
Gentleman |

Greetings Kingmakers!
I'm sure many of you have gotten to book 2 of Kingmaker or even beyond that by now. As we all know, large swaths of time can easily pass in Kingmaker, and the fun is usually what you(or your DM) makes of it. Just going through the turns without events can be quite boring in the long run, so its up to random events to make the years of metagame kingdombuilding far more exciting.
But the ones suggested in the book is far from enough. So I'm making this thread to discuss potential events that can crop up, or have already cropped up in your games, to fill out the gap a little bit.
Few I've pieced together myself:
First of all, I tend to throw in the occasional loyalty check, which is a stat not used nearly as much as the others in the normal Kingmaker(at least not until you come to Mass Combat I understand). If they are out adventuring too long, does not listen to their peoples wishes so on and so forth. Just to spice things up a little and make the kingdom feel more alive.
Another event I had in mind was a River-Kingdom noble coming to the Greenbelt with a small force of either mercenaries or monsters. The son of an established family but far down in the line, he's heard of the newly forming kingdom and have hoped he can bully the colonists to give him power there. He'll come in and declare himself lord, and the PCs will have to deal with him in a way that works out well. If they fight him, he'll probably surrender and demand them to ransom him back to his family. If they kill him(intentionally or accidentally), they will earn the ire of that particular house.
There are other ideas of course. Smuggling rings that try to smuggle goods through the kingdom and its trade-routes, criminals trying to establish drug-growth or other various illegal substances(which will turn a lot of foreign anger towards them if left unchecked), and such forth.
What other ideas for events and happenings can you think of happening in the burgeoning Kingdom?

Daviot |

What other ideas for events and happenings can you think of happening in the burgeoning Kingdom?
This is one of those topics that seems to come up once the previous discussion on it has moved to the archives, so...linkage:
Expanded Kingdom Events Table. Cheers!And don't be afraid to combine narrative and mechanics together; it can make "random" events a lot more meaningful.

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In our game, our DM has added several "fey lords." He also added a group called the Twilight Hammer. (Yes, name from WOW) They are an anti-fey group. They are humanoids and try to work within the law. Even so, most of the party has sided with the fey. I am the lord and personally I have sypmpathy for the Hammer. However, their actions are causing the fey to become hostile to average citizens. We have taken out the third in command when he tried to kill the Dryad and satyr. It has just fored them underground. And now the sister of our elven ranger Marshall has helped form a Fey kingdom in the Narlmarches, around the old elven castle. One of the rey lords, the White Lady, has decided to seduce our general, who is reluctant at best.
There are several other subplot elements going. The most interesting is our Royal Executioner (assasin), a Half-orc rogue, has found his father from the Orcan lands has a powerful divining magic item that has told him that his son will help form a very powerful country that will help determine the future of the world. He assumes it will be orcan and is determined that he shall rule and is trying to get our half-orc back.
As for my character, my brother has shown up and tried to convince people I was unfit to rule. After some strong negotiation, he s now second to the General, who doesn't trust me anyway. My brother blames mme for the death of our sister. without going too much into my backstory, in a way he is. He is a cousin to the king of Taldor. His grandfather made a deal with a devil and that's how my character was born. (I am a sorceror with infernal bloodline) When it was time, Irana revolution against the King because I felt that Taldor had declined enough. Needless to say I lost and fled from Taldor to Brevoy and obscurity. In retribution, the King killed our sister, who had nothing to do with the rebellion. That is why he blames me. Of course, my character does feel guilty. My sister was one of the few people who treated me as a human when we were young. Technically they are my half-siblings.
Our DM loves to add stuff. I'd say almost 40% of our exp and 65% of our time has been dealing with his add ons. I am not complaining, I love the stuff he has added in. So Kudos to all DMs who take the time to enrich the adventures with their personalized stuff. Thanks guys! You make the games fun and personable.

Erik Freund RPG Superstar 2011 Top 16 |

Gentleman wrote:
What other ideas for events and happenings can you think of happening in the burgeoning Kingdom?This is one of those topics that seems to come up once the previous discussion on it has moved to the archives, so...linkage:
Expanded Kingdom Events Table. Cheers!And don't be afraid to combine narrative and mechanics together; it can make "random" events a lot more meaningful.
I have been using this table extensively in my home game. I cannot endorse it highly enough: it is amazing! (even if my party did get hit with an Omen of Gyronna last session...)

