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Wilderness Encounters

Wilderness Encounters sets up and plays out an encounter that has interrupted travel. It identifies who or what is present (patrol or random creatures), stages it, and runs the encounter.

Used by: a positive encounter check during Wilderness Exploration, or DM judgment.
Uses: the Encounter Tables; Encounter Staging; Combat, Escapes, and Morale Checks as the encounter calls for them.
Goes back to: usually Wilderness Exploration.
Records to update: Character sheets, faction notes.

The encounter check

An encounter check is a single 1d20. A roll of 18 or higher is positive (an encounter happens).

Encounter checks are typically made:

  • Every 4 hours during wilderness travel (6 per day).
  • Each dungeon turn during dungeon exploration.
  • Whenever the DM judges that the situation warrants one.

Step 1: Determine what is encountered

Identify whether the current hex is controlled (by a faction with active patrols) or uncontrolled.

Controlled hex

Roll 1d4.

  • On a 1, the encounter is with a patrol belonging to the faction that controls the area. Proceed to Step 2.
  • On a 2 or higher, roll on the encounter tables for the current terrain. Discard any result with CR greater than 5, and halve # Appearing (minimum 1) — Proceed to Step 2.

Uncontrolled hex

Proceed to Step 2.

Step 2: Stage the encounter

Use Encounter Staging, following the Camp column if the encounter fires during a night shift while the party is at camp, or the Wilderness column otherwise. This determines the conditions of the encounter, such as distance, grounds, reaction, and surprise.

Step 3: Play the encounter

Run the Basic Game Loop.

Use these as the situation calls: Combat, Escapes, and Morale Checks.

The encounter ends when both sides part; one side is defeated, surrenders, or is captured; one side flees or evades the other; or the DM decides the encounter is otherwise resolved.