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Published by averyrobertbonner, 2022-06-08 02:14:15

Kingdoms___Warfare_v1.0

Kingdoms___Warfare_v1.0

Credits Playtest Coordinators

Lead Designer: Matthew Colville ActuallyEthan/Ethan Dunning, Chris Catterson,
Designers: Celeste Conowitch, Gabe Hicks, James Dig/Owen Crary, Glynisir/Durante Bozzini, Guard-
ianRoborn/Nathan Clark, JackOfAllApocalypses/Jack
Introcaso, Justice Arman, Makenzie De Armas, Vidulich, John Champion, Kelvan1138/Richard White
Sam Mannell III, Mayanaka/Michael Harsha, MeAndUnique/Shane
The Regent of Bedegar Adventure: Teos Abadia Parker, Noicknoick/Nick Warren, Pesto Enthusiast/
Additional Design: Spencer Hibnick Spencer Hibnick, Shieldbuster/Moisés Raúl Montero,
Editors: Laura Hirsbrunner, Sadie Lowry, SONSON/Alecson de Lima Junior, TemplarsBane/Nick
Scott Fitzgerald Gray Pierson, Vanacan/Taylor Lauer, Von Ruski/James Dewar,
Sensitivity Readers: Amr Ammourazz, Elijah Forbes, Whozzat/Anthony Norton
Gabe Hicks, Sally Tamarkin
Playtesters
Production: Anna Coulter, Lars Bakke
Adam Ra, Adam St. Pierre, Alex Hansen, Alex
Art Direction: Jason Hasenauer Hencinski, Anastasia Alnykin, Angela Rin, Angus
Graphic Design: Gordon McAlpin, Mary McLain, Newell, Atsu333/Al Rusk, Bennoni Thomas, Big Spoon/
Jacob McEwen, Brian Dibble, Caitlin M., chilledlynx/
Tom Schmuck Sarah Gabrielle Lynch, CO_Nielsen, Cole Sharp,
Layout: Gordon McAlpin Connor Gray, CrossroadsDog, Dan B., Daniel Harrison,
Cover Illustration: Gustavo Rodrigues Dard/Kody, Daryk Nunn, David Fleming, David
Title Page Illustration: Mark Zug George, Derek Fisher, Doc Brown, Donna Day, Fabiana
Illustration: Conceptopolis, Faizal Fikiri, Grace Kerbes, Fernando Dolande, Five of Seven/Joshua
Rodriguez, Gabriel Marques de Azevedo, Gabriel
Cheung, Gustavo Rodrigues, Jason Hasenauer, Sortica Reichmann, Giannis Pantelakis, HAL, Harley
Justin Cherry, Mary McLain, Mike Franchina, Kewish, Harsha Krishnan, Helios StormPhoenix/Arek
Nick De Spain, Ognjen Sporin Schneyer, Hibberty Gibbins/Michael Paz, Holothurian/
Cartography: Miska Fredman Silias Meyer, Hunter Loose, Jacob Davis, Jarrad
Scott, Jarrad Tait, Jay Snelson, Jeanne Parker, João
Playtest Director: Lars Bakke Vargas, Joseph Concha, Josh Rosing, Joshua Jemison,
Lead Tester: Spencer Hibnick KaerieP, Kafeii Bloise, Kai/Joshua Marmolejos, Kelly
Warfare Testing Automation: John Champion KirkPatrick-Peet, Kevin Conway, Kevin Drew, Kira
Special Thanks: Alecson de Lima Junior, James Dewar, Irvine, Kristin Lawrence, Lance Hobbie, Leonardo
Vechi, Liam Lefferts, LinkedSpirit/James Cook, Ludwig
Owen “Dig” Crary Krüger, Luiz Kormann, Madeleine Bray, Marc Donati,
Maria Elisa Mascarin, Marshall Alex, Marshall Miller,
MCDM Productions Matthew Mavroides, Matthew T., Michael Nolte, Nate
Goodwin, Noah Hasley, Parker Goldsack, Parker Lilly,
Lars Bakke: Development & Production Rain Hiraeth, Richard W. Sullivan, Robbie Leumas,
Jerod Bennett: Technology Russell Anderson, Ryan Day, Ryan Farmer, Ryan
Grace Cheung: Art Zschau, Sabriel/Dame Sabriel Mastin, Samuel Edwards,
Matthew Colville: Writing & Design Samuel Walker, Sebastian Clare-Panton, Shields2314/
Anna Coulter: Production & Operations Nick Kelly, SirJoore, Stewart Green, Tate Nicholson,
Nick De Spain: Art & Art Outsource Management Thaís Baramarchi, Thatguyvt, Thomas Bakker,
Jason Hasenauer: Art & Art Direction Travis McCroskey, Trevor Rice, Troy Gabriel, Tyler
James Introcaso: RPG Line Developer Derek, UmmSenna/Cecil Armstrong, Vinicius Bellé,
Warsmithpaint/Zachary Smith
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Kingdoms & Warfare and more!

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ISBN: 978-1-7375124-2-4

Foreword

have always viewed the worlds of a new world, I always wondered the same thing:
of fantasy RPGs in terms of “Who’s in charge here?” I don’t know why that was
domains. The idea that the important to me. Probably, I was just looking for
world is divided into spheres some kind of organizing principle. Some kind of
of influence and power, with lens to view all this new information through.
specific people in charge
of those things. Even as a I didn’t literally think, “Whose domain is this?”
teenager, I played in lots of different fantasy worlds, I wouldn’t have used that language. And I never
and I judged them all based on one thing: the map.1 thought exclusively about barons and dukes and
I used maps as the keys that unlocked the different queens. If I pointed to a great forest, I wouldn’t
domains in a world. expect it to belong to a feudal noble. I know how
Maps are one of the GM’s most powerful tools. fantasy works: it’s a big forest, so it probably
The map of the local area, the map of the region, belongs to the elves!
the map of the city, the map of the world. Because
maps invite exploration. A map explicitly asks the But which elves? Surely a forest this big is an
players to pore over it, point to something evocative important asset, and some elven court considers it
or mysterious, and ask: “What’s this?” their realm. Their domain. And if not, that’s prob-
In the ’80s and early ’90s, there was an explo- ably because it’s contested! A hot or cold war over
sion of new, official campaign settings. New fan- ancient elven boundaries! Drama!
tasy worlds for RPGs. And my friends and I were
excited to try them. But whenever I saw the map Or maybe the forest belongs to an order of
powerful druids. Maybe they keep it deliberately
wild and pool their resources to ensure no single

1 Well, I judged them by a lot of things, but the map was usually the first one. The first impression. 

civilization takes it over! Well, those druids would When players choose an organization and a
be just another domain. specialization, their characters gain new mechani-
cal features—but they’ll also feel more like a formal
That’s how my mind worked then, and how it still group. They’ll have to communicate more to use
works. It’s okay if some places aren’t controlled by their new domain powers, and will argue about how
anyone. But then, as now, when I see a map of a best to use domain features during a new phase of
fantasy world and there are no political boundaries, the game, called intrigue. Everyone will communi-
no answers, no information to tell me, “Who’s in cate, argue, and compromise—just like the members
charge?” anywhere, I get disappointed. I feel of a real organization.
like … there’s a layer of information missing.
This book will give the heroes and villains in your
To date, there’s never been an edition of the games more influence, more impact. Their reach
world’s most popular roleplaying game whose core will extend beyond the end of their swords or the
rules took the idea of different domains—whether range of their spells. The party’s agents can go out
those are counts and dukes and queens, or druid and spy, research, build, and negotiate, all while the
enclaves, wizard circles, or knightly orders—and gave heroes are dungeon delving. And of course, when
them mechanical features. Not just, “Oh, you get this those heroes discover that another domain is build-
one feature if you join this organization,” but rules ing an army to march against the people who look
for letting different organizations engage in planning, to them for leadership, they can build their own
conspiracy, and conflict the way people do. army and prepare for war!

That’s what this book tries to do. I wanted to give This book might not be for everyone. But if any of
you the tools to add organizations and warfare to the above sounds cool to you, we think you’ll like it.
your games and make doing so fun. When players
think about their own party of heroes, even without —Matt Colville
changing anything about their characters, I hope Orange County, CA
they’ll recognize at least one of the organizations or
specializations in here as fitting their group.2 When 2021
GMs see all the different NPC realms in the book,
I hope they’ll want to run new adventures with a
hag coven as the villain, building a secret army in
the swamp. Or an evil empire run by an immortal
dragon. A draconic tyranny!

2 Probably, let’s be honest, the disorganized misfits.

Table of Contents

Introduction . . . . . . . . . . . . . 1 Goblinoid Coalition . . . . . . . . . 75 Tellac Oranic. . . . . . . . . . . . . . 213
How to Use This Book. . . . . . . . 1 Hag Coven . . . . . . . . . . . . . . . . 77 Zealcleaver. . . . . . . . . . . . . . . . 214
Scale . . . . . . . . . . . . . . . . . . . . . . 2 Infernal Echelon. . . . . . . . . . . . 78
Medusean Tyranny. . . . . . . . . . 81 New Codices. . . . . . . . . . . 216
The Operation . . . . . . . . . . . 3 Orc Clan. . . . . . . . . . . . . . . . . . 82 Encountering a Codex . . . . . . 216
Planar Invaders. . . . . . . . . . . . . 84 Attuning to a Codex. . . . . . . . 216
Glossary of Terms. . . . . . . . . 5 Reptilian Band . . . . . . . . . . . . . 85 Sacrifice. . . . . . . . . . . . . . . . . . 216
Domains & Intrigue . . . . . . . . . . 5 Undead Dominion . . . . . . . . . . 86 New Codices Descriptions . . . 217
Warfare. . . . . . . . . . . . . . . . . . . . 6 Undersea Colony . . . . . . . . . . . 89
World Below City-State . . . . . . 90 Astral Codex. . . . . . . . . . . . . . .217
DOMAINS & INTRIGUE Codex Adamant. . . . . . . . . . . . 219
The Core Assumptions. . . . . . . . 9 WARFARE Codex Bellorum. . . . . . . . . . . . 221
Characters and Officers . . . . . . 10 Using These Rules . . . . . . . . . . 93 Codex Canticalus. . . . . . . . . . . 223
What is an Organization?. . . . . 10 Maneuvers. . . . . . . . . . . . . . . . 109 Codex Granatine . . . . . . . . . . . 224
Describing a Domain. . . . . . . . 11 Martial Advantages. . . . . . . . . 111 Codex Mutabilis. . . . . . . . . . . . 225
Intrigue. . . . . . . . . . . . . . . . . . . 11 Opposing Commanders. . . . . 118 Codex Oraculum. . . . . . . . . . . .226
Founding an Organization. . . . 11 Fortifications. . . . . . . . . . . . . . 121 Codex Solaris. . . . . . . . . . . . . . 227
Organizations and Warfare . . . 14 Terrain . . . . . . . . . . . . . . . . . . 123 Codex Tempestatus. . . . . . . . . . 229
Before Intrigue . . . . . . . . . . . . . 14 Scenarios. . . . . . . . . . . . . . . . . 124
Domain Skill Tests . . . . . . . . . . 15 Unit Traits. . . . . . . . . . . . . . . . 126 THE REGENT OF BEDEGAR
Running Intrigue . . . . . . . . . . . 16 Ancestral Units. . . . . . . . . . . . 131 Introduction . . . . . . . . . . . 231
Domain Turns and Actions. . . . 16 The Special Unit Deck. . . . . . 144 The Story So Far. . . . . . . . . . . 231
Domain Skills. . . . . . . . . . . . . . 18 For the GM: Building the Adventure Overview. . . . . . . . 231
Domain Defenses . . . . . . . . . . . 24 Major Players . . . . . . . . . . . . . 232
Domain Size. . . . . . . . . . . . . . . 26 Villain’s Army. . . . . . . . . . . . 144
Domain Powers. . . . . . . . . . . . . 27 Setting Up. . . . . . . . . . . . . 238
Villainous and NPC Realms. . . 28 MONSTERS & MAGIC ITEMS Geography . . . . . . . . . . . . . . . 238
Monsters. . . . . . . . . . . . . . 147 Castle Rend. . . . . . . . . . . . . . . 238
Heroic Organizations. . . . . 31 Action-Oriented. . . . . . . . . . . 147 Gravesford. . . . . . . . . . . . . . . . 238
Adventuring Party. . . . . . . . . . . 31 Court of Decay. . . . . . . . . . . . 147 Selecting an Organization . . . 239
Martial Regiment. . . . . . . . . . . 36 Court of the Deep. . . . . . . . . . 164
Mercantile Guild . . . . . . . . . . . 40 Court of Seven Cities . . . . . . . 178 Part 1: Trouble
Mystic Circle. . . . . . . . . . . . . . . 44 Gemstone Dragons. . . . . . . . . 198 Comes to Rend . . . . . . . . 239
Nature Pact. . . . . . . . . . . . . . . . 48 Relg, the Descender,
Noble Court . . . . . . . . . . . . . . . 52 Owlbears Attack. . . . . . . . . . . 239
Religious Order. . . . . . . . . . . . . 56 the Lord in Corpulect. . . . . . 205 Willoughby’s Warning. . . . . . 240
Underworld Syndicate . . . . . . . 60 Saxton’s Test. . . . . . . . . . . . . . 241
Magic Items. . . . . . . . . . . . 208 Charting a Course . . . . . . . . . 242
NPC Realms . . . . . . . . . . . . 65 Coat of the Crimson Guard . . . 208
Despotic Regime. . . . . . . . . . . . 65 Counterpoint . . . . . . . . . . . . . . 208 Urland Intelligence
Draconic Empire. . . . . . . . . . . . 67 Grandmaster’s Quiver . . . . . . . 209 Report. . . . . . . . . . . . . . . 248
Dwarven Thanedom. . . . . . . . . 69 Helmet of Dual Fates. . . . . . . . 210
Fey Court . . . . . . . . . . . . . . . . . 70 Heroic Soul’s Chasuble. . . . . . . 211 Part 2: Adventuring
Giant Jarldom. . . . . . . . . . . . . . 72 Maethelgas. . . . . . . . . . . . . . . . 211 in NPC Realms . . . . . . . . 251
Gnomish Kingdom. . . . . . . . . . 73 Omega Toll. . . . . . . . . . . . . . . . 212
Staff of Providence. . . . . . . . . . 213 Running the Intrigue . . . . . . . 251
Alliance: The Clock . . . . . . . . 252
Alliance: The Orchid Court. . 259
Alliance: The Elgenwights . . . 266

