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Part 5 • Core p52 • book p.52
Evasion and Pursuit
Sometimes a party of adventurers will want nothing more than to avoid a group of monsters (or sometimes, it's the monsters avoiding the adventurers). If one group is surprised, and the other is not, the unsurprised group may be able to escape automatically (unless something prevents them from making an exit). Otherwise, those wanting to evade the encounter begin doing so on their Initiative numbers. Note that the rules above for Disengaging From Melee will naturally apply to any combatant who is in reach of an enemy.
The GM may easily play out the pursuit, following along on their map (note that the players can't draw maps while they run headlong through the dungeon or wilderness area). Any time a character must pass through a doorway, make a hard turn, etc., the GM may require a saving throw vs. Death Ray (with Dexterity bonus added); if the save is failed, the character has fallen at that point and moves no further that round; they may stand up and make a full move (but not a double move) on their Initiative number in the next round.
If the fleeing characters or creatures are ever able to get beyond the pursuer's sight for a full round, they have evaded pursuit… the pursuers have lost them.