount of that Commodity equal to the number of Resource Dice you brought as gifts.
Failure The festival was entertaining enough, but if you brought Resource Dice as gifts, they're not reciprocated.
Critical Failure One of your leaders committed a faux pas during the festival, and the celebration ends prematurely. Attempt a DC 11 flat check. If you fail, your host cuts ties with your kingdom; gain 1 Unrest. (In the future, you may attempt to reestablish diplomatic relations in the usual way.)

FeudEvent +0

Continuous Dangerous Settlement 
Source Kingmaker Adventure Path pg. 558
Location Two settlements of the GM's choice. If the kingdom doesn't have at least two settlements, then this event has no effect.
A rivalry between influential groups (nobles, guilds, politicians, etc.) from two different settlements has escalated and may soon turn violent.
Kingdom Skill Politics; Leader Counselor

Critical Success You mediate the rivals' differences and not only get them to drop their feud, but also broker an alliance between the two. The feud ends, and the rivals are particularly productive during the next turn. Gain 2 bonus Resource Dice at the beginning of the next Kingdom turn.
Success You get the rivals to back down, though their mutual dislike simmers behind the scenes. The feud continues into the next turn.
Failure You fail to quiet the rivals and they continue duels, rumormongering, intrigue, and strife. The conflict prevents you from recruiting armies in the two affected settlements until the next Kingdom turn. Increase Unrest by 1.
Critical Failure The rivals ignore royal commands and disrupt both settlements with their private war. The ongoing feud prevents you from recruiting armies in the two affected settlements until the feud ends. In addition, skirmishing increases Unrest by 2 and one Ruin of your choice by 1; these increases are doubled to 4 Unrest and 2 Ruin if you critically failed this check last turn.
Resolution The feud ends when you achieve a critical success on the check. If this continuous event has occurred for at least 3 consecutive Kingdom turns, you may choose to resolve it at the end of a Kingdom turn by spending 4 Resource Dice of RP to pay off the feuding factions.

Food ShortageEvent +1

Dangerous 
Source Kingmaker Adventure Path pg. 559
Spoilage, treachery, or bad luck has caused a food shortage this turn.
Kingdom Skill Agriculture; Leader Treasurer

Critical Success Through careful rationing, you manage to get through the shortage without harm.
Success Your shortages are manageable, with some workers going hungry. Your kingdom's Consumption is increased by 1 at the start of the next turn. Attempt a DC 6 flat check. On a failure, this event reoccurs next turn (in addition to any other event that would occur).
Failure The shortages are severe. Your kingdom's Consumption is increased by 1 per settlement at the start of the next turn. Attempt a DC 16 flat check. On a failure, this event reoccurs next turn (in addition to any other event that would occur).
Critical Failure The shortages are catastrophic. Increase Unrest by 2 and Strife by 1, and your kingdom's Consumption is increased by 1 per settlement at the start of the next turn. This event reoccurs next turn (in addition to any other event that would occur).

Food SurplusEvent +0

Beneficial 
Source Kingmaker Adventure Path pg. 559
Local crops thrive, hunters do very well, or livestock numbers are greater than expected. If this event occurs, it immediately ends any ongoing food shortage event.
Kingdom Skill Agriculture; Leader Treasurer

Critical Success Your bumper crops include wild harvests that allow you to skip the entire Pay Consumption step of the Upkeep phase of your next Kingdom turn. Gain 1d6 Food Commodities.
Success Your excess crops lead to increased supplies. Treat your Consumption during the next Kingdom turn as 2 lower than its actual score and gain 1d6 Food Commodities.
Failure The food surplus isn't as huge as you'd expected. Treat your Consumption during the next turn as 1 lower than its actual score.
Critical Failure What you thought was an excess of food is infested with spoilage, ergot, or other contamination. Increase Unrest by 1 and one Ruin of your choice by1.

Good WeatherEvent +1

Beneficial Fortune 
Source Kingmaker Adventure Path pg. 559
Good weather raises spirits among citizens.
Kingdom Skill Wilderness; Leader Magister

Critical Success The glorious climate puts everyone in an excellent mood. Reduce Unrest by 1d6, and once during your next Kingdom turn when you attempt an Agriculture, Boating, Exploration, or Wilderness check, you can roll twice and take the better result.
Success Extended good weather makes life pleasant and easy. Reduce Unrest by 1d4.
Failure Good weather produces a short but pleasant respite. Reduce Unrest by 1.
Critical Failure The good weather doesn't last long enough to help.

