Encounter Staging Procedure
What this is
Once the encountered thing is known, this procedure stages the meeting. The four steps below cover distance, intervening terrain, reaction, and surprise; the matrix shows which steps apply for each encounter type.
Invoked by: the Wilderness Encounter Procedure; the Lair Encounter Procedure.
Invokes: the Basic Game Loop; the Combat Procedure (5e PHB).
Returns to: the invoking procedure.
Staging by encounter type
| Step |
Wilderness |
Lair |
Dungeon |
| 1. Distance |
Roll on Distance table |
DM picks based on prominence and terrain |
DM determines from map or context |
| 2. Grounds |
Roll on Grounds tables |
Roll on Grounds tables |
DM determines from map or context |
| 3. Reaction |
2d6 Reaction table |
N/A (engagement = separate wilderness encounter) |
2d6 Reaction table |
| 4. Surprise |
Compare passive Perception |
N/A (engagement = separate wilderness encounter) |
Compare passive Perception |
Step 1: Distance
How far apart the two parties are when they first notice each other depends on terrain visibility. Open terrain has long sight lines; dense terrain has short ones.
| Terrain |
Distance |
| Arctic, Coastal, Desert, Grassland, Mountain |
4d8 × 10 ft (~180 ft) |
| Forest, Hill, Swamp, Underdark, Underwater, Urban |
2d8 × 10 ft (~90 ft) |
| Sky |
4d8 × 20 ft (~360 ft) |
Fog, heavy rain, and similar conditions that reduce visibility halve the rolled distance.
Step 2: Grounds (the middle ground)
What lies between the two parties shapes how the encounter plays. The DM rolls 1d8 on the middle ground table for the current terrain, or simply picks the feature that best fits.
Each feature carries one or more tactical effects:
- Cover — partial or full protection from ranged attacks.
- Concealment — allows creatures to easily be hidden.
- Difficult terrain — costs extra movement.
- Obscured — sight is impaired; Wisdom (Perception) checks are at disadvantage.
- Hazard — environmental danger.
- Climb — requires climbing speed or Athletics to traverse vertically.
Arctic
| d8 |
Feature |
Notes |
| 1 |
Icy ridges |
Cover |
| 2 |
Frozen stream |
Difficult terrain |
| 3 |
Snowdrift |
Cover, concealment |
| 4 |
Fog patches |
Obscured |
| 5 |
Ice spires |
Cover, climb |
| 6–8 |
Snow, low banks |
Concealment |
Coastal
| d8 |
Feature |
Notes |
| 1 |
Driftwood piles |
Difficult terrain |
| 2 |
Tide pools |
Difficult terrain |
| 3 |
Rocky outcrop |
Cover, climb |
| 4 |
Wreck or carcass |
Cover, climb |
| 5 |
Sand dunes |
Cover |
| 6–8 |
Field and brush |
Concealment |
Desert
| d8 |
Feature |
Notes |
| 1 |
Shifting dunes |
Obscured, difficult terrain |
| 2 |
Ravine |
Difficult terrain, hazard |
| 3 |
Dust cloud |
Obscured |
| 4 |
Prickly plants |
Difficult terrain |
| 5 |
Rock spires |
Cover, climb |
| 6–8 |
Low dunes |
Concealment |
Forest
| d8 |
Feature |
Notes |
| 1 |
Fallen tree |
Cover, climb |
| 2 |
Dense underbrush |
Difficult terrain |
| 3 |
Fog or dappled light |
Obscured |
| 4 |
Animal den or burrow |
Beast encounter |
| 5 |
Stream with stones |
Difficult terrain |
| 6 |
Hanging vines |
Concealment |
| 7–8 |
Sparse trees |
Cover, concealment |
Grassland
| d8 |
Feature |
Notes |
| 1 |
Tall grass |
Obscured, concealment |
| 2 |
Shallow gully |
Cover, difficult terrain |
| 3 |
Old fence or wall |
Cover |
| 4 |
Scattered boulders |
Cover |
| 5 |
Grazing herd |
Cover |
| 6–8 |
Field and brush |
Concealment |
