Evade
Flee the encounter (legal only before battle begins, RAW).
Full documentation: Evade. Wire type: evade.
Legal session modes: encounter
JSON Schema
{
"description": "Flee the encounter (legal only before battle begins, RAW).\n\nAn encounter must be open. `drop` scatters distraction bait as the party runs:\ntreasure tempts intelligent monsters, food unintelligent ones. Only attacking\nor hostile monsters pursue, and outrunning them ends the encounter cleanly.\n\nModes:\n `encounter`\n\nRejections:\n - `session.command.wrong_mode` - no encounter is open.\n - `encounter.none_active` - a second check behind the mode gate, not\n reachable through normal play.\n - `encounter.evade.already_evading` - the pursuit is already running.\n - `encounter.evade.nothing_to_drop` - no coins (for `treasure`) or rations\n (for `food`) to scatter.\n\nEvents:\n `ItemsDroppedEvent`s for scattered\n bait, then `EvasionEvent` with code\n `encounter.evasion.succeeded`, which ends the encounter, or\n `encounter.evasion.pursuit`, after which\n `PursuitEvent` rounds follow. A pursuit\n ends in escape, in exhaustion at the round cap\n (`ExhaustionEvent` with the\n `EffectAttachedEvent` and\n `ConditionGainedEvent` behind\n it), or in battle at the party's heels\n (`BattleStartedEvent`).\n\n A concluded encounter posts\n `EncounterEndedEvent`, a\n `MonsterDefeatedEvent` per\n monster slain or routed,\n `EffectReleasedEvent`s for the\n effects it releases, and, under the immediate XP timing,\n `XpAwardedEvent` and\n `CharacterLeveledUpEvent`.\n The clock it owes runs with the usual\n `LightEvent` and\n `ProvisionsEvent` bookkeeping.",
"properties": {
"command_type": {
"const": "evade",
"default": "evade",
"title": "Command Type",
"type": "string",
"description": "The wire discriminator. Each subclass fixes it to its own snake_case literal, like\n`\"move_party\"` or `\"open_door\"`, so you never set it yourself: constructing the subclass\ndoes. It's what `parse_command` and the\n`AnyCommand` union read to rebuild the right class\nfrom a serialized mapping, and it stays the same across releases."
},
"source": {
"anyOf": [
{
"minLength": 1,
"type": "string"
},
{
"type": "null"
}
],
"default": null,
"title": "Source",
"description": "An annotation naming the authored object (a trigger or quest id) or the game\nsystem on whose behalf the command was issued. Execution never reads it: a stamped\ncommand does exactly what the same command unstamped does. It is logged and replayed\nwith the command, so the log alone answers \"why did this happen\". Absent is `None`,\nand the empty string is not a value."
},
"drop": {
"default": "none",
"enum": [
"none",
"treasure",
"food"
],
"title": "Drop",
"type": "string",
"description": "What to scatter behind the party as it runs. `treasure` empties every living member's purse\nonto the trail, where it stays, and tempts intelligent monsters into stopping for it.\n`food` costs each member one ration and tempts unintelligent ones. `none`, the default,\nthrows nothing. Bait matters once a pursuit is actually running, and with nothing to\nscatter the command is refused with `encounter.evade.nothing_to_drop` rather than running\nthe escape."
}
},
"title": "Evade",
"type": "object"
}