---
title: "Chapter 12: Encounters"
description: "Encounters arelike chapters in a book or scenes in a movie. During an [Encounter](https://openadventurerpg.com/glossary/encounter/), the character might explore the ruins of an ancient fortress in search of treasure, visit a bustling marketplace to buy supplies for an upcoming expedition, or…"
url: "https://openadventurerpg.com/coc/encounters/"
updated: "2025-12-31"
category: Core Rules
---

# Chapter 12: Encounters

Encounters arelike chapters in a book or scenes in a movie. During an [Encounter](https://openadventurerpg.com/glossary/encounter/), the character might explore the ruins of an ancient fortress in search of treasure, visit a bustling marketplace to buy supplies for an upcoming expedition, or attend a lavish ball at the palace [AS](https://openadventurerpg.com/glossary/as/) part of an espionage operation. Every [Encounter](https://openadventurerpg.com/glossary/encounter/) includes a mix of roleplaying opportunities and Challenges. The decisions the players make during the [Encounter](https://openadventurerpg.com/glossary/encounter/) and the outcome of the Challenges they face determine what happens next in the Adventure.

> ### **Non-Player Character vs. [Adversary](https://openadventurerpg.com/glossary/adversary/)**
>
>
>
> Every character controlled by the Adventure Guide is a Non-Player Character (NPC). This includes helpful innkeepers, backstabbing thieves, and even wild animals. Non-Player Characters who want to harm the Player Characters or obstruct their goals are called Adversaries. When the term [Adversary](https://openadventurerpg.com/glossary/adversary/) is used in these rules, it refers to antagonistic Non-Player Characters—those who are working against the Player Characters. If a Non-Player Character is friendly or neutral toward the characters, they are simply referred to [AS](https://openadventurerpg.com/glossary/as/) an NPC.

## **[Theater of the Mind](https://openadventurerpg.com/glossary/theater-of-the-mind/)**

*Open Adventure* Encounters take place in the **[Theater of the Mind](https://openadventurerpg.com/glossary/theater-of-the-mind/)**. This means that rather than using maps and miniatures to simulate where the characters are compared to one another, how far they may move, and what objects and obstacles are around them, Encounters are played out entirely in the players’ imaginations. The Adventure Guide describes the scene, the players describe the heroic Actions their characters perform, dice are rolled, and an exciting adventure story unfolds out of this creative collaboration. The players may even help to define the setting by offering ideas for what the world around them looks like and what is happening during the [Encounter](https://openadventurerpg.com/glossary/encounter/).

```
After a wild pursuit through the halls of the castle, the characters have cornered the evil viscount in the castle’s kitchen. 
```

```
The Adventure Guide says, “The kitchen is a large, almost cavernous, room with a gigantic hearth big enough to roast a whole cow over. Long tables run down the center of the room, covered with half-prepared meals, kitchen utensils, and other cooking paraphernalia. In the far corner of the room is a well, the kitchen’s source of fresh water. The viscount stands with his blade at the ready, clearly planning to fight to the death.”
```

```
Warheart, who came directly from the king’s audience chamber and is thus unarmed says, “Since this is a kitchen, I’m sure there is a large cast iron frying pan within Reach. I Grab it and get ready to fight.”
```

```
The Adventure Guide agrees that yes, there is a large frying pan the character can Grab.
```

#### **Maps and Miniatures**

If you still want to use maps and miniatures, go for it! *Open Adventure* leaves a lot of room for creative interpretation and improvisation, but sometimes it’s nice to see where everyone is during an [Encounter](https://openadventurerpg.com/glossary/encounter/). Even if precision measurements are not used, some players find moving a miniature [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) toward an [Adversary](https://openadventurerpg.com/glossary/adversary/) makes the [Encounter](https://openadventurerpg.com/glossary/encounter/) easier to imagine and more fun to play. Also, many gamers have invested heavily in miniatures, props, and maps, and it’s a shame to let them sit unused. If that’s you and your group, then pull out those minis!

## **Measuring Time**

Time in Encounters is measured in Rounds. In one **[Round](https://openadventurerpg.com/glossary/round/)**, each Player Character, NPC, and [Adversary](https://openadventurerpg.com/glossary/adversary/) gets one **[Turn](https://openadventurerpg.com/glossary/turn/)** to act. On their [Turn](https://openadventurerpg.com/glossary/turn/), each participant may take one **Minor [Action](https://openadventurerpg.com/glossary/action/)** and one **Major [Action](https://openadventurerpg.com/glossary/action/)**. Minor Actions are simple, unobstructed Actions, like walking across an empty room or taking a potion out of a backpack. Major Actions are any [Action](https://openadventurerpg.com/glossary/action/) requiring an [Action Check](https://openadventurerpg.com/glossary/action-check/), like striking an enemy with a weapon or leaping over a pit. Even if an [Action](https://openadventurerpg.com/glossary/action/) does not require an [Action Check](https://openadventurerpg.com/glossary/action-check/), if the [Action](https://openadventurerpg.com/glossary/action/) is particularly involved or complex the Adventure Guide may rule that it is a Major [Action](https://openadventurerpg.com/glossary/action/). More information about Actions and [Action](https://openadventurerpg.com/glossary/action/) Checks is found in ***Chapter 10: Actions***.