Alliance: The White Tusk. . . . 270 A Knight’s Plea. . . . . . . . . . . . 290 Leader: Lord Saxton. . . . . . . . 304
Alliance: The Lord Optional Battle:
Lieutenants: Saxton’s Court. . 305
of Dalrath. . . . . . . . . . . . . . . 271 An Undead Horde . . . . . . . . 291 Sir Pelliton. . . . . . . . . . . . . . . . 305
Sabotage: Lady Morgant. . . . . . . . . . . . . 306
Part 3: The Battle for Sir Anglim. . . . . . . . . . . . . . . . 308
The Necromancer. . . . . . . . 272 Gravesford . . . . . . . . . . . 292 Magus Extraordinary
Sabotage: Delicara Therin. . . . . . . . . . . 310
Saxton Attacks Gravesford!. . . 292 Prelate of Ajax
The Star Chamber. . . . . . . . 277 Father Belderone’s Warning. . 292 Kiril Ellingwood. . . . . . . . . . 311
Optional: Pinna, Tace, Gravesford. . . . . . . . . . . . . . . . 294
The Church of Saint Gaed. . . 296 Mindkiller. . . . . . . . . . . . . . . . 312
and the Secret. . . . . . . . . . . . 286
Appendix: Threats . . . . . . 301 Open Game License
Interludes: Teresa Dolruth . . . . . . . . . . . . 301
Heroes Return. . . . . . . . . 287 Caliga Lifebane. . . . . . . . . . . . 301 Version 1.0a. . . . . . . . . . .320
Chlorandraxarous. . . . . . . . . . 302
Horace the Thief. . . . . . . . . . . 287
Spy at the Castle. . . . . . . . . . . 289 Living Vines. . . . . . . . . . . . . . . 303
Magic Hours. . . . . . . . . . . . . . 289

Introduction

here’s a lot in this book, but The book also contains a handful of new items
what’s here ultimately boils that can affect intrigue or warfare. And because
down to two systems: intrigue they were popular in Strongholds & Followers, you
and warfare. get some new legendary artifacts called the codices.
(Warning! They will unravel the fabric of reality!)
Intrigue is conflict
between two domains. A holy Strongholds & Followers presented six courts of
church versus a mystic circle. extraplanar creatures that the gods might send
The Knights Templar against a dragon tyrant. A to aid characters in battle if their faith is strong
bunch of disorganized misfit adventurers against enough. Those were so popular that we expanded
a nation of undead! them with three additional courts—devils, demons,
A domain is a pretty simple thing as a game and undead. New monsters! Some of these crea-
concept. It’s got four skills. It uses actions and tures use the action-oriented design philosophy
reactions and bonus actions, just like characters and mentioned in “Running the Game #83,” designed
monsters. It has three defenses, but no hit points. to make it easier for a GM to use a single monster
The only way to “kill” a domain is to neutralize its to challenge an entire party.
officers—although some might escape and start a
new domain for the sequel campaign! A domain Finally, there’s an adventure designed to help you
could be a kingdom, thieves’ guild, or druid circle! use and understand these rules. It’s basically a big,
An intrigue only ever takes place between two detailed example of how the intrigue and warfare
domains. That makes the system simple and easy systems can work.
to keep track of. Other domains might get involved,
but purely as allies, lending aid. Of course, depend- How to Use This Book
ing on the adventure, it’s possible that a particular
intrigue is just a prelude to another larger intrigue First, you should check out the Glossary of Terms
as the characters discover the villainous realm section, which covers all the new terms the book
they just defeated was only a pawn in an even uses. Don’t worry about reading the whole thing,
larger game…. but just skimming it to familiarize yourself with the
Alongside the intrigue system, the book presents concepts will help a lot. And you can always refer
eight different heroic organizations (each of which back to the glossary if you’re looking for a quick
can be customized with three specializations) and definition.
sixteen different NPC realms to use as allies, neutral
observers, or enemies. One of the design goals of this book was to make
Warfare is conflict between units of soldiers and as few assumptions as possible about your game.
monsters. Along with rules for warfare, you’ll find You can start using these rules right now, with your
seventy-eight special units in this book and another existing characters in the middle of your current
sixty-four in the special unit deck available on our campaign—or even right in the middle of an adven-
store (at mcdmproductions.com/warfare-deck). ture. In fact, we hope these rules take your group
So while it might look like an enormous amount and your adventures and elevate them, granting
of stuff in here at first glance, it’s really just two everything a broader scope and a feeling of raising
systems, each relatively straightforward, and then the stakes. In a world where the forces of powerful
a ton of options for those systems. domains vie for control of ancient artifacts and
forgotten lore, every adventuring party and their
enemies can now be listed among those domains.

1

The easiest way to adopt these rules is to imagine loyal forces clash around them! And though they
that the heroes in your game are already an orga- might not be something that ends up a part of every
nization, with the players picking the specific type session, battles between the armies of domains can
of organization from the eight in this book. Then lend an epic feel to any adventure. It’s a little more
set up the villains of the adventure as a villainous work, certainly, but that work pays off in the kind
realm, which the GM picks from among the sixteen of conflict that pushes players and GMs toward the
in the book. biggest possible adventure finale.

You can stop there if you like. Domains have There might be other things you wish this system
options that give their officers—both characters and did. If we’ve done a good job, it’ll be easy for you to
NPCs—more things to do during an adventure or design your own optional rules that expand on this
between adventures. But an organization is more framework. We look forward to seeing what you do
than just its officers. There are followers, agents, with the content that follows!
and employees all ready to carry out the charac-
ters’ and NPCs’ orders. As such, leading a domain Combat and Battle
means players can have their organization conduct
research or espionage while the characters continue To keep clear the differences between warfare
exploring dungeons or fighting dragons. and characters engaging in combat, this book
uses “combat” to refer to characters and monsters
Domains grant their officers access to domain skirmishing using the game’s normal rules. “Battle”
features that become usable during intrigue. The is used to refer to armies clashing using the war-
GM will use the rules for intrigue to make the fare rules.
campaign more memorable as it moves toward one
or more warfare battles that mark the intrigue’s Scale
conclusion, with the heroes plotting and schem-
ing against a villain as their organization uses its Another thing this book makes no assumptions
domain features and domain skills to prepare for about is the scale of your game—specifically, the
battle—even as the villain does the same! units of distance you use on your campaign map.
How much territory a domain controls is some-
Domains also grant their officers access to thing left to the GM—if it ever comes up at all.
domain powers. These are new special features Domains can come into conflict all on their own as
that allow characters to work together during any villains try to blow up the world or some small part
combat that takes place during intrigue against the of it, and the heroes trying to stop them likely don’t
officers of an opposed domain—just as the villain need to know, “Exactly how many square miles do
and their lieutenants will be working together on they control?”
that opposing side. This includes the combat that
runs alongside the potential climactic final battle In addition to helping keep these rules flexible
at the end of intrigue. (Though not all adventures and easy to adopt, worrying about the literal area
need to have a final battle, it’s great fun!) of a territory likely isn’t something most people
will find exciting in a game about pretending to be
The warfare rules in this book are robust an elf who fights dragons. So in the end, the rules
enough to be used as their own game. This can be simply assume it takes about a week (however this
a fun way to play out small skirmishes or major is defined in your world) for a domain to carry out
battles, and it works fine without using the rules a single domain action. And even that can be easily
for intrigue. tweaked to any length of time, as it’s deliberately
abstract. For a particular game, it might work to
But finally—and most ambitiously—all these rules have a domain turn be a week at the beginning of
work together as a whole. The heroes become an an intrigue, but then only a single day at the end as
organization as they plot and scheme against the the pace quickens and the stakes rise.
villain’s realm, making allies and raising an army.
Time and again, they confront enemy leaders in
combat using their new domain powers while their

2

The Operation

e sell it back to them,” Narco Thel sighed. “I’m aware of that.”
said. “Hang on … then “I thought the sleep juice was for your bolts,”
what are you gonna put on Zarek said. Not unusually, the half-orc enforcer felt
your bolts?” two steps behind the conversation.
“Forget the bolts, Zarek,” Aurex said. “I want
Aurex nodded her head in to hear what our alchemist director of narcotics
agreement. “Need I remind has in mind.”
you,” the half-devil assassin Narco turned to the half-devil. “Aurex, don’t you
said, “before your mind of chemicals and formulae see?” He smiled riotously, tossed a small vial into
overheats from its own cleverness, it took our peo- the air, then snatched it back again. “It’s exactly as
ple three weeks to steal those vials of dreamtime. And you said. Our agents got into the Tower of the Lens,
they managed to get in, get it, and get out without got the drug, got out with no alarms. No searching,
anyone noticing. Those resources could have been no deaths, no guards alerted. No trace.”
put to better use if that drug doesn’t end up on a No one spoke.
bolt in Castagan.” “No trace … of us. So we take this back to the
Loroyan Thel, the drow brains of the Operation, Lens, and we tell them we lifted it off someone who
peered at Narco from across the corner table of the tried to sell it to us.”
quiet tavern. “We can handle the paladin with or “Ah …” Zarek said.
without magic poison, demidevil,” he said, almost “No good.” Thel shook his head. “They’ll rumble
under his breath. that. Wizards are reliably clueless, but they’re
“And get him to talk?” Aurex said. “Under dream- not stupid.”
time, he’ll talk while he sleeps—and we’ll know it’s
the truth.”

3

“Hey, what if we kill someone?” Zarek said. “Oh yes, you’re all very clever,” Garrote said.
Everyone frowned at him, as this was his solution “But unless you’ve forgotten …” He stabbed a dag-
to everything. It would be on his family crest if fate ger into the map of the temple the group intended
ever conspired to make a noble of him. to infiltrate, there to confront and combat the order
of paladins who were, of late, bent on the destruc-
Still, the half-orc had a point, so they let him tion of the Operation. “We still got this shit to
continue. “Okay, check this out, yeah? If it’s just deal with.”
us, sure, they’ll rumble that like Thel says. But if
we give them a body? And we say, yeah this piece “With all the intel Aurex ferreted out?” Thel
of piss tried to sell us this juice, but we didn’t even said. “Their wizard’s true name? The guards you
know what it was! We asked him where he got it, blackmailed?”
he got defensive. Says he stole it from you wizards,
right? And we said, ‘Oh, you trying to offload your “Thel, they have an army. They know we’re
scrab on us so you can go back to the Lens and coming for ’em. They’re gonna surround this place
frame us? Pull the other one.’ Then he got pissy and so tight a mouse couldn’t get in.” Garrote pointed to
tried something, and we sorta had to kill him or Narco. “And don’t get any ideas. I’m not gonna be
whatever!” a mouse again, so put those filthy potions away.”

Everyone was looking at Zarek. “Yeah, that is a pisser,” Zarek said. “We gonna
“Right? So they see this body and they start won- fight our way in, boss?”
dering, ‘Who’s this, right?’ And if they’re wondering
that, they’re not wondering … about us.” “Well, it’s been a month. I was hoping a solution
Thel slowly smiled and looked at Narco, who to that would have presented itself.” Thel frowned.
smiled back and waggled his eyebrows. “It’s not too late to seek special assistance. We could
Then they turned to look at Aurex, whose visage call up the Crew.”
was inscrutable. Slowly, she spoke.
“It might work.” “Don’t you get it?” The goblin smiled, chuckling.
“Good enough for me,” Thel said. “Let’s give it a “Narco here got halfway there, but it’s up to the
shot. Well done, Zarek.” charming goblin to seal the deal.”
“Oh, thanks, boss,” the enforcer said, beaming
with pride. “Get it over with,” Aurex said. She held out her
“You people done scheming?” A small, snarling blade to see the dim light of the tavern glint off the
voice piped up as Garrote, the Operation’s chief shining gray metal before being absorbed.
negotiator and resident goblin officer, hopped up
onto a chair. Garrote’s face fell. Aurex and her blade. “Yeah.
Thel explained the plan. Anyway. We take the dreamtime back to the Tower
The goblin was impressed. “Hey, you came up of the Lens, we give ’em some corpse they can pin
with that all on your own?” he asked Narco. all their suspicion on, just like Narco and Zarek say.
“Well, I …” Then we say ‘Goodness, would you like this back?
“Not bad for a drug addict.” Seems expensive.’ But then we say, ‘We don’t want
“Garrote,” Thel warned. Narco looked hurt. paying.’ Maybe Aurex’s people dig up some dirt
Unlike the rest of the officers of the Operation, he on the Lens? Should they even have this stuff? It’s
wasn’t a killer by trade. illegal as shit. So, you know, we embarrass ’em, lie
The goblin looked around the table. “That it?” to ’em, give ’em someone else to be suspicious of, a
he said. “That all you got?” little blackmail thrown in for good measure. Then
Aurex took out her sin-metal blade and began we just offer to give it back to ’em. Free.”
polishing it again, looking meaningfully at
the goblin. “To what end, Garrote?”
The goblin grinned. “So they volunteer to take
care of our little military problem for us.”
No one spoke. The officers of the Operation were
all uniformly stunned. Thel looked at Aurex and
Narco. “They could do it,” he said.
Narco nodded. “Lend us a unit of elementals,
show how grateful they are.”

4

Aurex frowned, hating to admit the goblin was comes after us, and I intend to go after them first.
right. “You got it in you to brace a quaesitor of So … work your magics, and let’s see if we can’t
the Lens?” convince the Lens they owe us a favor.”

Garrote made a “psh” noise. “Wizards are easy. “Blackmail, intel, drugs.” Garrote nodded at
You just gotta flatter ’em before you threaten ’em.” the three vials of dreamtime. “Just a day’s work for
He smiled. “By the time I’m done with ’em, they’ll us, boss.”
think it was their idea.”
Zarek finally caught up. “Heh. This is good, you
“I can try and dig up something on their quaesi- guys. Oh yeah, this is gonna be fun. This is real
tor,” Aurex said. “Give Garrote some ammo.” thieves’ guild shit.”

