Encounters
100 Combat Encounter Prompts
Treant in a burning forest — Fire hurts the enemies and you.
Entries
Ambush on a rope bridge — The bridge starts snapping mid-fight.
Defend the healer — While waves of undead push through a graveyard.
Assassins in a masquerade ball — Partygoers panic and create chaos.
Fight atop a moving train — Each round, obstacles zip past.
Bandits in a foggy swamp — Visibility drops to 10 feet.
Ritual in progress — Stop the cult before the final chant.
Storm-swept cliffside battle — Wind may knock someone off the edge.
Cave fight with stalactites — Knock them loose to change the terrain.
Arena match with magical traps — Crowd demands flair over efficiency.
Battle inside a crumbling ruin — Roll each round for cave-ins.
Fire in the tavern — Fight while trying to save innocents.
Treant in a burning forest — Fire hurts the enemies and you.
Chase and fight on rooftops — Miss a jump and fall prone.
Flooded catacombs — Water rises one foot per round.
Crystal cave with reflective walls — Mirror images cause confusion.
Fight on floating platforms — Each round, platforms rearrange.
Enemy uses invisibility and hit-and-run — Sound is your best tool.
Animated furniture attacks in a mansion — It’s not just the mimic.
Battle during a sandstorm — Range attacks suffer greatly.
Enemy tries to escape via portal — Stop them before it stabilizes.
Fight in a spinning observatory — Gravity changes each turn.
Protect the fleeing villagers — Enemies aim for civilians.
Fight underwater — Movement and spells are limited.
Enemies riding flying mounts — You’re stuck on the ground.
Ship-to-ship combat — Fire spreads, boards creak, ropes swing.
Hostage standoff — Kill the wrong enemy, hostages die.
Snowy mountain pass — Ice sheets crack when stepped on.
Enemies with explosives — They’re not afraid to go down with you.
Maze of hedges — Enemies can disappear and strike later.
Possessed townsfolk — Non-lethal force encouraged.
Goblin tinkerer with gadgets — Terrain includes hazards and traps.
Enemy hides behind illusion — Attacks seem to come from nowhere.
Giant spider webbed terrain — Movement is restricted.
Fight in a market — Crates, stalls, and civilians everywhere.
Lightning storm battlefield — Metallic gear attracts strikes.
Haunted library — Poltergeists throw books and shelves.
Enemy controls gravity — Objects fall sideways or float.
Battle in a magical elevator — Goes up/down floors mid-fight.
Fight atop a collapsing glacier — Ice breaks apart over time.
Enemy uses clones — One is real, the rest explode.
Combat during eclipse — Dark magic grows stronger each round.
Bridge puzzle fight — Need to align platforms while fighting.
Fog-filled battlefield with alarms — Alert more enemies if not careful.
Treasure room trap — Fight while avoiding pressure plates.
Exploding terrain — Fireballs randomly erupt each turn.
Fight during a royal banquet — Keep the nobles safe.
Tower spiral staircase fight — Limited movement, long drops.
Enemy sets fires and retreats — Area denial is the tactic.
Combat in a dream realm — Rules shift every round.
Enemies teleport around randomly — No one is safe or stationary.
Battle on a dam — Break it and the area floods.
Mimics among treasure chests — Real enemies hide in plain sight.
Fight on a turning gear platform — Fall into lava or machinery.
Fight in a lightning-charged ruin — Pillars surge every few turns.
Enemies use fear-based attacks — Must pass saves to act effectively.
Volcanic vent field — Hot spots erupt at random.
Battle while escorting a fragile object — If it breaks, mission fails.
Enemies call reinforcements with horns — Silence them quickly.
Combat inside a magical dome — Spells behave unpredictably.
Enemy uses charm magic on allies — Turned party members become threats.
Fight inside a teleportation hub — Step on a rune, vanish.
Enemy lures you into quicksand — Movement becomes life-or-death.
Battle on giant lily pads in a swamp — Pads shift and sink.
Enemy rides a siege beast — Target rider or monster?
Cursed ground weakens healing — Fight through attrition.
Enemy wears explosive runes — Hurt them, they explode.
Battle in a shifting maze — Every round the layout changes.
Enemy uses illusions of party members — Decipher friend from fake.
A child runs through the fight — Hitting them is catastrophic.
Fight on a magic elevator — Stops at random floors mid-battle.
Enemies destroy bridges mid-fight — Separate the party.
Battle on a glacier being hunted by something below — Ice cracks where blood lands.
Enemies are undead immune to normal weapons — Improvise or run.
Fight in a dry grass field — Any fire could spread fast.
Enemies hide inside animated statues — Statue or foe?
Ghosts can only be harmed by specific items — Retrieve them mid-fight.
Enemy summons terrain hazards — Walls, pits, or spikes form.
Fight on airships — Jumping between them is risky.
Lava chamber with rising platforms — Ground becomes lava.
Fight in a hall of shifting mirrors — Visibility is distorted.
Enemies trigger landslides — Stay mobile or get buried.
Battle inside a whale’s stomach — Acid, motion, and air problems.
Fight while hanging from chains — Movement is limited, vertical.
Enemies detonate magical traps — Avoid or suffer strange effects.
Haunted battlefield — The dead rise unless laid to rest.
Fight in the wreckage of a sky temple — Falling debris every round.
Enemies open dimensional tears — Suck you or allies in.
Fight in a clocktower — Gears and pendulums threaten all.
Arena with shifting walls and traps — Layout changes constantly.
Combat in a cave with echo magic — Spells repeat randomly.
Enemies attack while party is drunk/poisoned — Disadvantage or confusion.
Enemy turns terrain into lava or spikes — Safe zones shrink.
Fight on a raft going down rapids — Movement, balance, and attacks all harder.
Enemies target magical lights — Each one lost dims the field.
Battle in a dimension of silence — No verbal spells or coordination.
Enemies disguise themselves as allies — Can’t trust appearances.
Enemy tries to convert you mid-fight — Save or be turned.
Battle on a staircase of light — Miss a step, fall into void.
Fight inside a puzzle room — Solving puzzle disables traps.
Enemies regenerate unless killed in a specific way — Learn quickly or die slowly.