#### **[Round](https://openadventurerpg.com/glossary/round/) Length**

The length of a [Round](https://openadventurerpg.com/glossary/round/) in game time (that is to say, time [AS](https://openadventurerpg.com/glossary/as/) perceived by the characters) is up to the Adventure Guide and depends greatly on what is happening in the [Encounter](https://openadventurerpg.com/glossary/encounter/). If the characters are embroiled in combat, the Adventure Guide might call for short Rounds lasting around six seconds each. At other times, however, the Adventure Guide might decide a [Round](https://openadventurerpg.com/glossary/round/) lasts a minute, an hour, or even a few hours. The Adventure Guide will let the players know how [Long](https://openadventurerpg.com/glossary/long/) a [Round](https://openadventurerpg.com/glossary/round/) is at the beginning of the [Encounter](https://openadventurerpg.com/glossary/encounter/) or if the length of the [Round](https://openadventurerpg.com/glossary/round/) changes during the [Encounter](https://openadventurerpg.com/glossary/encounter/).

**Actions and [Round](https://openadventurerpg.com/glossary/round/) Length**

Open Adventure is not intended to create a precise simulation of reality, but rather to serve [AS](https://openadventurerpg.com/glossary/as/) a tool to let you and your friends take part in incredible [Action](https://openadventurerpg.com/glossary/action/)-adventure stories. To that end, [Round](https://openadventurerpg.com/glossary/round/) length provides players with a rough sense of what Actions their character might realistically accomplish on their [Turn](https://openadventurerpg.com/glossary/turn/). If Rounds are six seconds [Long](https://openadventurerpg.com/glossary/long/), common sense suggests an appropriate [Action](https://openadventurerpg.com/glossary/action/) for a character might be to move [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) and swing their sword at an [Adversary](https://openadventurerpg.com/glossary/adversary/). If Rounds are an hour [Long](https://openadventurerpg.com/glossary/long/), a character’s [Action](https://openadventurerpg.com/glossary/action/) could involve quite a bit more activity, such [AS](https://openadventurerpg.com/glossary/as/) searching a dilapidated house for secret doors or constructing a makeshift defensive structure before the enemy attacks.

The Adventure Guide should select an appropriate [Round](https://openadventurerpg.com/glossary/round/) Length from the Time Chart.

| **TIME CHART** |
| --- |
| 6 seconds |
| 1 minute |
| 15 minutes |
| 1 hour |
| 12 hours |
| 1 day |
| 1 week |
| 1 month |
|  |

Depending on the flow of the [Action](https://openadventurerpg.com/glossary/action/) and the choices the players make, the Adventure Guide may change the [Round](https://openadventurerpg.com/glossary/round/) Length during the [Encounter](https://openadventurerpg.com/glossary/encounter/).

**Short Actions and [Long](https://openadventurerpg.com/glossary/long/) Rounds**

When playing an [Encounter](https://openadventurerpg.com/glossary/encounter/) with [Long](https://openadventurerpg.com/glossary/long/) Rounds, most of the Challenges characters face will call for [Long](https://openadventurerpg.com/glossary/long/) Actions. For instance, an [Encounter](https://openadventurerpg.com/glossary/encounter/) with one-hour Rounds might include Challenges like “Prepare Defenses for the Enemy [Attack](https://openadventurerpg.com/glossary/attack/).” In this case, players should select Actions that fit the pace of the [Encounter](https://openadventurerpg.com/glossary/encounter/). So instead of an [Action](https://openadventurerpg.com/glossary/action/) like “my character barricades the north door,” the player would declare an [Action](https://openadventurerpg.com/glossary/action/) like “my character barricades all the outer doors.” Whatever [Action](https://openadventurerpg.com/glossary/action/) the player selects, the character only gets one Minor [Action](https://openadventurerpg.com/glossary/action/) and one Major [Action](https://openadventurerpg.com/glossary/action/)—even if the player selects an [Action](https://openadventurerpg.com/glossary/action/) the character can finish in less time than the current [Round](https://openadventurerpg.com/glossary/round/) length.

#### **Measuring [Distance](https://openadventurerpg.com/glossary/distance/)**

Open Adventure uses an abstract system for describing distances. This approach lets the players and the Adventure Guide imagine the distances between characters or objects without getting bogged down in precision measurements or counting squares of movement.

The [Distance](https://openadventurerpg.com/glossary/distance/) increments are:

| **DISTANCES** |
| --- |
| [Self](https://openadventurerpg.com/glossary/self/) |
| [Reach](https://openadventurerpg.com/glossary/reach/) |
| [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) |
| [Stone Throw](https://openadventurerpg.com/glossary/stone-throw/) |
| [Bow Shot](https://openadventurerpg.com/glossary/bow-shot/) |
| [Within View](https://openadventurerpg.com/glossary/within-view/) |

**[Self](https://openadventurerpg.com/glossary/self/)**: [Self](https://openadventurerpg.com/glossary/self/) includes the character’s body and anything they are wearing or carrying.

**[Reach](https://openadventurerpg.com/glossary/reach/)**: [Reach](https://openadventurerpg.com/glossary/reach/) is anything the character can [Reach](https://openadventurerpg.com/glossary/reach/) and touch without moving more than a step or two.

**[Across the Room](https://openadventurerpg.com/glossary/across-the-room/)**: [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) represents distances of roughly the width of a large room or small building. Examples of [Across the Room](https://openadventurerpg.com/glossary/across-the-room/) distances include the common room of a tavern, a small storage building, or the length of a hallway.

**[Stone Throw](https://openadventurerpg.com/glossary/stone-throw/)**: If an average [Human](https://openadventurerpg.com/glossary/human/) picked up a small stone and threw it [AS](https://openadventurerpg.com/glossary/as/) far [AS](https://openadventurerpg.com/glossary/as/) they can, that’s about how far away a [Stone Throw](https://openadventurerpg.com/glossary/stone-throw/) is. A [Stone Throw](https://openadventurerpg.com/glossary/stone-throw/) could indicate something down the street, across the river, or at the top of a small hill.