Hill
| d8 |
Feature |
Notes |
| 1 |
Sloped rise |
Cover, difficult terrain |
| 2 |
Rocky ledge |
Cover, difficult terrain |
| 3 |
Brambles |
Cover, concealment, difficult terrain |
| 4 |
Sinkholes |
Hazard |
| 5 |
Lone tree or standing stone |
Cover, climb |
| 6–8 |
Rolling field |
Concealment |
Mountain
| d8 |
Feature |
Notes |
| 1 |
Ravine |
Cover, climb |
| 2 |
Boulder field |
Cover, climb |
| 3 |
Narrow ledge |
Difficult terrain, hazard |
| 4 |
Steep slope |
Cover, climb |
| 5 |
Cave mouth |
Cover |
| 6 |
Patch of trees |
Cover, climb |
| 7–8 |
Rocky slope |
Concealment |
Swamp
| d8 |
Feature |
Notes |
| 1 |
Murky water |
Difficult terrain, cover, concealment |
| 2 |
Rotting bridge |
Difficult terrain, hazard |
| 3 |
Thick reeds |
Obscured, concealment |
| 4 |
Quicksand patch |
Hazard |
| 5 |
Insect swarms |
Concealment, hazard |
| 6 |
Gnarled trees |
Cover, climb, difficult terrain |
| 7–8 |
Grass and brush |
Concealment |
Underdark
| d8 |
Feature |
Notes |
| 1 |
Stalagmites |
Cover, climb |
| 2 |
Fungal grove or spores |
Concealment, hazard |
| 3 |
Chasm |
Hazard |
| 4 |
Strange fog |
Concealment, hazard |
| 5 |
Crumbling bridge |
Difficult terrain, hazard |
| 6 |
Echo chamber |
Hazard, additional encounter |
| 7 |
Ascending path |
Cover, difficult terrain |
| 8 |
Stony ground |
Cover, difficult terrain |
Underwater
| d8 |
Feature |
Notes |
| 1 |
Kelp forest |
Obscured, concealment, difficult terrain |
| 2 |
Coral outcrop |
Cover |
| 3 |
Currents or vents |
Hazard |
| 4 |
School of fish |
Obscured, concealment |
| 5 |
Ruin or wreck |
Cover |
| 6–8 |
Open water |
(none) |
Urban
| d8 |
Feature |
Notes |
| 1 |
Market stalls |
Cover |
| 2 |
Alley clutter |
Difficult terrain |
| 3 |
Crowds |
Cover, difficult terrain |
| 4 |
Low wall or fountain |
Cover |
| 5 |
Rooftop above |
Cover, difficult terrain |
| 6–8 |
Open street |
(none) |
Sky
| d8 |
Feature |
Notes |
| 1 |
Light cloud bank |
(none) |
| 2 |
Thick cloud bank |
Concealment |
| 3 |
Small land shard |
Cover |
| 4 |
Floating debris |
Hazard |
| 5–8 |
Open sky |
(none) |
Step 3: Reaction
The initial attitude of the encountered creatures depends on a 2d6 roll. The DM may add or subtract 1-3 for naturally friendly or hostile creatures, or skip the roll if the reaction is obvious.
| 2d6 |
Reaction |
| 2 |
Immediately hostile |
| 3–4 |
Aggressive |
| 5 |
Opportunistic |
| 6 |
Suspicious |
| 7 |
Indifferent |
| 8 |
Cautious |
| 9 |
Open to exchange |
| 10–11 |
Cooperative |
| 12 |
Helpful |
Step 4: Surprise
By default, neither party is surprised when they meet in wilderness travel. The DM should determine surprise based on what makes sense given terrain, visibility, noise, group sizes, and behavior. If one group is clearly hidden, the DM may simply rule that they surprise the other.
Otherwise, compare the passive Perception of each group's leader. The group with the higher passive notices the other first. If that group then tries to stay hidden, they roll Stealth checks against the opposing leader's passive Perception. If at least half the group succeeds, the whole group succeeds and can surprise the other.
Design note
Landmark and settlement encounters (ruined towers, shrines, settlements, prominent land features) are not yet covered here. If added, they may need their own column in the matrix above and a branch in the Wilderness Encounter Procedure to handle discovery during travel.