INITIATIVE AND ORDER OF BATTLE
When the party of adventurers comes into contact with enemies,
the order of events is as follows:
1. Check for Surprise: The Referee determines if a surprise roll
is required, and if so, both sides roll to see if they are surprised by
the sudden encounter. See below for details of the surprise roll.
2. Declare Spells: This is not an option for a group that was
surprised; they have to wait until the beginning of the next round.
See below for details of declaring spells.
3. Determine Initiative: Each side rolls a d6 and the side with
the highest result is the winner. One roll is made for each side,
not for each individual. If this is the first round and one group
was surprised, the other side gets to go first automatically, without
having to roll a die.
4. Movement and Missile Fire: Each combatant on the side
that won initiative may move, or may fire any missile weapons.
Then the losers of the initiative roll may move or fire missile
weapons.
5. Melee Combat and Spells: Each combatant on the side that
won initiative makes any melee attacks (if in melee range) or casts
spells. Spells take effect immediately. Spells cannot be cast if the
caster is in melee combat with enemies. Losers of the initiative then
make their attacks and cast spells.
6. The round is complete. Go back to step 2 (Declare Spells)
and repeat the process until the combat is finished.