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Encounters

When a party enters a site for the first time, they may come into contact with unfamiliar entities of many types and capabilities. These entities may vary widely in behavior and awareness. Any such meeting is called an encounter.

When a party descends into a dungeon for the first time, they must be ready to deal with the strange creatures they will meet: some foul, some fair, some intelligent, some not; the variety is endless. Such a meeting is called an encounter.

TIME IN ENCOUNTERS

“Normal” time is measured in turns of 10 minutes each. During a turn, characters can accomplish multiple activities. During an encounter, action is handled in more detail, allowing characters to act in a more granular sequence. Time during encounters is measured in rounds of 10 seconds each. To avoid confusion, the term turn is used only for normal exploration and movement, while the term round is used only for encounters and combat.

Because a round is 10 seconds and a turn is 10 minutes, there are 60 rounds in one turn. An encounter rarely lasts a full 60 rounds. When determining the amount of time spent in a site, any encounter (including combat) lasting 60 rounds or fewer is treated as having taken one full turn. Any remaining time within that turn is assumed to be spent recovering, catching breath, performing basic upkeep, and addressing minor injuries.

"Normal" time is measured in turns of 10 minutes each. Characters could actually do many things in one turn. In an encounter, the action is more detailed and is handled in "slow motion", so that the characters may have a chance to do many of the things that they want to. Time in encounters is measured in rounds of 10 seconds each. To help prevent DMs and players from becoming confused, the word turn should always be used for normal movement, while the word round should only be used for encounters and combat.

Since a round is ten seconds long and a turn is ten minutes long, there are 60 rounds to a turn. An encounter rarely takes as long as 60 rounds. When figuring out the amount of time spent in a dungeon, consider any encounter (including combat) of 60 rounds or less to have lasted one full turn. The additional time, if any, is spent resting sore muscles, recovering one’s breath, cleaning weapons, and binding wounds.

Order of Events in One Game Turn

  1. The DM rolls for wandering monsters.
  2. The party moves, enters room, listens, and searches.
  3. If monsters are not encountered, the turn ends. If monsters are encountered, the DM rolls for the Number Appearing.
  4. The DM rolls 2d6 to check the distance between the monsters and the party.
  5. The DM rolls 1d6 for both the monsters and the party to check for surprise.
    • The DM and the party roll 1d6 or for initiative to see who moves first.
  6. The DM rolls 2d6 for the Monster Reaction.
  7. The party and the monsters react:
    • If both sides are willing to talk, the DM rolls for monster reactions and initiative, as necessary.
    • If one side runs away, the DM should check the chance of Evasion and Pursuit.
    • If combat begins, the DM should use the Combat Sequence to handle combat.
  8. End of Turn. Where necessary, the DM should check the character’s remaining hit points, whether or not they need rest, any changes in the party’s marching order, or possessions, their encumbrance, their sources of light, the durations of any spells in progress, and the total time the party has spent in the dungeon.

INITIATIVE

To determine initiative, each side rolls 1d6 (the Referee rolls for the opposing side). The side with the higher roll gains initiative for that round and acts first in movement and combat. If both sides roll the same number, the Referee may either have both sides roll again or rule that movement and combat occur at the same time, known as simultaneous combat.

The side with initiative chooses its actions first. Members of that side may choose to engage, withdraw, use a special ability, take defensive positions and wait to observe the other side’s actions, begin communication, or take any other action the players or Referee allow.

If combat occurs, the side with initiative resolves its attacks first during that round. Initiative is rolled again each round. If initiative is tied and combat is simultaneous, it is possible for both sides to be eliminated in the same round.

To determine initiative, each side rolls 1d6 (the DM rolls for the monsters). The side with the higher roll may move first and attack first in combat for that round. If both sides roll the same number, the DM may either have both sides roll again, or may consider movement and combat for both sides to occur at the same time (known as simultaneous combat).

The side "with the initiative" has the first choice of actions. Members of that side may choose to fight, run, throw a spell, take defensive positions and wait to see what the other side does, start talking, or do anything else that the players or DM can imagine.

If combat occurs, the side with the initiative always strikes first in that round. Both sides should roll for initiative each round. If both sides tie on their initiative rolls, and combat is simultaneous, it is possible for both sides to be killed!

PARTY ACTIONS

At the start of an encounter, the party must decide how to respond. Common options include engaging, communicating, withdrawing, or waiting to observe the opposing side’s actions.

