Building Encounters

What is an encounter?

Building the scene

Setting traps

Choosing Monsters

What is an encounter

An encounter can be a combat or roleplaying session in which players will spend their rounds utilizing their characters abilities and skill checks to determine the best way to resolve the scene.


A scene, would be for instance a group of adventurers enters a dungeon and a magical rockslide slams behind them trapping them. Another example would be your adventurers are a team of mystery solvers, they arrive at the scene of the place they were hired to investigate and encounter hints or traps that reveal clues as to who or what they are looking to find.


Some encounters do not need combat, such as the team runs from the ghost that's been haunting the town each time they see it, and figures out a way to trap it and reveal it's really old man Jenkins scaring off the tourists. Yeah, this is pretty Scooby Doo, but hey some people enjoy that.


If combat does occur it's important that you setup the scene with traps and monsters appropriate for their level. Don't throw a level 10 Legendary Mind Flayer at your level 3 party or they will die, likely even in the first round.


One thing that can drastically impact the player characters’ progress, and therefore the story you tell as the DM, is what level the characters will start as. In Crusaders, there are four tiers of play:


Tier 1 (Levels 1-5): Local Crusaders

  • At this tier, heroes are just starting to make a name for themselves within their local community. They are the go-to individuals for solving issues and threats that are deemed unworthy by the Kingdom's Elite.


Tier 2 (Levels 6-10): Kingdom's Vanguard

  • Heroes at this level have gained recognition beyond their local area, perhaps even at a provincial or state level. They are called upon to handle more significant threats that affect larger populations when the Elite are too busy.


Tier 3 (Levels 11-15): Kingdom's Elite

  • These heroes have proven their mettle in various challenges and are known throughout the kingdom. They are trusted with missions of utmost importance, often directly from the ruling monarch or council.


Tier 4 (Levels 16-20): Crusaders of the World

  • At the pinnacle of heroism, these individuals are legends in their own right. Their deeds are known across worlds, and they are the last line of defense against cataclysmic threats.

Building the Scene

Designate a starting point on your map for players to enter the Dungeon, Battle, or Other Roleplaying Scene you have set up. In an ambush scenario the players can place their tokens on the map and traps / monsters will be revealed as they are found.

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Explain the general scenario they are going through and have them roll into initiative. During initiative they can roll skill checks and communicate with the environment as needed. If you're setting up an ambush they may say hello? Trying to see if anyone is out there, engage them with a minion who is hesitant about their arrival that will either threaten them, or speak kindly to them as the hidden monsters get into position around them. Typically you're trying to position the ambush to where 3 minions are on each player, and the Legendary Monster will appear in from



Spacing


The important thing to remember is that monsters can skill check players in combat. Use your monsters communication and skill checks to bring their personalities to life. Encounter math is done for DM's so that you just have to choose the setting and battle map.


Another tip is spacing matters. If you put all of your monsters in one spot on the map they will be subject to area of effect abilities which will make them die faster. The typical spacing you want for your monsters is anywhere from 10-60 feet apart before initiating combat.


Feel free to go to the backlines. If you roll a high perception on a monster have that monster communicate they are going to the back lines and go there. Classes have the ability to counter this like Taunt, and if they don't use them that's on the player not the DM. Your job is to create a fun authentic fight that the players can enjoy. Between skills and abilities they have plenty of agency.


The general rule of thumb is that you can reskin any monster to fit your scene's style, however the damage, health, AC and action economy is built for their level.

How Many Monsters Is One Encounter?

A typical adventuring day has 1 social, roleplay, or exploration encounter, and 2 combat encounters. Players can expect a short rest which lasts 1 round between each encounter and a long rest at the end of the day.


A good DM will target the monsters appropriately and utilize positioning in prefight to gain advantages in combat. Don't be afraid to have a monster attempt to make a deception check on a creature to disengage and head towards another player. However, you as the DM have all the meta knowledge of your campaign, intentionally targeting backline carries for the sake of killing them is considered bad manners. Try to keep your games fun, engaging, and light hearted.


