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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.