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Domain Encounters

What this is

Domain Encounters surfaces incoming threats and visitors to a domain. It produces reports the ruler must act on and audiences he must receive. Domain encounters are not staged at the table as combat — they are events the ruler decides about, and the consequences land on the Domain Record Sheet (DRS).

Invoked by: the calling procedure on its cadence — Ruling a Domain (player-side) or Monthly Domain Refresh (DM-side); or DM judgment.
Invokes: Encounter Tables for the wilderness creature lookup and the Defend-quest antagonist; a treasure table for the Recover quest; the Domain Project List for the Build quest.
Returns to: the calling procedure, once the ruler's decisions are logged on the DRS.
Bookkeeping: Activity Log (each encounter result and the ruler's decision); DRS (treasury, population, open reports, active quests, all updated downstream).

Step 1: Wilderness encounter

A wilderness encounter is news heard by the domain. A scout, courier, etc. brings the report. The domain ruler decides what to do about it.

Determine the subject

Roll on the encounter tables for the domain's primary terrain. The result names the creature in the report.

If the domain spans multiple terrains, the DM picks the terrain most relevant to where the report originates, or rolls weighted by hex count.

Determine the nature of the report

Roll 1d100.

Roll Nature Report details
1–30 Raid A holding, caravan, or outlying settlement was attacked by the creatures. The report may carry a damage tally and the direction of withdrawal.
31–55 Sighting The creatures were spotted near the perimeter of the domain. Patrols want orders.
56–75 Lair established The creatures have settled into a hex. What about nearby citizens?
76–87 Migration The creatures are moving through the domain and may be causing damage.
88–94 Parlay or tribute The creatures arrive as emissaries, negotiators, or extortionists and have terms.
95–100 Lost or wounded The creatures are stranded. Can they be captured or studied?

Resolve

The ruler chooses how the domain responds to the report.

Step 2: Civilized encounter

A civilized encounter is typically someone arriving at the gate asking for an audience. The ruler receives them and decides how to respond.

Determine the nature of the audience

Roll 1d100.

Roll Nature The audience
1–25 Caravan A caravan or trade convoy. Tariffs, gifts, or transit fees enrich the treasury. Gain 2d6 × 100 gp.
26–45 Citizens Settlers, refugees, or a guild branch come to join the domain. Gain 2d4 × 100 citizens.
46–60 Market A magic item, a mercenary contract, or access to a domain-scale resource is offered for sale. Roll on the Market table.
61–75 Services A specialist offers a one-time benefit. Roll on the Services table.
76–100 Quest A visitor brings a request, or a demand, with a reward attached. Proceed to Step 3.

Market

If the audience was Market, roll 1d3 for the category, then look up the specific offering.

d3 Category Lookup Price
1 Magic item Roll on Treasure table E or F Market value
2 Mercenary contract A core formation from a faction template of similar FR Monthly stipend × FR
3 Resource access Roll on the Domain Resource table Lump sum or recurring concession

The ruler chooses whether to accept the offer.

Services

If the audience was Services, roll 1d6 for the specialist's offering.

d6 Service Effect Cost
1 Sage's research Gain 1 map (Treasure table G) 1000 gp × FR
2 Healer's mass blessing Gain 1d6 × 100 citizens (saved from plague or fever) 500 gp × FR
3 Bard's epic The next civilized encounter check this month is made with advantage (roll twice, take higher) 1000 gp × FR
4 Diplomat's mediation Resolve one outstanding Parlay-or-tribute report as favorable, or improve one neighboring faction relation by one step 2000 gp × FR
5 Spellcaster's ritual A ward, divination, weather shift, or pest cleanse covering one hex (specific effect by DM) 2000 gp × FR
6 DM's choice Custom service that fits the visitor DM judgment

The ruler chooses whether to engage the specialist.

Step 3: Quest scenario (if applicable)

If the civilized roll landed on Quest, roll 1d100 to determine the scenario. Each entry is a fill-in-the-blanks template that pulls from existing structures in the campaign.

Roll Scenario Pointers
1–25 Defend us from a threat. Pick a plaintiff group inside the domain (use the dominant population if no specific group fits). Roll on the encounter tables for the antagonist; filter CR ≤ 5 and halve # Appearing, minimum 1.
26–43 Build something. Pick from the Domain Project List: road, watchtower, shrine, market hall, bridge, mill, or other.
44–58 Recover something. Roll on the minor magic item table for the what. Pick a hex from the regional table for the where, or use a known unexplored landmark.
59–70 Conquer or claim. Pick a neighboring hex, contested region, or known rival's holding.
71–82 Host an event. Pick festival, tournament, conclave, or pilgrimage rite.
83–92 Open or break a trade route. Pick destination and commodity.
93–100 Sabotage. Pick a rival faction. Pick a target type: an asset, a succession, an alliance, an alliance overture.

Reward

Roll 1d6. Magnitude scales with the asker's FR if the asker is a faction; otherwise with the domain's FR.

Roll Reward
1 Coin: Gain 2d6 x 100 gp
2 Recruits: Gain a core formation of a faction template with a similar FR
3 Citizens: Gain 2d4 x 100 citizens into the domain
4 Magic item: Gain one magic item rolled on Treasure table F
5 Trade access: Gain one additional civilized encounter roll per week
6 Treasure map: Gain one map to a magic item rolled on Treasure table G