There are 3 modes you have when building an encounter. This will change based on the type of encounter your party is entering assuming you have a standard 4 person party. For each additional player at your table consider adding 1-2 extra bruisers.๏ปฟ

Base Fight: (Skirmish)

Choose 1

4 minions

3 minions + 1 bruiser

3 minions + 1 legendary


Increased Difficulty:

Minion 1 point

Bruiser 6 points

Legendary 12 points


Simple Teamwork: +6

Teamwork Needed: +9

Very Deadly: +15

Choosing A Monster

Minions are monsters you use to either take actions for the stronger units like in games like Chess, or you can use them in the backlines to deal extra damage at range making the combats a little more difficult for melee characters.


Bruisers are standalone monsters great for laying down a lot of damage on a party very quickly.


Legendary creatures should be reserved for boss battles as they create high tension due to them being able to attack after each player's turn. Yikes!

Optimizing A Monster

Monsters have +3 to 1 skill check and saving throw of your choice that fits the monster's narrative. In addition, you can grant a creature 1 level of Resistance for each level of Vulnerability they have in another. Example. Say I want my creature to have Immunity to Nature and Earth damage, they would have Extreme Vulnerability to Fire and Solar damage.


Each creature or monster has special abilities known as maneuvers to help them feel more unique in combat. Below is a list of the monster types. The maneuvers can be used in combat to spice things up.


Minions - 1 Maneuver

Bruiser - 2 Maneuver

Legendary - 3 Maneuver


In addition to your maneuver each creature has a ranged attack and melee attack dealing the same damage. Flavor the ranged attack as you see fit per your monster.


Minions - 30 Range

Bruiser - 120 Range

Legendary - 240 Range


Legendary Monsters have 3 unique abilities that make them legendary.

Legendary Resistance - They can automatically succeed on a roll of the DM's choice once per round.

Legendary Vengeance - This allows the legendary minion to attack or skill check once after each player's turn.

Legendary Movement - They are immune to crowd control.

How Monsters Attacks Saving Throws and Skill Checks Work

Monsters work slightly differently than players. When they make a skill check saving throw or attack roll they roll the to hit in the column below and subtract the stats or to hit from the roll.


For example a level 1 minion who needs to make a skill check will roll 3d12 - 6. If it needs to roll an attack roll it rolls 3d12 - 7. Damage rolls are rolled just like players. Below this graph there is a table of all the monsters by category with clickable links to the monster based on level for you to get a full view of their stats maneuvers and features. Soon there will be a DM monster shop. It is currently in the works stay tuned!


Use the (https://www.crusadersttrpg.com/encounter-builder) and start making sweet encounters today!

Monster Stats Table
Level Roll to Hit Minion Stats Minion to Hit Bruiser Stats Bruiser to Hit Legendary Stats Legendary To Hit
1 (3d12) 6 7 5 6 3 5
2 (3d12) 6 7 5 6 3 5
3 (3d12) 6 7 5 6 3 5
4 (3d12) 6 7 5 6 3 5
5 (3d12) 6 7 5 6 3 5
6 (4d12) 8 7 6 6 5 5
7 (4d12) 8 7 6 6 5 5
8 (4d12) 8 7 6 6 5 5
9 (4d12) 8 7 6 6 5 5
10 (4d12) 8 7 6 6 5 5
11 (5d12) 10 7 8 6 6 5
12 (5d12) 10 7 8 6 6 5
13 (5d12) 10 7 8 6 6 5
14 (5d12) 10 7 8 6 6 5
15 (5d12) 10 7 8 6 6 5
16 (6d12) 15 7 11 6 8 5
17 (6d12) 15 7 11 6 8 5
18 (6d12) 15 7 11 6 8 5
19 (6d12) 15 7 11 6 8 5
20 (6d12) 10 7 8 6 6 5

Each tier adds a new mechanic to the game as player characters get stronger the more they can handle in a fight and attacks alone aren't going to do the job.