InquisitionEvent +1

Continuous Dangerous 
Source Kingmaker Adventure Path pg. 559
Demagogues and zealots mobilize public opinion against a particular ancestry, religion, kingdom, behavior, or leader. This particular inquisition's dogma and beliefs are driven by a combination of fear, hatred, and ignorance, yet its members are nevertheless compelling and charismatic.
Kingdom Skill Folklore; Leader Magister

Critical Success Choose to either pacify or defeat the inquisitors. If you pacify them, the inquisition event ends but the inquisitors remain active—if this event occurs again, they are even more headstrong; increase the event's level modifier by 2. If you defeat them, the inquisition ends but the violence of the event increases one Ruin of your choice by 1.
Success You protect the targeted victims of the inquisition, though the inquisition's ideas continue to spread. Increase Unrest by 1.
Failure The inquisitors strike out in force. Gain 1d4 Unrest and increase two Ruins of your choice by 1.
Critical Failure As failure, but the Inquisition targets a specific structure in one of your settlements (the GM selects a structure appropriate to the inquisition's nature of intolerance or hatred). Attempt a basic Defense check. If you fail, that structure is reduced to Rubble and increase Decay by 1.
Resolution This event continues until you achieve a critical success at resolving the event. Alternately, the inquisition can be ended by having the PCs go on a short quest to infiltrate the inquisition's headquarters to confront and defeat its leaders.

Justice PrevailsEvent +0

Beneficial 
Source Kingmaker Adventure Path pg. 559
The authorities catch a notorious criminal, exonerate a wrongfully accused innocent, shut down a major criminal operation, or thwart a plot against a settlement. Whatever the case, some injustice that has long vexed your citizens has finally been resolved.
Kingdom Skill Statecraft; Leader Warden

Critical Success The triumph of law and justice invites celebration. Reduce Unrest by 1d6 and reduce each Ruin by 1. Alternately, if you're suffering from a continuous Bandit Activity, Cult Activity, Drug Den, Inquisition, Sacrifices, Sensational Crime, Squatters, or Vandals event, you can instead cause that event to end.
Success A celebration of the common good delights the locals. Reduce Unrest by 1d4 or reduce two Ruins of your choice by 1 each.
Failure Justice is done, but at a cost of bad publicity. If you don't Quell Unrest at least once during the next Kingdom turn, the kingdom gains 1d4 Unrest at the end of the next turn.
Critical Failure The victory is undercut by backdoor deals that let the guilty escape justice or reveal unpleasant secrets. Gain 1d4 Unrest, 2 Crime, and 1 point to another Ruin of your choice.

Land RushEvent +1

Dangerous Hex-KM 
Source Kingmaker Adventure Path pg. 560
Location An unclaimed hex adjacent to your kingdom's border
Overeager settlers attempt to construct Farmland or a Work Site (as chosen by the GM) at their own expense in the wilderness, and they begin squabbling over the site's ownership.
Kingdom Skill Politics; Leader Viceroy

Critical Success You mediate the conflict among the settlers, and in thanks, they agree to join your kingdom. You automatically claim the Hex, gaining 10 kingdom XP (page 540) and increasing your kingdom's Size by 1 (this affects all statistics determined by Size; see page 532). You immediately gain the benefits of the Farmland or Work Site the settlers built. Decrease Unrest by 1.
Success You mediate the conflict among the settlers, and they agree to join your kingdom if you pay them 4 Resource Dice of RP. If you do so, treat this as a critical success. If you refuse, treat this as a Failure.
Failure The settlers refuse any overture to join your kingdom and their bickering continues, ultimately resulting in the destruction of their hard work and many deaths. Your kingdom isn't significantly impacted, but your failure to handle the situation generates unease. Increase Unrest by 1.
Critical Failure As failure, but the fighting spills over into your kingdom before it resolves itself. Increase Unrest by 1d4 and two Ruins of your choice by 1.

