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GameMastery Guide / Adventures / Dungeons

Encounter Archetypes

Source GameMastery Guide pg. 176
Most dungeons feature a variety of encounter archetypes. By including encounters from as many of these archetypes as possible, you can keep your dungeon from feeling repetitive and give different characters the opportunity to shine. Even better, it’s a lot easier to keep your players’ attention if they’re not sure how the next room around the corner will challenge them. Listed here are seven different encounter archetypes.

Combat: In a combat encounter, the PCs are faced with a foe or foes that bar progress—in order to complete the encounter, the PCs must defeat the foes in combat. A combat encounter can be with a single opponent or a group of foes. In most dungeons, combat encounters are the rule. Rules and guidelines for building balanced combat encounters can be found on pages 397–399 of the Core Rulebook. Hazard/Obstacle: This kind of encounter presents the characters with a dangerous condition they need to navigate in order to proceed. A room filled with yellow mold, a chasm with a rotten rope bridge, a pool of lava, an unstable chamber with a crumbling ceiling, or even something as simple as a barricaded door can serve as a hazard or obstacle. Generally, a hazard or obstacle is an encounter that is solved not through combat but through a combination of skill checks, saving throws, attack rolls, and the application of magic spells.

Puzzle: A puzzle encounter presents the players, not the characters, with a challenge. These can be riddles, shifting tiles, mazes, word puzzles, or anything else that must be solved by brain power, logic, or experimentation. Often a puzzle encounter can be enhanced by giving the players a handout or prop that lets them directly manipulate or study the puzzle. A puzzle generally can’t be solved with die rolls, but if your group gets stuck on a puzzle, you should consider letting them make appropriate skill checks to learn clues (or even the solution) from you.

Random Encounter: A random encounter is an unusual encounter that isn’t tied to a specific location in your dungeon. The classic method of building random encounters is to create an encounter table of possible encounters (see pages 182–183 for several sample dungeon encounter tables). Then, when a random encounter is called for, you can simply roll the dice and let fate determine what the PCs run into. Traditionally, checks for wandering monsters from a random encounter table are made every so often (either once per hour, four times a day, every time the PCs rest, or whatever works best for you) by rolling d100. A heavily populated area with lots of potential encounters might have a 20% or higher chance of a random encounter occurring at each check, while a remote or relatively empty area might have only a 2% chance per check. It’s important not to let random encounters become the adventure, though—an endless parade of wandering monsters can quickly turn into a dull slog through forgettable combats, and a poorly timed or unlucky roll can impose a powerful foe on a party when they’re in no shape to cope with it. Random encounters should be used as sparingly as possible—they’re a great tool to use when play bogs down (such as if the PCs insist on resting after every encounter or exhaustively searching a huge, empty room), but they shouldn’t become the dungeon’s defining theme.

Story Encounter: Since story encounters rarely involve any actual danger or impediment to physical progress through a dungeon, they are often forgotten during the design process. Yet in some ways, story encounters are the most important encounter type of them all, for they allow the players to learn about your dungeon and world. There’s no point in creating a multi-page history for a dungeon if there’s no way for your players to learn about it! A story encounter can come in the form of a roleplayed conversation with a friendly dungeon denizen or talkative ghost, a carving on a wall, an old journal, or even just an opportunity for a player to make a Knowledge check when faced with a particularly unusual scene in a dungeon to learn more about the dungeon’s story.

Trap: These classic encounters are similar to hazards and obstacles in that they are generally dangerous and can be defeated with a combination of skill checks, saving throws, attack rolls, and the application of magic spells. Their primary difference from hazards is that traps are hidden from view and, unless the player characters are careful, can strike without warning. As a general rule, you should use traps sparingly, since randomly springing traps on a group only serves to slow down the course of play as increasingly paranoid players check every 5-foot square and every doorknob for hidden perils. Often, it’s a simple matter of giving the players some kind of warning beforehand that they’re heading into a trapped area— story encounters are great for this purpose.

Special Encounters: Finally, you can include special encounters. The easiest way to make a special encounter is to combine two or more of the archetypes listed above into a single encounter—a battle against fire elementals in a burning building is a combination combat and hazard encounter. A riddling sphinx that attacks any group that can’t answer her riddle within 24 seconds is a combination puzzle and combat encounter. A chase can serve as a special encounter, as can purely roleplaying encounters. One particularly important special encounter that every dungeon should have is the “climactic” encounter, where the PCs confront one of the dungeon’s rulers or reach the goal of their delve. A climactic encounter should usually be a deadly or epic encounter (typically with a CR of 3 or 4 above the average party level), and often combines three or more of the above archetypes (usually combat, hazard, and story).