Evasion
Compare the two sides’ movement rates:
- Fleeing side faster: The evasion automatically succeeds, unless the fleeing side is forced to stop.
- Fleeing side not faster: A pursuit occurs.
Pursuit
Time: Is measured in rounds (see
Time, Weight, Movement).
Running: Each side is assumed to be running at full speed (see below).
Line of sight: Most monsters will not continue a pursuit if the characters get out of the monster’s range of vision.
Dropping treasure: If the monsters enjoy treasure, there is a 3-in-6 probability that they will stop pursuit to collect any treasure the characters drop.
Dropping food: Hungry or less intelligent monsters may stop pursuit if characters drop food (3-in-6 chance).
Obstacles: Burning oil or other obstacles may also slow or stop a pursuit.
Running
Movement rate: During a pursuit, characters run at their full movement rate in feet per round.
Mapping: Is not possible while running.
Exhaustion: Characters become exhausted after running for 30 rounds.
Effects of exhaustion: A –2 penalty to attacks, damage, and Armour Class.
Resting: The penalties for exhaustion last until characters have rested for three full turns.