| 1d12 | Encounter Type *Player* | Encounter Type *DM* |
| ---- | ----------------------- | -------------------------------------- |
| 1 | [[A Chance Meeting]] | [[Encounter Types#A Chance Meeting]] |
| 2 | [[Hidden Reserves]] | [[Encounter Types#Hidden Reserves]] |
| 3 | [[A Bump in the Road]] | [[Encounter Types#A Bump in the Road]] |
| 4 | [[Needing Assistance]] | [[Encounter Types#Needing Assistance]] |
| 5 | [[Danger Afoot]] | [[Encounter Types#Danger Afoot]] |
| 6 | [[Natural Wonders]] | [[Encounter Types#Natural Wonders]] |
| 7 | [[Monster Hunt]] | [[Encounter Types#Monster Hunt]] |
| 8 | [[A Place to Rest]] | [[Encounter Types#A Place to Rest]] |
| 9 | [[Old Memories]] | [[Encounter Types#Old Memories]] |
| 10 | [[A Dark Place]] | [[Encounter Types#A Dark Place]] |
| 11 | [[Deadly Fight]] | [[Encounter Types#Deadly Fight]] |
| 12 | [[Fateful Encounter]] | [[Encounter Types#Fateful Encounter]] |
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[[Regions]] ^42f184
# A Chance Meeting
>[!important] Note changes to this encounter type for [[Open Waters]].
A Chance Meeting has two steps: the Leader Check and the Group Check.
### Leader Check
The [[Leader]] makes a Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Insight|Insight]]) check to evaluate the mood of the newcomers and gauge their intentions. This represents the Leader making introductions for the group while trying to get a feel for how best to approach the situation.
- On a success, reduce the DC of the Group Check by 2.
- On a failure, increase the DC of the Group Check DC by 2.
### Group Check
Once the Leader has made the introductions, each party member then makes a Charisma ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Persuasion|Persuasion]]) or Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Insight|Insight]]) check, representing their contributions to the conversation, their demeanour, and their intuition about how the meeting is going. If one or more party members is lying or misleading the other group, they can make a Charisma ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Deception|Deception]]) check instead.
- **If the whole party succeeds:** The party leaves a good impression and may be given helpful directions to a sheltered spot or interesting landmark on the road ahead. The GM rolls 1d6, replacing the next Encounter with one of the following: on a 1–3, the travellers direct the party to a nearby [[Natural Wonders]]; on a 4, they whisper of [[Old Memories]] the party may wish to discover; on a 5, they tell the party of a safe [[A Place to Rest|Place to Rest]]; and on a 6, they disclose that there are [[Hidden Reserves]] secreted away close by.
- **If more than half of the party succeed:** The two groups part amicably and share knowledge of what they have seen, such as potential hazards and how to overcome them. *Each character makes their next ability check with Advantage*.
- **If half or fewer of the party succeed:** The travellers share little and are keen to be on their way. The party gain no additional effects.
- **If no party members succeed:** The party insult, cajole, or otherwise leave a bad impression on the group, to the point where they purposely mislead the party. **The GM adds another Encounter onto the Journey as the party take the wrong path**. If the party make a really bad impression, instead of rolling for the next Encounter, the GM can decide that the other group directs them into danger and chooses either [[A Bump in the Road]], [[Danger Afoot]] , or a [[Deadly Fight]] as the next Encounter.
# Hidden Reserves
>[!important] Note changes to this encounter type for [[Open Waters]].
To resolve a Hidden Reserves Encounter, the party must make a Group Check to search through an area to find the hidden cache of supplies.
### Group Check
Each party member must make either an Intelligence ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Investigation|Investigation]]), Dexterity ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Sleight of Hand|Sleight of Hand]]), or Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Survival|Survival]]) check. The [[Quartermaster]] may replace another party member’s result with their own.
- **If the whole party succeeds:** The party find more supplies than they expected and are filled with hope after this successful haul. Each party member gains Inspiration or removes one level of Fatigue (player’s choice), and the Quartermaster recovers 1 [[Quartermaster#Well Prepared|Supply Die]].
- **If more than half of the party succeed:** The extra supplies lessen the party’s burden. Each party member removes one level of Fatigue.
- **If half or fewer of the party succeed:** The supplies found are meagre, only just balancing out the energy expended to find them. The party gain no additional effects.
