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"
}