Withdrawal & Flight
When a fight goes sideways, you have two legitimate ways to escape.
Withdrawal (the door slam)
The party slowly backs into the previous room and slams the door behind them.
- Possible only when a door (or other closable opening) is between you and the monsters.
- The monsters get one parting shot — each one attacks once.
- Defenders get +1 to their Defense rolls (you're hiding behind the door as it closes).
- Note where the monsters were: they're still there next time you open that door.
If the room has no door — only open archways or corridors — withdrawal is not possible. You must flee or fight on.
Flight (running)
The party runs full-tilt away.
- Each monster gets one attack as you turn your back.
- Defense rolls do not benefit from a shield.
- If there are enough monsters to hit every character, they do; otherwise they split attacks among the party.
Flight is dangerous but always possible. It's the only option in archways and open rooms.
After escaping
- The monsters stay put. Make a note on the map.
- Wounds from the parting shots stay until healed.
- You may reroute or rest, but you cannot recover Life mid-adventure except via spells, potions, fountains, or specific abilities.
Fleeing monsters
Some monster reactions cause monsters to flee the fight. As they break and run, your party gets one attack each at +1 against them. In most cases fleeing monsters count as defeated for treasure and XP purposes, even if you don't strike them down.
See Morale for the d6 morale check that triggers monsters to flee mid-fight when their numbers drop.
Four Against Darkness