Encounter Staging
Determines other encounter circumstances: distance, terrain between, reaction, and surprise.
Staging by encounter type
| Step |
Wilderness |
Camp |
Dungeon |
| 1. Distance |
Roll on Distance table |
Roll on Distance table; take half |
DM determines from map or context |
| 2. Grounds |
Roll on Grounds table |
Use the camp's Features (see Camping); roll on the Grounds table for anything beyond the camp |
DM determines from map or context |
| 3. Reaction |
Roll on Reaction table |
Roll on Reaction table |
Roll on Reaction table |
| 4. Surprise |
Stealth vs Perception |
Stealth vs Perception |
Stealth vs Perception |
Step 1: Distance
How far apart the groups are depends on terrain visibility.
| 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, etc. halve the rolled distance.
Step 2: Grounds
What lies between the groups may have tactical effects:
- Cover — protection from ranged threats.
- 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 |
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 may be determined with 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 |
Hateful |
| 3–5 |
Hostile |
| 6 |
Suspicious |
| 7 |
Indifferent |
| 8 |
Cautious |
| 9-11 |
Open |
| 12 |
Helpful |
Step 4: Surprise
Determine surprise before rolling initiative. A surprised creature cannot take actions or move on its first turn, and can't take a reaction until that turn ends. A creature that detects a threat cannot be surprised.
Consider circumstances such as group sizes, terrain, and other factors that would affect detection.
No Stealth. If no creatures use stealth, all creatures are detected and none can be surprised.
Stealth. If a side uses stealth, find the lowest Dexterity (Stealth) result of that side's creatures (see Stealth under Using Skills). Any creature whose passive Perception is not higher than that Stealth result fails to detect any threats and can be surprised.
If neither side detects the other, they may meet at closer range.