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I won't pretend to know the actual figures so I'll assume No One is correct by saying you have 70% chance to successfully flee 'combat'. If it fails, you have to wait until another hero has their turn and try again until you are successful.
You can also flee from any dungeon entirely and quit the quest any time you are out of combat. There is no cost for doing this in normal dungeons, though you will lose a hero by doing this in the Darkest Dungeon or the Hamlet/Brigand event. In the Crimson Court, entry requires "Invitations", so while you can quit with no consequence, re-entry will be blocked until you have at least one invitation to use - this is to prevent quit-scumming seeing as progress isn't lost when you leave the Court, unlike normal dungeons or darkest dungeons.
Any dungeon that treats retreat differently will give you a popup on the embark screen, so when that happens, read it before you head in so you know the risks.
Or the hilarious thing where you end up with cascading heart attacks.