Retreat
To get out of a combat, characters can make a careful withdrawal or they can
simply flee.
Withdrawing: When making a withdrawal, a character carefully backs away from his opponent
(who can choose to follow). The character moves up to 1/3 his normal movement
rate.
If two characters are fighting a single opponent and one of them decides to
withdraw, the remaining character can block the advance of the opponent. This is
a useful method for getting a seriously injured man out of a combat.
Fleeing: To flee from combat, a character simply turns and runs up to his full movement
rate. However, the fleeing character drops his defenses and turns his back to
his opponent.
The enemy is allowed a free attack (or multiple attacks if the creature has
several attacks per round) at the rear of the fleeing character. This attack is
made the instant the character flees: It doesn't count against the number of
attacks that opponent is allowed during the round, and initiative is irrelevant.
The fleeing character can be pursued, unless a companion blocks the advance of
the enemy.
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