Difference between revisions of "Avoid Encounter (sage ability)"
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Whenever the party enters a hex containing monsters of a type and number that would seriously threaten that party, a character with the avoid encounter ability is entitled to a [[Ability Checks|wisdom check]]. The check may also be made if a wandering monster is indicated before the monster can attack. | Whenever the party enters a hex containing monsters of a type and number that would seriously threaten that party, a character with the avoid encounter ability is entitled to a [[Ability Checks|wisdom check]]. The check may also be made if a wandering monster is indicated before the monster can attack. | ||
− | If the check is successful, it may be read that the character is aware of the danger - but not the specific nature of the danger nor the species/type/number of the monster in question. Another ability, such as knowledge of reptiles, birds, beasts, etcetera, may be interpreted by the DM to fill in this information (if this seems probable). | + | If the check is successful, it may be read that the character is aware of the danger - but not the specific nature of the danger nor the species/type/number of the monster in question. Another ability, such as knowledge of reptiles, birds, beasts, etcetera, may be interpreted by the DM to fill in this information (if this seems probable). The actual nature of the monster is not revealed by the ability. No special adjustments are gained with regards to surprise, whether the party moves forward or waits for the monster to manifest. |
Options will be to either backtrack the direction the party has come, until retreating entirely out of the hex where the monster resides, or to quickly gather up everything and stumble away into the night if a wandering monster is involved. Failing to do either will probably result in an encounter with the monster. | Options will be to either backtrack the direction the party has come, until retreating entirely out of the hex where the monster resides, or to quickly gather up everything and stumble away into the night if a wandering monster is involved. Failing to do either will probably result in an encounter with the monster. |
Revision as of 15:42, 16 August 2020
Whenever the party enters a hex containing monsters of a type and number that would seriously threaten that party, a character with the avoid encounter ability is entitled to a wisdom check. The check may also be made if a wandering monster is indicated before the monster can attack.
If the check is successful, it may be read that the character is aware of the danger - but not the specific nature of the danger nor the species/type/number of the monster in question. Another ability, such as knowledge of reptiles, birds, beasts, etcetera, may be interpreted by the DM to fill in this information (if this seems probable). The actual nature of the monster is not revealed by the ability. No special adjustments are gained with regards to surprise, whether the party moves forward or waits for the monster to manifest.
Options will be to either backtrack the direction the party has come, until retreating entirely out of the hex where the monster resides, or to quickly gather up everything and stumble away into the night if a wandering monster is involved. Failing to do either will probably result in an encounter with the monster.
See Scouting