3ntf4k3d |
Well, my players are in the early stages of RRR and - after two years of city building - finally started to explore the southern Greenbelt. Since they do all enjoy the political aspects of the campaign, I have decided to make a few changes to RRR and add some additional factions.
What I did so far:
After the first year, the players were visited by Eliscia of Greyford and her father, Sir Embald of Greyford. The fair maiden was almost a cliché damsel in distress: Her father had been striken by a strange illness a few years ago (at least that's what she thought) and had henceforth been unable to rule his small fief. Most of the time he was in a comative state, only with very brief moments an at least somewhat clear mind. Since her mother had did shortly after her birth and she had no other siblings, Eliscia had to take care of the most important affairs herself.
Due to scheming of a rival noble family, the Greyford's tribute to their liege was intercepted twice in a row - and after a short trial, her family was accused of withholding taxes and stripped of land and title. Eliscia used the remaining money to buy a carriage and left for the south, hoping to be able to begin a new life there and somehow cure the illness of her father. On her way, she heard about the player's new colony of Riverwatch and decided to take a detour - after all, their court might have been in need of a lady-in-waiting.
Unfortunatly, that was not so much the case - except for a castle and the required NPC for the kingdom positions there was not much of a "court" to speak of. However, her plead in front of the current ruler (a LG paladin of Iomedae) and the other players (particulary the party wizard who instantly had a crush on her *giggles*) convinced them to give her family and the remaining servants shelter.
The plot twist? Well, it turned out that one of Eliscia's servants, a young girl called Emilia, was by no means as harmless as it appeared: In fact, she was a halfling rogue/cleric of Norgorber (hurray for the childlike APG feat!) and responsible for the strange "illness" of Eliscia's father.
After two weeks she tried to sabotage the constructions in town by setting a pile of wood ablaze - only quick reaction prevented a great fire. Afterwards, she tried to poison the castle's well, but was observed by the elf druid of our party. She still managed to lure him into a trap ("Mylord! There was a strange man with a black coat inside the well!"), managed to backstab the elf to unconsciousness and gave the alarmed PCs one hell of a fight (deeper darkness, blindness, channel smite). In the end she was slain and the players found out about the poisoning of Eliscias father.
Unfortunatly, the long intoxination has left permanent damage to Sir Embald's body and soul. It looks like he will never revocer - or will he? Low level magic had failed, but maybe restoration or limited wish can bring him back. :)
Anyway, so far it looks like one of the players is going to court Eliscia. She will, of course, ask her father for permition, if necessary waiting a year until he has a clear moment again. And maybe on this day, her father will not only allow this, but also tell his new son-in-law where the family heirloom (a +2 giant bane Greatsword) is hidden...
XP 3200
Female halfling cleric of Norgorber 6 / rouge 2
NE Medium humanoid
Init: +4; Senses: ; Perception +10
Defense:
AC 17, touch 14, flat-footed 14
hp 71 (8HD)
Fort +7, Ref +10, Will +10, +2 vs. fear
Defensive Abilities: Evasion
Offense:
Speed 15 ft. (3 squares)
Melee dagger +8 (1d4-1/19-20)
Ranged dagger (thrown) +8 (1d4-1/19-20)
Space 5 ft. Reach 5 ft.
Atk Options: Sneak Attack 1d6,
Special Actions:
Channel Negative Energy (3d6, DC 17, 7/day)
Dazing Touch (7/day)
Prepared Spell List:
Cleric (CL 6th):
3rd - blindness/deafness (2) (DC 17) , deeper darkness , (D)nondetection (DC 17)
2nd - darkness , (D)invisibility (DC 16) , resist energy (DC 16) , silence , undetectable alignment (DC 16)
1st - (D)charm person (DC 15) , divine favor (DC ) , obscuring mist , protection from good (DC 15) , shield of faith (DC 15)
0th - detect magic , detect poison , guidance (DC 14) , read magic
Deity: Norgorber; Domains: Charm, Trickery
Tactics:
During combat: Emilia will prepare herself with defensive magic. If she is allowed enough time, she might also use poison on her daggers on the GM's whim. To begin combat she will try to use her child like appearance to seperate a PC and lure him into a trap (e.g. by claiming that there is "a strange man in a dark robe in the backyard"). Then she will try to kill her victim with sneak attack and channel smite. If facing multiple enemies, she will drink her potion of darkvision and cast either darkness or deeper darkness (so the potion remains useful). Afterwards she will try to position herself for channeling negative energie to hit as many foes as possible or try to sneak attack and use her channel smite to kill of her enemies one-by-one. She will cast blindness on enemies that leave the area of darkness or are able to see within darkness.
Morale: Emilia fights to the death.
Statistics:
Str 8, Dex 18, Con 13, Int 10, Wis 18, Cha 14
Base Atk +5; CMB +3; CMD 17
