Difference between revisions of "Avoid Encounter (sage ability)"

From The Authentic D&D Wiki
Jump to navigationJump to search
(Created page with "Placeholder.")
 
(import)
Line 1: Line 1:
Placeholder.
+
''This page is a placeholder for rules that need to be written on this subject.''
 +
 
 +
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). However, because the actual nature of the monster is not know, the ability conveys no special adjustments to surprise if the party continues to move 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 (sage study)|Scouting]]

Revision as of 09:47, 22 March 2020

This page is a placeholder for rules that need to be written on this subject.

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). However, because the actual nature of the monster is not know, the ability conveys no special adjustments to surprise if the party continues to move 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