Local DisasterEvent +0

Dangerous Settlement 
Source Kingmaker Adventure Path pg. 560
Location A randomly determined settlement
A disaster strikes the settlement, be it fire, flooding, earthquakes, an architectural failure, or the like.
Kingdom Skill Industry; Leader Magister

Critical Success You prepared well for the disaster and the settlement survives intact and undamaged.
Success The settlement still functions despite the loss of some resources. During the next turn, reduce your Resource Dice total by 2.
Failure Several lots in the settlement are torn up, including at least one structure. Gain 1 Decay and place rubble into three lots of the PCs' choice in the settlement's Urban Grid. During the next turn, reduce your Resource Dice total by 4.
Critical Failure Destruction is widespread. Roll 1d6 and gain that number of points of Decay. Then select an equal number of adjacent blocks in your settlement and place rubble into one lot of your choice within each selected block. If a structure is in that lot, it's reduced to rubble. During the next turn, reduce your Resource Dice total by 6.
Special If this event occurs in a settlement with a cemetery, fewer resources are needed to properly honor those who die during the event. Halve all Resource Dice reductions created by this event.

Monster ActivityEvent +0

Continuous Dangerous Hex-KM 
Source Kingmaker Adventure Path pg. 560
Location A claimed hex chosen by the GM that isn't in the influence of a settlement
A monster, or even an entire group of monsters attacks the kingdom! Determine the encounter by rolling on the random encounter table for the Stolen Lands Zone that is the same level as the kingdom's level (see the Stolen Lands Zones table on page 45). If the kingdom is 20th level, roll on the Branthlend Mountains table (page 117) and apply the elite adjustments to the creatures.
Kingdom Skill Defense; Leader Ruler

Critical Success The monsters are slain or driven off without harm to your kingdom. Even better, an unexpected claim of treasure gained from the monster lair grants 1d4 Luxuries and 2 bonus Resource Dice on the next turn.
Success The monsters attack some of your citizens but are driven off before they do too much damage. The threat persists, and while fear continues to slowly spread, your kingdom suffers no physical damage at this time. Increase Unrest by 1.
Failure The monsters' rampage terrorizes the countryside and results in frightening rumors even in the heart of the kingdom's safest cities. The closest Farmland or Work Site to the monster's hex is destroyed. Gain 1d4 Unrest and 1 Decay.
Critical Failure As failure, but the monsters' assaults spread into the settlement closest to the monster's hex, spreading the danger they represent more and more through your kingdom.
If any of your settlement's borders aren't protected by water or a wall, or if the monster can fly or swim (as appropriate) across any of your protective borders, the monster enters the settlement and one structure chosen by the players is reduced to rubble. Gain 1d4 Unrest and 2 Decay.
Otherwise, the monsters' ability to harm the settlement is hampered by your defenses. Gain 1 Unrest and one of the settlement's walls is destroyed; uncheck it on your Urban Grid.
Resolution This event continues until you achieve a critical success on the check or until the PCs step in to track down and defeat the monster(s) themselves.

Natural DisasterEvent +2

Dangerous 
Source Kingmaker Adventure Path pg. 561
A natural cataclysm such as a wildfire, devastating weather, earthquake, or flood (as determined by the GM) devastates your kingdom. While in a worst-case scenario the disaster's immediate and most destructive effects affect a single settlement, many of its effects are larger in scope and can affect the entire kingdom.
Kingdom Skill Wilderness; Leader Magister

Critical Success You prepared well for the disaster. While disruptive, the damage is minimized.
Success Your quick response keeps your people safe and allows you to recover quickly. During the next turn, reduce your Resource Dice total by 4.
Failure The disaster causes severe damage. Choose one claimed hex in which you have a Farmland or Work Site; that feature is destroyed. Gain 1 Decay and 1d6 Unrest. During the next turn, reduce your Resource Dice total by 6.
Critical Failure Multiple hexes are totally devastated. Choose 1d6 claimed hexes in which you have Farmlands or Work Sites; those features are destroyed. Gain 1 Decay for each hex affected, and gain 2d6 Unrest. In addition, one settlement of your choice is particularly hard hit; that settlement immediately suffers the effects of a Local Disaster. During the next turn, reduce your Resource Dice total by 8.

