An encounter begins when the party stumbles onto a monster — either a planned encounter or a wandering monster roll. The referee runs a fixed sequence to determine surprise, distance, who acts first, and what happens. An encounter takes at least 1 full turn to play out (including resting, regrouping, binding wounds afterwards).
Map
Encounter takes place on the same dungeon/wilderness map as exploration.
- Encounter distance (if uncertain):
- Dungeon: 2d6 × 10 feet.
- Wilderness: 4d6 × 10 yards (or 1d4 × 10 if surprised).
- Waterborne: 4d6 × 10 yards (or 1d4 × 10 if surprised).
- Encounter movement rate: 1/3 of base movement per round (feet in dungeon, yards in wilderness). Max 60 rounds (1 turn) at this rate.
- Light gives presence away: characters carrying light in dark cannot surprise opponents.
Time-tracking
Time switches from turns to rounds (10 sec each). 60 rounds = 1 turn. The encounter as a whole consumes 1 turn of dungeon time regardless.
Encounter sequence:
- Surprise: roll for any side not aware of the other.
- Encounter distance: determined (see above).
- Initiative: non-surprised sides roll 1d6.
- Actions: each side decides how to respond.
- Conclusion: 1 turn has passed.
Main Actions
One action per round per character. The four common encounter responses:
- Combat — attack, cast, or move tactically. Switch to the Combat procedure (round-by-round).
- Evasion — flee before combat begins. Opposing side decides whether to pursue.
- Parley — attempt to communicate. May change monster behavior (modified by CHA on the reactions table).
- Other — any action the referee allows.
Surprise
- Each unaware side rolls 1d6. Result of 1-2 = surprised.
- One side surprised: unsurprised side gets a free round; surprised side cannot act.
- Both surprised: momentary confusion, no advantage to either.
Monster Reactions
If circumstances don't make the monster's behavior obvious, roll 2d6 (modified by the speaking character's CHA reactions modifier):
| 2d6 | Reaction |
|---|---|
| 2 or less | Hostile, attacks |
| 3-5 | Unfriendly, may attack |
| 6-8 | Neutral, uncertain |
| 9-11 | Indifferent, uninterested |
| 12+ | Friendly, helpful |
Evasion (Dungeon)
Only possible before combat begins.
- Fleeing side faster: evasion automatically succeeds (unless forced to stop).
- Fleeing side not faster: pursuit. Both sides run at full base movement (feet/round).
- Pursuit can be broken by: leaving line of sight, dropping treasure (3-in-6 chance monsters stop to grab it), dropping food (3-in-6 for hungry/dumb monsters), burning oil, obstacles.
- Mapping is not possible while running.
- Exhaustion: after 30 rounds of running. –2 to attacks, damage, and AC. Recovered after 3 turns of rest.
Initiative
- Each side rolls 1d6 at the start of each round. Highest acts first.
- Slow weapons (two-handed melee, some missile) always act last regardless of initiative.
- Ties: re-roll, or resolve both sides simultaneously (both can deal killing blows).