## Reaction Roll
Whilst the GM always has the option to decide how a creature engages with the party, the dice often play an important role in determining an NPC’s initial reaction. When encountering a creature for the first time, the GM makes a Reaction check: **roll 2d6** and consult the Reaction entry in the **creature’s stat block** (p.166), which are designed to reflect each monster type’s natural inclinations; *Owlbears* are famously foul tempered, *Dwarves* gruff, *Sprites* mischievous, and so on.
## Activity Die
When making a **Reaction** check (or other relevant time), the GM may use the Activity Die (see icons below) or a different coloured d6 as the **Activity Die.** The result of this d6 provides additional information about **what the creature(s) are doing** when the PCs come across them, to assist GM improv and/or to provide inspiration. The table includes six broad categories of activity, although some activities blend into more than one.
For those times when the GM would prefer a more **evenly balanced reaction range,** use the below chart instead of the individual monster Reac stats.
| 2d6 | Reaction |
| ----- | ----------------------------------------- |
| 2-3 | Hostile, opposed, confrontational. |
| 4-5 | Unfriendly, suspicious, disinterested. |
| 6-8 | Neutral, uncertain, careful, cautious. |
| 9-10 | Fairly friendly, curious, mildly helpful. |
| 11-12 | Affable, attracted, very helpful. |
<br>
## Activity Table
| Status | Intelligent Creature | Other Creatures |
| ----------------- | ---------------------------------------------------------------------------------------------------------------- | -------------------------------------------------------------------------------------------------------------- |
| **1 Threat** | Ambush, battling a person or creature, dealing with a trap or environment hazard, stand off, verbal altercation. | Ambush, battling a person or creature, dealing with a trap or environment hazard, stand off, mating contest. |
| **2 Socialising** | Conversing, sporting activity, trading, gambling, teaching, child rearing, intimate relations. | Calls, howls or other vocalisations, play fighting, mating rituals, teaching. |
| **3 Eating** | Having a meal, cooking, preparing food, drinking alcohol, drawing water from a pool, stream or well. | Having a meal, drinking from a puddle, pool or stream, dragging a fresh kill, picking at bones. |
| **4 Working** | Plying their trade, making repairs, gathering resources, trade expedition, performing services. | Making or repairing a den, minding eggs or offspring, teaching young, gathering resources, keeping watch. |
| **5 Traveling** | Hunting, passing by, exploring, on patrol, messenger, trade expedition, escaping from someone or something. | Hunting, exploring, marking territory, patrolling feeding grounds, fleeing from danger, en route to elsewhere. |
| **6 Resting** | Sleeping, relaxing, reading, drawing, recovering (eg hangover, injury, or sickness), waiting for something. | Sleeping, relaxing, recovering (eg injury, sickness, shock), waiting for something (eg mate to return). |
<br>
## Influencing NPCs
The **GM is ultimately in charge** of deciding how NPCs deal with adventurers in social interactions, based on their history and common sense. On some occasions however the referee may decide that the outcome is uncertain, and call for a **Cha check** from the adventurer to shape the outcome. A **skill may apply** (eg Persuasion, Leadership, etc), and/or other modifiers appropriate, as the GM determines.
The outcome depends on the degree of success or failure of the check. In most instances, a **Great Success** means the NPC is co-operative and will go out of their way to assist. On an **ordinary** success, the NPC will agree or help but is not willing to put themselves at any significant risk to do so. An ordinary **failure** means the NPC generally won’t co-operate, or only with an adverse complication or setback. A **Terrible Failure** means the NPC takes an opposing position to the adventurer and actively obstructs the character (directly or indirectly).
> [!example|no-i] # Example
> The party wishes to enter a city after nightfall and is challenged by the gate guards. The GM **rolls 2d6** for **Reaction** and gets a **3+2 = 5.** According to the *Human Guard* stat block, the guards are **Difficult**, and using the left most die as the **Activity** die, they are **Eating**. The GM decides they are snacking on hard tack while on duty.
>
> After some small talk, the GM calls for a **Cha (Persuasion)** check to convince the guards to let them in. Noticing the flavourless rations, one of the PCs offers some fruit as a (literal) sweetener, for which the GM grants a **+2 bonus.**
>
> With a **Great Success**, the guards take a liking to the party, welcome them inside, direct them to the safest inn, and provide a warning about cut purses frequenting certain streets.
>
> On an ordinary **success**, the guards invite them inside and direct them to the closest inn.
>
> On a **failure**, the guards grumble about low pay and solicit a pouch of silvers as a “night tax” before allowing entry.
>
> On a **Terrible Failure** the guards take a definite dislike to the wandering freebooters, suspicious of their motives, and refuse them entry. They tell them they can camp outside the walls, and if they’re still there tomorrow, they can make their case to the captain of the morning shift.