Special Qualities: Aura of Evil, Copycat (7/day), Fearless, Halfling Luck, Keen Senses, Orisons, Spontaneous Casting, Sure-Footed, Trapfinding, Weapon Familiarity,
Feats: Armor Proficiency, Light, Armor Proficiency, Medium, Channel Smite, Extra Channel, Improved Channel, Shield Proficiency, Simple Weapon Proficiency, Toughness, Weapon Finesse
Skills: Acrobatics +7, Bluff +7, Climb +2, Diplomacy +6, Disable Device +6, Disguise +13, Escape Artist +5, Fly +3, Heal +8, Intimidate +2, Knowledge (Religion) +4, Perception +10, Perception (Trapfinding) +11, Profession (Servant) +5, Ride +1, Sense Motive +6, Sleight of Hand +5, Stealth +16, Survival +4, Swim -4,
Combat Gear: Dagger (x3); potion of cure moderate wounds; potion of darkvision; scroll of contagion; studded leather, belt of dexterity +2
Please be aware that her stats might not be 100% accurate - I used an old version of PC Gen to generate her!
During the second year, the players expanded westward and tried to establish a lubercamp at the edge of the forest. Hearing about the PC's interest, Jolan Hergen (LN rouge) from the lumber consortium (LE in this part of Golarion) approached them and offered their service and experise in exchange for a contract of exclusive production and selling rights for lumber and timber within the Riverwatch.
The players accepted since their treasury was almost completly empty, but soon it dawned them that their decision was a mistake. A month later the consortium had build a tentment for it's workers within the city (no BP cost for the players) and offered to finance the construction of a brothel (50% BP discount), which they accepted.
The new chance for labour also created a great influx of new citizen, increasing the kingdom population from 350 to 500 (we play with reduced pop number per building). The problem: The new citizens were loyal to the consortium instead of the PCs. As the consortium silenty spread it's influence within the city, the initial +1 ECO bonus from the consortium turned into a +2 ECO, -2 STA, -2 LOY penalty.
As it is now, the consorium has secretly taken over the brothel (they made a special contract with the matron) - since this was the only place of entertainment until the PC had build a theatre last month, it made the consortium even more popular within the ciztizens of Riverwatch. Later they used strawmen to 'buy in' some of the local taverns at the harbor and the newly constructed brewery. However, since they are not tinkering directly with these persons, the PC cannot call upon any law to cut the ties. But after all, the lumber consortium is a quite effective mafia-like organisation - the know the game and the rules.
They have - so far - refrained from messing with the city guard (which is under control of one PC) and intervening in the local politics. but after the last spy master report, the PCs were quite alarmed: All in all the consortium controls roughly 25% of the city and it's population. It has enormous funds it can mobilize - if necessary by calling for aid from other branches within Brevoy, so both trade war and direct action seemed feesible (and would have resulted in counteraction by the consortium that might lead to massive unrest or even a small scale civil war). So instead of opposing the consortium, they have begun to establish new buildings directly under the control of loyal NPCs (like the theatre and another tavern) to attract more people and make the buildings controlled by the consortium less interesting.
Will they suceed in diminishing the consortium's influence over the city? So far everything looks good, but will the consortium just sit back and give them a free hand? And even if the players prevail - why shouldn't the consortium just establish an own settlement a bit further to the north?
All in all, that plot has some great potential for a 'political nemesis' faction that will haunt the players throughout the whole campaign.
Deep within the greenbelt dwells the "Council of 5", a group of druids who tries to keep balance of nature within the stolen lands. Each member represents an aspect of neutrality of nature - and sooner or later, the PCs expanding kingdom will create a conflict with the druids:
Aklamor (N male elf druid) is the head of the council and stands for the true neutrality of nature and all living things. He will not take any side in the discussion unless the scales are about to be tipped - but sooner or later, it will be the case...
Salissa (NG female human druid) represents the kind side of nature. While nature follows no civilized law, it is home for the creature on Golarion, feeds them, shelters them, provides them with everything they need. As long as the PCs do not endanger the other inhabitants of the forest too much and respect that every being has the right to live, she will grant them space for their expanding kingdom.
Illean Stormwind (NE male human druid) represents the dark side of nature: Everything is either hunter or prey - and only the strongest will survive. The PCs are a threat for the greenbelt and it's denizens - so the greenbelt must rise and fight them. One side will win - and winner takes all!
Megalon (LN male human druid) represents the lawful side of nature: Unlike menkind, nature has it's own laws to follow. These laws are older than most races in the world - and thus they are true. The PCs, however, do not 'play by the rules' - Megalon will oppose their meddeling within the forest and vote against them - and for war.
