Naturally, conflict is all but impossible to avoid within a dungeon. In the case where an altercation is at hand, there are four actions that each individual party member may take:
- Attack - Roll a d100 to inflict damage upon your foe.
- Reckless - Roll a 2d100 to inflict damage upon your foe. Double Supply cost.
- Protect - Shield an ally from damage by taking it in their place.
- Support - Roll a d20 to heal a single person, or to buff three other members of your party.
Taking a combat action consumes 15 Supply, but if the monsters are slain, the party receives extra loot at the end of the adventure. If not all members of the party have posted in the cycle when the monsters have been vaniquished, they may continue on with their regularly scheduled dungeon run afterwards. However, be warned: those who attack monsters will receive HP damage immediately, something that can be mitigated only by the Protect action.
Thus, in situations where the party decides to avoid combat instead, there are two actions they can take:
- Rapid Retreat - Receive a certain amount of unhealable damage, and escape the monsters by sprinting away.
- Stealthy Retreat - Roll a d100, modified by Stealth. If successful, receive no damage during your escape. If unsuccessful, receive double damage during your escape.
Retreating does not cost Supply, unless otherwise specified. After retreating, adventurers may continue on with their regularly scheduled dungeon run.