  • If the party chooses to engage, combat begins.
  • If the party chooses to communicate, and the opposing side is capable of interaction, the Referee determines its responses. Players may ask questions, make statements, or otherwise interact. The encounter may resolve without conflict, end quickly if one side withdraws, or escalate into combat.
  • If the party chooses to withdraw, the opposing side may allow them to leave, ending the encounter. If pursuit occurs, the party must attempt to evade or distract the opposing side in order to escape (see Evasion).
  • If the party chooses to wait, the Referee determines the opposing side’s actions.

The first decision a party must make in an encounter is whether to fight, talk, run, or wait to see what the monster will do.

  • If the party chooses to fight, combat will begin.
  • If the party chooses to talk (and if the monster will listen), the DM plays the part of the monster. The players can ask questions, make bold statements, and otherwise react to the creature. The encounter may then become peaceful (agreement!), hurried (as the monster or party runs away), or violent (if the talks lead to combat).
  • If the party chooses to run away, the monster might not follow, in which case the encounter is over. If the monster decides to chase them, the players must try to outrun it or distract it so that they may escape (see Evasion).
  • If the party chooses to wait to see what the monster will do, the DM must decide the monster’s reactions.
## MONSTER ACTIONS Some monsters always act in the same way (such as zombies, who always attack). However, the reactions of most monsters are not always the same. The DM can always choose the monster’s reactions to fit the dungeon, but if he decides not to do this, a DM may use the reaction table below to determine the monster’s reactions (roll 2d6). Monster Reactions | Dice Roll | Reaction | |-----------|----------| | 2 | Immediate Attack | | 3-5 | Hostile, possible attack | | 6-8 | Uncertain, monster confused | | 9-11 | No attack, monster leaves or considers offers | | 12 | Enthusiastic friendship |

ENCOUNTER MOVEMENT

Movement during encounters is usually very quick. This movement speed cannot be kept up for more than 60 rounds. To find the movement rate of creatures during around, divide the base movement rate by 3 (for example, a character who moves at 60’/turn would move at 20’/round). For the DM’s convenience, the movement rate (per round) of monsters has been calculated and included in the monster descriptions, and is given in parentheses ( ) after the base movement rate. The movement rate per round of a character is given in the Character Movement table.

RUNNING

Running characters may move at up to three times their normal movement rate (per round). No mapping is allowed while running. Characters may only run for half of a turn (30 rounds), and must then rest for three complete turns. If forced to fight before they are fully rested, the characters will fight with a -2 penalty on their "to hit" and damage rolls, and their opponents will gain a bonus of +2 on their "to hit" rolls. These penalties will remain until the characters have fully rested. Any successful hit by a character will still do at least 1 point of damage, whatever the adjustments.

Encounters in the wilderness are handled much the same as those in a dungeon. The main difference is that there is a chance of becoming lost, greater distances are involved, and there are special evasion procedures. The DM must also decide at what time during the day the encounter takes place, as this might indicate what type of terrain the party is moving through (and thus the kind of monsters that can be encountered). Most encounters will take place about midday or in the evening after the party has made camp. Encounters at night will require light sources for the party to effectively resolve the encounter.

TIME AND DISTANCE IN ENCOUNTERS

As in the D&D Basic tules, time in encounters is measured in 10-second rounds. Distances in the wilderness are measured in yards rather than feet. All movement and ranges are tripled (the area affected by a spell is not changed however). For example, an unencumbered man can move 120 yards per round; and a fire ball can reach a target 240 yards (720’ away), affecting an area 40’ in diameter.

Order of Events in One Game Day 1. The party decides their direction of travel. 2. The DM checks to see if the party becomes lost (1d6, see p. X56). 3. The DM rolls for wandering monsters (1d6, see p. X55). If monsters are not encountered, the day ends. If monsters are encountered, the DM must determine the type of monsters and for the Number Appearing. 5. The DM rolls to check the distance between the monsters and the party (4d6). 6. The DM rolls to check surprise (1d6). 7. The DM and the party roll for initiative (1d6). 8. The DM rolls for Monster Reaction (2d6, see Monster Reactions). 9. The party and the monsters react. (If Combat occurs, see p. X23). 10. End of turn, When necessary, the DM should check the character’s remaining hit points, changes in the party’s marching order, and the duration of any spells in progress.

