ENCOUNTER PROCEDURES
Note: You can find more on Encounter Procedures in the Liminal Horror Deluxe Edition (p. xxx-xxx).
Encounter Procedures allow you to introduce the variable of random encounters. This system helps support dynamic situations unfolding in play.
Choosing the right procedure to include in your written scenario depends on the tone, scope, and scale. These include:
- Encounter Die: A straightforward encounter system that randomizes when encounters occur.
- Tension Die: An encounter procedure where time is an ever dwindling resource that leads to inescapable encounters.
- Voidcrawl: A narrative generator that utilizes multiple tables to push Investigators deeper as they look into the weird and strange.
EXPLORATION TURN
Note: It may be worth including an example or explanation of the exploration turn within your scenario if you are including one of these Encounter Procedures.
Exploration Turn to aid in tracking time and maintaining tension, representing the amount of time it takes to complete a significant action. These include actions such as:
- moving between spaces
- searching or exploring a space
- taking a break to regain HP in an unsecured location
- when 20-30 minutes pass in real time when the Investigators are otherwise not engaged in a conflict.
ENCOUNTER DIE
Note: The Encounter Die is an encounter system that relies on pure randomization to determine when encounters occur. The Encounter Die is best leveraged in tense situations where encounters popping up at unpredictable times would create a more dynamic scenario. This is typically within locations that have an inherent constraint. An example of the Encounter Die in practice can be found in Silent Street Station (see the Deluxe Edition p.x) and The Mall Remastered (2022).
Each time an Exploration Turn passes or the party does something that would attract the attention of the horrors, roll a d6.
- 1: An encounter occurs immediately.
- 2-3: There are signs of an encounter, or an omen or clue. These are not immediate encounters, but may become one depending on the actions of the Investigators.
- 4-6: Nothing happens.
TENSION DIE
Note: The Tension Die is an encounter system that simulates a clocking ticking down towards an inevitable encounter. The Tension Die is best used when there’s a singular powerful entity stalking the party, when the horrors would notice and respond to the actions of the Investigators, or when you need to simulate time running out. An example of the Tension Die in practice can be found in Camp Coldwater (see Deluxe Edition p.x) and Einfühlung (2025).
Begin with a point pool of 20.
- Each time an Exploration Turn passes or the party does something that would attract the attention of the horrors, roll a d6 and subtract the result from the point pool.
- If a 6 is rolled, roll again and subtract both results for the pool.
- When the point pool reaches 0, an encounter is triggered.
After the encounter is resolved, reset the pool and begin again.
It may also be useful to adjust the point pool to some total other than 20 based on the scenario.
- Want to keep tension high? Drop the pool down to 15 or 10.
- Want a slower burn leading to a more climactic encounter? Bump the pool up to 25 or 30+.
VOIDCRAWL
Note: The Voidcrawl is best leveraged when you’re running a slow burning investigation, when you want to reinforce the themes of your scenario in a more dynamic manner, when you want a naturally escalating sense of tension, or when the scenario involves the potential to travel over long distances. An example of the Voidcrawl in practice can be found in Cult Classic (see Deluxe Edition p.x), The Bloom (2023) and The Parthenogenesis of Hungry Hollow (2024).
Each time an Exploration Turn passes or the party does something that would attract the attention of the horrors, roll a d6 and consult the table below.
- Day Encounter. Encounters with NPCs or some strange or uncanny occurrence. Situations that are not immediately threatening, but could escalate depending on the actions of the Investigators.
- Clue. Hints about the greater mystery at play or warnings that danger is nearby. While clues are typically present in the environment with a bit of searching, this is immediately obvious to the Investigators.
- Omen. A portent for things to come. Pick one of the Investigators and roll on the Fallout table of the given scenario, using the corresponding result to seed an omen for the next Fallout they will receive.
- Setback. An unfortunate hindrance. A situation that impedes the progress of the Investigators or drains their resources in some manner.
- Horror. A frightening or horrific scene. A situation that puts the Investigators at unease or hints at the presence of a horror.
- Night Encounter. Direct encounters with the horrors. Situations that are dangerous and life threatening if the Investigators don’t act quickly.
DAY/NIGHT CYCLE
During the day, or when the Investigators are in a mundane location, treat results above 3 as if nothing happens. During the night, or when the Investigators are in a location that is inherently dangerous, use all results.
DARK DESCENT
When the Investigators descend deeper into an increasingly more dangerous situation, split the results into 3 or more parts. For level 1, ignore results above 2. For level 2, ignore results above 4. For level 3, use all results.
ADVICE ON EXPANDING THE VOIDCRAWL
Additional table entries that can be swapped out or expanded by increasing the number entries (adjust the die to d8 or d10). Some additional options include:
- Regroup: A moment of calm to recover HP and tend to critical needs.
- Locality: A shift or change in the environment, including weather, light, or an encroaching horror.
- Stress: A situation that directly results in the Investigators taking Stress or making a CTRL Save.
- Decay: A situation or location breaks down, including a derelict building crumbling, creeping fungal decomposition, or a festering rot.
- Theme: An appearance of a symbol or motif directly linking to the overarching themes of the scenario.
- Nothing Happens: When luck is on the side of the Investigators and no encounter is triggered.
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