Overview
The Broken Banner: A Domain Play One-Shot
System: System-neutral, OSR-friendly
Tone: Low fantasy, grounded rulership, political tension
Focus: Strategic decisions, resource trade-offs, mass combat
Player Level: Suitable for low to mid-level PCs assuming leadership of a domain
Ideal Group Size: 3-5 players
You are the captains and heirs of Stonehollow, a border keep left leaderless after war. Now, three factions
move to test your rule. You have one week to prepare.
Goals of the Adventure- Teach resource allocation and domain actions- Handle factions, events, and dilemmas- Run abstract mass combat- Explore political and economic consequences
Initial Setup
Give players a shared domain sheet for Stonehollow, assign them domain roles (Warden, Spymaster, etc.),
and allow 3 domain actions across three turns (days or weeks).
Stonehollow Resources:- 200 troops (low morale)- 500 gp treasury- 1 granary (half-full)- Blacksmith, scribe, 2 scouts- Damaged outer wall
Rival Factions
The Broken Banner: A Domain Play One-Shot
The Wolf Banner: Ex-bandit mercenary army. 300 troops, high morale. Will attack in 3 turns unless bribed or
delayed.
Guild of Broken Scales: Merchant faction. Offers food/loans in exchange for tax/mining rights.
Mother Lassa’s Faithful: Religious movement with peasant support. Can incite rebellion if ignored.
Domain Actions
Players choose 2 actions per turn:- Recruit troops- Fortify defenses- Hold court- Spy on a faction- Negotiate- Train troops
Turn Events
Turn 1:- Scouts spot Wolf Banner- Guild offers food for mine rights- Religious sermon at gate
Turn 2:- Desertions (morale check)- Warband ally rumors
The Broken Banner: A Domain Play One-Shot- Demands from High Priestess
Turn 3:- Wolf Banner arrives. Fight, negotiate, or abandon.
Mass Combat Resolution
Each army has:- Power: 1 per 50 troops, +1 for morale, +1 for terrain- Morale: 2d6 + modifiers
Combat round:- Roll 2d6 + Power vs 2d6 + opposing Power- Margin determines outcome (pushback, rout, etc.)- Use 3-5 total rounds or resolve with a single opposed roll for simplicity.
Outcomes
Victory: Keep is secured, a charter written for new rule.
Compromise: Guild or Church assumes partial control.
Defeat: The keep falls. Retreat or rebuild from exile.
Tips for New DMs and Domain Play- Use clocks or progress tracks to show faction tension or projects.- Don’t worry about perfect balance - make choices matter.- Present moral and strategic dilemmas, not puzzles with right answers.
- Encourage players to delegate and argue over priorities.
- Keep turns fast: 15-30 minutes of discussion, then consequences.
- Use narrative cues to show the world reacting to decision.