Tira Fairyfly (CN female gnome druid) is closest to the fey realm. She represents the ever changing aspect of nature and it's dynamics to adept to the things that come. Change is part of live, and from this point of view, the PC's kingdom is merely a new surrounding were nature will thrive. She has no obligations against the PC - and might even become their only real ally within the council.
The council will be in a stalemate most of the time:
2 for the PCs, 2 against them and 1 staying neutral - but should the PCs ever do something "stupid" with poor ol' mother nature, the die is cast - and the council will awake the "sleeping hill" to use it as a weapon against the players. (This encounter is inspired by "Shadow Of The Colossus" from the PS2 ;))
Greater Advanced Earth Elemental
XP 12800
Neutral Colossal Outsider (Elemental traits)
Init +1; Senses Darkvision 60; Perception +18
DEFENSE
AC 28, Touch 3, flat footed 27 (+1 Dex, +25 Natural, -8 size)
hp 227 (13d10+156);
Fort +20, Ref +5, Will +10
Damage reduction 10/-
OFFENSE
Speed 30, Burrow 20, Earth Glide (Can move through earth except metal)
Melee
Single Attack Slam +26 (6d8+21)
Full Attack
2x Slam +26 (6d8+21)
Space 30ft, Reach 20ft
Special Attacks:
Earth Mastery +1 attack and damage if foe on ground,
Earth Mastery -4 attack and damage if foe in air or water,
Push: Can start a Bull rush without provoking opportunity attack
STATISTICS
Str 53, Dex 12, Con 35, Int 14, Wis 15, Chr 15
Base Attack 13 CMB 42; CMD 53
Feats
Awesome Blow, Cleave, Greater Bull Rush, Greater Overrun, Improved Bull rush, Improved Overrun, Improved Sunder, Power Attack
Skills: Appraise 15, Climb 36, Know dungeon 15, Perception 18, Stealth 1
Languages: Terran
ECOLOGY
Environment Elemental Plane of Earth
Organization Solitary
Treasure None
Note: I think I will spice him up a bit with a special extra feat or two - but, so far, no time for that.
Deep within the tuskwater, queen Fawari (CG female nymph druid) and her followers, a flock of nixis and nymphs, dwell in a small palace at the bottom of the lake. She considers these waters her domain, but might be willing to negotiate with the PCs. While it is unlikely that humans will dive down to the depths of her palace, she has a much bigger problem - a problem she cannot solve alone.
A long time ago, the old denizens of the Candlemere tower made a pact with the nixis: In exchange for them watching the lake, they installed a magical mirrow on top of tower - a mirror that brought daylight down to the depths of Fawari's palace, basking it and the surrounding buildings in welcoming sunlight.
However, a few years ago, the evil spirits of the tower let vines grow onto the top of the tower, enclosing the mirror, bringing eternal night upon Fawari's realm again. Since the pact makes it imposssible for her and her followers to enter the Candlemere tower (not that she would want to do that with all the will'o'wisp anyway...), she will rely upon the help of some brave adventurers to bring the sun back to the depths.
As a reward, she is not only willing to take the PCs down to her realm and show them around (did I mention one of our PCs has a crush on nixis?), but is also willing to accept the PCs as new protector of her pact: As long as they keep her mirror safe, Fawari and her nixis will keep a watchful eye on taskwater and the connected rivers, increasing kingdom STA by +2.
Fawari is not the only queen to dwell within the Narlmarches: Veiled by a magical spell only elves can see through, Antigae (NG dryad druid) and her small sister Calypso (NG dryad ranger) are leaders of a small flok of elves within the forest.
(Note: These two are centaur-like dryads many, as many modern fantasy games display them)
The elves were once corrupted and enslaved by an ancient evil that lurked in the forest, but Antigae did not only slay the demon, but also created a home for them near her tree. Even today, many of the elves have strange horns growing from their forehead, most akin to Tieflings, but thanks to Antigaes curing magic, the evil influence within them has faded completly.
While Antigae is most akin to a queen in the view of outsiders, many of the elves worship her as goddess. And while Antigae is a calm and kind spirit of the wood, the expanding realm of the PCs will sooner or later collide with her veiled grove (placed in the same hex as "A Delicate Situation" from RRR). Antigae is bound to her tree within the small lake of the elvish town, but she possesses the edritch power to enter the dreams of the living, giving messages, warning and advice.
So far I have not made any further plans with Antigae and her elves, but much will depend on how the players react towards them. She can also be used as a plothook for a sidequest in a dreamworld or as a crafting NPC that may support the players with gear they desire (for a price).
But one thing is sure so far: If a certain fairy "queen" (You GMs know who I speak off...) finds out about Antigae, she will meet a very painful death towards the end of the campaign - or will be turned into a mindless minion.
Hope there is some inspiration for you inside. ;)