Skip to content

Faction Turns

What this is

A faction turn is the monthly heartbeat for a DM-controlled faction. Each takes one broad action per in-game month, producing a beat the players will notice next session. Player-controlled factions are exempt; their players drive their own activity.

Invoked by: the Basic Game Loop at the end of each in-game month.
Invokes: nothing.
Returns to: the Basic Game Loop.

Before the first turn

Each DM-controlled faction should have a one-line current Goal: what the faction is trying to accomplish right now.

Examples:

  • Cult of the Pale Door: "Open the lower seal beneath the cathedral by midwinter."
  • Orc warband: "Drive the dwarves from the iron pass."
  • Baron Aldrick (domain): "Marry off Lyssa to the earl and double the taxes."
  • Red Dragon: "Crush the upstart silver who claimed my old peak."

Goals are strongly recommended. Factions without one still take a turn but skip the "Pursue" interpretation in Step 2.

The monthly turn

For each DM-controlled faction, work through the four steps below. Target time per faction: about one minute without a resolution roll, two to three minutes with one.

Step 1: Roll the action

Roll 1d8 on the Faction Action table.

d8 Action What it looks like in play
1 Strike An attack on a rival or likely target. An NPC dies, a road becomes unsafe, a village is razed.
2 Build The faction adds a visible thing to the world: expands the lair, extracts a resource, raises a new shrine or watchtower.
3 Recruit A formation grows; a new lieutenant joins; a defector arrives. The faction is bigger or more capable.
4 Scheme Plot, suborn, propaganda, blackmail. A political event or edict is heard about, possibly with a named NPC at the center.
5 Parley The faction reaches out: alliance, tribute, trade. A new connection (or rupture) with another faction.
6 Pursue Direct progress on the faction's current goal.
7 Discover the faction finds a secret, relic, resource, or something else of value.
8 Disaster the faction takes an unforced setback. Surprise attack, weather, lost shipment, exposed secret.

Step 2: Interpret through the faction's Goal and theme

The same action looks different for different factions. A Red Dragon's "Strike" is not a City Guard's "Strike." The DM frames the action through:

  • The faction's theme (Beast Master kobolds raid differently from Lava kobolds).
  • The faction's Goal (every action can be tilted toward the current goal).
  • The faction's lair location (a strike from a mountain lair targets different things than a strike from a city lair).

The roll gives the broad action; the faction's existing details fill in the specifics.

Step 3: Resolve, if needed

Most actions do not need a roll. The action happened; the question is what the players notice.

Roll only when the action involves opposition or significant risk and the outcome is not obvious. Strike and Scheme usually warrant a roll. Build, Recruit, Parley, and Pursue usually do not.

When a roll is needed:

  • Unopposed action. 1d20 + FR vs DC. DC 15 by default, 10 for easy, 20 for hard, etc.
  • Direct contest with another faction. Roll 1d20 + FR for each side. Higher wins; tie is a stalemate.
  • Success. The action achieves its aim cleanly.
  • Failure. The action still happens but with a complication, a cost, or setback.

Step 4: Note the outcome

Update the faction's notes. Examples:

  • Cult of the Pale Door, Strike (success): "Sacked the reliquary at the lectorum. Three priests dead. The seal advances."
  • Orc warband, Recruit: "Three goblin tribes swore fealty. FR raised from 3 to 4."
  • Baron Aldrick, Treat with: "Sent emissaries to the Cult of the Pale Door. Players will hear rumors."
  • Red Dragon, Pursue: "Burned the silver dragon's lair to slag. The high crags are contested."

Make the event visible to the players through rumors, news post, etc.