Initial Encounter Sequence
Some monsters may have various spell abilities. See Expert, pgs 21-23 for them.
1) Initial Distance apart. Not given in the basic books.
Dungeon = 2D6 x 10 yards (my guess, however, infra-vision may alter this since
they can 'see' 60 yards max)
Surprised = 1D4 x 10 yards (Expert, pg 41)
Wilderness = 4D6 x 10 yards (Expert pg 41)
2) Roll for Surprise.
Each side rolls 1D6 & compare the results.
- A 1,2 result means "Surprised."
- Both sides can be surprised, nothing is done for first round.
- If one side is not surprised, then they automatically can act while the surprised
side does nothing. They may opt to run away now. "Alert" characters may
draw a weapon & act defensively.
- If both sides are NOT surprised, then roll for Initiative.
If both sides are not surprised, roll for monster reaction (see below). If player knows the language or acts in a friendly manner, then +1 or +2. If the opposite, -1 or -2.
Negotiations = are possible. If able to communicate or hand motion for something. Hungry monsters will take food, or some will take a bribe, etc.
Chaotic monsters = may not keep its word.
Lawful monsters = will do as it promised.
Neutral monsters = will do what is best for itself.
First 2D6 Roll Monster Reaction
2 Monsters immediately attack
3-5 Uncertain, wait one round, re-roll +/- speaker's Charisma
bonus:
2-8 = attack now
9-12 = Uncertain, roll again:
2-5 = attack now
6-8 = monsters leave
9+ = monsters friendly
6-8 Uncertain, wait one round, re-roll +/- speaker's Charisma
bonus:
2-5 = attack now
6-8 = negotiate, roll again:
2-5 = attack now
6-8 = friendly
9-12 = friendly
9-12 =monsters friendly
9-11 Possibly friendly, Uncertain, wait one round, re-roll +/-
speaker's Charisma bonus:
2-5 = Uncertain, roll again:
2-5 = attack now
6-8 = leave
9-12 = monsters friendly
6-12 = monsters friendly
12 monsters immediately friendly