Encounters
Build combat, social, puzzle, exploration, chase, trap, and skill challenge encounters for your campaign.
Creating an encounter
- Click Encounters in the sidebar
- Click New Encounter
- Enter a name (required)
- Fill in additional fields as needed
- Click Save
Encounter fields
Basic information
| Field | What It’s For |
|---|---|
| Name | How you find and reference this encounter (required) |
| Description | Overview of the encounter - what happens, what’s at stake |
| Encounter type | Combat, Social, Puzzle, Exploration, Chase, Trap, or Skill Challenge |
| Difficulty | Trivial, Easy, Medium, Hard, Deadly, or Impossible |
Setup and details
| Field | What It’s For |
|---|---|
| Involved creatures | Who or what the party faces - list NPCs or describe monsters |
| Location | Where this happens - link to a location |
| Environmental factors | Terrain, hazards, weather, lighting, tactical elements |
Resolution
| Field | What It’s For |
|---|---|
| Rewards | XP, treasure, information, story advancement |
| Resolution options | Different ways a non-combat encounter might end |
DM tools
| Field | What It’s For |
|---|---|
| DM notes | Running tips, pacing notes, tactics, hidden elements, things to remember |
Tracking
| Field | What It’s For |
|---|---|
| Mark as Used | Whether you’ve run this encounter - after you save, a Mark as Used button appears near the top of the edit page (there is no in-form checkbox) |
Organization
| Field | What It’s For |
|---|---|
| Tags | Categories: “boss-fight”, “social”, “dungeon-level-2” |
| Visibility | DM Only or Player Visible |
Encounter types
Combat
Traditional fights with creatures or enemies.
Key fields to fill:
- Involved creatures (with stats or references)
- Environmental factors (terrain, cover, hazards)
- Difficulty rating
- Rewards (XP, loot)
- DM notes (tactics, how enemies fight)
Social
Negotiations, confrontations, and tense conversations with stakes.
Key fields to fill:
- Involved creatures (NPCs involved)
- Description (what each side wants)
- Resolution options (ways it can go)
- DM notes (outcomes of different resolutions)
Puzzle
Mental challenges requiring player cleverness.
Key fields to fill:
- Description (the riddle, mechanism, or pattern)
- Resolution options (the solution and alternative approaches)
- DM notes (clues available, consequences of failure)
Exploration
Environmental challenges, discoveries, and investigation.
Key fields to fill:
- Description (what they’re exploring and can find)
- Environmental factors (hazards or challenges)
- Rewards (discovery rewards)
Chase
Pursuits where speed, terrain, and complications decide the outcome.
Key fields to fill:
- Description (who’s chasing whom, and why)
- Environmental factors (obstacles, shortcuts, terrain)
- Resolution options (escape, capture, the quarry gets away)
Trap
Hidden hazards the party must detect, disarm, or survive.
Key fields to fill:
- Description (the trap and its trigger)
- Environmental factors (the hazard effect)
- DM notes (detection DC, disarm method)
Skill challenge
A series of checks toward a goal, where success and failure both accumulate.
Key fields to fill:
- Description (the goal and the stakes)
- Resolution options (success and failure thresholds)
- DM notes (which skills apply, complications)
Difficulty guidelines
| Difficulty | Meaning | Use For |
|---|---|---|
| Trivial | No real threat | Establishing competence, clearing fodder |
| Easy | Low risk, resources may be spent | Warm-up encounters, between major fights |
| Medium | Moderate challenge | Standard encounters, some tension |
| Hard | Significant challenge | Important fights, real stakes |
| Deadly | Could kill characters | Boss fights, climactic moments |
| Impossible | Not meant to be won head-on | Encounters the party should flee, outwit, or avoid |
Balance difficulty across a session. Multiple Hard encounters exhaust resources. A single Deadly encounter might be the session’s climax. Mark an encounter Impossible when brute force isn’t the answer - the party needs to run, negotiate, or find another way.
Writing good encounter descriptions
What to include
The situation: What’s happening when the encounter begins?
“The party opens the door to find six goblins arguing over a chest of stolen goods. They haven’t noticed the party yet.”
The stakes: Why does this matter?
“The chest contains evidence of the merchant’s involvement with the smuggling ring.”
The environment: What affects the encounter?
“The room is cluttered with crates (half cover), a chandelier hangs above (can be dropped), and a back door leads to the alley.”
