Encounters on the way
The overworld is not empty between the places on the map. As you travel you may meet someone on the way: a band of footpads on the road, goblin raiders in the hills, the dead of the barrows walking at night, a pedlar with his pack, villagers going to market, or a herd of deer. Who you may meet depends on where you are, the time of day, and what has happened in your story so far.
The chance of meeting someone
Every step onto an overworld cell with a local area may meet someone; towns, dungeon entrances, and water are safe. The chance is a rate per hour of travel, set by the land you step onto, times the hours the step takes. A longer step leaves you exposed for longer.
Roads are the safest ground, open land less safe, and woods, hills, deep forest, and marsh the least. In twilight the chance is half as much again, and at night double. Some places are busier than others: while a story keeps people on the move there, a region’s chance may rise (see The Ascmearc’s encounters). Travelling faster, with Survival and the talents that quicken your journeys, means fewer hours on the way and so fewer encounters.
| Landscape | An hour by day | In twilight | At night | A step by day | A day’s march (12 hours) | An hour of rest by day |
|---|---|---|---|---|---|---|
| Road | 1% | 1.5% | 2% | Road (20 min): 0.33% | 0.12 | 0.25% |
| Plains | 3% | 4.5% | 6% | Plains (45 min): 2.2% | 0.36 | 0.75% |
| Grassland | 3% | 4.5% | 6% | Grassland (50 min): 2.5% | 0.36 | 0.75% |
| Forest | 5% | 7.5% | 10% | Forest (90 min): 7.5% | 0.60 | 1.2% |
| Hills | 5% | 7.5% | 10% | Hills (120 min): 10% | 0.60 | 1.2% |
| Dense forest | 8% | 12% | 16% | Dense forest (150 min): 20% | 0.96 | 2% |
| Swamp | 8% | 12% | 16% | Swamp (150 min): 20% | 0.96 | 2% |
“A day’s march” is how many encounters twelve hours of daylight on that land bring on average. There is no limit to how many you meet; the chance is all there is.
Who sees whom
When you meet someone, two checks decide who noticed whom first. Each is 2d12 plus an edge, against the number it needs, as in hitting.
- Your lookout. Your edge is your Willpower modifier, plus what Spot and Survival give the lookout, plus Alert and the other talents below. You need the difficulty, plus their leader’s stalk (what its Stealth gives), plus the land’s cover, plus the rain, plus the dark at night or in twilight. The dark counts half as much if you have darkvision.
- Their lookout. Their edge is their leader’s Willpower modifier plus what its Spot gives. They need the difficulty, plus your stalk (Stealth), plus the cover, plus the rain, plus the dark unless the leader sees in the dark. A lit lantern at night or in twilight takes a good deal off what they need.
What comes of it:
| You saw them | They saw you | What happens |
|---|---|---|
| yes | no | You have the drop on them. “You spot a band of footpads on the road ahead. They have not seen you.” You may lie in wait, slip past, or stand and fight. |
| yes | yes | You meet. “You and a band of footpads see each other at the same moment.” You may give them the slip, or stand and fight. |
| no | yes | You are ambushed. “You are set upon by a band of footpads from the roadside!” There is no choice: the fight starts on their terms. |
| no | no | You pass each other by. Nothing happens, and you never know they were there. |
| Term | Number |
|---|---|
| Every check’s difficulty | 13 |
| Cover, added to both lookouts’ difficulty, by landscape | road +0, plains +0, grassland +1, forest +2, hills +2, dense forest +4, swamp +3 |
| The dark, against eyes without darkvision (yours halved with darkvision) | night +3, twilight +1 |
| Rain, against both | rain +1, heavy rain +2 |
| A lit light you carry at night or in twilight, off the party’s difficulty | −4 |
| Talents that add to your lookout | Alert (+2), Second sight (+2), Unblinking (+2) |
| Slipping away: its difficulty | 13 |
| Slipping away once they have seen you | +2 |
