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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.

LandscapeAn hour by dayIn twilightAt nightA step by dayA day’s march (12 hours)An hour of rest by day
Road1%1.5%2%Road (20 min): 0.33%0.120.25%
Plains3%4.5%6%Plains (45 min): 2.2%0.360.75%
Grassland3%4.5%6%Grassland (50 min): 2.5%0.360.75%
Forest5%7.5%10%Forest (90 min): 7.5%0.601.2%
Hills5%7.5%10%Hills (120 min): 10%0.601.2%
Dense forest8%12%16%Dense forest (150 min): 20%0.962%
Swamp8%12%16%Swamp (150 min): 20%0.962%

“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 themThey saw youWhat happens
yesnoYou 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.
yesyesYou meet. “You and a band of footpads see each other at the same moment.” You may give them the slip, or stand and fight.
noyesYou are ambushed. “You are set upon by a band of footpads from the roadside!” There is no choice: the fight starts on their terms.
nonoYou pass each other by. Nothing happens, and you never know they were there.
TermNumber
Every check’s difficulty13
Cover, added to both lookouts’ difficulty, by landscaperoad +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 bothrain +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 lookoutAlert (+2), Second sight (+2), Unblinking (+2)
Slipping away: its difficulty13
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 it50% of the step’s time
Lying in wait takes10 minutes
An hour of rest rolls25% of the landscape’s rate

How often a check succeeds, by your edge and the number it needs:

Your edgeneeds 11needs 13needs 15needs 17needs 19needs 21needs 23needs 25
−438.2%25%14.6%6.9%2.1%0.69%0.69%0.69%
−254.2%38.2%25%14.6%6.9%2.1%0.69%0.69%
+068.8%54.2%38.2%25%14.6%6.9%2.1%0.69%
+280.6%68.8%54.2%38.2%25%14.6%6.9%2.1%
+489.6%80.6%68.8%54.2%38.2%25%14.6%6.9%
+695.8%89.6%80.6%68.8%54.2%38.2%25%14.6%
+899.3%95.8%89.6%80.6%68.8%54.2%38.2%25%
+1099.3%99.3%95.8%89.6%80.6%68.8%54.2%38.2%
+1299.3%99.3%99.3%95.8%89.6%80.6%68.8%54.2%
+1499.3%99.3%99.3%99.3%95.8%89.6%80.6%68.8%
+1699.3%99.3%99.3%99.3%99.3%95.8%89.6%80.6%
+1899.3%99.3%99.3%99.3%99.3%99.3%95.8%89.6%
+2099.3%99.3%99.3%99.3%99.3%99.3%99.3%95.8%

What the skills give, by their value:

ValueSpot: lookoutStealth: stalkSurvival: lookoutSurvival: 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 aboutYou stand (of the way from the edge to the middle)The partyWho acts first
You lie in wait10%5 cells further in, walking toward you and past you, unaware of youyou, and they owe one action besides
You stand and fight, or hail or hunt them40%7 cells further in, spread across the waywhoever is quicker
You fail to slip away70%3 cells back toward the edge, between you and itwhoever is quicker
You are ambushed100%around you, 2 cells off, the leader on the side of the edgethey 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).
TableWhere and whenRateWhoWeightHow manyKind
ascdunAscdūn; hills, grassland, plains100%
a band of kobolds31d4+1 kobold, 1d2−1 kobold archerhostile
goblin raiders21d3 goblin, 1d2−1 goblin archerhostile
duergar prospectors21d2 duergar minerhostile, talked past
a hill troll (at night)11 hill trollhostile
something from the delf (once Fyrdelf is known)21d2 drawn from the folk of Fyrdelf at danger 6hostile
deep_woodsDēopholt, Deorcholt100%
a lynx (in twilight)21 lynxwildlife
orc runts31d4 orc runt, 1d2−1 orc warriorhostile
a pack of wargs21d3 warghostile
a skeletal wolf pack (at night)21d3 skeletal wolfhostile
something from Wulfeshol (once Wulfeshol is known)21d3 drawn from the folk of Wulfeshol at danger 5hostile
downsHlāwdūn; grassland, hills, plains, forest100%
a band of kobolds31d4+1 kobold, 1d2−1 kobold archerhostile
goblin raiders21d3 goblin, 1d2−1 goblin archerhostile
barrow spiders21d3 barrow spiderhostile
a strange spirit (by day; only for a bard of level 30 or more, not yet called, to be a Hunter)21 strange spiritpeaceful
downs_nightHlāwdūn; grassland, hills, plains, forest; at night or in twilight; instead of downs100%
a knot of skeletons41d3+1 skeleton, 1d2−1 skeleton archerhostile
a barrow ghoul21 barrow ghoulhostile
a barrow wight11 barrow wighthostile
something from the barrow21d3 drawn from the folk of Cealdhlāw at danger 3hostile
fenMicelfenn100%
giant leeches31d3 giant leechhostile
giant frogs31d2 giant froghostile
the drowned (at night)21d3 drownedhostile
a bog body (at night or in twilight)21 bog bodyhostile
a will-o’-wisp (at night)11 will-o’-wisphostile
fen_cultMicelfenn; while The fen minster is under way150%
cultists on the fen road41d3+1 cultist, 1d2−1 cult priesthostile, talked past
orcs_come_downBurnadenu; from day 30 of the run100%
an orc raiding party (by day or in twilight)31d3 orc runt, 1d2 orc warriorhostile
an orc raiding party (at night)31d3 orc runt, 1d2 orc warrior, 1 warghostile
roadsroad100%
a band of footpads (by day or in twilight)31d3+1 footpadhostile, talked past
a band of footpads (at night)31d3+1 footpad, 1d2−1 footpad archerhostile, talked past
goblin raiders21d3 goblin, 1d2−1 goblin archerhostile
a pedlar31 pedlarpeaceful
a strange spirit (by day; only for a bard of level 30 or more, not yet called, to be a Hunter)21 strange spiritpeaceful
villagers on the road (Cēapdenu, Burnadenu)21d3 villagerpeaceful
a herd of deer21d4+1 deerwildlife
valeCēapdenu, Burnadenu, Ēastmearc, Holegnwudu, Lindwudu, Rēcbeorgas, Grægsæ; plains, grassland, hills, swamp100%
a herd of deer41d4+1 deerwildlife
a badger (hills)21 badgerwildlife
a pack of giant rats32d3 giant rathostile
a band of kobolds31d4+1 kobold, 1d2−1 kobold archerhostile
goblin raiders21d3 goblin, 1d2−1 goblin archerhostile
a lone footpad11 footpadhostile, talked past
a strange spirit (by day; only for a bard of level 30 or more, not yet called, to be a Hunter)21 strange spiritpeaceful
wanted_wystanCēapdenu, Hlāwdūn; road; while Wanted is under way; while it names Black Wystan100%
Wystan’s archers51d3 footpad archer, 1d2 footpadhostile
woodsHolegnwudu, Lindwudu, Cēapdenu, Burnadenu, Ēastmearc, Grægsæ; forest, dense forest100%
a herd of deer41d4+1 deerwildlife
a wild boar (by day)21 boarwildlife
goblin raiders31d3 goblin, 1d2−1 goblin archerhostile
barrow spiders21d3 barrow spiderhostile
a pair of wargs (at night or in twilight)21d2 warghostile
a band of footpads11d3+1 footpadhostile, talked past
a strange spirit (by day; only for a bard of level 30 or more, not yet called, to be a Hunter)21 strange spiritpeaceful

“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.