You can always flee, but cowardice has escalating costs. For each flee since visiting town, you must choose one or more consequences when you run. The first time, you pick 1. The second time you flee, pick two. Third? Pick three. You can’t flee a fourth time - you’re cornered!
- Bloodied Escape: Everyone loses half current HP
- Leave Someone Behind: Sacrifice the life of one PC
- Panicked Drop: Each PC rolls d8, loses that many inventory items rolled at random
- Trauma: Roll Resilience or gain 1 Affliction Point