| Slipping away from a quick leader: per this much speed above normal | +1 per 100 |
| The detour slipping away takes, whatever comes of it | 50% of the step’s time |
| Lying in wait takes | 10 minutes |
| An hour of rest rolls | 25% of the landscape’s rate |
How often a check succeeds, by your edge and the number it needs:
| Your edge | needs 11 | needs 13 | needs 15 | needs 17 | needs 19 | needs 21 | needs 23 | needs 25 |
|---|---|---|---|---|---|---|---|---|
| −4 | 38.2% | 25% | 14.6% | 6.9% | 2.1% | 0.69% | 0.69% | 0.69% |
| −2 | 54.2% | 38.2% | 25% | 14.6% | 6.9% | 2.1% | 0.69% | 0.69% |
| +0 | 68.8% | 54.2% | 38.2% | 25% | 14.6% | 6.9% | 2.1% | 0.69% |
| +2 | 80.6% | 68.8% | 54.2% | 38.2% | 25% | 14.6% | 6.9% | 2.1% |
| +4 | 89.6% | 80.6% | 68.8% | 54.2% | 38.2% | 25% | 14.6% | 6.9% |
| +6 | 95.8% | 89.6% | 80.6% | 68.8% | 54.2% | 38.2% | 25% | 14.6% |
| +8 | 99.3% | 95.8% | 89.6% | 80.6% | 68.8% | 54.2% | 38.2% | 25% |
| +10 | 99.3% | 99.3% | 95.8% | 89.6% | 80.6% | 68.8% | 54.2% | 38.2% |
| +12 | 99.3% | 99.3% | 99.3% | 95.8% | 89.6% | 80.6% | 68.8% | 54.2% |
| +14 | 99.3% | 99.3% | 99.3% | 99.3% | 95.8% | 89.6% | 80.6% | 68.8% |
| +16 | 99.3% | 99.3% | 99.3% | 99.3% | 99.3% | 95.8% | 89.6% | 80.6% |
| +18 | 99.3% | 99.3% | 99.3% | 99.3% | 99.3% | 99.3% | 95.8% | 89.6% |
| +20 | 99.3% | 99.3% | 99.3% | 99.3% | 99.3% | 99.3% | 99.3% | 95.8% |
What the skills give, by their value:
| Value | Spot: lookout | Stealth: stalk | Survival: lookout | Survival: slipping away |
|---|---|---|---|---|
| 1 | — | — | — | — |
| 10 | — | — | — | — |
| 25 | +2 | +2 | +1 | +2 |
| 50 | +4 | +4 | +2 | +4 |
| 75 | +6 | +6 | +3 | +6 |
| 100 | +8 | +8 | +4 | +8 |
| 125 | +9 | +9 | +4 | +9 |
| 150 | +10 | +10 | +5 | +10 |
| 200 | +12 | +12 | +6 | +12 |
| 300 | +12 | +12 | +6 | +12 |
Every lookout trains Spot and Survival. A party that misses you trains your Stealth.
Deciding what to do
When you meet someone, the game asks what you do, and you must answer. Until you choose, you can do nothing else, except pick what a new level brings or change your stance.
-
Lie in wait (when you have the drop). You take cover for ten minutes and let them walk into you. They come on unaware of you, like a creature you slipped past, and a step behind, so your first blows are sneak attacks.
-
Slip past (when you have the drop) or Give them the slip (when you met). This is a check of your Dexterity modifier plus what Survival gives slipping away, plus your stalk if they have not seen you, against the difficulty. It is harder when they have seen you, and when their leader is quicker than you. The detour takes half the step’s time again, whatever comes of it. Made, you are on your way (“You slip away unseen.”, “You lose them in the woods.”). Failed, they are onto you, and the fight starts close.
-
Talk your way past (when you met, if you are trained in Bluff). Only a few parties would rather hear a story than fight: the footpads on the road, in the woods, and in the vale, the duergar prospectors at Ascdūn, and the cultists on the fen road. The tables below mark them “talked past”.
Their leader rolls 2d12 plus its Willpower modifier. It must reach the difficulty a feint asks, plus your Presence modifier, plus what your talents add to Presence checks, plus what your Bluff adds to a feint. If it falls short, “You talk your way past.”: they let you go, and it took as long as a word with someone. Otherwise “They are not fooled.”, and the fight starts as if you had stood to fight. Every try trains Bluff.
-
Stand and fight. You go to meet them in the cell’s local area.
-
Hail them or Pass by (travellers who mean you no harm). If you hail them, you meet them in the local area, where you can talk to them as to anyone.
-
Hunt them or Let them be (animals). If you hunt, you find them in the local area. A deer is good food.
A party you got away from stays where you left it. Meet the same sort of party on that cell again and it is the same one, and you are told so: “You remember them: you got away from them here before.”