**[Bow Shot](https://openadventurerpg.com/glossary/bow-shot/)**: [Bow Shot](https://openadventurerpg.com/glossary/bow-shot/) represents a [Distance](https://openadventurerpg.com/glossary/distance/) of 150 to 200 yards. It’s farther than most people can throw, and a character needs to exert some serious energy to move this [Distance](https://openadventurerpg.com/glossary/distance/) quickly.

**[Within View](https://openadventurerpg.com/glossary/within-view/)**: This represents anything beyond [Bow Shot](https://openadventurerpg.com/glossary/bow-shot/) where the subject can still be clearly seen.

#### **[Distance](https://openadventurerpg.com/glossary/distance/) and [Round](https://openadventurerpg.com/glossary/round/) Length**

The [Distance](https://openadventurerpg.com/glossary/distance/) Increments described above are primarily for Rounds of 1 minute or less. In Rounds of 15 minutes or greater, a character can easily move to [Bow Shot](https://openadventurerpg.com/glossary/bow-shot/) or beyond in a single [Round](https://openadventurerpg.com/glossary/round/). This makes even abstract measurements relatively unimportant. Even if the player wants their character to make a Ranged [Attack](https://openadventurerpg.com/glossary/attack/) Check using a weapon with a limited [Range](https://openadventurerpg.com/glossary/range/), the character can easily get to any [Range](https://openadventurerpg.com/glossary/range/) they like in a 15-minute [Round](https://openadventurerpg.com/glossary/round/).

#### **[Changing Position](https://openadventurerpg.com/glossary/changing-position/)**

Characters must expend a Minor [Action](https://openadventurerpg.com/glossary/action/) to significantly change position or move during their [Turn](https://openadventurerpg.com/glossary/turn/). If the movement requires an [Action Check](https://openadventurerpg.com/glossary/action-check/), the character must expend a Major [Action](https://openadventurerpg.com/glossary/action/) instead. In addition, the Adventure Guide may declare that movement through certain environmental conditions, such [AS](https://openadventurerpg.com/glossary/as/) knee-deep water or thick undergrowth, costs a Major [Action](https://openadventurerpg.com/glossary/action/), even if an [Action Check](https://openadventurerpg.com/glossary/action-check/) is not required. In Rounds of 1 minute or less, **a character may move up to [Across the Room](https://openadventurerpg.com/glossary/across-the-room/)** [AS](https://openadventurerpg.com/glossary/as/) a Minor [Action](https://openadventurerpg.com/glossary/action/). Moving farther than this requires the character to expend their Major [Action](https://openadventurerpg.com/glossary/action/) [AS](https://openadventurerpg.com/glossary/as/) well.

> ### **Guidance for Guides: Why, not Where**
>
>
>
> One way to make sure the game doesn’t get bogged down with worries about exact distances is to have the players explain why their character is moving, not just where. Where a character is standing might be good to know in terms of imagining the scene, but why they are there is even more important. Did they move there to ensure the enemy can’t escape through the only door? Are they moving to take cover behind some barrels to avoid the enemy’s arrows? Or are they trying to position themselves to get off a clear shot at an [Adversary](https://openadventurerpg.com/glossary/adversary/)? The “why” of the movement matters more than the “where” in terms of the game rules and the story.

## **Encounters: Step-by-Step**

This step-by-step breakdown describes how to play an [Encounter](https://openadventurerpg.com/glossary/encounter/). Detailed descriptions of each step are provided after the summary.

1. **[Set the Stage](https://openadventurerpg.com/glossary/set-the-stage/)**: The Adventure Guide describes where the [Encounter](https://openadventurerpg.com/glossary/encounter/) takes place, tells the players which NPCs and Adversaries are present, identifies the Challenges (at least those the characters are aware of), and explains the objectives for the [Encounter](https://openadventurerpg.com/glossary/encounter/). They also set the [Round](https://openadventurerpg.com/glossary/round/) length.
2. **[Declare Starting Positions](https://openadventurerpg.com/glossary/declare-starting-positions/)**: The players describe where their characters are when the [Encounter](https://openadventurerpg.com/glossary/encounter/) begins, what they are doing, and what gear they are carrying. The Adventure Guide lets the players know the location of important NPCs and Adversaries.
3. **[Determine Turn Order](https://openadventurerpg.com/glossary/determine-turn-order/)**: Each player makes a [Reaction](https://openadventurerpg.com/glossary/reaction/) Check for their character and notes the result. For NPCs and Adversaries, the Adventure Guide uses the [Reaction](https://openadventurerpg.com/glossary/reaction/) score listed in their statblock [AS](https://openadventurerpg.com/glossary/as/) their result. No roll is necessary. The characters, NPCs, and Adversaries act in the order of their [Reaction](https://openadventurerpg.com/glossary/reaction/) results, with the highest result first, the next highest second, and so forth until every participant in the [Encounter](https://openadventurerpg.com/glossary/encounter/) has taken a [Turn](https://openadventurerpg.com/glossary/turn/).
4. **[Taking a Turn](https://openadventurerpg.com/glossary/taking-a-turn/)**: Each character, NPC, and [Adversary](https://openadventurerpg.com/glossary/adversary/) participating in the [Encounter](https://openadventurerpg.com/glossary/encounter/) performs one Minor [Action](https://openadventurerpg.com/glossary/action/) and one Major [Action](https://openadventurerpg.com/glossary/action/) on their [Turn](https://openadventurerpg.com/glossary/turn/).
5. **End of [Round](https://openadventurerpg.com/glossary/round/)**: The [Round](https://openadventurerpg.com/glossary/round/) ends once every character, NPC, and [Adversary](https://openadventurerpg.com/glossary/adversary/) have taken a [Turn](https://openadventurerpg.com/glossary/turn/). 
6. **[Check for Victory](https://openadventurerpg.com/glossary/check-for-victory/)**:If the characters have overcome, avoided, or failed all the Challenges, or if all the characters Withdraw from the [Encounter](https://openadventurerpg.com/glossary/encounter/), the [Encounter](https://openadventurerpg.com/glossary/encounter/) ends. Go to Step 10. Otherwise, continue to Step 7.
7. **[Escalating](https://openadventurerpg.com/glossary/escalating/) [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/)**:If the [Encounter](https://openadventurerpg.com/glossary/encounter/) has any Challenges with the [Escalating](https://openadventurerpg.com/glossary/escalating/) trait, the Adventure Guide increases the [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) for those Challenges.
8. **End of [Round](https://openadventurerpg.com/glossary/round/) Trigger Events**: Any End of [Round](https://openadventurerpg.com/glossary/round/) triggers are executed.
9. **Repeat**: Go back to Step 4 and repeat until the characters have overcome all the Challenges, have all withdrawn from the [Encounter](https://openadventurerpg.com/glossary/encounter/), are all defeated, or have otherwise concluded the [Encounter](https://openadventurerpg.com/glossary/encounter/).
10. **End of [Encounter](https://openadventurerpg.com/glossary/encounter/)**: The [Encounter](https://openadventurerpg.com/glossary/encounter/) ends and the Adventure Guide describes the outcome.