Thel put his hands flat on the table. “Intel says we
got a week before the Order of the Black Pegasus

Glossary of Terms

his section collects the Development Point: Spent by the officers in a
terminology underlying domain to customize its stats.
the domains, intrigue, and
warfare systems at the heart Diplomacy: One of a domain’s four skills, used
of the book. As you read the to negotiate with other domains.
rules for the first time, you
might want to refer back here Domain: A group of characters or creatures
to check unfamiliar terms—or to flip forward to working together to further some long-term goal.
the Heroic Organizations and NPC Realms The term “domain” encompasses the leaders of
sections, and to the Warfare chapter, to see how the domain, the agents and followers who work for
these terms play out in the rules. them, and the territory they influence.

Domains & Intrigue Domain Feature: A special benefit or action
used during an intrigue on behalf of a domain by
The following terms are used in domains one of its officers.
and intrigue.
Domain Power: A special benefit or feature
Attitude: The disposition of another domain available to officers of a domain during combat
toward yours. Used to establish alliances through against officers of an opposed domain.
diplomacy.
Domain Turn: The time in which each domain
Combat: The normal round-by-round conflict in an intrigue conducts one domain action. Often
between characters in the game, including the offi- a week, but could be any span of time determined
cers of domains. by the GM.

Communications: One of a domain’s three Espionage: One of a domain’s four skills, used
defenses. Communications represents how well to spy on or sabotage other domains.
agents and followers understand the goals and
orders of the domain’s leaders, and can relay the Found: To create or establish, in regard to
current state of the domain back to them. domains founding strongholds.

Decrement: To decrease the number on Intrigue: Conflict between two domains in
a die by 1. which each takes domain actions, using domain
features and domain skills to affect the defenses of
the opposing side and prepare for battles. Also the
period of time covering this conflict.

5

Leader: The NPC officer who runs a Test: To resolve a skill roll for a domain. Used in
villainous realm. place of “check” to make it clearer when the rules
are talking about interactions between domains
Lieutenants: The NPC officers of a rather than between characters and other creatures.
villainous realm who obey the realm’s leader.
Title: A special feature an officer gains as a result
Lore: One of a domain’s four skills, used to of commanding a domain.
research obscure knowledge.
Villianous Realm: An NPC realm in direct
Muster: To raise new warfare units for a domain. conflict with the players’ organization.
Officer: One of the player characters or NPCs in
charge of a domain. Warfare
Operations: One of a domain’s four skills.
Operations is used to muster new units and to take The following terms are used in warfare.
actions not covered by any other domain skill. Activation: The act of selecting a unit, determin-
Organization: A player-controlled domain.
Party Sheet: The record of an organization’s ing its movement and actions, and resolving them.
stats, defenses, and features. A unit’s activation in battle is effectively equivalent
Power Die: A die that an officer can roll at the to a character’s turn in combat.
start of a battle. The die is placed with its result
facing up in a domain’s power pool. Adjacent: Spaces and units are adjacent if one is
Power Pool: The shared group of power dice all above, below, left, or right of the other. Spaces and
officers in a domain access when using their powers. units that are diagonal to each other are not adjacent.
Realm: An NPC-controlled domain.
Resolve: One of a domain’s three defenses, rep- Aerial: Units that can fly.
resenting how committed a domain’s followers are Allied Units: All units that are part of an army
to the cause of the domain’s leaders. or are friendly to that army.
Resources: One of a domain’s three defenses. Artillery: Siege engines and archers.
Resources covers both wealth and the availability of Attack: The bonus to a d20 roll representing a
anything a domain needs to operate. unit’s ability to successfully execute an attack order
Stronghold: A domain’s headquarters, whatever and engage an opposed unit. Opposed by Defense.
form that might take. Battle: Conflict between two armies.
Battle Magic: Magic items crafted by officers
and given to units in an army.
Bringing the Siege: The test that determines
which domain marches on the other at the start of a
battle. This determines which side defends a strong-
hold and which side attacks.
Broken: A broken unit is removed from the bat-
tlefield, usually because it suffered its last casualty.
Broken units can be reformed by rallying.
Casualty Die: The die placed on each unit card
that tracks how many casualties the unit has remain-
ing. A unit’s casualty die is initially equal to its size.
Cavalry: Highly mobile ground troops, usu-
ally mounted.
Center: The most protected rank on the bat-
tlefield. Archers begin battle in their army’s
center rank.
Combat: The normal round-by-round conflict
between characters in the game, including the offi-
cers of domains.

6

Command: The bonus to a d20 roll representing Order of Battle: The rules that describe which
a unit’s ability to correctly interpret complex orders units can attack which other units.
and execute them successfully.
Power: A bonus to a d20 roll representing a
Commander: The character or NPC who con- unit’s physical strength and its ability to inflict casu-
trols a unit. alties on an opposed unit. Opposed by Toughness.

Decrement: To decrease the number on Rank: A row on the battlefield.
a die by 1. Rear: The last rank on the battlefield, whose
units defend the center rank from enemy cavalry.
Defense: A numerical value representing a Usually populated by levies. (Wish them luck!)
unit’s ability to maneuver in such a way as to avoid Reserve: A well-protected rank on the battlefield
an opposed unit’s attack. Used as the DC for an where units can be stacked until needed.
opposed unit’s Attack test. Special Unit: A warfare unit that cannot be
mustered through a normal Operations check,
Defenseless: Lacking an army in a battle. or that is unique to a specific domain.
Deployment: The placing of units in legal spaces Tier: A measure of how powerful a unit is.
on the battlefield. Usually the first thing that hap- Higher-tier units are more effective in combat,
pens in a battle. and harder to muster.
Diminished: A unit is diminished when its Toughness: A numerical value representing a
current casualties are half or less than its starting unit’s physical hardiness and its soldiers’ ability to
casualties. withstand attacks and keep fighting. Used as the
Disband: A unit that disbands is gone forever DC for an opposed unit’s Power test.
and cannot be rallied. Unit: A group of soldiers, civilians, or monsters
Exposed: A unit that is vulnerable to enemy who make up an army.
cavalry because it is not properly protected by Unit Dependency: The rule governing how
other units. many units of each tier can be fielded.
Fortification: A construction in one or more Vanguard: The first rank of an army, which faces
spaces on the battlefield, which grants units various the opposing army. Usually populated by infantry.
bonuses during the battle.
Front: The vanguard rank of an army plus all of
an opposed side’s ranks.
Increment: To increase the number on
a die by 1.
Infantry: Basic ground troops, trained to fight in
melee and hard to kill.
Levies: Laborers who briefly put down their
pitchforks and ploughshares and pick up sword and
pike to serve their domain.
Maneuver: A special action a unit can take,
many of which require a Command test.
Martial Advantages: Special features that units
gain based on the character class of the officer com-
manding those units.
Morale: A bonus to a d20 roll representing
a unit’s ability to maintain discipline in the face
of overwhelming odds, magic, exotic enemies,
and impending destruction.
Opposed Units: All units that are part of the
army of the other side, or which are friendly to
that army.

7

DOMAINS &
INTRIGUE

very fantasy RPG campaign This book takes a different approach.
contains domains. The local First off, these rules understand that you’re
church is one. The baron, already playing a complex fantasy RPG. We all
their court, and the people know that just managing a single character or a
of the barony are another. world of NPCs can be a lot of work. So ideally, any
The thieves’ guild. The domain management system has to be something
secret society of rangers and that sits lightly on top of the game that players and
druids. Whatever your choice of fantasy subgenre, GMs are already enjoying.
your campaign contains many different domains Furthermore, the game almost always has a
feeding a network of alliances, allegiances, suspi- heavy focus on fighting monsters. Most monsters
cions, and grudges. are defined by their combat prowess, and many of
The rules in this book give you a straightforward a character’s best class features revolve around mak-
way to represent those domains with game mechan- ing them a better monster fighter. By assuming that
ics, and to allow the player characters to step up training followers makes characters better at the
onto a larger stage and translate their influence stuff they’re already good at—whether that means
from adventuring into political power. Player-run research, study, or fighting—running a domain
domains are called organizations. NPC-run provides another way to improve the effectiveness of
domains are called realms. This book presents player characters and NPCs in combat.
eight different player organizations, each with three Finally, almost every adventure involves some
specialties, and another sixteen NPC realms. villain plotting and scheming while the heroes try
When two domains come into direct conflict, this to stop them. This system assumes that the villain
is called an intrigue. The purpose of intrigue is to runs their own villainous realm, that the player
move toward a climactic confrontation involving characters’ organization is actively trying to stop
combat between the officers of opposed domains them, and that this conflict will eventually come to
and battles between their armies. Some adventures a head in an all-out battle—or perhaps more than
might end with just a final warfare battle at the one. This is the same way things would pan out if
end of intrigue, while others will feature numerous you weren’t using the new rules in this book. But
smaller battles leading up to a final battle along- with these rules, every officer in a domain has new
side a final combat between the characters and the special features called domain powers. These pow-
officers of an opposed domain. A domain can be ers require communication and cooperation to use,
destroyed only by neutralizing its officers. As such, even as armies clash in warfare to all sides.
once an intrigue starts, it continues until initia- In simplest terms, the rules in this book assume
tive is called for the final showdown between the that characters continue adventuring as they nor-
domains’ officers. mally do. While the characters are adventuring,
slowly working their way toward a final confron-
The Core Assumptions tation with the villain, their domain is looking for
allies to lend aid, investigating the villain and their
Running nations and guilds and churches and spy lieutenants to learn their secrets, and disrupting
networks can be incredibly complex. It’s easy to the workings of the villain’s realm to weaken that
imagine a highly detailed game system that can realm’s forces in a final showdown. Even for a
model a world at this level. Tracking a barony’s campaign that’s in the middle of an adventure right
food supply, determining how much iron is available now, players and GMs can adopt the new rules in
to a duchy, mapping out a spy network’s elaborate this book to provide a framework for the campaign’s
web of agents, or even maintaining a list of a local existing plots and intrigue—then raise the stakes for
religion’s temples and shrines—it’s all a complicated both heroes and enemies in a warfare battle!
process. Games like that already exist, and are typi- The adventure included with this book—“The
cally complex grand-strategy simulations that might Regent of Bedegar”—serves as an example of how
even require a computer to run them.

9

a straightforward adventure can include rewards effects of one party sheet at a time. (That’s the record
such as military units or resistance to an opposing of a domain’s stats, defenses, and features.) A wizard
realm’s features based on a domain’s actions during might be a member of the party’s noble court orga-
the adventure. nization and run their own arcane order on the side.
But during an intrigue involving the noble court, the
Characters character is focused on that organization while their
and Officers arcane order tends to its own affairs.

Kingdoms & Warfare assumes that all the player What is an
characters in a campaign will be officers in a Organization?
domain organization. These rules introduce a new
dice pool (described below) shared by all the officers An organization is a domain built around the
of an organization, which grants characters access officers who founded it—the player characters.
to domain powers. Those new features are based on The players decide what their characters’ organi-
what type of organization the players choose, and zation does, and who its initial allies and enemies
require the players to communicate and cooperate are. Among those allies, an organization also
as a team. (A villainous realm has its own dice pool includes the NPC followers, retainers, and lieu-
that the leader and their lieutenants gain access to tenants the characters attract as a result of rising
for their own domain powers.) fame or infamy earned through adventuring. For
example, if the party’s organization is an under-
A character can be an officer in more than one world syndicate, that organization includes all the
organization, but they can be involved only in one members of the syndicate down to the lowest-level
intrigue at a time and can benefit only from the

10

agents keeping their ears to the ground and feeding Intrigue
the characters information. Likewise, an organi-
zation set up as a noble court might include large Conflict between domains is called intrigue, and
numbers of farmers and laborers who rely on the serves as the backdrop to the warfare battles that
heroes for protection, and who are ready to serve to can play out between the heroes and the villains.
show their thanks. The characters can use their organization’s skills
outside of intrigue, making use of Diplomacy to
Using the rules in this book, an adventuring party forge alliances, Espionage to gather intelligence,
becomes an organization when it founds a strong- and so forth. But once the heroes decide it’s time to
hold, typically by buying, building, discovering, or act and stop the villain (or once the villain decides
inheriting it. Founding a stronghold announces to to stop the heroes), the GM announces that intrigue
the world that the adventurers are more than just has begun as its own special phase of the game.
mercenaries, and are ready to get involved with
local affairs in one way or another. Intrigue occurs between two domains—by
default, the heroes’ organization and the villain’s
Describing a Domain enemy realm. NPC realms might also be involved,
but they don’t act on their own during intrigue.
Each fully detailed domain (whether a player Rather, they lend aid to one side or the other.
character organization or a villainous realm) is
described by its collection of skills, defenses, domain Intrigue is divided up into domain turns, during
powers, and domain features, as well as its size. which the players and the GM make use of the
domain features and special actions available to
A domain has four skills: Diplomacy, Espionage, them. Intrigue ends once both sides have completed
Lore, and Operations, each of which has a modifier. all their domain turns, at which point the GM
A domain’s officers use these skills during intrigue. will set up a final showdown between domains—
involving combat between the characters and their
A domain has three defenses: Communica- enemies, a climactic battle between the armies of
tions, Resolve, and Resources. Each defense has a powerful domains, or both!
numerical value that provides a target number for
tests made with domain skills during an intrigue. Founding an
Each defense also has a level that can be raised or Organization
lowered. Any domains can gain bonuses or take
penalties during battle or combat based on their The players create an organization when their
domain defense levels. characters acquire a stronghold. They might do
so by spending time and money to buy or build a
Each domain also grants its officers access to spe- stronghold, or through other means such as discov-
cial domain powers they can use in combat. Each ering an old ruin, clearing it out, and fixing it up.
officer gets a power die that they roll at the begin- Some campaigns might even begin with the heroes
ning of any combat against one or more officers of inheriting a stronghold!
an opposed domain. The roll goes into a power
pool shared by all the officers of a domain, with The game’s core rules note prices for different
these dice fueling each character’s domain powers. strongholds of different sizes, but there’s also an
entire book dedicated to this—Strongholds & Follow-
Every domain also provides a number of unique ers. (You don’t need that book to use the rules in this
domain features that officers can make use of book, but it might be fun.)
during intrigue, allowing the domain to affect the
opposed domain’s defenses and units, to muster spe- Once the characters gain a stronghold, they nat-
cial units, and make other preparations for battle. urally start to attract followers. Folks hear about the
deeds they’ve done, notice the new headquarters,
Finally, each domain has a size that determines and volunteer to help or serve the characters. That
how many turns it can take during intrigue, how stronghold and those followers are the foundation of
large its officers’ power dice are, and the scope of the player characters’ organization.
certain benefits available to the domain’s army (as
detailed in the Warfare chapter).