Tier 2 Mechanics - Lairs

Lairs represent dynamic and dangerous environments that challenge players as they navigate through a variety of hostile or hazardous spaces. In these lairs, environmental hazards, traps, and monster attacks constantly threaten the party, adding an additional layer of complexity to combat encounters. The lair operates independently of the creatures or opponents within, making the environment itself an adversary.


Lair Actions (Initiative 20)

  • Initiative Timing: Lair actions occur on Initiative Count 20 of each combat round, before any other actions taken by creatures or players. Lair actions cannot be interrupted and do not require a creature to take them; they are automatic effects triggered by the environment.
  • Frequency: Each round, a new lair challenge is presented to the players. These challenges can include environmental hazards, traps, or additional monster attacks.


Lair Challenge Types

Environmental Hazards:

Environmental hazards are natural or magical occurrences within the lair that pose a threat to the players. These could include things like falling rocks, burst geysers, magical surges, or collapsing terrain.


Damage: Environmental hazards deal (Tier)d8 + player level damage.


Examples:

  • Rockfall: Large boulders crash from the ceiling, forcing players in specific areas to make a Reflex saving throw or take (Tier)d8 + level bludgeoning damage.
  • Arcane Surge: A magical pulse surges through the room. Players within a 30-foot radius must make a Fortitude saving throw or take (Tier)d8 + level force damage.
  • Lava Burst: Lava spews from cracks in the ground, targeting players in certain areas. Reflex saving throws prevent the damage, but failure results in (Tier)d8 + level fire damage.


Traps:

Traps are mechanical or magical devices designed to ensnare or harm players. These traps could be pressure plates, hidden runes, or mechanical devices that trigger when players step on or activate certain parts of the lair.


  • Damage: Traps deal (Tier)d8 + player level damage. Traps can also impose conditions such as restrained, poisoned, or stunned if players fail to avoid them.


Examples:

  • Spiked Floor Trap: The ground beneath a player's feet shifts, revealing spikes. A Reflex saving throw is required to avoid taking (Tier)d8 + level piercing damage.
  • Poisoned Darts: A series of darts shoot from hidden holes in the walls. Players must make a Reflex saving throw or take (Tier)d8 + level poison damage and suffer the poisoned condition for 1 minute.
  • Bladed Pendulum: A swinging blade descends from the ceiling, targeting players in a straight line. A Reflex saving throw avoids taking (Tier)d8 + level slashing damage.


Monster Attacks:

Lair actions can summon, bolster, or trigger attacks from creatures already present in the environment. These might be additional minions, summoned creatures, or empowered attacks from the lair’s current inhabitants.


Examples:

  • Summon Minions: The lair conjures 1d8 shadowy minions that enter combat with the players. These minions have the minion basic attacks of that level but no special abilities, and disappear after the attack.
  • Empowered Monster Strike: The lair channels energy into the existing monster, allowing them to make an additional attack.
  • Animated Objects: Objects within the lair (such as statues or debris) animate and attack the players. These animated objects deal damage equal to (Tier)d8 + level using either a saving throw or an attack roll.


Saving Throws & Difficulty Class (DC)

  • Saving Throw DC: The lair's saving throw DC is 8 + player level.
  • Some lairs, especially those in higher tiers, may have more difficult saves or additional effects that make these hazards harder to avoid.
  • Trap & Hazard Detection: Players make active skill checks (such as Awareness, Nature, Science, or Investigation) to detect traps and hazards before they are triggered. Players may consider using a spell point parlay to disable traps as well, however, their roleplay spell must be specific enough that they would gain the information. Example, a player cannot parlay detect traps and see all the traps in a room, they can cast detect traps to detect traps within 15 feet.


Dynamic Environment:

The environment may shift between rounds or adapt based on the players’ actions. For instance, if the players destroy a part of the lair or trigger certain events, the lair’s hazards may intensify, change location, or become more aggressive.

Environmental Damage Scaling: As players increase in level, the lair’s hazards scale to match the players' capabilities. Environmental hazards and traps will deal (Tier)d8 + player level in damage, ensuring that the threats remain significant as the campaign progresses.