#### **Step 1: [Set the Stage](https://openadventurerpg.com/glossary/set-the-stage/)**

At the beginning of the [Encounter](https://openadventurerpg.com/glossary/encounter/), the Adventure Guide sets the stage by describing where the [Encounter](https://openadventurerpg.com/glossary/encounter/) takes place, what NPCs or Adversaries are present, and any potential threats. They also set the starting [Round](https://openadventurerpg.com/glossary/round/) Length. 

The Adventure Guide does not need to describe everything, but they do need to provide enough information that the players can easily choose relevant Actions for their characters. Examples of details the Adventure Guide might include are the time of day, the weather (especially if the [Encounter](https://openadventurerpg.com/glossary/encounter/) takes place outdoors), what objects are nearby, notable sounds or smells, and the appearance and activities of NPCs and Adversaries.

##### **Player Questions**

During this step, players may ask the Adventure Guide to provide more information about the scene, such [AS](https://openadventurerpg.com/glossary/as/) the demeanor of the NPCs or details about a particular object. If the questions go on for too [Long](https://openadventurerpg.com/glossary/long/), or if discovering these details is part of the [Encounter](https://openadventurerpg.com/glossary/encounter/), the Adventure Guide may choose to start the [Encounter](https://openadventurerpg.com/glossary/encounter/), allowing the characters to use their Turns to gather additional information.

##### **Objectives and Challenges**

Before finishing Step 1, the Adventure Guide explains the [Encounter](https://openadventurerpg.com/glossary/encounter/)’s objectives and describes any obvious Challenges the characters must overcome. If appropriate, the Adventure Guide may also share the possible rewards and consequences for success or failure.

#### **Step 2: [Declare Starting Positions](https://openadventurerpg.com/glossary/declare-starting-positions/)**

The players decide where their characters are at the start of the [Encounter](https://openadventurerpg.com/glossary/encounter/), what they are doing, and what equipment they have at the ready. For most Encounters, the players get to make these choices, but in some cases, the [Encounter](https://openadventurerpg.com/glossary/encounter/) or Adventure Guide dictates where the characters are when the [Encounter](https://openadventurerpg.com/glossary/encounter/) begins or even what equipment they have available.

#### **Step 3: [Determine Turn Order](https://openadventurerpg.com/glossary/determine-turn-order/)**

The order in which the characters, NPCs, and Adversaries take their Turns is determined by their **[Reaction](https://openadventurerpg.com/glossary/reaction/)**score. Each player makes a [Reaction](https://openadventurerpg.com/glossary/reaction/) Check for their character and records the result. For NPCs and Adversaries, the Adventure Guide uses their [Reaction](https://openadventurerpg.com/glossary/reaction/) score [AS](https://openadventurerpg.com/glossary/as/) their result. No roll is necessary. The characters, NPCs, and Adversaries take their Turns in the order of the results, with the highest result first, the next highest second, and so forth, until every participant in the [Encounter](https://openadventurerpg.com/glossary/encounter/) has taken a [Turn](https://openadventurerpg.com/glossary/turn/).

#### **Step 4: [Taking a Turn](https://openadventurerpg.com/glossary/taking-a-turn/)**

On their [Turn](https://openadventurerpg.com/glossary/turn/), a character, NPC, or [Adversary](https://openadventurerpg.com/glossary/adversary/) may take one **Major [Action](https://openadventurerpg.com/glossary/action/)** and one **Minor [Action](https://openadventurerpg.com/glossary/action/)**in whatever order the person controlling the participant chooses.

**Minor Actions** include [Changing Position](https://openadventurerpg.com/glossary/changing-position/), drawing a blade, moving a short [Distance](https://openadventurerpg.com/glossary/distance/), removing an easily accessible item from a pack, or opening a door.