11

Of course, the GM can waive any of these the players don’t want to make new characters
requirements if doing so is a better fit for the cam- to use these rules, or for campaigns with a wide
paign. The only thing that’s really necessary is to range of character types. The rest are themed more
have people working for the characters. But without narrowly, and are best for new characters built
some kind of headquarters, even if it’s just the local around a specific organization type—and for parties
tavern (an establishment according to the Strong- where characters are focused on similar or even
holds & Followers rules), there’s no physical structure the same classes. (See Granting Titles below for
to defend and nothing for an enemy to attack—and more information.)
these things are important to the new rules in this
book, as you will see. That said, even the most strongly themed orga-
nizations don’t make any assumptions about what
Choosing an classes officers can or should be. With only a few
Organization Type exceptions, none of the domain powers that officers
can take make reference to class features. Any
Eight different types of organizations for player group of characters could decide to be a thieves’
character domains are presented in this book, and guild or a knightly order. After all, every criminal
each of those has three specializations. Two of those enterprise needs wizards and clerics, and you don’t
organizations—the noble court and the adventuring have to be a heavily armored and chivalrous pala-
party—are good for existing campaigns in which din to follow a knight’s creed.

12

Development Points marked off next. When a box with a value in it is
marked off, the organization’s skills or defenses
Each organization is set up with a party sheet that become that number. For example, if an organi-
defines the organization’s starting skills, its defenses, zation has +2 marked off in Diplomacy and the
its domain powers, and its domain features. The players mark off the next two boxes to reach +3,
sheet even has a place for the characters’ pool the organization’s Diplomacy modifier increases to
of power dice. +3. If Resolve is marked as 14 and the players mark
off the next four boxes, the organization’s Resolve
When characters found an organization, they increases to 16.
begin with 8 development points, which are
available to spend on skills and defenses. The Each organization starts with its skills and
players take turns passing the party sheet around, defenses at specific values, representing what the
with each player spending 1 point and checking off organization is naturally good at based on its type.
the appropriate blank box on the party sheet (see (See the Heroic Organizations section on page 31
below) until all points have been spent. for details.) If that value is anything above the low-
est level, mark off the boxes up to and including that
Players can make choices for spending develop- point. Then players spending development points
ment points as a group, or each player can do what continue marking off boxes to the right.
they like individually. The GM can also weigh in if
necessary, depending on the circumstances of the Any time an effect changes a domain’s skills or
campaign. For example, in a campaign where one defenses, the effect always refers to the modifier,
character has inherited a barony from their par- not the number of boxes. If a domain specialization
ent and the other characters are the new baron’s grants an organization a +1 to Diplomacy, that
lieutenants, it might make sense for the new baron’s means the domain’s Diplomacy modifier increases
player to spend most of the organization’s initial by 1. Only development points are applied
development points. (That’s less fun, though!) one box at a time.

Every time a domain levels up, the officers gain Raising an Army
an additional 8 development points to spend on
improving their organization. The players once As a setup for using the warfare rules, when the
more pass the sheet around, with each player characters found an organization, the players
spending 1 point until all points are spent. immediately muster four Tier I units of their choice
to start up their army, from any ancestry the GM
Each development point spent lets a player mark agrees the organization has access to. Each unit
off a box on the party sheet, moving to the right. must be controlled by an officer of the organization,
When a box is marked off, the box on its right is

Points, Boxes, and Bonuses

Skills Bonus

Diplomacy −1 +0 +1 +2 +3 +4
+4
Espionage −1 +0 +1 +2 +3 +4
+4
Lore −1 +0 +1 +2 +3

Operations −1 +0 +1 +2 +3

Defenses Score 16 17 18
Communications 10 11 12 13 14 15 16 17 18
15 16 17 18
Resolve 10 11 12 13 14 15
Resources 10 11 12 13 14

13

and each officer can command a number of units Organizations
equal to their proficiency bonus. (The Warfare and Warfare
chapter has more information on all these things.)
This book is built around the iconic idea of the
During intrigue, players can muster more units heroes fighting an adventure’s villain in one or
for their organization’s army. Rules for this are more epic bouts of combat, while outside the
covered under the Operations domain skill in this characters’ or the villain’s sanctum, a battle rages
chapter (page 23) and Building an Army in the between the armies controlled by both sides. If the
Warfare chapter (page 100). characters run an arcane order or a druid circle,
their army might be composed of elementals or
An army obeys the commands of an organization’s treants. A thieves’ guild might hire mercenaries or
officers, and can be deployed outside of intrigue or field units of elite scouts, harriers, and sappers. But
warfare for narrative purposes. As a rule, an army regardless of which organization the players choose,
can perform any activity that an organization’s offi- the rules assume they have an army. The battle
cers could perform but which the characters are too that rages alongside the combat has a mechanical
high a level to bother with, from escorting a diplomat impact on the characters. When the army of one
to quelling an uprising of cultists. domain or the other wins a battle, the officers of the
victorious domain gain a morale surge that offers a
The Operations domain skill can be used to one-time benefit in combat.
resolve tasks an army performs outside of battle.
For some players, this idea fits the fantasy concept
Granting Titles just fine. But for others, the idea of their characters’
thieves’ guild or arcane order fielding an army might
Each organization grants its officers access to five seem strange, and out of line with their ambitions or
titles that are distinct to each type of organization. style of play, or the way they imagine their organiza-
Each character claims a different title within an tion. If this is ever the case, the players and the GM
organization, with that title granting new features should feel free to ignore the warfare system in this
and proficiencies. A character can have more than book altogether. You can still use the intrigue system,
one title, but they can benefit from only one at a and these rules will still work and be fun. Or you
time, switching titles during a long rest. If a party might try ignoring both warfare and intrigue to just
includes more than five player characters, the GM use an organization’s skills and powers! The power
can allow specific titles in an organization to be dice mechanic works well on its own, and will be fun
duplicated or allow a character to take a title from a even if the characters never raise an army.
different type of organization.
Even so, the GM is encouraged to describe the
Most organizations’ titles are designed to sup- villain’s realm as still having an army! But those
port playing an organization whose officers are all forces will just be off doing something terrible in
of the same class, by giving those officers a wider grand cinematic fashion (and possibly creating the
range of features. For example, in a normal game, reason the heroes need to stop the villain in the
a party consisting of all rogues will deal formidable first place). Some sort of final combat still happens,
damage and be very stealthy indeed! At the same with the heroes fighting the Scion of Orcus or Lord
time, though, the lack of a tank and a healer makes Saxton or what have you. But the villain’s armies
such a group more fragile and less versatile than a are busy wreaking havoc elsewhere.
typical group of adventurers. But in a thieves’ guild
organization whose officers are all rogues, titles help Before Intrigue
shore up these deficiencies.
Domain-level play works the same way the skir-
As an optional rule, the GM might consider mish-level game works. Just as each character has
allowing titles only when the players create a skills they can use outside of and during combat,
single-class party. This isn’t a strict requirement,
but players and GMs should all be aware that some
titles might become overpowered if stacked with
similar benefits from class features or feats.

14

an organization has skills it can use before and advantage and disadvantage, just like ability checks.
during intrigue. In the same way that characters The rules use the word test instead of check to help
decide to draw steel and initiate combat, an orga- differentiate domain skills from the abilities and
nization can decide to deploy its agents and begin skills used by the characters.
intrigue. Likewise, the GM can decide, “You’ve
pushed this NPC far enough! It’s time for intrigue!” Using Domain Skills
Or, “This villainous realm has decided the party is Outside of Intrigue
an active threat, and they initiate intrigue!”
Players don’t have to wait until intrigue begins to
In any event, the GM determines when intrigue use the skills of their characters’ domain. A domain
begins, regardless of which side initiates it. and its agents are always standing by, waiting for
orders. For example, a Diplomacy test—along with
Before intrigue begins, the characters’ organi- some good roleplaying and effort on the charac-
zation can probe and test their enemy, but they ters’ part—could change the attitude of a clan of
can’t use their skills directly against a vil- elves toward an organization, so that once intrigue
lainous realm. That kind of action is what begins begins, the DC to convince the elves to aid the
intrigue. This is a fine line, and it’s up to the GM to organization is lower.
adjudicate it. But in general, if the characters can
make use of their organization’s skills to deal with Outside of their place in intrigue, there are no
everyday people (for example, learning something hard and fast rules describing how domain skills
about a villainous realm by making general inqui- can be used. Players can suggest ideas, and if the
ries using Diplomacy) or known information (for GM agrees that an idea makes sense, they can try it!
example, researching a villain’s history using Lore), The goal with skills outside of intrigue is to keep the
then those activities can remain part of the regular rules purposefully broad, so each table can develop
game. (See below for more information on these their own standards.
domain skills and their use.)
How long it takes to resolve a domain skill test
A Diplomacy test made against one of Lord outside of intrigue is also up to the GM. A good
Saxton’s allies might provide some idea what kind rule of thumb is one domain skill test per week, but
of army he’s preparing without starting intrigue. this is entirely dependent on the timeframe of the
But an Espionage test to spy on Lord Saxton would game and the campaign. If you don’t track the pas-
initiate intrigue. Likewise, a Lore test to learn what sage of time closely in your game, it might be easier
Lord Saxton can do in combat might be allowable to tie domain skill tests to major narrative events,
outside of intrigue if the GM decides Lord Saxton such as the awarding of XP to characters, the end
has shown off his combat skills often enough that of a session, or even the end of a major encounter.
there are people outside his domain who know that (See Time and Domain Turns below for more
information. But any domain skill that requires guidance in this area.)
targeting a villainous realm (including its agents,
libraries, and lands) should start intrigue. Regardless of how the GM rules, characters use
their domain’s skills by giving orders to the organi-
Domain Skill Tests zation’s followers and waiting, sometimes for days
or even weeks of campaign time. During that time,
A domain skill test works exactly like a character or those followers work to carry out those orders.
creature making an ability check. A d20 is rolled, Making an Espionage test to determine what mili-
modifiers are added, and the total is compared to tary units a villainous realm has mustered can take
the test’s Difficulty Class, determined by the GM. an enormous amount of effort to pull off, including
If the total is equal to or higher than the DC, the long days spent in research and networking.
test succeeds. Tests can likewise be made with

15

Running Intrigue As a rule, the heroes’ organization can’t research
or confront a villainous realm they don’t know
A villainous realm is defeated only when its leader about, or which is beyond the reach of their influ-
is defeated in combat, whether that means death, ence. The characters can’t use their friendly neigh-
or surrender, or stranding them in another part of borhood thieves’ guild to sabotage another domain
the multiverse. The defeated realm’s agents and on the other side of the planet.
followers might organize under a different leader
later, but that will be a different domain with its An intrigue is focused on one boss villain. A short
own stats and features. adventure with only one main villain will likely
have only one intrigue, which begins as soon as
Before the final showdown between the char- the heroes encounter the agents of that villain (and
acters (in their roles of officers of their domain recognize them for what they are) or the results of
organization) and the officers of the villain’s realm, their villainy. For complex campaigns in which the
the characters’ organization conducts an intrigue characters will face off against increasingly pow-
against that realm. During intrigue, the players erful sub-bosses before getting to the main boss,
can use their organization’s skills to put their it’s a good rule of thumb to plan for additional
army together, or sabotage certain elements of intrigues—perhaps even one per sub-boss. Each
the opposed domain’s power structure to impose sub-boss fight can mark the end of a chapter or act,
penalties on its skills or defenses. At the same time, and will have its own intrigue leading up to it. As
agents of the villainous realm are making their own such, each sub-boss should be treated as the leader
attempts to weaken the characters’ organization. of their own villainous realm, in service to the
end-boss’s realm.
Much like deciding when to call for initiative rolls
in combat, the GM decides when intrigue starts. Domain Turns
This usually happens once the heroes encounter and Actions
one or more agents of the villainous realm, or the
effects of those agents’ villainy. This might occur During an intrigue, each domain can act a
at a different point in each adventure, but once the number of times equal to 4 + the domain’s
characters have direct evidence of the existence and size. Each time a domain acts during an intrigue
operation of a villainous realm, intrigue can begin. is called a domain turn. This is true for the heroes’
organization as well as the villain’s realm.

Choosing Actions

During a domain turn, the characters’ organiza-
tion and the villainous realm act at the same time.
The GM chooses a domain action for the villain-
ous realm and keeps it secret. Then the characters
choose a domain action for their organization.
After the players declare the organization’s domain
action, the GM reveals the action of the villainous
realm. Once actions are declared, the players roll
any necessary skill tests for their characters’ organi-
zation’s domain action while the GM does the same
for the villainous realm. Then the players share the
results of their organization’s actions followed by the
GM sharing the villainous realm’s results.

16

Who Knows What? Whose Turn Is It?

