Writing encounters in pairs
Easy adventure connectivity
Sean McCoy’s post Writing Rooms in Pairs was one of the most important blog posts of 2025. It demoed a simple, fool-proof way of building connectivity into your adventures. Great news: we can apply this logic elsewhere.
We can write encounters in pairs.
We’ll start with a basic example, then I’ll show you how things can get more developed with examples from the quickstart for my megadungeon, Inkvein.
Basic example
Let’s take a simple d6 encounter table and write in the first 3 entries.
1: An ogre.
2: d4 shadows.
3: 2 level-1 clerics.
Now, instead of filling rows 4-6 with disconnected ideas, let’s write something paired with entries 1-3 and add some extra details for all entries.
1: An ogre, searching for its club.
2: d4 shadows, risen as their remains were disturbed.
3: 2 level-1 clerics, trying to find their friend.
4: An ogre, failing to hide a stolen club.
5: d6 graverobbers, startled by the shadows.
6: A level-1 cleric, lost and badly injured.
Something neat we can do is expand this table to a d8 where 7-8 means we roll 2 encounters and combine. That means our two ogres can meet and have a fight.
Why do this?
It makes writing encounters a bit easier since when we write 1 encounter, it is leading us into the idea for its paired encounter.
We make the world feel alive.
We give players more interesting options on how to engage with encounters.
Let’s look at this idea from a few more angles.
Linking to locations
We can also pair encounters with locations instead of other encounters. Look at this encounter sequence from the Inkvein quickstart:
Here, a creature is aiming to collect an item from a location. The second time we encounter it, it has acquired the item and is moving it to a drop off point.
This is a great way for us to connect encounters to specific places within our adventures, and give NPCs explicit goals.
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Clusters and conditions
We can expand the scope further. This pair of encounter sequences from the Inkvein quickstart demos some possibilities:
We have two NPCs with the same goal. The second encounter for each implies they are the one who wins without PC intervention: only one of them can get what they want. We get automated conflict resolution without the PCs doing anything: one of these NPCs will succeed, the other will fail, and the world feels alive as a result.
This encounter pair is also linked to a location where the goal is. In that sense, this is a cluster: we have two NPCs with competing goals, a location, and an item within that location.
Summary
So, next time you write an encounter, consider either:
Pairing it with another encounter (or multiple encounters).
Pairing it with a location or locations.
Doing both!
This will get your adventures feeling even more connected. Inkvein utilises this structure throughout many of its encounter tables. If you like the sound of a megadungeon filled with this sort of connectivity - check out Inkvein.





Saving folks the effort of finding the referenced article: https://www.failuretolerated.com/writing-rooms-in-pairs
Good article, thinking about how things should work — A goes to B unless C happens.
That’s how I wrote so much of my Daring Tales for my campaign!