npx skills add smithery/neversight --skill random-encounter
hopeoverture/worldbuilding-system · Archived
random-encounter
Generate random encounters appropriate for a location, party level, or situation. Creates combat, social, or exploration encounters using existing world entities. Use when user wants "random encounter", "encounter table", or "what happens at [location]".
Installation
npx skills add hopeoverture/worldbuilding-system --skill random-encounter
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More details
Agent compatibility
Declared targets from SKILL.md / docs. Unmarked agents are not listed — the skill may still install via the CLI.
Also listed on
Alternate registries and mirrors of this skill.
Repository health
master
Package contents
Files included with this skill beyond the listing page.
-
skill md
SKILL.md7,325 B -
docs
SUMMARY.md278 B
History
- First seen on skills.sh
- First recorded snapshot · 2 installs
SKILL.md
Random Encounter Generator
Generate encounter: $ARGUMENTS
Overview
Creates contextually appropriate random encounters by:
- Using existing world entities (creatures, NPCs, locations)
- Matching encounter difficulty to party level
- Generating varied encounter types (combat, social, exploration)
- Optionally creating encounter tables for locations
Instructions
Step 1: Parse Arguments
Extract from $ARGUMENTS:
- Location: Where the encounter occurs (entity name, region, terrain type)
- Party Level: Average party level (1-20) - ask if not provided
- Encounter Type: combat, social, exploration, or random
- World: Which world to pull entities from
If location is a world entity, read it for context. If location is a terrain type (forest, road, city), use as context.
Step 2: Gather World Context
If a specific world is identifiable:
- Scan
Worlds/[World Name]/Creatures/for available monsters - Scan
Worlds/[World Name]/Characters/for NPCs - Read location entity for specific inhabitants/dangers mentioned
- Note regional factions, tensions, environmental hazards
Step 3: Determine Encounter Parameters
Difficulty by Party Level
| Party Level | Easy CR | Medium CR | Hard CR | Deadly CR |
|---|---|---|---|---|
| 1-4 | 1/4-1/2 | 1-2 | 3-4 | 5+ |
| 5-8 | 1-3 | 4-6 | 7-9 | 10+ |
| 9-12 | 4-6 | 7-10 | 11-13 | 14+ |
| 13-16 | 7-10 | 11-14 | 15-17 | 18+ |
| 17-20 | 10-14 | 15-18 | 19-21 | 22+ |
Encounter Types by Location
| Location Type | Combat % | Social % | Exploration % |
|---|---|---|---|
| City/Town | 20% | 60% | 20% |
| Road/Trade Route | 40% | 40% | 20% |
| Wilderness | 60% | 15% | 25% |
| Dungeon | 70% | 10% | 20% |
| Frontier | 50% | 25% | 25% |
Step 4: Generate Encounter
Combat Encounter Format
## Combat Encounter: [Evocative Name]
**Location:** [Specific setting within area]
**Difficulty:** [Easy/Medium/Hard/Deadly] for level [X] party
### Setup
[2-3 sentences describing the scene as players encounter it]
### Enemies
| Creature | Count | CR | Notes |
|----------|-------|----|----- |
| [[Creature 1]] | X | Y | Tactics/role |
| [[Creature 2]] | X | Y | Tactics/role |
**Total XP:** [calculated]
### Tactics
[How enemies behave - aggression, retreat conditions, special actions]
### Environment
- **Terrain:** [features that affect combat]
- **Hazards:** [environmental dangers]
- **Cover:** [defensive positions]
### Treasure
[Appropriate loot based on CR and creature type]
### Complications (Optional)
[d4 table of things that could make this more interesting]
1. [Complication 1]
2. [Complication 2]
3. [Complication 3]
4. [Complication 4]
### Aftermath
[What happens after combat - tracks to follow, clues found, etc.]
