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.

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:

  1. Surprise: roll for any side not aware of the other.
  2. Encounter distance: determined (see above).
  3. Initiative: non-surprised sides roll 1d6.
  4. Actions: each side decides how to respond.
  5. Conclusion: 1 turn has passed.

Main Actions

One action per round per character. The four common encounter responses:

Surprise

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.

Initiative

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