**Major Actions** include casting a spell, attacking an enemy, or searching for a secret door. [AS](https://openadventurerpg.com/glossary/as/) a rule of thumb, if the [Action](https://openadventurerpg.com/glossary/action/) requires an [Action Check](https://openadventurerpg.com/glossary/action-check/), it is a Major [Action](https://openadventurerpg.com/glossary/action/).

For more about Actions, see ***Chapter 10: Actions***.

##### **[Round](https://openadventurerpg.com/glossary/round/) Length and Actions**

The Major and Minor [Action](https://openadventurerpg.com/glossary/action/) examples provided above are appropriate for short Rounds, like the 6-second Rounds commonly used for combat. What constitutes an appropriate [Action](https://openadventurerpg.com/glossary/action/) for an [Encounter](https://openadventurerpg.com/glossary/encounter/), however, depends entirely on the length of the [Round](https://openadventurerpg.com/glossary/round/). For instance, if the Rounds are 1 hour [Long](https://openadventurerpg.com/glossary/long/), traveling to the other side of the city might be a Minor [Action](https://openadventurerpg.com/glossary/action/), but if the [Round](https://openadventurerpg.com/glossary/round/) is six seconds [Long](https://openadventurerpg.com/glossary/long/), it might take a Minor [Action](https://openadventurerpg.com/glossary/action/) to cross the room. 

##### **Choosing Actions**

Players may choose any [Action](https://openadventurerpg.com/glossary/action/) they like for their characters. The only limits are the players’ imaginations and the Adventure Guide’s adjudication. Get creative, have fun, and bring the story to life with Actions that mirror what you see in your favorite books, shows, and films.

If you are uncertain about what your character can do, read through the description of your [MO](https://openadventurerpg.com/glossary/mo/) for inspiration, or look at the example Actions described in ***Appendix B: [Action](https://openadventurerpg.com/glossary/action/) Library.*** Whatever you choose, keep the following in mind: heroes in stories do not “*perform an Obstruct [Action](https://openadventurerpg.com/glossary/action/)*.” Rather, they “*Throw a torch into the pile of broken barrels to set the oil spilling out of them ablaze, distracting the enemies so their friends can escape!*” When declaring Actions, always start with what you are doing and why, then work with the Adventure Guide to find the right rules to carry out the [Action](https://openadventurerpg.com/glossary/action/).

One other important point to remember is that you can (and should) use Actions that play to your character’s strengths. This is true for any type of [Challenge](https://openadventurerpg.com/glossary/challenge/), from climbing a wall to fast-talking a barkeep to defeating an enemy in combat. For instance, a [Thief](https://openadventurerpg.com/glossary/thief/) might use their high [Coordination](https://openadventurerpg.com/glossary/coordination/) score to creep up on the enemy, but a [Wizard](https://openadventurerpg.com/glossary/wizard/) is more likely to use their [Intellect](https://openadventurerpg.com/glossary/intellect/) to cast a spell of silence. When choosing your [Action](https://openadventurerpg.com/glossary/action/), your odds of success increase if you play to your character’s strengths and strive to tell an exciting story.

#### **Step 5: End of [Round](https://openadventurerpg.com/glossary/round/)**

Once every participant in the [Encounter](https://openadventurerpg.com/glossary/encounter/) has taken their [Turn](https://openadventurerpg.com/glossary/turn/), the [Round](https://openadventurerpg.com/glossary/round/) ends.

#### **Step 6: [Check for Victory](https://openadventurerpg.com/glossary/check-for-victory/)**

Usually, it is obvious when the characters have achieved victory, but if the Adventure Guide is uncertain, they should check to see if the characters have overcome all the [Encounter](https://openadventurerpg.com/glossary/encounter/)’s Challenges and accomplished all the objectives.

Alternatively, if all the characters are defeated, or if they have all used the Withdraw [Action](https://openadventurerpg.com/glossary/action/) to leave the [Encounter](https://openadventurerpg.com/glossary/encounter/), the [Encounter](https://openadventurerpg.com/glossary/encounter/) ends and the heroes have failed. 

One unique trait of RPGs is that failing to achieve an objective does not mean the characters lose the game. If the characters are still alive, the story continues. Withdrawing or being defeated just means the story goes in a different direction. 

Whether the characters succeeded, failed, or achieved something in between, if the [Encounter](https://openadventurerpg.com/glossary/encounter/) has ended jump to Step 10, otherwise go to Step 7.

#### **Step 7: [Escalating](https://openadventurerpg.com/glossary/escalating/) [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/)**

If there are any Challenges with the [Escalating](https://openadventurerpg.com/glossary/escalating/) trait, the Adventure Guide increases the [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) for those Challenges.

#### **Step 8: End of [Round](https://openadventurerpg.com/glossary/round/) Trigger Events**

If the [Challenge](https://openadventurerpg.com/glossary/challenge/) has Triggers that occur at the end of the [Round](https://openadventurerpg.com/glossary/round/), resolve those Triggers at this time. For more information on Challenges and Triggers see ***Chapter 11: Challenges***.

#### **Step 9: Repeat**

Assuming there are still Challenges to overcome or objectives to accomplish, go back to **Step 4: Taking Turns** and repeat the steps. Repeat this process until either the characters have all Withdrawn from the [Encounter](https://openadventurerpg.com/glossary/encounter/), have overcome all the Challenges, or have been defeated.