Spies from both domains monitor each other, so There is no limit to the number of rolls an officer
almost all actions a domain takes and the results can make during intrigue—only on the number of
of those actions are public knowledge. The exception domain turns each domain can take. Each officer
is mustering units and using domain skills to improve issues orders to the domain’s agents and followers,
a domain’s stats (its domain skills and defenses). which can easily require multiple domain turns.
Enemies know when units are mustered or when However, because only one of that officer’s skill tests
a domain’s stats are improved, but knowing which can gain the officer’s proficiency bonus during an
units a domain has or what the domain’s current intrigue, it’s best to have different characters and
stats are requires a successful Espionage test. See NPCs take domain turns. The more one character
Domain Skills on page 18 for more information. must spread their attention between different activi-
ties, the less effective their leadership.
Taking Domain Turns
Time and Domain Turns
Sometimes one domain in an intrigue has a greater
domain size and can take more turns than the As noted above, the GM decides how often domains
other. If the larger domain initiated the intrigue, can take domain turns during regular adventur-
those extra domain turns are taken at the start of ing. Intrigue begins when one domain threatens
the intrigue before the other domain can act. If the another; continues through periods of campaigning,
larger domain didn’t initiate the intrigue, the extra battles, or both; and lasts until a final confrontation
domain turns are taken at the end of intrigue, after when the characters, the villains, and their armies
the other domain can no longer act. face off for the last time. During the intrigue, an
entire adventure might play out, featuring several
Domain Features encounters and multiple days or weeks of game
time. One intrigue might last just a short period of
When a domain takes a turn, one of its player time while another lasts a month or more, simply
character or NPC officers runs the domain turn, because of the different scope of the adventure.
directing the domain to make use of its domain
features, or to use domain skills as a domain action. The GM should feel free to use any of the follow-
Many features also involve the use of domain skills. ing options when deciding when and how often to
When using a domain skill, if the officer is proficient call for new domain turns:
with any of the domain skill’s associated character
skills, they can add their proficiency bonus to the • One domain turn per week.
skill test roll. However, this can be done only once • One domain turn per day.
per officer per intrigue. • One domain turn after each combat encounter.
• One domain turn per short rest, as the officers
There are three domain action types: domain
action, domain bonus action, and domain reaction. dash off orders to their agents.
An officer can make one domain bonus action in • Two domain turns every time experi-
addition to a domain action during a domain turn.
Each officer can take only one domain reaction ence is awarded.
during an intrigue. Any domain reactions that an
officer can make have specific triggers noted in The GM should also feel free to change these
their descriptions. milestones on a per-adventure basis depending on
how much time is passing. Or even to change them
Because domain features are used during within an adventure to represent the changing pace
intrigue, many of them relate directly to the warfare of action! This might mean calling for two domain
rules as they set up battles featuring the army of turns per day at the start, and then calling for a
the characters’ domain. The Warfare chapter domain turn after every encounter as the end of
(page 92) has more information on the rules and intrigue gets closer. The final domain turn usually
terminology referenced in those domain features. occurs just before the climactic confrontation begins!

17

Ultimately, there’s no wrong way to do this, and operations not requiring any direct involvement
the GM should feel free to adapt how and when of the heroes or the villain. As such, not only do
they call for domain turns to suit the adventure domain skills allow a domain to do things while the
they’re running and the ways in which they track characters are adventuring, they allow the domain
time in their game. to do things outside the scope of adventuring, from
research to sabotage to negotiation.
Domain Skills
Players are encouraged to be creative with their
Each domain has four skills: Diplomacy, Espionage, domain’s skills, the same way players can impro-
Lore, and Operations. These skills define how an vise how they use a character’s abilities and skills.
organization or realm interacts with the world and Don’t worry about “doing it right.” Each group
with other domains. Skills can be used before and will develop their own standards for which skills are
during intrigue. During intrigue, making a domain best and what the appropriate defense or DC is,
skill test is a domain action. in much the same way each table develops its own
sense of when Dexterity (Acrobatics) is preferable to
Each domain skill represents an entire depart- Strength (Athletics).
ment inside a domain, including followers and
retainers who are experts in their fields. Those During intrigue, each skill can be used to
NPCs can mount operations on their own with improve a domain’s defense levels or to target the
just the direction of a domain’s officers, with those opposed domain and reduce its defense levels.

18

But it’s up to the players and the GM to imagine bonus, since Judge is proficient in Investigation
how this plays out, by translating skill tests and their and has not already used their bonus during this
effects into game terms. intrigue. (See the domain skill descriptions below
for more information on associated character skills.)
Adjusting Defense Levels
The Chain of Acheron’s Communications defense
Once intrigue begins, each domain involved in the is currently secure (level 1), which sets the check as
intrigue prepares for some sort of final confronta- DC 14. If Anna succeeds, the domain’s Communi-
tion between their officers—the player character cations goes up one level. If she rolls badly, Com-
heroes versus the GM’s villain and their lieuten- munications remains secure but does not improve,
ants. Each side can use domain actions to make with the GM likely interpreting this as meaning
use of their domain skills, with the goal of either Judge’s plans were too ambitious.
improving a domain’s defense levels, or of target-
ing the opposed side’s defenses to make them less A defense level can normally be improved only by
prepared for the warfare battles that take place one level by making a domain skill test as a domain
during intrigue. action. However, if a player rolls a 20 on the test,
this represents an unexpectedly successful result
Improving a Domain’s Defenses that improves the defense by two levels.

Each domain has three defenses—Communica- Villainous realms can increase their defense
tions, Resolve, and Resources—each of which is levels the same way, with the GM making the
rated at a level from 3 to −3 (as described in detail decision as to which officer, skill, and specific
under Domain Defenses on page 24). The DC to approach are involved.
improve one of a domain’s defense levels is 13
+ the defense’s current level. So a domain skill Lowering a Domain’s Defenses
test to take its Resolve level from normal (level 0) to
loyal (level 1) has a DC of 13. Improving Resolve In the same manner, the players can target a villain-
level from loyal (level 1) to fanatic (level 2) is a DC ous realm in the hopes of lowering that domain’s
14 check, and going from revolt (level −3) to rebel- defense levels. An acting officer picks a skill and one
lious (level −2) is DC 10. The level of any defense of the opposed domain’s defenses, then describes
cannot be increased above 3. how they intend to use that skill to compromise the
defense. If the scenario makes sense to the GM, the
When the players want to affect one of their orga- officer rolls a d20, adds the domain skill’s modi-
nization’s defense levels using a domain skill, an act- fier, adds their proficiency bonus if applicable, and
ing officer chooses the intended defense level, a skill, compares the result with the enemy realm’s defense
and sets out how that skill is to be used. For exam- score. If the result is equal to or greater than the
ple, Anna (playing a character named Judge) wants chosen defense’s score, that defense is lowered one
to raise the Communications level of her group’s level. If the player rolls a 20 on the check, the cho-
mercenary company, the Chain of Acheron, using sen defense is lowered two levels. The level of any
that organization’s Espionage domain skill. She tells defense cannot be decreased below −3.
the GM: “I want to require all our agents to use
only verbal communications, nothing written down, Villainous realms can target the defenses of the
and to use our secret battle language.” heroes’ organization in the same way, with the GM
making the decision as to which officer, skill, and
This is a great idea—but it’s not necessarily easy specific approach are involved.
to implement. The Chain of Acheron has a lot of
soldiers, agents, and allies in the city, so there’s no Other Uses
guarantee that these orders will work well enough for Domain Skills
to make a difference. To make the domain skill test,
Anna rolls a d20 and adds the Espionage bonus for The only limit to what benefits characters can earn
Acheron’s Chain. She also adds Judge’s proficiency through the use of their domain skills is the players’
imaginations and the GM’s sense of what’s fair and
reasonable. Each skill gives some ideas of what can

19

be done with it, and a GM should refer to the DCs For example, a successful Diplomacy test made by
noted in the core rules when trying to set difficulties the characters’ organization to seek aid from a giant
for an optimal balance between what’s realistic and jarldom NPC realm gets the organization a Pet Roc
what’s dramatic. special unit to command in an upcoming battle.
Each NPC realm has only one special unit to pro-
Diplomacy vide, so characters had better recruit them before
their enemies do! A special unit gained through an
Associated Character Skills: Insight, Persuasion alliance with an NPC realm returns to the NPC
realm after the battle in which it is used.
The Diplomacy domain skill represents a domain’s
ability to get what it wants without resorting to war Allies and Enemies
or espionage. It’s primarily used to make alliances
with other domains. An alliance is not a mechan- A hostile NPC realm is not the same thing as a vil-
ical notion, but is just an agreement between two lainous realm. A villainous realm is actively trying
domains. The terms of the agreement are up to to destroy the heroes’ organization, whereas a hos-
the officers of each domain, but usually an alliance tile realm is merely one with a tradition of enmity
means that two domains each agree to help the toward the heroes’ domain or other domains like it.
other in times of conflict. A local druid circle might have a troubled history
with a noble court that rules the land near their
Some alliances are purely defensive. “We agree forest, creating potential problems for the different
to go to war against an enemy who attacks either of noble court run by the characters even if the char-
us.” More rarely, alliances can be offensive. “Lord acters have never interacted with the druids before.
Saxton must be stopped! Will you help us?” Offen-
sive alliances are more difficult to establish, though, At the GM’s discretion, a realm that is allied with
and another domain might require great assurances the characters’ organization can send units to aid
before entering into one. “We might attack Lord the organization in battle even without a Diplo-
Saxton if things are as you say. But what proof can macy test. But sometimes allies are busy or occu-
you offer that Saxton is a villain?” pied with other conflicts, in which case the GM will
ask for a test to be made.
Gaining Special Units
Diplomacy can also be used to convince an NPC
As a domain action, a domain can make a Diplo- realm currently allied with an enemy to sit a battle
macy test to petition an NPC realm for military out, or to convince a neutral realm to lend aid
aid for an upcoming battle. The DC depends on beyond units. Such aid might include a powerful
the attitude of the NPC realm, as noted on the lieutenant, or information that would benefit the
following table. domain requesting assistance.

Attitude Diplomacy DC If a domain fails a Diplomacy test to influence
Hostile 18 or gain allies from an NPC realm, the domain can
Suspicious 15 make a new Diplomacy test to achieve the same goal
Neutral 13 on a new domain turn. However, if a Diplomacy test
Friendly 10 fails by 5 or more, the NPC realm’s attitude toward
Allied 8 the Domain moves one step toward hostile.

This Diplomacy test can be used more than once Espionage
per intrigue, but only once per NPC realm.
Associated Character Skills: Investigation, Stealth
Each NPC realm has a special unit that another
domain can gain as a result of an alliance. This Espionage allows a domain to learn the secrets of
is the same special unit the domain can muster other domains, including their plans, their current
using a domain action, as noted in its description. activities, and who they are allied with. Successful
Espionage tests often decrease the level of an oppos-
ing domain’s Communications defense, reflecting

20

how successful attempts at destabilizing the opposed characters want to know these things, they need to
domain have been. make a successful Espionage test as a domain action,
typically against the opposed domain’s Communica-
Espionage can be used to learn the makeup of an tions. On a success, the players can choose to know
opposed domain’s units and the disposition of its one of the following pieces of information:
allies in advance of a battle. The DC is usually set
by targeting one of the opposed domain’s defenses, • The target domain’s current defense scores
but the GM can also set a DC arbitrarily (as per • The target domain’s current defense levels
the guidelines for setting difficulty in the core rules). • The target domain’s skill bonuses
Espionage does not reveal the nature of specific • The target domain’s current units
magic in use by an opposed domain, but it might • Another statistic or piece of information,
reveal that an opposed domain has some magical
resources or secrets, which a successful Lore test at the GM’s discretion
can then ferret out.
Knowing the kinds of units an opposed domain
When an opposed domain makes a skill test to has mustered helps a domain plan its own army.
muster units or raise its defenses, the GM doesn’t For example, if a villainous realm is building aerial
automatically reveal the specifics of a successful units, the characters’ organization will want some
result. The characters learn that the opposed domain aerial units or artillery of their own to take them
mustered units, but not how many units or what on. Likewise, if an opposed domain keeps boosting
kind. Likewise, the specifics of which defense was its Resources defense levels, the characters might
raised and by how much remain a mystery. If the decide to try to lower that defense and undo some
of that progress!

21

If a domain feature requires a domain to know a As a rule, the Lore domain skill should not be
secret piece of information to work properly, then used as a substitute for adventuring. But at the
the domain learns the information when they suc- GM’s discretion, it can be used to supplement the
cessfully use the feature. A separate Espionage test normal adventures of a domain’s player character
is not necessary. For example, a fey court domain officers. For example, a team of NPC agents might
can duplicate an opposed domain’s highest-tier be sent out to recover the legendary headpiece for
unit with the Your Own Worst Enemy feature. the Staff of Ra, even as the characters quest after
When the court succeeds on the Lore test to use the the location of the map room in the hidden Well of
feature, they automatically learn what the target Souls. In general, if it would be easy but time-con-
domain’s highest-tier unit is. suming for a domain’s officers to acquire import-
ant knowledge or rare antiquities, then the Lore
Lore domain skill can be used to delegate that task. But if
doing so is merely difficult, then the officers should
Associated Character Skills: Arcana, History, Religion undertake that task themselves.

Lore represents a domain’s ability to research both Lore can be used to learn an opposed domain’s
magical and historical knowledge. This is a broad secrets when those secrets are explicitly magical, such
and wide-ranging skill, which can be used outside as the nature of supernatural attacks or defenses, or
of intrigue to unlock arcane discoveries, dig up the the presence of any famous magic items or artifacts
details of forgotten history, discover the existence of in a domain’s arsenal. Likewise, the presence and
lost spells, or reveal the answers to ancient mys- features of extraordinary units in a domain’s army is
teries. The only limit on what a Lore check can something a Lore test can ferret out.
accomplish is what the GM rules is reasonable.

22

Operations Mustering Units

Associated Character Skills: Athletics, Insight A domain’s officer can use a domain action during
intrigue to muster a new unit. The Operations skill
Operations represents a domain’s ability to muster covers this activity, though an Operations test is
new units, as well as to perform many of the basic normally not required unless the GM feels there’s
functions of maintaining a domain. This is intended a chance that the mustering might fail. This new
to be a catchall domain skill for any activity the unit belongs to the officer who mustered it. An
players or GM might think of that doesn’t easily fit officer can control a number of units equal to their
into another skill. proficiency bonus.