Where the fight happens
A fight, a hail, or a hunt opens the local area of the cell you stepped onto, on the side you came
from, as > would. How far in you stand depends on how the encounter went: the better it went for
you, the nearer you are to the edge you came from.
| How it came about | You stand (of the way from the edge to the middle) | The party | Who acts first |
|---|---|---|---|
| You lie in wait | 10% | 5 cells further in, walking toward you and past you, unaware of you | you, and they owe one action besides |
| You stand and fight, or hail or hunt them | 40% | 7 cells further in, spread across the way | whoever is quicker |
| You fail to slip away | 70% | 3 cells back toward the edge, between you and it | whoever is quicker |
| You are ambushed | 100% | around you, 2 cells off, the leader on the side of the edge | they do: one action before you, and you may be surprised |
Ambushed, you are caught unawares unless you keep your wits about you. To get away, leave the area as you would any other, which needs no enemy within three cells of you.
Camping and foraging
Resting on the overworld is not safe either. Each hour of rest has a quarter of the chance an hour’s travel on that land has. Asleep, you keep no watch but your ears. Your check is your Willpower modifier plus your hearing (Listen and Keen ears) plus Alert. It needs the difficulty plus their stalk plus the rain; neither cover nor the dark hides a sound.
Whoever comes always finds your camp. If you make the check, you wake in time to meet them (“You wake to the sound of a band of footpads close by your camp.”). If you fail, you wake with them upon you. Travellers and animals wake you too. Either way your rest stops.
Foraging in the wild has the land’s whole chance for the time it takes, and you keep a traveller’s lookout.
The Ascmearc’s encounters
Who you meet in the Ascmearc, table by table. Where several tables apply, their entries are drawn together by weight. A table “instead of” another leaves the other’s entries out while it applies. Where a row narrows its table (at night, once a place is known), you meet it only then.
- The roads are the safest ground, but footpads walk them at every level, with their bowmen at night. The pedlar knows the ways east to Cealdhlāw and the ford. He tells them, and they are marked on your map as rumoured ways are. Ask him for the news of the roads too, and for his one offer. Villagers of the vale greet you on their way to market.
- Hlāwdūn, the barrow downs: by day the vale’s raiders and the barrows’ spiders; at night and in twilight the barrows’ dead, and whatever walks out of Cealdhlāw.
- The deep woods and Ascdūn: once you know where Wulfeshol or Fyrdelf lies, what lives there comes out too.
- Micelfenn, the great fen: leeches and frogs, and the drowned at night. While Sister Hild’s errand to the fen minster is under way, the cult walks the fen, and you meet more there.
- While the Gilde wants Black Wystan, his archers watch the roads of the vale and the downs.
- A month into your stay, the orcs come down into Burnadenu.
- By day, on the roads, in the vale, on the downs, and in the woods, a bard who has reached the class’s last level may meet a strange spirit. Nobody else ever does (see Prestige classes).
| Table | Where and when | Rate | Who | Weight | How many | Kind |
|---|---|---|---|---|---|---|
| ascdun | Ascdūn; hills, grassland, plains | 100% | ||||
| a band of kobolds | 3 | 1d4+1 kobold, 1d2−1 kobold archer | hostile | |||
| goblin raiders | 2 | 1d3 goblin, 1d2−1 goblin archer | hostile | |||
| duergar prospectors | 2 | 1d2 duergar miner | hostile, talked past | |||
| a hill troll (at night) | 1 | 1 hill troll | hostile | |||
| something from the delf (once Fyrdelf is known) | 2 | 1d2 drawn from the folk of Fyrdelf at danger 6 | hostile | |||
| deep_woods | Dēopholt, Deorcholt | 100% | ||||
| a lynx (in twilight) | 2 | 1 lynx | wildlife | |||
| orc runts | 3 | 1d4 orc runt, 1d2−1 orc warrior | hostile | |||