What to skip
- Obvious details (goblins will fight if attacked)
- Excessive backstory (save it for NPC entries)
- Railroaded outcomes (let players surprise you)
Environmental factors
Good encounters use the environment:
Terrain elements
| Element | Tactical Effect |
|---|---|
| Cover (crates, pillars) | Bonus to AC, hide behind |
| Difficult terrain (rubble, ice) | Slowed movement |
| Elevation (balconies, cliffs) | Advantage/disadvantage, falling |
| Water (rivers, pools) | Swimming, drowning, pushing |
| Narrow spaces | Limits movement, funnels |
Hazards
| Hazard | Effect |
|---|---|
| Fire | Damage, spreading danger |
| Traps | Triggered effects |
| Unstable ground | Collapse, falling |
| Environmental damage | Cold, heat, poison |
| Magical effects | Wild magic, zones |
Dynamic elements
| Element | Creates |
|---|---|
| Reinforcements | Escalation |
| Collapsing structure | Time pressure |
| Civilians | Moral complexity |
| Escape routes | Chase potential |
| Interactable objects | Creative options |
Using AI to create encounters
AI generation panel
- Open the encounter and find the AI Generation panel (inside the AI Generation panel)
- Pick a Generation Type
- Optionally enter a prompt: “ambush in a narrow canyon” or “tense negotiation with a desperate criminal”
- Set the Creativity slider and an optional Tone Preset, then click Generate
- Review the suggestion cards and Accept the ones you want or Dismiss the rest
See AI generation for the full flow.
Quick generation with Quick Prep
- Open Quick Prep from the dashboard (or the Session Companion -> Quick Generators)
- Click Quick Encounter
- Choose a Tone and Difficulty
- Optionally expand More options and set Use Campaign Context
- Click Generate Encounter
This creates a complete encounter with setup, participants, and resolution options. Promote it if you want to keep it.
Tracking encounter usage
Why track?
- Avoid reusing encounters by accident
- Know which prepared content you’ve deployed
- Review what worked for future reference
How to track
When you run an encounter:
- Open the encounter
- Click Mark as Used (the button appears near the top of the edit page after you save)
- Optionally add notes about how it went in DM notes
To record which session it appeared in, link the encounter from that session’s plan (see Sessions).
Filtering by status
Use filters to see:
- Unused encounters - Content waiting to be deployed
- Used encounters - Your encounter history
- Filter by type (Combat, Social, Chase, Trap, and so on) using the type tabs
Tips for better encounters
Make combat dynamic
Static fights where everyone stands and attacks are boring. Add:
- Terrain to use tactically
- Objectives beyond “kill everything”
- Time pressure or escalation
- Enemies with interesting behaviors
Give social encounters stakes
Both sides should want something. Conflict without stakes is just conversation.
- What does the party want?
- What does the NPC want?
- What happens if neither gets it?
Prepare multiple resolutions
Players rarely do what you expect. Prepare for:
- The “obvious” solution
- The violent alternative
- The clever workaround
- The unexpected ally
Link to sessions
Connect encounters to your sessions:
- Create the encounter
- Link it from your session’s plan
- Access it easily during play
- Mark it used afterward
Example: creating a combat encounter
Name: The Warehouse Ambush
Type: Combat
Difficulty: Hard
Description: The party has tracked the smugglers to their warehouse hideout. Unknown to them, the smugglers were warned and have prepared an ambush.
Involved creatures:
- 1 Smuggler Boss (use Bandit Captain stats, add Cunning Action)
- 4 Smugglers (Bandit stats)
- 1 Guard Dog (Mastiff stats)
Location: Dockside Warehouse (linked)
Environmental factors:
- Crates throughout provide half cover
- Cargo net above can be dropped (Dex save or restrained)
- Oil barrels near east wall (fire hazard)
- Back door leads to docks (escape route)
- Dim light from high windows
Rewards:
- 450 XP
- 120 gp in stolen goods
- Ledger revealing merchant involvement (if they search)
Resolution options:
- Combat victory (standard)
- Capture boss for interrogation
- Boss escapes (plot continues)
- Negotiation (unlikely but possible if party offers something valuable)
DM notes:
- Setup: Party enters through main door. Smugglers are hidden behind crates (Stealth vs. Perception). Boss is on the catwalk above. Dog is leashed near the boss.
- Tactics: Smugglers attack from cover, focus fire on spellcasters. Boss uses crossbow from the catwalk, releases the dog round 2. If losing, the boss flees via the back door; smugglers surrender if the boss flees or is captured.
- Goals: Capture or defeat the smugglers, recover the stolen goods, learn who they work for.
- Pacing: If players struggle, have the dog focus on the wrong target. If too easy, reinforcements arrive (2 more smugglers from the back room).
Tags: combat, smugglers, docks, arc-1
Related
- Creations overview - All 8 creation types
- Sessions - Linking encounters to sessions
- Quick Prep generators - Quick encounter generation
- Creation types reference - Complete field specifications