NUMBER APPEARING

Sometimes the number of monsters encountered will be decided by the design of the wilderness. Otherwise, a suggested range for the number of monsters is given with the monster description (as No. Appearing). The number given in the parentheses should be used for wilderness encounters. The DM should always take party strength into account when deciding how many monsters will appear.

DISTANCE

Encounters in the wilderness take place at much longer distances than in a dungeon. The distance may depend on local terrain; a monster seen coming out of a ravine that is only 20 yards away is encountered at that distance. If uncertain how far away the monster is, roll 4d6 and multiply the result by 10. This number (40-240) is the distance in yards at which the monster is first encountered.

SURPRISE

Surprise is handled the same as in the D&D Basic set, except that if either group is surprised the encounter distance between them will be 10-40 yards. The side which surprises gains one free round of action, while the surprised side can do nothing that round. If three or more creatures surprise a party, they may have moved into a circle around the party.

INITIATIVE

Each round of combat should begin by determining which side has the initiative and will act first. To determine initiative, each side rolls 1d6 (the DM rolls for the monsters). The side with the higher roll may move first and attack first in combat for that round. If both sides roll the same number, the DM may either demand that both sides roll again, or may consider movement and combat to occur at the same time for both sides (known as simultaneous combat).

Both sides should roll for initiative each round. If both sides tie on their initiative rolls, and combat is simultaneous, it is possible for both sides to be killed!

MONSTER REACTIONS. If the DM does not have the monster reactions planned in advance, the Monster Reaction table can be used to decide monster actions (roll 2d6 on the table below).

Monster Reactions

Dice Roll Reaction
2 Immediate attack
3-5 Hostile, possible attack
68 Uncertain, monster confused
9-11 No attack, monster leaves
12 Enthusiastic friendship

EVASION

Sometimes one side wishes to evade (avoid) an encounter. If the evading side has a faster movement rate than the other and combat has not yet begun, evasion is automatic as long as the evading side is not forced to stop. If monsters wish to evade and are slower, the characters must decide among themselves whether or not to chase them. If characters wish to evade and are slower than the monsters, the DM must decide what the monsters will do. Use the Monster Reactions table to find the actions of the monsters. A low score means that the monsters will pursue, and a high score means that the monsters will let the party escape.

EVASION

In the wilderness, parties with surprise may always avoid an encounter if desired. If the party does not surprise and still seeks to avoid an encounter the evasion table is used. Compare the size of the party to the number of creatures encountered. This gives the percentage chance the evasion will be successful. If a large party breaks up into small parties, roll for each small party separately. There is always at least a 5% chance of evasion unless surprised.

Evasion Table

Party Size vs Number of Creatures Encountered

1-4 5-12 13-24 25+ Chance of Evasion
- - - 1-10 10%
- - 1-6 11-30 25%
- 1-3 7-16 31+ 35%
1 4-8 17+ - 50%
2-3 9+ - - 70%
4+ - - - 90%

The DM may adjust evasion chances for relative speed, terrain, and other factors as desired. For example, woods might add 25% to evasion chances and give a 10% chance for evasion even if a party is surprised. If one group can move at least twice as fast as the other, the faster group may increase (or decrease) the chances of evasion by 25% in its favor.

Though it might seem strange that it is easier to evade larger groups of opponents, the explanation is simple. A large group of creatures makes much more noise and is easier to identify (and avoid) than a small group. Also, if a large group remains together, they must travel at the speed of the slowest member. If the large group sends out small parties to scout or pursue, these will be more difficult to evade.

PURSUIT

If the party fails to evade, they must fight or move away in a random direction (no mapping). If the other group is faster, there is a 50% chance the party will be caught. If the party is not caught, they may try to evade again. This procedure is repeated until the party successfully evades or is caught. (This may result in the party being chased for several days, if the pursuers are really serious about catching them.)

PURSUIT

If either side wants to pursue the other, time is counted in rounds, and both sides are RUNNING (see above). Monsters will chase evading characters only as long as the characters are in sight. Evading characters may be able to slow this pursuit by dropping things. Unintelligent monsters will stop to eat food 1/ the time (a result of 1-3 on 1d6). Intelligent monsters will stop to pick up treasure '/ of the time. Burning oil will usually (but not always) slow or stop monsters pursuing the characters.