| a pack of wargs | 2 | 1d3 warg | hostile | |||
| a skeletal wolf pack (at night) | 2 | 1d3 skeletal wolf | hostile | |||
| something from Wulfeshol (once Wulfeshol is known) | 2 | 1d3 drawn from the folk of Wulfeshol at danger 5 | hostile | |||
| downs | Hlāwdūn; grassland, hills, plains, forest | 100% | ||||
| a band of kobolds | 3 | 1d4+1 kobold, 1d2−1 kobold archer | hostile | |||
| goblin raiders | 2 | 1d3 goblin, 1d2−1 goblin archer | hostile | |||
| barrow spiders | 2 | 1d3 barrow spider | hostile | |||
| a strange spirit (by day; only for a bard of level 30 or more, not yet called, to be a Hunter) | 2 | 1 strange spirit | peaceful | |||
| downs_night | Hlāwdūn; grassland, hills, plains, forest; at night or in twilight; instead of downs | 100% | ||||
| a knot of skeletons | 4 | 1d3+1 skeleton, 1d2−1 skeleton archer | hostile | |||
| a barrow ghoul | 2 | 1 barrow ghoul | hostile | |||
| a barrow wight | 1 | 1 barrow wight | hostile | |||
| something from the barrow | 2 | 1d3 drawn from the folk of Cealdhlāw at danger 3 | hostile | |||
| fen | Micelfenn | 100% | ||||
| giant leeches | 3 | 1d3 giant leech | hostile | |||
| giant frogs | 3 | 1d2 giant frog | hostile | |||
| the drowned (at night) | 2 | 1d3 drowned | hostile | |||
| a bog body (at night or in twilight) | 2 | 1 bog body | hostile | |||
| a will-o’-wisp (at night) | 1 | 1 will-o’-wisp | hostile | |||
| fen_cult | Micelfenn; while The fen minster is under way | 150% | ||||
| cultists on the fen road | 4 | 1d3+1 cultist, 1d2−1 cult priest | hostile, talked past | |||
| orcs_come_down | Burnadenu; from day 30 of the run | 100% | ||||
| an orc raiding party (by day or in twilight) | 3 | 1d3 orc runt, 1d2 orc warrior | hostile | |||
| an orc raiding party (at night) | 3 | 1d3 orc runt, 1d2 orc warrior, 1 warg | hostile | |||
| roads | road | 100% | ||||
| a band of footpads (by day or in twilight) | 3 | 1d3+1 footpad | hostile, talked past | |||
| a band of footpads (at night) | 3 | 1d3+1 footpad, 1d2−1 footpad archer | hostile, talked past | |||
| goblin raiders | 2 | 1d3 goblin, 1d2−1 goblin archer | hostile | |||
| a pedlar | 3 | 1 pedlar | peaceful | |||
| a strange spirit (by day; only for a bard of level 30 or more, not yet called, to be a Hunter) | 2 | 1 strange spirit | peaceful | |||
| villagers on the road (Cēapdenu, Burnadenu) | 2 | 1d3 villager | peaceful | |||
| a herd of deer | 2 | 1d4+1 deer | wildlife | |||
| vale | Cēapdenu, Burnadenu, Ēastmearc, Holegnwudu, Lindwudu, Rēcbeorgas, Grægsæ; plains, grassland, hills, swamp | 100% | ||||
| a herd of deer | 4 | 1d4+1 deer | wildlife | |||
| a badger (hills) | 2 | 1 badger | wildlife | |||
| a pack of giant rats | 3 | 2d3 giant rat | hostile | |||
| a band of kobolds | 3 | 1d4+1 kobold, 1d2−1 kobold archer | hostile | |||
| goblin raiders | 2 | 1d3 goblin, 1d2−1 goblin archer | hostile | |||
| a lone footpad | 1 | 1 footpad | hostile, talked past | |||
| a strange spirit (by day; only for a bard of level 30 or more, not yet called, to be a Hunter) | 2 | 1 strange spirit | peaceful | |||
| wanted_wystan | Cēapdenu, Hlāwdūn; road; while Wanted is under way; while it names Black Wystan | 100% | ||||
| Wystan’s archers | 5 | 1d3 footpad archer, 1d2 footpad | hostile | |||
| woods | Holegnwudu, Lindwudu, Cēapdenu, Burnadenu, Ēastmearc, Grægsæ; forest, dense forest | 100% | ||||
| a herd of deer | 4 | 1d4+1 deer | wildlife | |||
| a wild boar (by day) | 2 | 1 boar | wildlife | |||
| goblin raiders | 3 | 1d3 goblin, 1d2−1 goblin archer | hostile | |||
| barrow spiders | 2 | 1d3 barrow spider | hostile | |||
| a pair of wargs (at night or in twilight) | 2 | 1d2 warg | hostile | |||
| a band of footpads | 1 | 1d3+1 footpad | hostile, talked past | |||
| a strange spirit (by day; only for a bard of level 30 or more, not yet called, to be a Hunter) | 2 | 1 strange spirit | peaceful |
“Drawn from the folk” of a dungeon means whoever you would meet on its floors at that danger, strays included.
See also: Surprise and sneak attacks and Using your skills.