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