
A 1st-Level Encounter you can drop into your game for a strong start based on player goals.
A 1st Level Encounter to Drop Into Your Game
How do you run a proactive game when making DnD 1st Level Encounters? It shouldn’t have to be difficult—this is the beginning of a story to tell alongside your friends! This encounter gives you everything you need to establish a strong start based on general goals your players have established for their characters.
These encounters are simple and leave lots of room for changes: use them loosely! Adapt them based on your character’s goals, and you may find them easier to run than you would expect.
We’ll give you everything you need to make sure the encounter matches the stakes of your game’s level. This encounter has two simple factions in the mix: the Lizardfolk Marauders, a small group of lizardfolk waging war on their neighbors for their ongoing destruction of the local wetlands, and the Tiny Village, a mostly human town on the edge of the wetlands using its resources to eke a living…
Making a DnD 1st Level Encounter for your Game
When creating these encounters, you want them to be fairly simple and establish characters. Your players have worked hard to come up with fun goals for their characters, and you want to give them a chance, no matter how small, to demonstrate their commitment to those ideals. That said, these are 1st Level Encounters—the stakes aren’t too high yet. This encounter represents a small village on the edge of civilization and the band of lizardfolk trying to drive them off.
Creating These Encounters
There’s a few reasons your players might attack or try to befriend either faction. Think about what the players are pursuing and the forces that might stand in their way, then choose an encounter from the list below that matches one or both.
Player Goals
- Preserve the Wilds or Gain Warrior Allies: Run Encounter A
- Enforce Civilization or Gain Noble Allies: Run Encounter B
- Halt a War or Earn Goodwill with Multiple Factions: Run Encounter C
Faction Goals
- Lizardfolk Marauders: Preserve the Wilds, Drive Off Villagers
- Tiny Village: Acquire Natural Resources, Create a Militia
Rules
When running a 1st-Level Encounter for DnD, remember to keep the following concepts in mind:
- Go Easy: 1st-Level characters are squishy! Keep fights easy, not too complicated for those learning the game (including yourself) and give them lots of opportunities to run away.
- Low Stakes, High Commitment: In the grand scheme of your fantasy world, these exploits might now change much, but they can still be firmly connected to the character goals. Trying to find a lost relative? Maybe they were last seen in this tiny village, and the elder will provide information in exchange for a favor. Trying to seek an ancient relic? The lizardfolk have an infamous reputation as secret mongers from those they capture, and may know someone with more information.
- Direction: It can be difficult for players to establish direction early on when they’re forming goals and learning who their characters are. Feel free to ask them directly and come up with solutions together. Not sure what to do next? You can point out a few options and ask the players to modify them. (“You could try investigating the mine, or if you wanted to speak with them directly, go to the swamp. What do you need to speak with them about? Where would you try to speak with them?”)
Encounter A
In this encounter, the players side with the lizardfolk to protect the wetlands.
How I Set Up This DnD 1st Level Encounter
This encounter involves protecting the wetlands. Since your players’ goals align with the Lizardfolk Marauders and are against that of the Tiny Village, they’ll probably be battling with some human peasants.
Think about what the peasants will be like based on why the players are defending the wetlands. Are they doing it because the tiny village has evil intentions? Is it to defend the wilds? Depending on the tone of your game, fighting the peasants could be a morally ambiguous act, or they could clearly be villainous figures.
You can set up the encounter however you like, but when things come to a head, the lizardfolk make their stand at the edge of the wetland and the villagers send their militia to attack.
The wetlands are tricky to move in. The water is about two feet high, and counts as Difficult Terrain (double movement cost to move in) for any creature that doesn’t have a Swimming Speed. The thin trees only provide Half Cover (+2 AC and Dexterity Saves).
Encounter Design
- Deep Water: The water is Difficult Terrain (costs double movement).
- Trees: The trees can provide Half Cover (+2 to AC and Dexterity Saves).
Action!
Lizardfolk clash with peasants, but the characters are the center of the action. You can describe the groups quarreling on either side, but 6 bandits close in to fight the PCs.
The bandits are simple combatants that do their best to fight from a distance. If PCs close the gap or take cover in the trees, they’ll close in and engage in close quarters.
How I Resolved This DnD 1st Level Encounter
When this encounter finishes, the players have hopefully driven off the invading villagers! Think about what comes next. Did any flee and escape? Do they have more forces at camp? Do they have masters they go to for help with the pesky PCs?
Once you’ve thought about the consequences of the encounter, ask the PCs what they plan on doing next! This may just be the beginning.
Encounter B
In this encounter, the players try to drive out the lizardfolk so the townsfolk laborers can move in.
Encounter Design
- Deep Water: The water is Difficult Terrain (costs double movement).
- Trees: The trees can provide Half Cover (+2 to AC and Dexterity Saves).
How I Set Up This DnD 1st Level Encounter
This encounter involves facing off against the lizardfolk. Since your players are siding with the Tiny Village, they’ll need to drive off a few lizardfolk so the laborers can do their job safely.
Think about why the lizardfolk are making their stand here, and how they act because of it. Is this their last chance? Is this their home, or are they just here for the same resources as the humans? Are they willing to die for this cause, or will they try to flee when they’re low on hit points?
The wetlands are tricky to move in. The water is about two feet high, and counts as Difficult Terrain (double movement cost to move in) for any creature that doesn’t have a Swimming Speed. The thin trees only provide Half Cover (+2 AC and Dexterity Saves). Remember, the lizardfolk have a swim speed, so they can move through the water without a problem!
Action!
The 2 lizardfolk try to keep their enemies in the water and use the terrain to their advantage. They stay mobile and don’t try to pursue anyone who flees, unless they’re attacking from a distance. Remember, they win when the attackers give up and don’t secure the wetlands!
How I Resolved This DnD 1st Level Encounter
Hopefully, the players managed to drive away or slay the lizardfolk. Think about what comes next. Are the lizardfolk they fought just the tip of the iceberg, and their comrades long for revenge? What will the Tiny Village do with this land?
Once you’ve thought about the consequences of the encounter, ask the PCs what they plan on doing next! This may just be the beginning.
Encounter C
In this encounter, the party tries to broker a peace between the two groups.
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