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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; outrunning them ends the encounter cleanly.\n\nModes:\n    `encounter`\n\nRejections:\n    - `session.command.wrong_mode` \u2014 no encounter is open.\n    - `encounter.none_active` \u2014 defensive twin of the mode gate; not reachable\n      through normal play.\n    - `encounter.evade.already_evading` \u2014 the pursuit is already running.\n    - `encounter.evade.nothing_to_drop` \u2014 no coins (for `treasure`) or rations\n      (for `food`) to scatter.\n\nEvents:\n    [`ItemsDroppedEvent`][osrlib.crawl.events.ItemsDroppedEvent]s for scattered\n    bait, then [`EvasionEvent`][osrlib.crawl.events.EvasionEvent] with code\n    `encounter.evasion.succeeded` \u2014 the encounter ends\n    ([`EncounterEndedEvent`][osrlib.crawl.events.EncounterEndedEvent]) \u2014 or\n    `encounter.evasion.pursuit`, and\n    [`PursuitEvent`][osrlib.crawl.events.PursuitEvent] rounds follow: escape,\n    exhaustion at the round cap, or battle at the party's heels.",
  "properties": {
    "command_type": {
      "const": "evade",
      "default": "evade",
      "title": "Command Type",
      "type": "string"
    },
    "drop": {
      "default": "none",
      "enum": [
        "none",
        "treasure",
        "food"
      ],
      "title": "Drop",
      "type": "string"
    }
  },
  "title": "Evade",
  "type": "object"
}