Skip to content

Domain Encounters

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).

Used by: the calling procedure on its cadence — Ruling a Domain (player-side) or Monthly Domain Refresh (DM-side); or DM judgment.
Uses: 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.
Goes back to: the calling procedure, once the ruler's decisions are logged on the DRS.
Records to update: 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 nature

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 Item sale value
2 Mercenary contract Roll random humanoid creatures 1d6 x 100 gp
3 Resource access Roll on the Domain Resource table 2d6 x 100 gp

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 to a treasure (random item from treasure table H or chosen by the DM) 2d6 × 100 gp
2 Healer's mass blessing Gain 2d6 × 100 citizens 1 gp per citizen gained
3 Bard's epic The next civilized encounter check is positive, and the ruler can roll the encounter twice and choose one result 2d6 x 100 gp
4 Diplomat's mediation For the next positive wilderness encounter check, the ruler may roll the encounter twice and choose one result 2d6 x 100 gp
5 Spellcaster's ritual A 3rd or 4th level spell is offered as determined by the DM 100 gp × spell level
6 DM's choice - -

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 Reward
1 Coin: Gain 3d6 x 100 gp
2 Recruits: Gain the benefits of training troops immediately and with no time spent; other requirements must be fulfilled as normal
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: The next civilized encounter check is positive
6 Treasure map: Gain one map to a magic item rolled on Treasure table G