Nature’s BlessingEvent +0

Beneficial 
Source Kingmaker Adventure Path pg. 561
A natural event, such as a bloom of rare wildflowers in a previously empty field, a glorious omen in the night sky like the northern lights, or the return to prominence of a previously rare type of wildlife raises your kingdom's morale and inspires its creators.
Kingdom Skill Arts; Leader Magister

Critical Success The glow of the blessing brings lasting delight. During your next turn, the results of checks to Craft Luxuries or Create a Masterpiece are improved one degree. Decrease Unrest by 1d6.
Success Your blessing touches the hearts of all. You gain a +1 status bonus to Culture- and Stability-based checks on your next Kingdom turn.
Failure The blessing inspires some of your people but not all of them.
Critical Failure Arguments over the meaning of the blessing taint people's goodwill. Increase Unrest by 1.

New SubjectsEvent +0

Beneficial 
Source Kingmaker Adventure Path pg. 561
A small group of intelligent creatures joins your kingdom and submits to your rule, bringing along their knowledge of hidden places within your kingdom. (The exact nature and ancestry of these new subjects is determined by the GM.)
Kingdom Skill Statecraft; Leader Emissary

Critical Success Your subjects blend in seamlessly and are welcomed by your citizens, while bringing their own unique contributions to your kingdom. You gain 6 bonus Resource Dice at the start of the next Kingdom turn, and you gain an additional Region activity during the Activity phase of the next Kingdom turn.
Success Your new subjects are welcomed, and their contributions help in the short term. Gain 3 bonus Resource Dice next turn.
Failure Your new subjects endure discrimination from intolerant citizens in your kingdom, but they nonetheless bring willing hands to work and such resources as they possess. Increase Unrest by 1 but gain 1 bonus Resource Die next turn.
Critical Failure Your new subjects encounter discrimination and xenophobia, and they are eventually driven back into the wild. Increase Unrest by 1d4 and Strife by 1.

Noblesse ObligeEvent +0

Beneficial Settlement 
Source Kingmaker Adventure Path pg. 562
Location A settlement that includes at least one mansion or noble villa. If there are no settlements in the kingdom with these structures, this event doesn't occur.
A noble family or wealthy benefactor offers to build an improvement to beautify the settlement.
Kingdom Skill Arts; Leader Viceroy

Critical Success The nobles build a monument and a park in lots of the players' choice at no expense to the kingdom (the Build Structure activity is not required).
Success The nobles pay the RP and Commodity cost of either a monument or a park, provided the party uses the Civic activity granted by this settlement in the next Kingdom turn to Build the Structure. The Build Structure check automatically succeeds.
Failure Although the nobles had good intentions, bickering among individual aristocrats ultimately prevents the project from ever taking place.
Critical Failure As failure, but the bickering persists. Gain 1 Unrest and attempt a DC 11 flat check. On a failure, your kingdom suffers a Feud event on the next turn's Event phase (in addition to any other event).

Outstanding SuccessEvent +0

Beneficial 
Source Kingmaker Adventure Path pg. 562
One of your kingdom's citizens brings glory to the kingdom, be it through an artistic masterpiece, an architectural marvel, a grand voyage of discovery, a landmark academic treatise, a new magical theory, or a similar discovery, as decided upon by the party.
Kingdom Skill Arts; Leader Counselor

Critical Success The citizen's success is truly legendary. Gain 3 bonus Resource Dice on your next turn.
Success This success brings fame and fortune to your kingdom. Gain 1 bonus Resource Die on your next turn.
Failure The success inspires imitators and rapidly loses its specialness, but you suffer no jealousy-driven backlash.
Critical Failure Scandal! Either the artist's sinister motives are exposed by their sudden fame, competitors work to undermine them, or the public simply refuses to accept the success. Increase Unrest by 1 +and Corruption by 1.

