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Encounters

An encounter is first contact with an active force, creature, or faction.

TIME IN ENCOUNTERS

Exploration uses turns. Encounters use rounds.

Any encounter up to 60 rounds counts as one exploration turn.

Order of Events in One Game Turn

  1. Roll for encounter check.
  2. If contact occurs, set distance and context.
  3. Roll surprise.
  4. Roll reaction when communication is possible.
  5. Party chooses: engage, talk, withdraw, or wait.
  6. If conflict starts, roll side initiative and run combat rounds.
  7. Resolve pursuit or disengagement if either side breaks contact.
  8. Apply turn-end upkeep: time, light, load, and condition.

PARTY ACTIONS

At first contact, choose one:

  • engage
  • communicate
  • withdraw
  • wait and observe

ENCOUNTER MOVEMENT

Round movement is one third of turn movement.

Apply load penalties from inventory state.

RUNNING

Running speed is up to triple round movement.

Maximum sustained run: 30 rounds, then mandatory recovery.

DISTANCE

If uncertain in open terrain, encounter distance is 4d6 x 10 yards.

SURPRISE

The side that surprises gains one free round.

EVASION

If one side is clearly faster before combat starts, evasion succeeds.

If speeds are close, roll opposed evasion checks using context modifiers.

PURSUIT

On failed evasion, the faster side may force contact.

If line of sight is broken, the pursued side may attempt a final escape check.