Building Fortifications The units an officer musters can be from any
ancestry the GM agrees that character has access
Heroic organizations and NPC realms can acquire to, and which conform to the rules for unit depen-
strongholds and other fortifications during the dency. (See Building an Army on page 100 in the
course of a campaign in any number of ways. Warfare chapter for information on ancestries,
The characters might seize enemy fortifications unit dependency, and much more.)
after a successful battle (or have their own fortifi-
cations seized by a villainous realm), claim fortifi- Units mustered through alliances and Diplomacy
cations as a reward for adventuring, or find some tests are controlled by a character but not owned
other means of acquiring an existing fortified site. by that character. They return to their home NPC
realm after the battle in which they are used.
A domain can also build specific battle-ready
fortifications (as discussed in Fortifications in the Modifying Units
Warfare chapter) in any space on a battlefield the
domain controls. Doing so during intrigue requires A domain can spend money to upgrade a unit’s
a successful Operations test made as a domain equipment from light to medium, medium to heavy,
action. A successful DC 11 test is required to build a and so forth. This requires a domain action and is
stone fence, while a successful DC 13 test is required considered a use of the Operations skill, but nor-
to build a tower. Multiple fences and towers can mally no Operations check is required. A domain
then be put together in different configurations to can upgrade as many units as are controlled by the
build castles, keeps, and other fortifications. officer using a domain action. Upgrades to a unit
can be made to any level a domain can afford, from
The GM decides the time scale it takes to build a light to super-heavy.
fortification, but here are some typical guidelines:
Upgrade from… Cost
• If the Operations test to build the fortification 500 gp × the tier of the unit
succeeds by 5 or more, the fortification is built Light to medium 1,000 gp × the tier of the unit
at the end of the current domain turn, or after 1 Medium to heavy 2,000 gp × the tier of the unit
week if the domain is not in intrigue. Heavy to
super-heavy
• If the Operations test succeeds by 4 or fewer,
the fortification is built at the end of the next A domain cannot upgrade a unit that was
domain turn, or after 2 weeks if the domain is mustered through alliances and other Diplomacy
not engaged in intrigue. checks. Likewise, levies cannot have their gear
upgraded. Upgraded units retain their original tier.
• If the Operations test fails by 4 or fewer, the
domain’s fortification is still constructed, but it Disbanding Units
takes 3 domain turns (or 3 weeks) to do so.
Eventually, a domain will max out the number
• If the test fails by 5 or more, the fortification can’t of units it controls, making it impossible to mus-
be built, and the players or the GM must wait for ter any new units. When this happens, a domain
a new domain turn (or for 1 week to pass if not can disband any number of units to free up space
engaged in intrigue) before they can try again.

23

in its army. This isn’t an action, but is simply an a name and a numerical rating from 3 to −3. A
order an officer can issue under the umbrella of the defense’s level represents how robust and functional
Operations skill. The domain does not regain any that defense is at any given moment. Each defense
money spent on equipment upgrades for units that also has a numerical score used as the DC for the
are disbanded. domain skill test of an opposed domain wanting to
sabotage that defense.
Special Units
At each level above normal (level 0), the level
Every type of domain has an action it can use benefits for a defense are cumulative with the levels
to summon a special unit consisting of rare and below. For example, if a domain’s Communications
powerful creatures. These include such units as levels are unbreakable (level 3), that domain gains
the Crew, a unique group of roguish heroes that all the bonuses for secure, coded, and unbreakable
an underworld syndicate organization can muster; Communications. Similarly, at each level below
the drake-mounted knights known as the Praetores normal (level 0), the level penalties for a defense are
Draconis, mustered by a draconic empire realm; cumulative with the levels above.
and many more. See Heroic Organizations (page
31) and NPC Realms (page 65) later in this chap- At the beginning of intrigue, all of a domain’s
ter for full details. defenses start at level 0. The players and the
GM can use domain actions during intrigue to
A domain can muster a special unit once per raise the level of a domain’s defenses or to lower
intrigue. If an attempt to muster a special unit the levels of an opposed domain’s defenses (see
fails, additional attempts can be made in the same Adjusting Defense Levels on page 19). The
intrigue until successful. When the battle in which a level of any defense cannot be increased above
special unit is used ends, the unit leaves the control 3 or decreased below −3.
of the domain, heading off on important business,
returning to its home plane, and so forth. A special Once intrigue ends, and after any final battle
unit can be mustered again during a new intrigue, between the characters’ organization and the
responding when duty calls. villainous realm is over, the defense levels of both
domains slowly return to normal, moving one step
A domain can make use of other special units in closer to 0 each week.
addition to the unit it can muster, by making use
of the Diplomacy domain skill (as discussed earlier Communications
in this chapter). By talking to the leaders of NPC
realms, the players (and their enemies) can see if The Communications defense is a measure of how
those realms are willing to lend their own special rapidly and accurately information is transmitted
units for a battle. between a domain’s officers and followers. Every
domain, from a hard-as-nails mercenary company
Beyond Intrigue to a grove of peaceful druids, relies on its network
of followers, retainers, and servants to accomplish
The Operations domain skill covers many mun- its goals. And without effective communications,
dane activities outside of intrigue, including those goals can easily break down.
building roads or watchtowers, sending out a unit of
scouts to explore the local wilderness, and so forth. Communications directly affects an army’s ability
Anything a domain might reasonably be able to do to coordinate its activities. When Communications
but which isn’t covered by another domain skill can is high, an army can efficiently maneuver into a
be accomplished using Operations. better starting deployment—the arrangement of
units under the warfare rules. (See the Warfare
Domain Defenses chapter for more information.) If Communications
is poor or compromised, a domain’s enemies know
Every domain has three defenses, all of which can what its officers and agents are doing, and can
be targeted by an opposing domain: Commu- interfere with deployment by sending false signals
nications, Resolve, and Resources. Defenses to the domain’s units.
operate at one of seven levels, each of which has

24

Communications Levels while the soldiers of a despotic regime domain revel
in the glory and victories produced by their iron-
Level Effect fisted leaders.
3 Unbreakable
2 Coded A domain’s Resolve has a direct effect on its
1 Secure officers. If everyone working for the domain is
0 Normal committed and engaged, it makes training easier
−1 Compromised and gives followers hope and confidence in victory.
−2 Garbled But the reverse is equally true. If everyone working
−3 Broken for a domain is convinced of the domain’s immi-
nent failure, it makes training more exhausting and
Unbreakable (3). At the end of the next deploy- affects officer confidence. High Resolve means that
ment, this domain chooses any allied infantry or a domain’s officers are energized, coordinated, and
artillery unit on the battlefield, then moves that unit convinced of victory, granting benefits to those
to any unoccupied space on the battlefield. officers in combat against the officers of an opposed
domain. Poor resolve means that officers are dis-
Coded (2). At the end of the next deployment, tracted and tired, and their performance against
this domain chooses two allied units in any rank on foes from an opposed domain will suffer.
the battlefield and swaps those units’ locations.
Resolve Levels
Secure (1). At the end of the next deployment,
this domain chooses an allied unit in any rank and Level Effect
moves that unit into any adjacent space. 3 Zealous
2 Fanatic
Normal (0). No effect. 1 Loyal
Compromised (−1). At the end of the next 0 Normal
deployment, the opposed domain chooses one of −1 Discontented
this domain’s units in any rank on the battlefield −2 Rebellious
and moves it into any adjacent space. −3 Revolt
Garbled (−2). At the end of the next deploy-
ment, the opposed domain chooses one of this Zealous (3). During any combat against offi-
domain’s cavalry units, which is removed from cers of an opposed domain, each of this domain’s
battle and does not deploy until the end of the first officers has advantage on attack rolls until the end
round of battle. of their first turn.
Broken (−3). At the end of the next deploy-
ment, the opposed domain chooses two of this Fanatic (2). As a reaction when an enemy starts
domain’s infantry units, which are removed from their turn during the first round of any combat
battle and do not deploy until the end of the first against officers of an opposed domain, one of this
round of battle. domain’s officers who has not yet acted can cast a
spell or make a weapon attack.
Resolve
Loyal (1). The speed of each of this domain’s
Resolve measures the commitment that the follow- officers increases by 10 feet during the first round of
ers of a domain have to its cause, and depends on any combat against officers of an opposed domain.
many factors—including how well those followers
understand the domain’s cause. A domain’s follow- Normal (0). No effect.
ers and army, by default, share the philosophy of Discontented (−1). The speed of each of this
the domain’s officers and leaders, whatever that phi- domain’s officers decreases by 5 feet during the
losophy is. For example, the followers of an arcane first round of any combat against officers of an
order domain value neutrality and knowledge, opposed domain.

25

Rebellious (−2). During any combat against Bankrupt (−3). Each of the domain’s infantry
officers of an opposed domain, the first saving throw units has disadvantage on Morale and Command
made by one of this domain’s officers against a spell tests until the end of the first round of battle.
or effect directed by an enemy has disadvantage.
Domain Size
Revolt (−3). The first attack roll made by each
of this domain’s officers during any combat against Size determines how far a domain’s power extends,
officers of an opposed domain has disadvantage. and the size of the power die used by the domain’s
officers. Size is a relative measure of the reach and
Resources influence of a domain, though not an absolute
measure of an area of land the domain controls.
The wealth of a domain is measured as Resources, In one GM’s campaign, where the map covers a
though this defense represents more than just whole region hundreds of miles across, a size 3
money. Resources includes whatever a domain domain might extend its influence for 60 miles out
values and collects, whether gold, knowledge, from its stronghold. In another campaign that takes
secrets, or things more esoteric. When a domain’s place entirely in one district in a large city, a size 3
Resources is high, it directly affects the gear of that domain might cover only a few blocks.
domain’s units, granting them improved power or
damage. Poor Resources affects morale. Troops that An organization starts at size 1 if the characters
haven’t been fed or whose armor and weapons are are its founders (but might start at a larger size if
in dire need of repair become agitated. the GM has the characters take over an established
organization). Every time the characters’ orga-
Resources Levels nization defeats another domain, the organi-
zation’s domain size increases by 1. The size of
Level Effect the organization’s power die likewise increases, and
the organization gains more development points to
3 Booming spend on the party sheet, as shown on the Domain
Size table. (See Development Points earlier in this
2 Abundant chapter for more information.)

1 Surplus A domain cannot have a size greater than 5.
However, at the GM’s discretion, an organization of
0 Normal domain size 5 can still continue to gain new devel-
opment points by defeating villainous realms.
−1 Low
Villainous realms are not built the same way the
−2 Poor characters’ organization is. The size of a villain-
ous realm is thus determined by the GM. (See
−3 Bankrupt Building a Villainous Realm on page 28 for
full information.)
Booming (3). During the first round of battle,
each of this domain’s artillery units that inflicts Domain Size
casualties inflicts 1 extra casualty.
Domain Size Power Die Development Points
Abundant (2). Each of this domain’s cavalry
units has advantage on Power tests until the end of 1 d4 8 (starting points)
the first round of battle.
2 d6 +8
Surplus (1). Each of this domain’s infantry units
has advantage on Power tests until the end of the 3 d8 +8
first round of battle.
4 d10 +8
Normal (0). No effect.
Low (−1). Each of this domain’s artillery units 5 d12 +8
has disadvantage on Morale and Command tests
until the end of the first round of battle.
Poor (−2). Each of this domain’s cavalry and
aerial units has disadvantage on Morale and Com-
mand tests until the end of the first round of battle.

26

Domain Powers Power Dice

Domain powers represent the new features that a Each officer in a domain—player characters and the
domain’s officers earn as a result of the research and villain and lieutenants of an opposed domain alike—
training they do with their agents. The officers of a gets one power die, with the die type determined by
thieves’ guild work and train with their bravos and the domain’s size (see above). Any officer can choose
apprentice thieves, and as a result, become better at to roll their power die immediately after they roll ini-
what they themselves do. Likewise, the stewards of a tiative at the start of any combat (no action required).
druid circle spend time between adventures study- Once a power die is rolled, it cannot be rolled again
ing, tending to nature, and training their acolytes, until the officer who rolled it finishes an extended
and so gain greater insight into the summoning of rest. (An extended rest is defined in Strongholds &
nature spirits. Followers as 1 week of study and training spent at the
stronghold of the officer’s domain. The GM might
Each type of domain—both heroic organizations use this as a guideline, or set some other parameters
and NPC realms—grants a number of unique for what an extended rest means in the campaign.)
domain powers, whose mechanics are broken out
in the domain type’s description. But all domain Each domain power allows the officers in the
powers rely on the use of a shared resource—a player characters’ organization to use some or all of
pool of power dice. the dice in their shared pool to produce crazy new

27

effects in combat. At the same time, the officers of a If a domain power that calls for decrementing a
villainous realm will use their own domain pow- power die has been used and is currently active on
ers and power dice to fuel their domain’s push for an officer, that power cannot be activated again for
victory over the characters. the same officer until the power die being decre-
mented is spent.
Any power dice that aren’t used are removed
from a domain’s pool at the end of the combat in Villainous
which they were rolled. and NPC Realms

For example, Anna, Lars, Grace, and Tom are The player characters’ enemies also run their own
playing the officers in a thieves’ guild (one of the domains, known as villainous realms. A villainous
options for an underworld syndicate organiza- realm is run by a leader, whose chief agents are
tion; see page 61). They’re just starting out, so known as lieutenants. Leaders and lieutenants are
each of their characters has a d4 power die. In a the domain’s officers, and are referred to specifi-
fight against a local enemy thieves’ guild (an NPC cally by certain domain features.
realm) known as the Clock, Lars waits until initia-
tive is determined, and decides to roll his power Building a
die, getting a 3. He adds this to the empty pool on Villainous Realm
the party sheet.
The GM builds villainous realms in much the same
Following suit, the other officers, including offi- way the players build the characters’ organization.
cers of the Clock, all decide to roll their power dice. However, the process for the GM has more options,
Anna rolls a 4, Tom a 1, and Grace another 4, all and allows for the creation of a domain that is
of which are added to their pool. The heroes’ pool larger than the size 1 domain the characters must
now has four dice in it: a 1, a 3, and two 4s. Which- start with. GMs can establish realms at the start of
ever hero acts first can take any or all of those dice the campaign or at any point within it, and NPC
out of the pool, depending on which domain power and villainous realms can rise, fall, and evolve as
they intend to use. the GM sees fit.

Rolling power dice together in the same com- A GM builds a villainous realm using the
bat provides a potential benefit by increasing the following process:
number of dice in the pool, and increased chances
of high rolls. But some players might want to not • The GM picks a domain type from the NPC
roll their power dice, so as to save them for another Realms section, or a domain and a specializa-
upcoming combat. Likewise, the GM might decide tion from the domain types presented in the
to not roll power dice even when the players are, Heroic Organizations section (both of which
if they think their villainous officers will face the follow later in this chapter). This allows for the
characters again before everyone has time to take creation of nefarious holy churches, druid circles,
an extended rest. and mercenary companies, in addition to the
traditionally antagonistic realms of despotic
Decrementing regimes, fey courts, and others.