PilgrimageEvent +1

Beneficial 
Source Kingmaker Adventure Path pg. 562
A large number of pilgrims flock to your settlements to celebrate their high holy days or to bask in your kingdom's faith. If your kingdom does not have at least one shrine, temple, or cathedral, this event does not occur.
Kingdom Skill Folklore; Leader Magister

Critical Success Pilgrims visit all of your settlements to engage in acts of worship. Not only do they provide their own food and supplies, but they also bring gifts to your shrines, temples, and cathedrals. Gain 1d6 Luxuries, reduce Unrest by 1d6, and reduce one Ruin of your choice by 1.
Success The pilgrims celebrate their holy days at your settlements, and their good cheer and attitudes prove infectious. Reduce Unrest by 1d4.
Failure As success, but the pilgrims put a strain on your kingdom's resources. Increase Consumption by 1d4 on the next turn.
Critical Failure The pilgrims hold their festivals, but their devout displays by a few strident zealots who stay behind stir up controversy with locals of other faiths. Increase Corruption by 1 and increase Consumption by 1d4 on the next turn.

PlagueEvent +1

Continuous Dangerous Settlement 
Source Kingmaker Adventure Path pg. 562
Location The largest settlement in the kingdom
A deadly sickness strikes one of your settlements. You take a –2 status penalty to all Civic activities made in a settlement suffering from a plague unless the settlement has a sewer system.
Kingdom Skill Defense; Leader Ruler

Critical Success You halt the spread of the plague and are able to cure it, but even so, the plague’s effects reduce your Resource Dice on the next turn by 2.
Success The plague continues! Gain 1d4 Unrest and increase one of your Ruins by 1.
Failure The plague spreads and claims more victims. Gain 1d6 Unrest and increase all of your Ruins by 1.
Critical Failure As failure, but the plague spreads to the nearest unaffected settlement in your kingdom. Treat additional plagues in different settlements as separate continuous Plague events.
Resolution This Plague event ends if you achieve a critical success on the check or after you achieve a total of 4 successes with the Provide Care activity (a critical success with Provide Care counts as 2 successes in this case).
Special If the plague strikes a settlement that has no dumps, filth in the streets allows the disease to spread more easily. You take a –4 item penalty to checks to resolve this event. On the other hand, if a plague-stricken settlement has a sewer system, the increased sanitation provides a +2 item bonus to checks to resolve this event.

Political CalmEvent -1

Beneficial 
Source Kingmaker Adventure Path pg. 562
A sudden absence of political machinations and distracting intrigue coincides with a rise in public approval for its leaders.
Kingdom Skill Politics; Leader Ruler

Critical Success You capitalize upon the public approval with efficiency and speed. Reduce Unrest by 1d6 or reduce one Ruin of your choice by 1. Gain a +2 status bonus to all checks made to resolve events during your next Kingdom turn.
Success Loyalty is up across the board. Reduce Unrest by 1d4.
Failure The calm is a refreshing change, but people sense it cannot last. Reduce Unrest by 1.
Critical Failure The calm simply hides deeper plotting simmering in the shadows. Increase one Ruin by 1.

Public ScandalEvent +0

Dangerous 
Source Kingmaker Adventure Path pg. 563
One of your NPC leaders is implicated in a crime or an embarrassing situation. If you have no NPC leaders, this event involves a PC leader only if the GM determines that the PC leader has been acting in a way that could cause a scandal; otherwise this event does not occur.
Kingdom Skill Intrigue; Leader Counselor

Critical Success You quiet the scandal before it spawns more than rumors.
Success Word gets out, but an apology and careful words manage to blunt the outrage. Gain 1 Unrest.
Failure The people are very unhappy with their leader's behavior. Gain 1d4 Unrest and increase Corruption by 1.
Critical Failure The people are outraged by the scandal and demand the leader be replaced. Gain 1d6 Unrest and increase a Ruin of your choice by 1. Then immediately use the New Leadership kingdom activity to attempt to replace the leader. If you fail, this event occurs again with the same leadership role on the kingdom's next Event phase. If the leader involved in the scandal takes any leadership role during the next 1d4 Kingdom turns, this event occurs again with that character at the focus of the scandal.