#### **Step 10: End of [Encounter](https://openadventurerpg.com/glossary/encounter/)**

The [Encounter](https://openadventurerpg.com/glossary/encounter/) reaches its conclusion. The Adventure Guide describes the outcome of the characters’ victory (or defeat) and what has changed in the story thanks to their heroic Actions. The wrap-up might also include one or more rewards for the Challenges the characters overcame or for achieving the objectives of the [Encounter](https://openadventurerpg.com/glossary/encounter/). It might also include consequences for Challenges the characters failed to overcome. Finally, the wrap-up will usually include the reveal of a new [Encounter](https://openadventurerpg.com/glossary/encounter/), propelling the heroes along the path of the story and on to the next scene in their epic Adventure.

> ### **Guidance for Guides: Freeform Encounters**
>
>
>
> Rounds ensure everyone at the table has an opportunity to participate in the game, but not every moment of an Adventure requires such a [Rigid](https://openadventurerpg.com/glossary/rigid/) structure. The Adventure Guide may choose to play out scenes in a freeform fashion, where the players and the Adventure Guide engage in a back-and-forth conversation, roleplaying when appropriate and making [Action](https://openadventurerpg.com/glossary/action/) Checks [AS](https://openadventurerpg.com/glossary/as/) needed. If the situation grows tense, if some players aren’t getting an opportunity to participate, or if an [Adversary](https://openadventurerpg.com/glossary/adversary/) confronts the characters, the Adventure Guide may want to transition over to the step-by-step process.

## **[Encounter](https://openadventurerpg.com/glossary/encounter/) Objectives**

At the beginning of an [Encounter](https://openadventurerpg.com/glossary/encounter/), the Adventure Guide describes the [Encounter](https://openadventurerpg.com/glossary/encounter/)’s objectives. These include at least one **[Primary Objective](https://openadventurerpg.com/glossary/primary-objective/)**describing the purpose of the [Encounter](https://openadventurerpg.com/glossary/encounter/). The Adventure Guide may also include one or more **Secondary Objectives**. These objectives are not required to complete the [Encounter](https://openadventurerpg.com/glossary/encounter/), but they have the potential to help or hinder the characters in the future depending on how they are resolved.

The Adventure Guide may choose not to reveal all the objectives at the start of the [Encounter](https://openadventurerpg.com/glossary/encounter/). Some objectives only come into play after the characters accomplish a preceding objective, and the Adventure Guide might reveal other objectives later in the [Encounter](https://openadventurerpg.com/glossary/encounter/) to increase the tension or add a twist to the story.

Finally, an [Encounter](https://openadventurerpg.com/glossary/encounter/) might have one or more **Secret Objectives**. Secret Objectives are bonus objectives the players are unaware of but may accomplish if their characters do certain things, go to specific places, or behave in a particular way. Secret Objectives are a great way to reward behaviors the Adventure Guide wants to reinforce, such [AS](https://openadventurerpg.com/glossary/as/) heroism, curiosity, teamwork, and sacrifice.

## **Rewards and Consequences**

Each [Encounter](https://openadventurerpg.com/glossary/encounter/) includes rewards and consequences. Which of these apply to the characters is based on whether the players accomplished the [Encounter](https://openadventurerpg.com/glossary/encounter/)’s objectives, how they went about it, and the choices they made along the way. The rewards and consequences for an [Encounter](https://openadventurerpg.com/glossary/encounter/) might include:

- The addition of one or more new Encounters.
- Treasure, equipment, or coins.
- New allies or enemies.
- A change (positive or negative) to a future [Encounter](https://openadventurerpg.com/glossary/encounter/).
- A Story Point award (see ***Chapter 16: Advancement***).

## **[Encounter](https://openadventurerpg.com/glossary/encounter/) Examples**

These are three examples of Encounters. They demonstrate how to combine narrative elements, story drivers, Challenges, and Adversaries to create a fun scene that challenges the players.

Note that some of the Encounters refer to follow-up Encounters, new items, or new monsters. [AS](https://openadventurerpg.com/glossary/as/) these are only examples, the Adventure Guide will need to write these follow-up Encounters or build the monsters and items if they choose to use the examples in their game.

> ### **Guidance for Guides: Encounters are Toolboxes **
>
>
>
> A pre-written [Encounter](https://openadventurerpg.com/glossary/encounter/) is just a box of tools provided to help the Adventure Guide run a fun game built around an exciting story. The descriptions, objectives, challenges, and rewards are all suggestions. The Adventure Guide can and should embellish or alter these [AS](https://openadventurerpg.com/glossary/as/) they see fit to match the style of play and types of Encounters their group enjoys. Players are also amazing agents of chaos, and the Adventure Guide should stand ready to adapt the [Encounter](https://openadventurerpg.com/glossary/encounter/) [AS](https://openadventurerpg.com/glossary/as/) the players go in completely unexpected directions.

## **[Encounter](https://openadventurerpg.com/glossary/encounter/): Trolls in the Mountains**

*[AS](https://openadventurerpg.com/glossary/as/) the characters make their way through the mountains they are first followed and then attacked by a family of trolls.*

#### **Setting the Stage**

The characters are traveling along a narrow, winding trail through Stonespear Pass. It is a gloomy, autumn day, and [AS](https://openadventurerpg.com/glossary/as/) the heroes start on their journey, heavy gray clouds loom low over the mountains. The trail here is only a few paces across, narrowing in some spots to just a few feet. Much of the trail is unstable, and the characters’ passage regularly dislodges rocks that clatter down into the canyons below.

Throughout the morning, the characters get the uncomfortable feeling they are being watched, and around mid-day they come to an ancient bridge across a deep crevasse. The bridge is wider than the trail and looks sturdy despite its age.

