KelvinsLaw
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Posts: 8
Joined: Sun 10 Nov 2024, 23:15

Disengaging Combat and Pursuit.

Sun 10 May 2026, 11:24

While I was hoping to find a way to avoid creating more rules, or just find a loophole, it occurred to me this situation is inevitable.

Does anyone have any suggestions or rules references for pursuit by the enemy AFTER leaving combat?

It seems most situations where the party tries to flee would be due to overwhelming odds, injuries or deteriorating endurance(things went bad). However, many enemies will not let them go so easily and some would be very motivated or hard to evade through sheer numbers. I had thought to use the Travel skills to perform checks- Athletics(Speed), Travel(Terrain) and Stealth(hiding). This could provide context and buy the company at least a day to get in a short rest (or more) using rules similar to a council. My reasoning is having a mechanical way to make this more dramatic for the party as opposed to.. "you manage to somehow flee from your pursuers without incident", when its clearly not feasible. Any ideas are appreciated. Thanks!
 
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CaptHaddock
Posts: 64
Joined: Sun 12 Mar 2023, 14:02

Re: Disengaging Combat and Pursuit.

Mon 11 May 2026, 11:30

The best tool for this in the Core Rulebook would be to set up the pursuit as a Skill Endeavour (see pp131-133). The Loremaster can decide the appropriate Resistance and Time Limit, based on the circumstances. And the players would be free to suggest any appropriate Skills that would help them to evade the adversaries.
Blistering barnacles!
 
KelvinsLaw
Topic Author
Posts: 8
Joined: Sun 10 Nov 2024, 23:15

Re: Disengaging Combat and Pursuit.

Mon 11 May 2026, 19:51

Thanks for the page reference. Thats along the lines of what I guessed so happy my reasoning tracks at least.
 
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_ArthurDallas_
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Re: Disengaging Combat and Pursuit.

Mon 11 May 2026, 21:55

The best tool for this in the Core Rulebook would be to set up the pursuit as a Skill Endeavour (see pp131-133). The Loremaster can decide the appropriate Resistance and Time Limit, based on the circumstances. And the players would be free to suggest any appropriate Skills that would help them to evade the adversaries.
...

CaptHaddock, this is an excellent initiative. I love your Endeavour skill idea.

Arthur.
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Linklite
Posts: 361
Joined: Wed 21 Jun 2023, 23:44

Re: Disengaging Combat and Pursuit.

Tue 12 May 2026, 01:35

You could open up the list of valid skills that could be used:

Awe - intimidate the pursuers so they go more carefully or even give up.
Awareness - avoid pitfalls etc.
Song - a walking or marching song to keep up morale.
Craft - create snares and traps.
Scan - find useful materials, keep an eye on the pursuers (and thus which way to avoid them).
Hunting - to obscure your tracks, whittle down the pursuers.
Enhearten - to encourage and energise the Company.
Healing - to bind up injuries, treat blisters, prepare the Company for the journey and pace.
Battle - find a strategy to outwit the pursuers.
Explore - to find shortcuts etc.
Riddle - to confuse the pursuers with false leads etc.
Lore - to remember if there are hidden paths nearby, places to hide, to ambush, herbs to heal, etc.

Not an exhaustive list of reasons why you could evoke each skill by any means, just to show that you can use almost any skill with a bit of justification.

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