- **If no party member succeeds:** The search is grueling, and the supplies found are not worth the time and effort. Each party member gains one level of Fatigue.
# A Bump in the Road
A Bump in the Road has two steps: the Guide Check and the Constitution Save.
### Guide Check
The [[Guide]] must make an ability check as determined by the entry on the Encounter table. The result of this check affects the Constitution Save (see below).
- **On a success by 5 or more**, the Guide advises the group on how best to prepare for the challenge ahead. Each party member makes the Constitution saving throw for this Encounter with Advantage.
- **On a success**, the Guide is unsure how to approach the obstacle, but does their best to guide the party. Each party member makes the Constitution saving throw as normal.
- **On a failure**, the Guide directs the party to approach it in the wrong way. Each party member makes the Constitution saving throw for this Encounter with Disadvantage.
### Constitution Save
After determining the result of the [[Guide]]’s check, each party member must make a Constitution saving throw. This represents the party having to cover more ground to push through an obstacle or travelling far out of their way to avoid it. The result of each character’s individual saving throw determines the effects applied to that specific character; **this is not a group check.**
- **On a success**, the character endures the trials without any negative consequence.
- **On a failure**, the character has pushed themself further than their resolve could handle. They gain 1 level of fatigue.
# Needing Assistance
To resolve a Needing Assistance Encounter, the party must make a Group Check to aid the other group.
### Group Check
Each party member must make an ability check, as determined by the entry on the Encounter table. The [[Quartermaster]] may replace another party member’s result with their own result. The players may choose not to help those in need, should they wish. If so, the GM should record the NPC’s that were encountered and use them at a later stage as possible rivals / nemeses.
- **If the whole party succeeds:** The party’s help may have saved the travellers from catastrophe, and they are eternally grateful for the party’s aid. At the GM’s discretion, the group may offer the party additional supplies (the Quartermaster recovers one extra [[Quartermaster#Well Prepared|Supply Die]]), give them directions to a location the party seek (add one additional Encounter but the party can choose the Encounter Type), or promise to offer them aid or monetary reward should their paths cross again.
- **If more than half of the party succeed:** The party has helped someone in need, and each group can safely go on their way. The party’s spirits are raised by knowing they helped another in need. Each party member gains Inspiration.
- **If half or fewer of the party succeed:** The party’s efforts were in vain. They failed to help the group and the effect is dejecting. Each party member loses Inspiration.
- **If no party member succeeds:** The party fails completely, and may even make things worse. They may expend too much energy (each party member gains a level of fatigue), waste resources (the [[Quartermaster]] loses a [[Quartermaster#Well Prepared|Supply Die]]), become disheartened by their failure (each party member loses Inspiration), or even inadvertently hurt, injure, or wrong those they are trying to help. The GM should choose an appropriate outcome.
# Danger Afoot
To resolve a Danger Afoot Encounter, the party must make a Group Check to determine how prepared they are for trouble.
### Group Check
Each party member must make a Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Insight|Insight]]), Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Perception|Perception]]), or Dexterity ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Stealth|Stealth]]) check. The [[Sentry]] may replace another party member’s result with their own.
- **If the whole party succeeds:** The party notices the danger ahead and has ample time to prepare. If and when combat begins, the enemy is Surprised.
- **If more than half of the party succeed:** The more observant of the party notice the incoming threats and warn the rest of the party. If and when combat begins, neither side is Surprised.
- **If half or fewer of the party succeed:** The enemy gets the drop on some of the party. If and when combat begins, any character who failed their check is Surprised.
- **If no party member succeeds:** The party was distracted, wrong-footed, or otherwise caught completely unaware and stumble into danger. If and when combat begins, the whole party is Surprised and make their Initiative roll with Disadvantage.
# Natural Wonders
To resolve a Natural Wonders Encounter, the party must make a Group Check to determine if they are overwhelmed by the awesome presence of this feature.
### Group Check
Each party member makes a Wisdom saving throw to determine how the sight of such an awesome wonder affects them. The [[Leader]] may replace another party member’s result with their own.
- **If the whole party succeeds:** The party takes a quiet moment to admire this natural wonder, perhaps feeling their burdens lifted or a new sense of purpose. Each party member gains Inspiration. The GM may grant additional rewards, such as gaining Advantage on checks to navigate the region as the party use a towering mountain to orient themselves, or recovering a Hit Die after drinking from a crystalline lake.