Social Encounter Format
## Social Encounter: [Evocative Name]
**Location:** [Where this occurs]
**Primary NPC:** [[NPC Name]] or [Generated NPC]
### Setup
[2-3 sentences describing the situation]
### The NPC
- **Appearance:** [Brief description]
- **Demeanor:** [How they come across]
- **Want:** [What they're trying to achieve]
- **Secret:** [What they're hiding]
### The Situation
[What's happening, what the NPC needs or offers]
### Conversation Hooks
- [Opening line or action]
- [Topic they'll bring up]
- [Question they might ask]
### Possible Outcomes
| Approach | DC | Result |
|----------|----|----- |
| Persuasion | [X] | [Outcome] |
| Intimidation | [X] | [Outcome] |
| Deception | [X] | [Outcome] |
| Insight | [X] | [What they learn] |
### Complications
[What could go wrong or make this interesting]
### Connections
[How this ties to larger world events/entities]
Exploration Encounter Format
## Exploration Encounter: [Evocative Name]
**Location:** [Specific area]
**Type:** [Discovery/Hazard/Mystery/Resource]
### Discovery
[What the party finds - describe for players]
### Investigation
| Check | DC | Reveals |
|-------|----|----- |
| Perception | [X] | [Detail] |
| Investigation | [X] | [Detail] |
| History/Arcana/Nature | [X] | [Context] |
| Survival | [X] | [Practical info] |
### Interaction Options
1. **[Option A]:** [What happens]
2. **[Option B]:** [What happens]
3. **[Option C]:** [What happens]
### Hidden Elements
[Things not immediately obvious]
### Treasure/Rewards
[What can be gained]
### Connections
[Links to world lore, plot hooks]
Step 5: Use World Entities
When possible, incorporate existing entities:
- Creatures: Use monsters from
Creatures/folder - NPCs: Reference characters from
Characters/folder - Organizations: Tie to factions from
Organizations/ - Locations: Reference specific places from
Geography/orSettlements/ - Items: Include items from
Items/as treasure - History: Connect to events from
History/
Add [[wikilinks]] to all referenced entities.
Step 6: Offer Encounter Table
After generating one encounter, offer:
"Would you like me to create a full d6 or d12 encounter table for this location?"
Encounter Table Format
## Encounter Table: [Location Name]
**Terrain:** [Type]
**Recommended Level:** [Range]
**Check Frequency:** [How often to roll]
### d12 Encounters
| Roll | Type | Encounter | Difficulty |
|------|------|-----------|------------|
| 1 | Combat | [Brief description] | Deadly |
| 2 | Combat | [Brief description] | Hard |
| 3-4 | Combat | [Brief description] | Medium |
| 5 | Social | [Brief description] | - |
| 6 | Social | [Brief description] | - |
| 7 | Exploration | [Brief description] | - |
| 8 | Exploration | [Brief description] | - |
| 9 | Environmental | [Brief description] | Varies |
| 10 | Plot Hook | [Brief description] | - |
| 11 | Resource | [Brief description] | - |
| 12 | Special | [Unique event] | Varies |
### Encounter Details
[Expanded details for each entry]
Step 7: Offer to Save
"Would you like me to save this encounter to the world?"
If yes:
- Determine appropriate template (Combat, Social, Exploration, Trap)
- Read template from
Templates/Encounters/ - Fill template with generated content
- Save to
Worlds/[World Name]/Encounters/[Encounter Name].md - Update location entity's Connections if applicable
Examples
# Generate for specific location
/random-encounter "The Blackwood Forest" level 5
# Combat encounter on a road
/random-encounter road combat level 3
# Social encounter in city
/random-encounter "Ironhold City" social level 8
# Let system choose type
/random-encounter wilderness level 6 random
# Create encounter table
/random-encounter "Shadowfell Border" table level 10
Integration Notes
- Reference Connection Matrix for encounter-to-location linking
- Use CR and XP tables from D&D 5e 2024 Rules
- Match creature behavior to stat blocks if using world creatures
- Consider party composition if mentioned in conversation