Remarkable TreasureEvent +2

Beneficial Fortune 
Source Kingmaker Adventure Path pg. 563
Adventurers from outside of your kingdom discover a cache of rare and unusual treasures while exploring wilderness claimed by your nation.
Kingdom Skill Exploration; Leader Emissary

Critical Success The adventurers are only too eager to share their discoveries with the kingdom. The treasures buoy the local economy and spawn a rush of prospectors out looking for their own treasures. Gain 1d6 Luxuries and decrease Unrest by 1d4. Gain one Fame or Infamy point (as appropriate) at the start of the next Kingdom turn. If you Hire Adventurers during your next Kingdom turn, roll twice for the skill check and take the better result.
Success The adventurers agree to share their discoveries with the kingdom. Gain 1d4 Luxuries and decrease Unrest by 1d4.
Failure The adventurers aren't particularly eager to share their discoveries, but the excitement of the news still helps delight the populace. Reduce Unrest by 1.
Critical Failure The adventurers are particularly hostile or even disrespectful toward your kingdom and its citizens. Your citizens see them less as heroes and more as bandits plundering the nation's resources, or even outright villains. Whether this perception is right or not, the damage is done. Gain 1 Unrest. The GM should consider building up these adventurers as recurring antagonists in future events.

SacrificesEvent +2

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!

Sensational CrimeEvent +1

Continuous Dangerous Settlement 
Source Kingmaker Adventure Path pg. 563
Location A randomly determined settlement in the kingdom
A notorious serial killer, deadly arsonist, flamboyant jewel thief, or otherwise sensational criminal plagues your kingdom.
Kingdom Skill Intrigue; Leader Warden

Critical Success The criminal has been caught and the one-person crime wave ends. Reduce Crime by 2, and reduce one other Ruin of your choice by 2. In addition, if you achieve this level of success on the turn this event begins, the criminal was caught in the act of perpetrating their first crime but prevented from completing it; in this case, you discourage future criminals—reduce Crime by 1.
Success You foil the criminal's current plans and perhaps arrest some accomplices, but the mastermind gets away to plot future crimes. Increase Unrest by 1.
Failure The criminal succeeds in their crime and escapes justice. Increase Unrest by 1d4 and Crime by 1.
Critical Failure As failure, but the criminal also makes fools out of law enforcement, frames an innocent for the crime, or taunts the authorities for their failure. Increase Unrest by 1d6, Crime by 2, and one other Ruin of your choice by 2.
Resolution This continuous event ends when you achieve a critical success on the check. Alternately, the GM could create a short adventure to allow the PCs to step in, track down, and confront the criminal to end the event.

SquattersEvent -1

Continuous Dangerous Settlement 
Source Kingmaker Adventure Path pg. 564
Location The settlement with the highest Consumption in the kingdom or the largest settlement in the kingdom (as chosen by the GM)
An empty lot in your settlement is taken over by desperate people unable to find adequate work or housing. They set up camp with tents, wagons, and shanties. You cannot use the lot for anything until the squatters are given places to live.
Kingdom Skill Politics; Leader Viceroy

Critical Success You find opportunities for the squatters to improve their lot in life.
Success The squatters are removed from their lot, and they try to relocate and reintegrate with other citizens, but there is some strife. Increase Unrest by 1.
Failure The squatters refuse to leave their lot and other citizens are split, with some decrying their mistreatment while others call for harsh measures to drive them out. Increase Unrest by 1d4.
Critical Failure As failure, but on your next Kingdom turn attempt a DC 6 flat check; on failure, the squatters spread to the nearest empty lot in the settlement, creating a separate continuous Squatters event starting with your next Kingdom turn. In addition, the squatters increase the settlement's Consumption by 1 each month until the event is resolved.
Resolution This continuous event ends when you achieve a critical success on the check or when you build a Residential structure in the lot the Squatters have chosen to live in.
Special If the settlement has a Sewer System, most of the squatters opt to live there instead; gain a +2 item bonus to checks to resolve this event.

Undead UprisingEvent +0

Continuous Dangerous Settlement 
Source Kingmaker Adventure Path pg. 564
Location The settlement with the most cemeteries or (if no settlements have cemeteries) the largest settlement
A malign force, be it a sinister curse, a nefarious necromancer, or an invasion of ghouls, vampires, or other undead-creating monsters, causes the dead to rise from their graves and threaten the settlement.
Kingdom Skill Folklore; Leader Magister

Critical Success The undead are defeated.
Success The undead are temporarily contained with little physical damage to your settlement, but the populace still grow fearful each night. Increase Unrest by 1.
Failure The undead prey upon your citizens! Increase Unrest by 1d4 and one Ruin of your choice by 1.
Critical Failure The undead gain the advantage and bring disaster. Increase Unrest by 2d4, all Ruins by 1, and one non-cemetery lot in your settlement (chosen by the players) is reduced to rubble.
Resolution A critical success on the check ends this continuous event. Alternately, the GM can create a short adventure for the PCs to track down and destroy the source of the undead uprising.
Special Increase the event's level modifier by 1 for each Graveyard in the settlement, to a maximum of +4.