- **If more than half of the party succeed:** The party are invigorated by the beauty before them and excited to face the challenges ahead. Each party member gains Advantage on their next ability check or saving throw.
- **If half or fewer of the party succeed:** The party fails to see this wonder as more than just another sight on the long hard road to their destination. The party gain no additional effects.
- **If no party members succeed:** The party feel small and insignificant in the face of the unrelenting harshness of nature and the daunting challenge ahead. Each party member loses Inspiration and has Disadvantage on their next ability check or saving throw.
# Monster Hunt
>[!important] Note changes to this encounter type for [[Open Waters]].
To resolve a Monster Hunt Encounter, the party must first decide if they want to try and track the creature, or to avoid it.
### Tracking the Monster
If the party chooses to track the creature, each party member must make a Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Survival|Survival]]) or Intelligence ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Nature|Nature]]) check to see how well they follow the creature’s trail. The [[Outrider]] may replace another party member’s result with their own.
- **If more than half of the party succeed:** The party’s efforts have led them to the creature’s exact location, and it has not noticed their approach. When combat begins, the creature is Surprised.
- **If half or fewer of the party succeed:** It has taken longer than expected, but the party has successfully tracked the creature to its lair. However, their presence has not gone unnoticed, and combat begins immediately.
### Avoiding the Monster
If the party chooses to avoid the creature, each party member must make a Dexterity ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Stealth|Stealth]]) or Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Perception|Perception]]) check to avoid the creature’s notice. The [[Sentry]] may replace one other party member’s result with their own.
- **If more than half of the party succeed:** The party escapes from the monster without notice or interference. No combat occurs and there are no further effects.
- **If half or fewer of the party succeed:** The party inadvertently stumble into the monster’s lair, or the creature has actually been hunting the party all along. Combat begins immediately and the party are Surprised.
# A Place to Rest
>[!important] This encounter type doesn't exist on [[Open Waters]].
A Place to Rest has two steps: the Quartermaster Check, and the Group Check.
### Quartermaster Check
The [[Quartermaster]] makes a Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Survival|Survival]]) check to determine how safe the location is, directs the party how best to set up camp, and prepares the evening meal. The result of this check affects the Group Check.
- **On a success by 5 or more**, the Quartermaster has prepared an ideal campsite and made the site as safe and comfortable as possible. The party makes the Group Check with Advantage.
- **On a success**, the Quartermaster has adequately prepared the camp for a good night’s rest. The party makes the Group Check as normal.
- **On a failure**, the Quartermaster has set up camp in a less than ideal location, leaving the party exposed to the elements and any dangers lurking beyond. The party makes the Group Check with Disadvantage.
### Group Check
After determining the result of the Quartermaster’s check, each party member must make a Constitution ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Perception|Perception]]) check to ensure those on duty stay alert and awake through their shift.
- **If the whole party succeeds:** The party have a peaceful and refreshing night’s sleep. They gain the benefits of a Long Rest.
- **If more than half of the party succeed:** The party have a relatively comfortable night’s sleep. They gain the benefits of a Short Rest.
- **If half or fewer of the party succeed:** The party have an uneasy night and can’t relax. They feel no better by morning and gain no benefits from the night’s sleep.
- **If no party member succeeds:** The party have a terrible night’s sleep and are left drained. Perhaps something already occupies the place and they are forced to fight it, or the stresses of the road lead to a night of bickering with one another. The party gains one level of fatigue. This happens after any combat that may occur during the night.
# Old Memories
To resolve an Old Memories Encounter, the party must make a Group Check to glean more information about the location.
### Group Check
Each party member must make an Intelligence ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/History|History]]) check to recall or glean what information they know about this place, attempting to appreciate and understand the purpose of these structures. If it is appropriate, a character may make an Intelligence ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Religion|Religion]]) or Intelligence ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Arcana|Arcana]]) check instead. The [[Leader]] may replace another party member’s result with their own.
- **If the whole party succeeds:** The party is inspired by the history and importance of the location, perhaps recalling stories of heroic last stands or great scientific or arcane achievements. In addition to any rewards noted in the Encounter table entry, each party member may add 1d4 to all ability checks, saving throws, and attack rolls they make in their next Encounter.
- **If more than half of the party succeed:** The party gains a new appreciation for the history of this place, noting this location on their maps and moving onwards to continue their journey.
