I hit my head against the keayboard a few times... 
suddenly it worked like this:
Code:
declare_counter my_event0
declare_counter my_event1
declare_counter my_event2
declare_counter my_event3
declare_counter my_event4
declare_counter my_counter
monitor_event CharacterTurnEndInSettlement SettlementName Mt-Gram
and I_EventCounter my_event0 1
and Trait my_trait = 2
inc_counter my_counter 1
end_monitor
monitor_event CharacterTurnEndInSettlement SettlementName Mt-Gram
and I_EventCounter my_event0 1
and Trait my_trait = 3
inc_counter my_counter 2
end_monitor
monitor_event CharacterTurnEndInSettlement SettlementName Mt-Gram
and I_EventCounter my_event0 1
and Trait my_trait = 4
inc_counter my_counter 3
end_monitor
monitor_event CharacterTurnEndInSettlement SettlementName Mt-Gram
and I_EventCounter my_event0 1
and Trait my_trait = 5
inc_counter my_counter 4
end_monitor
monitor_event CharacterTurnEndInSettlement SettlementName Mt-Gram
and I_EventCounter my_event0 1
and Trait my_trait = 6
inc_counter my_counter 5
end_monitor
monitor_event CharacterTurnEndInSettlement SettlementName Mt-Gram
and Trait my_trait = 6
set_event_counter my_event0 1
end_monitor
monitor_conditions I_EventCounter my_event0 1
if I_CompareCounter my_counter > 4
set_event_counter my_event1 1
end_if
if I_CompareCounter my_counter > 9
set_event_counter my_event2 1
end_if
if I_CompareCounter my_counter > 14
set_event_counter my_event3 1
end_if
if I_CompareCounter my_counter > 19
set_event_counter my_event4 1
end_if
end_monitor

The order problem was solved by simply changing the order in the campaign_script.txt 
"terminate_editor"... I cannot remember putting it there... after I removed it stuff got easier!
I will add a factionislocal or something to this "monitor_condition "later to prevent it from firing so often... even if it does not really matter...
But I have a new question... I want to decrease the monitor_events to decrease turn time but
the "if" thing does not work here:
Code:
monitor_event CharacterTurnEndInSettlement SettlementName Mt-Gram
if I_EventCounter my_event0 1
and Trait my_trait = 2
inc_counter my_counter 1
end_if
if I_EventCounter my_event0 1
and Trait my_trait = 3
inc_counter my_counter 2
end_if
end_monitor
The log file tells me that I cannot check traits... one of the posted conditions is "<>"
There should be written something between the brickets...
I will take some time until I find out why this is happening... perhaps someone knows it?
Could the reason be that in desc_character_traits stuff is beeing changed after (?!) the campaign_script?