When a player or GM activates a domain power, • The GM chooses the domain size of the vil-
the rules for that power sometimes instruct them lainous realm. In most cases, it’s best to set the
to decrement the power die, usually at the end of realm’s size within 1 of the size of the charac-
each turn of the character who used the power. ters’ organization by the time both sides get
Decrementing the power die means to decrease the into an intrigue.
number on the die by 1. When a power die showing
a 1 is decremented, the die is spent and the power
activated with that die is no longer in effect.

28

• The GM spends development points improving during a battle, but the GM can easily set that up
the villainous realm’s skills and defenses. The without finalizing all of an NPC realm’s stats. (That
GM has a number of points to spend equal to 8 × said, a GM is free to flesh out any NPC realm with
the villainous realm’s domain size. the same level of detail as a villainous realm—espe-
cially if the NPC realm has enemy potential!)
• The GM picks stat blocks for the villainous
realm’s leader and lieutenants, and gives one of The baseline process for creating an NPC
the domain’s titles to the leader. (If the domain realm is as follows:
has been chosen from the NPC Realms section,
it has only one title.) The lieutenants of the realm • As with creating a villainous realm, the GM
do not get titles (because the GM already has picks either a domain and a specialization from
enough to worry about), but all officers might the Heroic Organizations section or a domain
have access to the realm’s domain powers and from the NPC Realms section. This choice
domain features. doesn’t imply a specific role for the NPC realm,
though, which might be friendly or antago-
• The GM picks a stronghold for the nistic toward the characters’ organization as
villainous realm. the GM decides.

For example, consider a group of heroes running • The GM picks the NPC realm’s starting atti-
a size 2 holy church. With that organization’s latest tude toward the characters’ organization, using
foes vanquished, the GM wants to reveal the vam- the table under Diplomacy in Domain Skills
pire Countess Sanguin’s villainous realm, which has (page 20). This attitude should be based on the
observed the characters’ last battle from the shad- NPC realm’s history not just with the characters,
ows and wants to remove the threat their organiza- but also with domains similar to the charac-
tion poses. The GM knows that Sanguin’s servants ters’ organization.
include vampire spawn, wights, and other undead,
so they make the villainous realm an undead • The GM names the NPC realm’s leader. This
dominion (page 86). Since Sanguin’s domain has NPC doesn’t necessarily need a stat block, but it
been established for some time, the GM makes it helps to note a few details about their appearance
size 3. It poses a threat to the heroes’ organization, and personality.
but not an overwhelming one.
• The GM chooses the NPC realm’s domain size
The GM then spends 24 development points to (which need not bear any relationship to the
improve the undead dominion’s domain skills and size of the characters’ organization), and picks a
defenses, using the same party sheet the players stronghold the NPC realm controls.
use for the characters’ domain. They choose the
vampire stat block for Countess Sanguin and give • The GM can freely swap out the special unit the
her the deathlord title. The GM gives Sanguin NPC realm can normally muster with a special
three vampire spawn lieutenants and names each unit from another domain. Perhaps a fey court
of them, then gives the undead dominion a strong- of elves in the campaign has a roguish flair and
hold: an ancient castle. is able to bring together the Crew (normally
associated with an underworld syndicate domain)
Building an NPC Realm instead of the Court Jesters.

Building an NPC realm is easier than building a For example, consider a GM who wants to
heroic organization or a villainous realm, because create a domain of secluded stone giants living in
NPC realms don’t directly influence intrigue or the mountains near the characters’ stronghold.
battles. They might be persuaded by the characters’ The GM begins with the giant jarldom NPC realm
organization or the villainous realm to lend aid and gives the isolationist giants a suspicious atti-
tude toward the characters. Smallfolk warred with
the giants centuries ago, and while the humanoids

29

might have forgotten that past, the stone remem- Reskinning Domains
bers. The stone giants are led by Jarl Klanga. She’s
young and defensive minded, after her parents died GMs might find that their worlds include a villain-
in the same landslide that resulted in her losing an ous or NPC domain that’s not an automatic fit for
arm. The GM decides the realm doesn’t hold much any of the concepts this book provides. For exam-
influence given their isolationist nature, and gives it ple, consider a campaign that features a powerful
a size of 1. The domain has a stronghold: a moun- faction of gnolls. Even though there’s no NPC realm
tain fortress called Citadel Adamantine. set up as a gnoll war band, there’s almost certainly
another domain that fits. If the gnolls are proud
Creating NPC warriors, the GM can use the orc clan domain and
Realms Together call it something else. If the gnolls are religious
zealots, their domain could be built as a hidden
In a campaign in which the GM enjoys letting cult religious order. Or for gnolls with a culture of
the players join in on the fun of setting creation, invention and innovation, the gnomish kingdom
it can be cool to let each of the players design an might be a perfect fit!
NPC realm for the GM to use. The GM can assign
each of the players a domain size and an attitude Likewise, GMs shouldn’t feel locked into build-
that their NPC realm has toward the characters’ ing NPC realms based on ancestry. The goblinoid
organization, then let them determine the rest of realm in a campaign doesn’t have to be a goblinoid
the details. The players get in on the fun of building coalition domain. The GM can make it an arcane
the easiest type of domain, and the GM has to do order, a despotic regime, an undersea colony, or
less work. Win-win! whatever makes sense for their world.

30

Heroic Organizations

hen a group of characters Adventuring Party
founds a domain, the play-
ers choose one of the eight Mercenaries. Troubleshooters. Rag-tag heroes
organization types described trying to get by—except “heroes” might not be
in this section. Each organi- quite the right word. Your characters have banded
zation features three special- together as an adventuring party, a haphazard
izations that the players also group of individuals traveling the realm with a
choose from, creating a wide range of possibilities common goal. Though you might not be the most
for the heroes’ domain. diplomatic or noble of groups, you get the job done
Though this section is primarily for player char- when it counts. It just might be a bit … messy.
acters, and is written to speak to the players, a GM
can also use the domains presented in this section Skills Defenses
to create enemy and NPC realms.
Diplomacy: −1 Communications: 11
Gaining New Proficiencies
Espionage: +0 Resolve: 12
If a character gains a proficiency from a domain
title that they already gain from another source, Lore: +1 Resources: 10
that character can take another proficiency of the
same kind (skill or tool) instead. Operations: +2

31

Domain Titles you reduce that creature’s initiative by a number
equal to your Charisma modifier.
Adventuring party officers gain access to the
following titles, each of which grants a character Weirdo. You gain proficiency in the Arcana
the noted additional features. skill, and you know a number of spells equal to
your Intelligence modifier. These spells can be
Cap’n. You add your proficiency bonus to your from any spell list, but they must be 3rd level or
initiative rolls. Additionally, when you hit a crea- lower and have the ritual tag. Intelligence is your
ture with an attack, each ally who can hear you spellcasting ability for these spells. You can cast
and is within 5 feet of you gains a bonus to weapon each of these spells once as a ritual, and regain the
damage rolls against the target creature equal to ability to do so when you finish a long rest.
half your proficiency bonus (rounded down). This
bonus lasts until the start of your next turn. Additionally, you can cast the counterspell spell,
and regain the ability to do so when you finish a
Doc. You gain proficiency in the Medicine skill long rest.
and proficiency with an herbalism kit. Whenever
you take a long rest, you can craft two potions of Domain Power
healing during the rest using the supplies in an
herbalism kit. Potions created this way are effective Adventuring party officers gain access to the
only if consumed within 24 hours of their creation. following domain power.

Know-It-All. You gain proficiency in the His- Never Tell Me the Odds. When you take an
tory and Nature skills. Additionally, as a reaction action or a bonus action that forces at least one
when you roll initiative, you can make an Intelli- creature to make a saving throw, you can take a
gence (Nature) check to identify the weak points of power die from your domain’s pool and add twice
one creature you can see. The DC for this check is the number on the die to the saving throw DC.
equal to 10 + half the creature’s challenge rating You can use this feature after affected creatures
(rounded down). On a success, you gain a bonus have rolled their saving throws.
to attack rolls against that creature equal to your
proficiency bonus, and which lasts for 1 minute. Domain Features

Smart Mouth. You gain proficiency in the Adventuring party officers gain access to the
Intimidation and Persuasion skills. Additionally, following domain features.
you can try to catch an enemy off-guard at the
start of combat with your quips. As a reaction Call in a Favor. As a domain bonus action, your
when a hostile creature you can see rolls initiative, adventuring party can petition an NPC realm for
their domain special unit. Make a Diplomacy test
The Ratcatchers unit card targeting the NPC realm, with a DC determined
by the realm’s attitude toward your domain as
shown on the following table.

Attitude Diplomacy DC
Hostile 18
Suspicious 15
Neutral 13
Friendly 10
Allied 8

To Arms, Fellow Adventurers (Special
Unit). As a domain action, you make a DC 13
Operations test. On a success, you muster the

32

Ratcatchers—a special unit of adventurers just like Whatever It Takes. At the end of the next
you! (See the Warfare chapter for full details on deployment, you can make a DC 15 Operations
how to read a unit card.) test as a domain bonus action. On a success, units
deployed in your vanguard gain the following trait
Specialization until the end of the battle:

When you found your adventuring party, you’ll also Walk It Off. The first time this unit would
choose a specialization. Are you an explorers’ soci- become broken as a result of an inflicted
ety, dedicated to seeking out the unseen frontiers of casualty, the unit can make a DC 13 Morale
the world? Are you a mercenary company, complet- test. On a success, the unit does not break this
ing dangerous jobs for coin? Or maybe you’re just round, regardless of the number of casualties
a band of disorganized misfits, doing all you can to it suffers.
help those in need?
Explorers’ Society
Disorganized Misfits
As the name suggests, your adventuring party
You’re … well, you’re trying your best. You might is a band of explorers, dedicated to traversing
not be the most disciplined or most knowledgeable. uncharted forests and plumbing the depths of mys-
You all fight a lot and rarely agree on anything. terious caverns in search of new discoveries.
But you’re hard to kill. More importantly, though,
you all have good hearts, and you’re willing to do Skill and Defense Bonuses
whatever it takes to help those in need. Lore: +2

Skill and Defense Bonuses DOMAIN POWER
Explorers’ society officers gain access to the
Operations: +1 Resolve: +1 following domain power.

DOMAIN POWER What Does This Button Do? Your curiosity
Disorganized misfits officers gain access to the gets the better of you as you explore. When you
following domain power. take the Use an Object action, you can remove one
power die from your domain’s pool and trigger an
Avenge Me. When an officer in your domain effect. Roll a d10 and consult the Button Effects
that you can see within 30 feet of you is reduced to table to determine the nature of the effect.
0 hit points by a creature, you can use your reaction
to swear vengeance. Take any number of power dice BUTTON EFFECTS
from your domain’s pool. You and each ally you can
see within 30 feet of you gain a bonus to damage d10 Effect d10 Effect
rolls against the creature that dropped your officer
equal to the total of the power dice. This bonus lasts 1 Energy burst 6 Magic investment
as long as the officer is dying or dead, or until the
end of the encounter, whichever comes first. 2 Arcane surge 7 Light blades

DOMAIN FEATURES 3 Shadow infusion 8 Energy shield
Disorganized misfits officers gain access to the
following domain features. 4 Destructive force 9 Bold energy

Like in the Great Stories. As a domain action, 5 Weakening energy 10 Rejuvenating aura
you make a DC 14 Operations test. On a success,
your domain’s Resolve level increases by 2 until Energy Burst. An overload of magical energy
the end of the intrigue. Additionally, the next hits you, dealing force damage equal to 1d6 + the
time an opposed domain makes a test to lower number on the power die.
one of your domain defenses, the test is made with
disadvantage. Arcane Surge. You are infused with shimmer-
ing arcane energy. For 1 minute, all your attacks
deal extra force damage equal to twice the number
on the power die.

33

Adventuring party sheet

Shadow Infusion. You are infused with shad- walking into. As a domain action, make a DC
owy arcane energy. For 1 hour, your hit point max- 16 Lore test. On a success, each of your domain’s
imum is reduced by the number on the power die, defense levels increases by 1 until the end of the
but you gain a bonus to your attack and damage current intrigue.
rolls equal to twice the number on the power die.
Mercenary Company
Destructive Force. A wave of destructive
energy can be directed toward a foe. Choose a You’re a team of soldiers for hire, fighting the
hostile creature within 30 feet of you. The creature battles no one else wants to. For the right price,
takes necrotic damage equal to 10 × the number on of course.
the power die.
Skill and Defense Bonuses
Weakening Energy. Enfeebling energy sud-
denly washes over you. For 1 minute, you have a Operations: +1 Resources: +1
penalty to saving throws equal to the number on
the power die. DOMAIN POWER
Mercenary company officers gain access to the
Magic Investment. Magical energy refines a following domain power.
gem or art object you carry, increasing its gp value
by 250 × the number on the power die. Fighting Dirty. Before you make a weapon or
spell attack, you can use a bonus action to target
Light Blades. Magic manifests around you as one of your opponent’s vulnerable spots, making for
spinning blades of light. You and each creature a more challenging attack but dealing more dam-
within 30 feet of you must make a Dexterity saving age. Take a power die from your domain’s pool and
throw with a DC equal to 8 + the number on the subtract the number on the die from your attack
power die. A creature takes radiant damage equal roll. If the attack hits, it deals extra damage equal
to 1d4 × the number on the power die on a failed to 5 × the number on the power die.
save, or half as much damage on a success.
DOMAIN FEATURES
Energy Shield. Shielding energy surrounds you. Mercenary company officers gain access to the
For 1 minute, your AC increases by the number on following domain features.
the power die.
Can We Get a Raise? As a domain action,
Bold Energy. Emboldening energy washes over make a DC 14 Operations test. On a success,
you. You gain temporary hit points equal to 5 × the choose one of the following benefits:
number on the power die.
• Until the end of the next battle, each officer has
Rejuvenating Aura. A rejuvenating aura a +1 bonus to weapon attack and damage rolls.
spreads out around you. Choose a number of crea- (The GM can rule that this bonus ends if it takes
tures equal to the number on the power die that too long for the next battle to happen.)
you can see within 30 feet of you (including you if
you choose). Each creature regains all its hit points. • The next time you muster a cavalry or artil-
lery unit, you can also muster an additional
DOMAIN FEATURES infantry unit.
Explorers’ society officers gain access to the
following domain features. • Each infantry unit you muster from now until
the start of the next battle has its experience
I’ve Seen Weirder. Your adventures have increased one level.
provided you a wealth of knowledge regarding the
strange and arcane. If your domain’s Communica- You can use this feature multiple times, but
tions level is 2 or higher at the start of a battle, each must pick a different benefit each time. The
unit your domain controls has advantage on Power DC increases by 2 for each successive use.
tests to resist battle magic during that battle.
Survive Till Payday. If your domain’s Resolve
Research, Research, Research. If your time level is 2 or higher at the start of a battle, each unit
spent delving through dungeons has taught you your domain controls has advantage on Power tests
anything, it’s that it pays to know what you’re to resist battle magic during that battle.