Strategic Considerations:

Players must adapt to both their enemies and the shifting dangers of the lair. Smart positioning, quick reactions, and resource management become vital in environments with lair mechanics.


Certain classes, feats, or spells that mitigate environmental damage, traps, or mobility-restricting effects become essential tools in surviving lair encounters.


Example Scenario:

Lair: Volcanic Cavern

  • On Initiative 20, lava bursts from cracks in the floor, forcing players in an affected area to make a Reflex saving throw. Those who fail take (Tier)d8 + Level fire damage. On the next round, a tremor shakes the cavern, causing stalactites to fall from the ceiling. Players must make another Reflex saving throw or take (Tier)d8 + Level bludgeoning damage. The area can be the entire map or just a small section.
  • Damage dealt in small sections are increased to (Tier)d20 + Level.


Each round, the lair presents a new threat, making the environment as challenging as the enemies within.


This system ensures that players face additional strategic decisions during combat, keeping the gameplay dynamic and unpredictable as the environment itself becomes a key player in every encounter.


Cognitive Saving Throw Trap Examples:

Cognitive saving throw traps are harder to come up with for many DM's but are important as frontliners are typically pretty good at Reflex or Fortitude saves. Here are a couple of examples of such traps:


1. The Hall of Forgotten Dreams

  • Trap Description: As players enter a grand, abandoned hall, the air shimmers, and they each begin to see visions of their deepest desires or most cherished memories. The illusion is powerful, luring them into the dreamlike state where time passes unnoticed, and they are unable to act in the real world.
  • Cognitive Saving Throw: Players must succeed on a Cognitive Saving Throw to recognize the illusion and snap out of it. On a failed save, they are entranced by the vision, losing their action for the round and remaining unaware of the real dangers around them. If they fail three saves in a row, they become incapacitated until another player can shake them out of the dream.


2. The Echoing Whispers

  • Trap Description: As the party walks through a narrow passageway, they begin to hear distant whispers, growing louder and more personal. The voices speak of their fears, regrets, and self-doubt, eroding their confidence and judgment. The whispers are designed to manipulate the players into making poor decisions or turning against each other.
  • Cognitive Saving Throw: Players must make a Cognitive Saving Throw each round to resist the whispers. A failed save results in the player becoming paranoid or confused, and they may misinterpret harmless actions as threats or act irrationally. For example, they may attack an ally or take a detrimental action. The effect lasts until the player makes a successful Sanity skill check, and the DC increases by 1 with each failed save each failed save after 3 grants them 1 level of exhaustion. An ally can use spells or features to remove the de-buff from them as well.


3. The Mirthful Maze

  • Trap Description: The players enter what seems like a simple maze, but the air is thick with enchantment. As they move, the walls shift, and a wave of uncontrollable laughter begins to swell within them. It becomes harder and harder to focus on the task at hand, and the urge to laugh drowns out any rational thought.
  • Cognitive Saving Throw: Each player must make a Cognitive Saving Throw or fall into a fit of uncontrollable laughter for the round giving them the incapacitated condition. Each round, they can make a new saving throw or Sanity skill check at the end of their turn to end the effect early.


4. The Room of Deceitful Truths

  • Trap Description: The room contains a large, mysterious puzzle that appears to offer clues in the form of runes. However, these runes shift constantly, embedding false conclusions in the mind of anyone attempting to decipher them. The runes compel the player to believe they’ve found the right solution, even if it leads to a dangerous outcome.
  • Cognitive Saving Throw: Any player interacting with the puzzle must make a Cognitive Saving Throw or fall victim to the false information. On a failed save, the player is convinced they have deciphered the runes correctly and may lead the group into further traps or pitfalls. A successful save allows them to recognize the deception, and they can attempt to guide the party toward the real solution.


In each of these examples, a Cognitive Saving Throw represents a player's mental fortitude, resistance to illusions or manipulation, and ability to maintain clarity of thought in challenging situations. The DC can scale depending on the player's level and the intensity of the challenge, and consequences can vary from mild confusion to serious incapacitation.

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