- **If half or fewer of the party succeed:** The party deliberates on the challenges of the past, reflecting on the struggles of past societies and how meaningless they now seem. Their malaise at these thoughts lingers a while. Each party member has Disadvantage on their next ability check.
- **If no party member succeeds:** The party becomes dejected at the inevitability of failure and ruin, unable to muster much energy after being confronted by the cold harshness of mortality and the insignificance of their existence. Each party member loses Inspiration and must subtract 1d4 from all ability checks, saving throws, and attack rolls they make in their next Encounter.
# A Dark Place
A Dark Place has two steps: the Guide Check and the Wisdom Save.
### Guide Check
The [[Guide]] makes a Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Survival|Survival]]) check to scout the Dark Place. The result of this check affects the Wisdom Save (see below).
- **On a success by 5 or more**, the Guide has identified any potential hazards the location holds. Though the place is unsettling, there is little else to fear. Each party member makes the Wisdom saving throw for this Encounter with Advantage.
- **On a success**, the Guide surveys the location and has a bad feeling about it. They advise the party to be wary as they approach. Each party member makes the Wisdom saving throw as normal.
- **On a failure**, the Guide attempts to scout the location but is completely unnerved and must return to the party. Each party member makes the Wisdom saving throw for this Encounter with Disadvantage.
### Wisdom Save
After determining the result of the [[Guide]]’s check, each party member must make a Wisdom saving throw. This determines if the party can overcome the oppressive dread of the encounter and find an inner tenacity. The [[Leader]] may replace another player’s result with their own result.
- **If the whole party succeeds:** The party musters an inner strength and finds the resolve to persevere, insisting such crimes will never happen again. Each party member regains a Hit Die.
- **If more than half of the party succeed:** The party resists the grim aura that this place exudes, keeping their heads down and marching through unperturbed. They suffer no adverse effects.
- **If half or fewer of the party succeed:** The party’s morale is undermined by the horrors they have witnessed and the unsettling nature of the place. Each party member loses a Hit Die.
- **If no party member succeeds:** An overwhelming sense of dread overcomes the party, which they can’t shake for days to come. Each party member loses a Hit Die and gains a level of fatigue.
# Deadly Fight
A Deadly Fight has two steps: the Outrider Check and the Group Check.
### Outrider Check
The [[Outrider]] must make a Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Perception|Perception]]) check to spot the threat before combat starts, giving them a chance to warn their allies.
- **On a success**, the Outrider notices the approaching danger and the party has time to prepare. See Group Check for next steps.
- **On a failure**, the Outrider doesn’t notice the enemies and the party are ambushed. Combat begins immediately and the party are Surprised.
### Group Check
If the [[Outrider]] is successful, the party has a chance to prepare and can set an ambush for the approaching enemies. Each party member makes a Dexterity ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Stealth|Stealth]]) or Charisma ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Deception|Deception]]) check to hide or lure the enemies in.
- **If the whole party succeeds:** The party lays an ambush for the enemies. When combat starts, the enemies are Surprised. The GM may award additional effects based on preparations that were made, such as snares knocking the opponents Prone, or traps dealing additional damage.
- **If more than half the party succeed:** The party is prepared for the attack. When combat starts, the other group is Surprised.
- **If half or fewer of the party succeed:** The party has squandered their opportunity for a surprise attack. Neither side is Surprised.
- **If no party member succeeds:** The party delayed so long in their preparations that the enemies managed to get the drop on them regardless! Combat starts immediately and the party is Surprised.
# Fateful Encounter
>[!important] This encounter type doesn't exist on [[Open Waters]].
To resolve a Fateful Encounter, the party must make a Group Check to gauge the intent of their new companion and what they might be hiding.
### Group Check
Each party member must make a Charisma ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Persuasion|Persuasion]]), Intelligence ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Investigation|Investigation]]), or Wisdom ([[00-Balance Of Powers/3-Mechanics/6-Ability Scores/Insight|Insight]]) check to try to make a good impression on the traveller, deduce hidden clues about them, and gauge their intent. The [[Sentry]] may replace another party member’s result with their own.
- **If more than half of the party succeed:** Through amicable discussions, keen insight, or quick wits, the party learns the secret information this person is hiding.
- **If half or fewer of the party succeed:** Despite their best efforts, the party is unable to uncover the travellers' true intent and what secrets they may be hiding.