35

Martial Regiment Ambush Captain. You gain proficiency in the
Stealth skill, and you can use a bonus action to
Armed to the teeth and with battle strength to take the Hide action. Additionally, when you hit a
match, your characters have come together to form creature with a weapon attack and have advantage
a martial regiment. All of you are skilled warriors, on the attack roll, the attack deals one additional
willing to fight the battles others shirk from. And weapon die of damage.
while your group might not always act as the most
subtle of organizations, you are well-known for your Bravura Commander. You gain proficiency in
tactical strategy and efficiency in combat. the Persuasion skill. Additionally, when a creature
within 30 feet of you that can hear you makes a
Skills Defenses saving throw to avoid being charmed, frightened,
or stunned, you can use your reaction to roll a d4
Diplomacy: +1 Communications: 12 and add the result to the creature’s saving throw.
You use this reaction after the saving throw is made
Espionage: +0 Resolve: 11 but before the result is known.

Lore: −1 Resources: 10 Field Medic. You gain proficiency in the Med-
icine skill. Additionally, when a creature within 5
Operations: +2 feet of you takes damage, you can use your reaction
to make a Wisdom (Medicine) check. The DC of
Domain Titles the check is equal half the damage taken by the
creature or 10, whichever is higher. On a success,
Martial regiment officers gain access to the the creature regains a number of hit points equal to
following titles, each of which grants a character the
noted additional features.

36

Martial regiment party sheet

5 + your character level, to a maximum of half the domain’s pool and make one weapon attack against
creature’s hit point maximum. the creature. Add the total of the power dice to the
attack roll, and to the damage roll if the attack hits.
Tactical Marshal. Your speed increases by 10
feet, you gain a +3 bonus to your passive Wisdom Domain Features
(Perception) score, and difficult terrain no longer
impedes your movement. Additionally, as a bonus Martial regiment officers gain access to the
action, you can choose one creature within 60 feet following domain features.
of you that can hear you. That creature can imme-
diately move up to half its speed without provoking Armament. Once per intrigue as a domain
opportunity attacks. bonus action, make a DC 15 Operations test. On
a success, your domain’s Resolve level cannot be
War Mage. You gain proficiency in the Arcana lower than 0 for the remainder of the intrigue.
skill. As a bonus action, you can charge one melee
weapon you are holding with magical energy. The Professionals (Special Unit). As a domain
Choose one of the following damage types: acid, action, make a DC 13 Operations test. On a suc-
cold, fire, lightning, radiant, or necrotic. While cess, you muster the Professionals, a special unit of
charged in this way, the weapon is magical and heroic infantry. (See the Warfare chapter for full
deals an extra 1d4 damage of the chosen type. This details on how to read a unit card.)
benefit lasts for 1 minute, or until you either end it
as a bonus action or stop touching the weapon. Specialization

Additionally, when you hit a creature or object When you found your martial regiment, you’ll also
with a weapon charged in this way, you can cast choose a specialization. Are you a localized regi-
dispel magic from the weapon to affect the target. ment, keeping your homes safe as members of a city
Intelligence is your spellcasting ability for the spell. watch? Are you members of a military squadron,
You can’t cast the spell again in this way until you striking as a crew of highly skilled experts on the
finish a long rest. most dangerous battlefields? Or are you perhaps a
knightly order, united by your dedication to a creed
Domain Power or religion?

Martial regiment officers gain access to the City Watch
following domain power.
You might not be the best trained or most efficient
Brute Force. When a creature you can see of soldiers. But as members of a city watch, you are
within 60 feet of you moves, you can use your reac- dedicated to protecting the place you call home—no
tion to take any number of power dice from your matter the cost.

The Professionals unit card Skill and Defense Bonuses
Communications: +1 Resources: +1

DOMAIN POWER
City watch officers gain access to the following
domain power.

Steel Resolve. When you fail a saving throw to
avoid being charmed, frightened, knocked prone,
paralyzed, poisoned, or stunned, you can take a
power die from your domain’s pool and add the
number on the power die to your saving throw.

38

DOMAIN FEATURES they are used. Your domain can use this feature
City watch officers gain access to the following only once on each NPC realm during an intrigue.
domain features.
Stay Strong. If your domain’s Resolve level is
Community Effort. Once per intrigue as a 2 or higher at the start of a battle, each cavalry
domain reaction in response to failing a Diplomacy unit your domain controls automatically succeeds
test, you can immediately make an Operations test on Morale tests for the Rally maneuver during
with a DC equal to 5 + half the DC of the Diplo- that battle.
macy test (rounded down). On a success, you treat
the failed Diplomacy test as a success. Military Squadron

They Will Not Breach This Wall. As a As members of a military squadron, you are an
domain action, make a DC 15 Operations test. On archetypal team of soldiers. Though you can be
a success, you gain the resources to bolster your discreet when missions call for it, your main focus
city’s defenses. At the start of the next battle, each is always on honing your deadly and precise skills
fortification you’re defending gains additional hit in combat.
points equal to your domain’s Resolve level.
Skill and Defense Bonuses
Knightly Order
Espionage: +1 Operations: +1
Knightly orders are composed of warriors united
under a single ideal. Some have religious ties, while DOMAIN POWER
others ascribe to more abstract creeds not bound to Military squadron officers gain access to the
any church. Regardless of its members’ affiliation, following domain power.
though, every knightly order delineates a certain
sense of honor and pride. Skirmisher. As a bonus action, take a power die
from your domain’s pool. Your speed increases by
Skill and Defense Bonuses a number of feet equal to 5 × the number on the
die. While your speed is increased in this way, your
Diplomacy: +1 Resolve: +1 movement doesn’t provoke opportunity attacks,
and you gain a bonus to weapon damage rolls
DOMAIN POWER equal to the number on the power die. At the end
Knightly order officers gain access to the following of each of your turns, decrement the power die.
domain power.
DOMAIN FEATURES
Sworn to Protect. As a bonus action, take a Military squadron officers gain access to the
power die from your domain’s pool and add the following domain features.
number on the die to your AC. Additionally, allied
creatures within 15 feet of you gain a bonus to No Mercy. If your domain’s Communications
saving throws equal to the number on the power level is 2 or higher at the start of a battle, all your
die. At the end of each of your turns, decrement the infantry units gain the following trait until the end
power die. of the battle:

DOMAIN FEATURES Take No Prisoners. When this unit makes an
Knightly order officers gain access to the following attack that causes an opposed unit to break, the
domain features. unit can make one additional attack against any
adjacent unit.
Gallant Company. As a domain action, make
a DC 12 Diplomacy test targeting an NPC realm. The War Room Where It Happens. As a
On a success, the NPC realm’s attitude toward domain action, make an Operations test against an
your domain improves one step and any special opposed domain’s Communications. On a success,
units mustered from that realm gain a +2 bonus the opposed domain has disadvantage on tests
to Defense and Morale in the next battle in which made to increase its Communications level for the
remainder of the intrigue.

39

Mercantile Guild Domain Titles

Your characters’ organization is built on the back of Mercantile guild officers gain access to the following
economic prosperity, whether you acquire income titles, each of which grants a character the noted
from producing, selling, or plundering goods. You additional features.
might be merchants, artisans, or pirates, looking to
expand and defend your empire of industry, and Acquisitions Expert. You gain proficiency in
with a network of agents ready to battle for profit. the Arcana skill. Additionally, if you are unable to
cast spells of 1st level or higher (either because you
Skills Defenses have no spellcasting ability, you have expended all
your spell slots, or you have used all your innate
Diplomacy: +1 Communications: 11 spells), you can cast the following spells using Intel-
ligence as your spellcasting ability:
Espionage: +0 Resolve: 10
At will: detect magic, identify
Lore: −1 Resources: 12 3/day each: charm person, comprehend languages,

Operations: +2 unseen servant
1/day each: dispel magic, glyph of warding

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Chief of Security. When a creature within 5 Domain Features
feet of you makes an attack against a target other
than you, you can use your reaction to make a Mercantile guild officers gain access to the following
melee weapon attack against that creature. If the domain features.
attack hits, it deals extra damage equal to your pro-
ficiency bonus. Soldiers of Fortune (Special Unit). Make a
DC 13 Operations test as a domain action. On
Executive Manager. When a creature within a success, you muster the Soldiers of Fortune, a
5 feet of you misses with an attack or fails a saving highly professional (and very expensive) special unit
throw, you can use your reaction to roll a d4 and of mercenaries. (See the Warfare chapter for full
add the roll to the attack roll or saving throw. details on how to read a unit card.)

Fixer. You gain proficiency in the Stealth skill. Spared No Expense. At the start of a battle,
Additionally, you can use a bonus action to take the you can use a domain reaction to make a DC 14
Dash, Disengage, or Hide action. Operations test. On a success, increase the levels
of two of your domain’s defenses by 1.
Safety Officer. While you are not unconscious,
you and friendly creatures within 10 feet of you Specialization
have advantage on saving throws against being
frightened. Additionally, as a bonus action, choose When you found your mercantile guild, you’ll
an ally you can see within 30 feet of you. That ally also choose a specialization. Are you a monopoly,
regains hit points equal to 1d4 + your domain size. looking to not just dominate but to own an entire
You can use this feature a number of times per day industry? Are you a pirate band, sailing the seas
equal to your Wisdom modifier (minimum one). looking for loot and plunder? Or perhaps you’re a
trade guild—a group of artisans banded together
Domain Power to establish the best business deals and working
conditions?
Mercantile guild officers gain access to the
following domain power. Monopoly

Outgunned. When you miss with an attack, you Your organization seeks to dominate the market,
can take a power die from your domain’s pool and squashing any resistance you encounter. As such,
add twice the number on the die to your attack roll. you invest in making your enterprise the only
Alternatively, when you hit with an attack, you can option, letting your expansionist views force pro-
take a power die from your domain’s pool and add spective competition to fold into your ranks or fight
the number on the die to the attack’s damage roll. you to survive. Depending on your market, you
might be viewed as an evil corporation or a force
Soldiers of Fortune unit card of positive change. But at the end of the day, your
organization is going to come out on top.

Skill and Defense Bonuses

Espionage: +1 Resources: +1

DOMAIN POWER
Monopoly officers gain access to the following
domain power.

Action Plan. On your turn, you can take a
power die from your domain’s pool, then take one
additional action. You can add the number on the
power die to one attack roll or ability check made

41

Mercantile guild party sheet

as part of that action, or increase the DC of a spell opposed domain’s Resources level decreases by 1,
cast during the action by the number on the die. and your domain’s Resources level increases by 1.

DOMAIN FEATURES Fight Dirty. If your domain’s Resources level
Monopoly officers gain access to the following is 2 or higher at the end of deployment, choose a
domain features. number of infantry or artillery units equal to your
domain size. Each of those units gets a surprise
Corporate Espionage. Once per intrigue as activation before the battle goes into initiative.
a domain bonus action, make an Espionage test After this activation concludes, the battle plays out
against an opposed domain’s Communications. as normal.
On a success, the opposed domain has disad-
vantage on Espionage tests until the end of the Trade Guild
intrigue, and your domain’s Communications level
increases by 1. You oversee a network of like-minded artisans who
pool their interests together for maximum potential.
Embargo. At the start of a battle, if your You might own businesses, or you could facilitate
domain’s Resources level is 2 or higher, choose the businesses of others. Whatever the case, you
a number of infantry units an opposed domain have many skilled individuals investing in your
controls equal to your domain size. Each of those organization to protect their own interests. While
units takes −2 to Attack and Defense until the end a trade guild might seem harmless to a casual
of the battle. observer, the number of resources at your disposal
can summon a threat to rival any ruling body.
Pirate Band
Skill and Defense Bonuses
You are a pirate band, robbing others of their goods
to be resold as you see fit. Though you might ally Diplomacy: +1 Resources: +1
yourselves with other pirate crews, follow a code of
conduct, or work for governments as a privateer, DOMAIN POWER
the members of your band are truly beholden only Trade guild officers gain access to the following
to yourselves. Whatever the reasons you adopted domain power.
a life of piracy, your organization is viewed with
caution wherever you travel. Healthcare. As a bonus action, take a power
die from your domain’s pool. You immediately
Skill and Defense Bonuses spend and roll a number of your Hit Dice equal to
the number on the power die, regaining hit points
Espionage: +1 Resolve: +1 equal to the total of Hit Dice rolled.

DOMAIN POWER DOMAIN FEATURES
Pirate band officers gain access to the following Trade guild officers gain access to the following
domain power. domain features.

Pillage. As a bonus action, take a power die Business Connections. Once per intrigue, you
from your domain’s pool and choose a power die can make a DC 13 Diplomacy test as a domain
in the opposed domain’s pool showing a higher bonus action. On a success, all of your domain’s
number than the die you took. Add the opposed die officers begin the next battle with their hit point
to your domain’s pool. maximum and current hit points increased by 5 ×
your domain size.
DOMAIN FEATURES
Pirate band officers gain access to the following Well Fed. As a domain action, make a DC 13
domain features. Operations test. On a success, each of your infan-
try units gains a bonus to Morale equal to your
Commandeer. Once per intrigue as a domain domain size until the end of the next battle.
bonus action, make an Espionage test against an
opposed domain’s Resources. On a success, the

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