Unexpected FindEvent +0

Beneficial Settlement 
Source Kingmaker Adventure Path pg. 564
Location The kingdom's newest settlement
Local citizens discover a forgotten magic item while working on a construction site or while clearing out an old storage area.
Kingdom Skill Trade; Leader Ruler

Critical Success The citizens donate the magic item to the PCs as thanks. The item is either a permanent item or four consumable items (equal chance of each) of a level equal to your kingdom. The exact item discovered is determined by the GM. If the PCs decide to donate the discovery to the community, reduce Unrest by 2d4.
Success The magic treasure is donated to the community; reduce Unrest by 1d4.
Failure The found item is grudgingly donated to the community; reduce Unrest by 1.
Critical Failure The recovered item is stolen before it can be donated, found to be cursed, or turns out to be worthless junk. Increase Unrest by 1.

VandalsEvent +1

Continuous Dangerous Settlement 
Source Kingmaker Adventure Path pg. 564
Location A randomly determined settlement
Vandals, troublemakers, and dissidents destroy property in your settlement.
Kingdom Skill Industry; Leader Warden

Critical Success You root out the vandals and stop them from causing any damage.
Success The vandals are caught in the act of damaging an area in your settlement. The event ends, but on the next turn, the damage done reduces your Resource Dice by 2.
Failure The vandals damage and deface several minor structures in the settlement and remain uncaught for now. Fortunately, the damage done can be easily repaired, but you start the next turn with 4 fewer Resource Dice.
Critical Failure The vandals also manage to reduce one structure (chosen by the players) to rubble. Increase Unrest by 1d4 and reduce your Resource Dice next turn by 4.
Resolution This event ends when you succeed at the check.

Visiting CelebrityEvent +1

Beneficial Settlement 
Source Kingmaker Adventure Path pg. 565
Location A randomly determined settlement
A celebrity from another nation or even a distant land visits one of your settlements, causing a sudden influx of notoriety, visitors, and lavish spending. The GM determines the nature of the visiting celebrity.
Kingdom Skill Arts; Leader Emissary

Critical Success The visit is a rousing success. Not only are your citizens delighted by the visitor, but the visitor is quite taken with your kingdom and leaves you with a parting gift. Choose two of the following: gain 4 bonus Resource Dice next turn, gain 1d6 Luxury commodities, or reduce Unrest by 1d6.
Success The visit is a success, and the celebrity enjoys their time in your kingdom. Choose one of the parting gifts from those listed in the critical success result.
Failure The visitor has an agreeable if pedestrian visit. Reduce Unrest by 1.
Critical Failure The visitor leaves unimpressed and spreads reports of their unpleasant visit abroad. Increase Unrest by 1d4. The next time your kingdom has a Visiting Celebrity, increase that event's level modifier by 2.

Wealthy ImmigrantEvent +2

Beneficial Continuous Settlement 
Source Kingmaker Adventure Path pg. 565
Location The kingdom's capital
A rich merchant or prominent noble from another land is impressed with your kingdom and asks to construct an estate in your kingdom's capital. If you give permission, proceed with this event. If you deny the request, this event doesn't occur; the next time you have a Wealthy Immigrant event, increase the event's level modifier by 1.
Kingdom Skill Industry; Leader Emissary

Critical Success The immigrant constructs a noble villa, free of charge and without you having to Build the Structure in an available spot in the capital. If there isn't enough room in the capital, the immigrant builds in the largest settlement that has enough room.
Success As critical success, except the immigrant instead constructs a mansion.
Failure The immigrant isn't quite sure where they want to build, but they continue looking.
Critical Failure After sending representatives, the immigrant decides not to build a home in your settlement after all, disappointing the local aristocracy. Increase Unrest by 1.
Resolution Achieve a success, critical success, or critical failure against this event.