#### **Objectives**

**[Primary Objective](https://openadventurerpg.com/glossary/primary-objective/): Survive the Troll [Attack](https://openadventurerpg.com/glossary/attack/)**

A family of trolls lives in this part of the mountains. They start to follow the characters in the morning, then race ahead to set an ambush at the bridge. The trolls are vicious and hungry. They [Attack](https://openadventurerpg.com/glossary/attack/) the characters from their hiding place under the bridge and fight to the death.

**Secret Objective: Troll Treasure**

The trolls have a treasure stashed in a hollow under the bridge. If the characters manage to find it, they stand a chance of walking away with a decent reward.

#### **Challenges**

Some of the Challenges the characters may face include:

- **3 Trolls**(Adversaries): See ***Appendix E: NPCs and Adversaries*** for the troll statblock. The trolls want to eat the characters, so they won’t try to push any of the characters down into the crevasse. In fact, if a character falls, a troll might catch the character and toss them back onto the bridge. They don’t want to lose their dinner!
- **[Reach](https://openadventurerpg.com/glossary/reach/) the Hollow**([CP](https://openadventurerpg.com/glossary/cp/) 5): The hollow under the bridge where the treasure is hidden isn’t very far down, but a character will need to find a way to [Reach](https://openadventurerpg.com/glossary/reach/) it. This might involve climbing, getting lowered down on a [Rope](https://openadventurerpg.com/glossary/rope/), or using magic. It is difficult to [Reach](https://openadventurerpg.com/glossary/reach/) the hollow, so Difficulty Scores for any Actions to [Reach](https://openadventurerpg.com/glossary/reach/) it should begin at [DS](https://openadventurerpg.com/glossary/ds/) 6.

#### **Rewards and Consequences**

- **If the characters defeat the trolls,** they move to **[Encounter](https://openadventurerpg.com/glossary/encounter/): The Lonely Waypost**.
- **If the characters flee the trolls,** the trolls fly into a fury over losing their lunch and smash the bridge, making return trips through the pass even more difficult.
- **If the characters [Reach](https://openadventurerpg.com/glossary/reach/) the troll treasure** they are awarded:
  - 18 GP
  - 125 [SP](https://openadventurerpg.com/glossary/sp/)
  - 240 [CP](https://openadventurerpg.com/glossary/cp/)
  - A masterfully crafted elven longsword engraved with ancient runes. It is not magical, but it is worth five times [AS](https://openadventurerpg.com/glossary/as/) much [AS](https://openadventurerpg.com/glossary/as/) a normal longsword. It also never loses its edge.
  - A large gold goblet of dwarven make worth 575 [SP](https://openadventurerpg.com/glossary/sp/).
  - A large, sturdy backpack.

## **[Encounter](https://openadventurerpg.com/glossary/encounter/): Arrival in Longhollow**

*The heroes arrive in the village of Longhollow and must locate the young hunter who promised to lead them to the bandit camp.*

#### **Setting the Stage**

Longhollow is a small village of around 200 people. Most of the buildings are clustered together around an open square with farms radiating out from the circle of houses. The two exceptions are the small inn, which stands beside the road on the western edge of the village, and the chapel, which sits on a low hill to the north.

When the heroes arrive, the sun is already down, but the moon shines brightly. Warm lamp [Light](https://openadventurerpg.com/glossary/light/) glows from many of the houses, and a dog barks somewhere in the [Distance](https://openadventurerpg.com/glossary/distance/). The pleasant scent of wood smoke fills the air, mingled with a hint of roasted meat and fresh bread.

Most of the locals have turned in for the night, although a fair-sized crowd of farmers has gathered at the inn for an ale at the end of their [Long](https://openadventurerpg.com/glossary/long/) workday. The chapel is dark, unoccupied since the priest died of fever a few months ago.

#### **Objectives**

**[Primary Objective](https://openadventurerpg.com/glossary/primary-objective/): Find the Hunter**

The characters must locate the young hunter and convince him they do not intend to harm him. The hunter has been stalked ever since he discovered the bandit camp, so he remains hidden in the cellar of the inn waiting for the heroes to arrive. The innkeeper is the only one who knows where he is, but characters who successfully question the locals will learn the hunter was seen talking to the innkeeper early in the day.

**[Secondary Objective](https://openadventurerpg.com/glossary/secondary-objective/): Find a Place to Stay**

The inn only has two rooms and a traveling merchant and his family rented them both. Unless they plan to head for the bandit camp in the dark, the characters will need to find somewhere else to spend the night. Some options include camping in the woods east of the village, convincing a local to put them up in their home, breaking into the chapel, sleeping in the village’s hay barn, or convincing the merchant to give up his rooms.

**Secret Objective: Befriend the Locals**

The heroes do not know it yet, but later in the Adventure they may need help from the locals to defeat the bandits. This initial [Encounter](https://openadventurerpg.com/glossary/encounter/) is a good opportunity for the characters to build a rapport with the locals and make some new friends.

#### **Challenges**

The Challenges the characters face depend on how the characters go about accomplishing the objectives. Some possible Challenges include:

- **Find the Hunter** ([CP](https://openadventurerpg.com/glossary/cp/) 10, **[Timed](https://openadventurerpg.com/glossary/timed/)** 3 hours): Unless the characters guess where the hunter is hiding, they will need to talk to the locals to find him. The players only have a few hours to hunt him down before everyone in the village heads to bed.
- **Build a Camp** ([CP](https://openadventurerpg.com/glossary/cp/) 5): The characters must build a camp in the woods east of the village where they can spend the night.
- **Get the Room**([CP](https://openadventurerpg.com/glossary/cp/) 6): The characters might try to convince the merchant to give up their rooms or even convince the innkeeper to kick the merchant out. Their approach doesn’t change the [Challenge](https://openadventurerpg.com/glossary/challenge/)’s [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/), but an overly aggressive approach may make it difficult to achieve the Secret Objective: Befriend the Locals.

