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SURPRISElost to the surprised party, and during the lost time the surprising party canfreely act to escape or attack or whatever. If both parties are surprised,then the effect is negated or reduced:TRAPS, TRICKS, AND ENCOUNTERSrooms which flood are examples of killing areas. Again, observation andsafety measures (poles, spikes thrown ahead, rope, etc.) will be of somehelp, and luck will have to serve as well.Surprise DiceDifference01 (2-1,3-2, etc.)2 (3-1,4-2, etc.)3 (4-1,5-2, etc.)LostSegments0123In summation, any trap can be bad and many can mean a character's orthe entire party's demise. Having proper equipment with the party, a clericfor healing, a dwarf for trap detection, and a magic-user to knock opendoors and locks go a long way towards reducing the hazard. Observationand clever deduction, as well as proper caution, should negate asignificant portion of traps.Assume the party of characters, moving silently and invisibly, <strong>com</strong>es upona monster. They have 4 of 6 chances to surprise, and the monster has 2 in 6.A six-sided die is rolled for the party, another for the monster. Both sidescould be surprised, neither could be surprised, or either could be surprised.This is shown on the table below:Party'sDie3to6121 or23 to 612Monster'sDie5or6125or61 to42 to 41SurpriseEffectnoneboth surprisedboth surprisedparty surprisedmonster surprisedmonster surprisedparty surprisedNoise or light can negate the chance c surprising a monster. Simi rly, ifthe party is aware of a monster, the party cannot be surprised by it unless itis also aware of them - in the latter case, it might be able to hide andambush the party.If surprise exists, the surprising party can use the time segments toflee/escape, close, or attack. Distance of 10' or less con usually be closedand an attack made in 1 segment. Physical attacks during surprisesituations are also possible on o 1 per segment basis, whether the form isby weapon, projectile, or method intrinsic to the creature (claws, fangs,etc.), even a breath weapon use; magic spells require the proper numberof segments of casting time, regardless of surprise.See also INITIATIVE hereafter.TRAPS, TRICKS, AND ENCOUNTERSDuring the course of an adventure, you will undoubtedly <strong>com</strong>e acrossvarious forms of traps and tricks, as well as encounter monsters of one sortor another. While your DM will spend considerable time and effort tomake all such occurrences effective, you and your fellow <strong>players</strong> must doeverything within your collective power to make them harmless,unsuccessful or profitable. On the other hand, you must never allowpreparedness and caution to slow your party and make it ineffective inadventuring. By dealing with each category here, the best approach tonegating the threat of a trap, trick, or encounter can be developed.Traps: Traps are aimed at confining, channeling, injuring, or killingcharacters. Confining traps are typified by areas which are closed by barsor stone blocks, although some might be pits with valves which close andcan then only be opened by weight above. Most confinement areas willhave another entrance by which o capturing or killing creature(s) willenter later. It is usually impossible to avoid such areas, as continual minutescrutiny makes exploration impossible and assures encounters withwandering/patrolling monsters. When confined, prepare for attack, searchfor ways out, and beware of being channeled. Channeling traps are oftenrelated to confining ones. Walls that shift and doors which allow entry butnot egress are typical. While they cannot be avoided, such traps can bereacted to much as a confining trap is. However, they also pose theproblem of finding a way back. Careful mapping is a good remedy.Injuring traps, traps which wear the strength of the party away prior to theattaining of their goal, are serious. Typical injuring traps are blades whichscythe across a corridor when a stone in the floor is stepped on, arrowswhich fire when a trip rope is yanked, or spears released when a door isopened. Use of a pole or spear as a prod ahead might help with these, andlikewise such a prod could discover pits in the floor. The safest remedy is tohave some healing at hand - potions or spells - so os to arrive relativelyundamaged. Killing traps are typical of important areas or deep dungeonlevels. Deep pits with spikes, poisoned missiles, poisoned spikes, chutes tofire pits, floors which tilt to deposit the party into a pool of acid or beforean angry red dragon, ten ton blocks which fall from the ceiling, or lockedTricks: So many tricks can be used that it is quite impossible to thoroughlydetail any reasonable cross-section here. As imagination is the onlyboundary for what sort of tricks can be placed in a dungeon, it isincumbent upon the <strong>players</strong> to use their own guile. Many tricks areirksome only; others are irksome and misleading. Assume that there areseveral rooms with a buzzing sound discernible to those who listen at thedoors and/or enter them. Does this cause the party to prepare for battleonly to find nothing? Or is there some trick of acoustics which allows soundfrom a nearby hive of giant wasps to permeate the rooms? If the lotter, theparty might grow careless and enter yet another "buzzing" roomunprepared so as to be surprised by angry wasps. Illusions can annoy,delay, mislead or kill a party. There can be illusionary creatures, pits, fires,walls and so on. But consider an illusion of a pile of gold cast upon a pit ofvipers. Slanting (or sloping) passages, space distortion areas, andteleporters are meant to confuse or strond the party. They foul maps, takethe group to areas they do not wish to enter, and so on. The same is true ofsinking/rising (elevator) rooms, sliding rooms, and chutes. As an exampleof the latter, consider a chute at the bottom of a pit, or one at the end of acorridor which slopes upwards - so that the effect is to deposit the partyon the original level but seemingly on one deeper. Rooms can turn so OS tomake directions wrong, secret doors can open into two areas if they areproperly manipulated, and seemingly harmless things can spell death.Tricks are best countered by forethought and discernment. They can bedealt with by the prepared and careful party, but rashness can lead to realtrouble. Your DM will be using his imagination and wit to trick you, andyou must use your faculties to see through or at least partially counter suchtricks.Encounters: A "monster" can be a kindly wizard or a crazed dwarf, afriendly brass dragon or a malicious manticore. Such are the possibilitiesof encounters in dungeon, wilderness, or town. Chance meetings areknown as encounters with wondering monsters. Finding a creature whereit has been placed by the referee is usually referred to as a set encounter.Wondering monsters can be totally random or pre-planned. A partywandering in the woods outdoors or on a deserted maze in the dungeonmight run into nearly any sort of monster. If the woods were the home of atribe of centaurs, or the dungeon level one constructed by a band of orcs,certain prescribed encounters would randomly occur, however. Atprescribed intervals, your DM will generate a random number to find ifany meeting with a wandering monster occurs. Avoiding or fleeing suchencounters is often wise, for <strong>com</strong>bat wears down party strength, andwandering monsters seldom have any worthwhile treasure. If monsterspursue, you can consider h<strong>url</strong>ing down food or treasure behind. Thus, thepursuing monsters may be lured into stopping to eat or gather coins orgems. When confrontation is unavoidable, be wary of tricks, finish offhostile creatures quickly, and get on with the business of the expedition.As determination of chance encounters is usually a factor of time, do notwaste it - and your party - endlessly checking walls for secret doors,listening at every door, etc. As noise is a factor your DM will consider in theattraction of additional monsters, never argue or discuss what course ofaction your party is to follow in an open place or for long periods. A fightwill take time and cause plenty of noise, so move on quickly after <strong>com</strong>batwith wondering monsters. Pre-planning and organization are essential toall successful play, no less here than elsewhere.Set encounters are meetings with monsters placed by your DM. All suchencounters will be in, or near, the monster's (or monsters') lair; so, unlikeencounters with wandering monsters, these incidents promise a fairchance for gain if the monster or monsters are successfully dealt with. Asuccessful expedition usually is aimed at o particular monster or group oflairs discovered during previous excursions Note: a lair is wherever themonster dwells - even such places as o castle, guard house, temple orother construction.All encounters have the elements of movement and surprise (previously103

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