#### **Rewards and Consequences**

- **If the heroes accomplish the [Primary Objective](https://openadventurerpg.com/glossary/primary-objective/): Find the Hunter** before time runs out, the hunter joins them first thing in the morning to guide them during **[Encounter](https://openadventurerpg.com/glossary/encounter/): Road to the Bandit Camp**.
- **If the heroes fail to accomplish the [Primary Objective](https://openadventurerpg.com/glossary/primary-objective/): Find the Hunter** before time runs out, they will need to try again in the morning. Eventually they will find him, but this delay means more bandits arrive at the camp increasing the number of bandits there from 10 to 15 when the heroes play **[Encounter](https://openadventurerpg.com/glossary/encounter/): Assault on the Bandit Stronghold**.
- **If the heroes sleep in the woods,**a pack of hungry wolves [Attack](https://openadventurerpg.com/glossary/attack/) them in the night. Go to **[Encounter](https://openadventurerpg.com/glossary/encounter/): Wolf [Attack](https://openadventurerpg.com/glossary/attack/)**.
- **If the heroes accomplish the Secret Objective: Befriend the Locals**, either by purposely building relationships or just being kind and honorable, five husky young farmers will volunteer to fight with the heroes during **[Encounter](https://openadventurerpg.com/glossary/encounter/): Assault on the Bandit Stronghold**.
- **If the heroes break into the chapel to sleep** play **[Encounter](https://openadventurerpg.com/glossary/encounter/): The Bandit Scout** in which the heroes discover a bandit scout already hiding in the chapel to spy on the village.

## **[Encounter](https://openadventurerpg.com/glossary/encounter/): Vile Kitchen**

*[AS](https://openadventurerpg.com/glossary/as/) the characters explore the dungeon, they discover a large kitchen.*

#### **Setting the Stage**

Read this text aloud when the characters discover the room.

```
The door opens to reveal a large kitchen. A stone firepit sits in the middle of the floor with a cast iron pot, large enough to hold a Human, suspended above it by chains. Something bubbles and boils inside the pot, giving off foul smelling steam and occasionally splurting viscous green liquid onto the floor.
```

```
Shelves and tables Line the walls, all of which are covered with piles of dirty dishes, half-rotten food, dented pots, and the bones from a menagerie of animals. The floors are equally filthy, marked by dark stains and pools of sticky ooze.
```

This is the kitchen used by the bugbear cook to make meals for the soldiers. The cook is terrible, and the only thing he knows how to make is stew. Despite the number of stews he has cooked, it still turns out awful every time.

#### **Objectives**

**[Primary Objective](https://openadventurerpg.com/glossary/primary-objective/): Explore the Room**

This room is just another part of the bugbear stronghold. It doesn’t contain anything vital to the story, but players who like exploration will have a good time poking around. Of course, poking into the wrong things can lead to trouble, but the room does contain a few rewards.

#### **Challenges**

Challenges the characters may face when exploring this room include:

- **Disease: Filth Fever** ([CP](https://openadventurerpg.com/glossary/cp/) 5, **[Linked](https://openadventurerpg.com/glossary/linked/)**): If any character is foolish enough to try eating the nasty brew cooking in the pot, they must immediately make a [DS](https://openadventurerpg.com/glossary/ds/) 7 [Toughness](https://openadventurerpg.com/glossary/toughness/) Check. On a success, they just feel a bit queasy. On a failure, they become violently ill and contract Filth Fever.
- **Green Slime** ([Adversary](https://openadventurerpg.com/glossary/adversary/), **[Round](https://openadventurerpg.com/glossary/round/) 4** 2 Bugbears): The bugbear cook put a heavy rock on the lid of another large pot sitting in the corner of the room. If the characters open it, a green slime bursts out and attacks. If they fight the slime for more than three Rounds, the noise draws the attention of a pair of bugbear guards who charge into the room and join the fight.
- **Search the Room** ([CP](https://openadventurerpg.com/glossary/cp/) 12): Searching the room isn’t difficult, but it is time consuming thanks to all the trash, rotten food, pots, and kitchen utensils lying around. Don’t tell the characters how many [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) the search has. Let them search [AS](https://openadventurerpg.com/glossary/as/) [Long](https://openadventurerpg.com/glossary/long/) [AS](https://openadventurerpg.com/glossary/as/) they like, and if they reduce the [Challenge Points](https://openadventurerpg.com/glossary/challenge-points/) to 0 before they give up, they discover a [Human](https://openadventurerpg.com/glossary/human/) hand under some rubbish still clutching a fine dagger.

#### **Rewards and Consequences**

- **If the characters withdraw from the room**, they lose the opportunity to search it later. 
- **If they defeat the slime,** a silver ring falls out of the slimy corpse. It is a magical **Ring of Voice Changing**. More a novelty than anything else, it makes the wearer sound like an adult man with an impressively deep voice.
- **If the characters defeat the bugbears,** they find 20 [SP](https://openadventurerpg.com/glossary/sp/) in a pouch on one of the bugbear’s belts.
- **If they drive the bugbears away,** the bugbears raise the alarm, making it impossible to surprise any of the other bugbears in the complex during future Encounters.
- **If they successfully search the room,** they find a fine dagger clasped in the severed hand. The dagger is a normal dagger except it adds a +1 [Effect](https://openadventurerpg.com/glossary/effect/) to successful [Attack](https://openadventurerpg.com/glossary/attack/) Checks due to its masterful construction.
