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TRAPS, TRICKS, AND ENCOUNTERS
During the course of an adventure,
you will undoubtedly come across various forms of traps and tricks,
as well as encounter monsters
of one sort or another.
While your DM will spend
considerable time and effort to make all such occurrences effective,
you and your fellow players
must do everything within your collective power to make them harmless,
unsuccessful or profitable.
On the other hand, you must
never allow preparedness and caution to slow your party and make it ineffective
in adventuring.
By dealing with each category
here, the best approach to negating the threat of a trap, trick, or encounter
can be developed.
Traps:
Traps are aimed at confining, channeling,
injuring,
or killing characters.
Confining
traps are typified by areas which are closed by bars or stone blocks,
although some might be pits
with valves which close and can then only be opened by weight above.
Most confinement areas will
have another entrance by which o capturing or killing creature(s) will
enter later.
It is usually impossible
to avoid such areas,
as continual minute scrutiny
makes exploration impossible and assures encounters with wandering/patrolling
monsters.
When confined, prepare for
attack, search for ways out, and beware of being channeled.
Channeling
traps are often related to confining ones.
Walls that shift and doors
which allow entry but not egress are typical.
While they cannot be avoided,
such traps can be reacted to much as a confining trap is.
However, they also pose
the problem of finding a way back.
Careful mapping is a good
remedy.
Injuring
traps, traps which wear the strength of the party away prior to the attaining
of their goal, are serious.
Typical injuring traps are
blades which scythe across a corridor when a stone in the floor is stepped
on, arrows which fire when a trip rope is yanked, or spears released when
a door is opened.
Use of a pole or spear as
a prod ahead might help with these, and likewise such a prod could discover
pits in the floor.
The safest remedy is to
have some healing at hand -- potions or spells -- so as to arrive relatively
undamaged.
Killing
traps are typical of important areas or deep dungeon levels.
Deep pits with spikes, poisoned
missiles, poisoned spikes, chutes to fire pits,
floors which tilt to deposit
the party into a pool of acid or before an angry red dragon,
ten ton blocks which fall
from the ceiling, or locked rooms which flood are examples of killing areas.
Again, observation and safety
measures (poles, spikes thrown ahead, rope, etc.) will be of some help,
and luck will have to serve as well.
In summation, any trap can
be bad and many can mean a character's or the entire party's demise.
Having proper equipment
with the party, a cleric for healing, a dwarf for trap detection,
and a magic-user to knock
open doors and locks go a long way towards reducing the hazard.
Observation and clever deduction,
as well as proper caution, should negate a significant portion of traps.
Tricks:
So many tricks can be used that it is quite impossible to thoroughly detail
any reasonable cross-section here.
As imagination is the only
boundary for what sort of tricks can be placed in a dungeon,
it is incumbent upon the
players to use their own guile.
Many tricks are irksome
only; others are irksome and misleading.
Assume that there are several
rooms with a buzzing sound discernible to those who listen at the doors
and/or enter them.
Does this cause the party
to prepare for battle only to find nothing?
Or is there some trick of
acoustics which allows sound from a nearby hive of giant wasps to permeate
the rooms?
If the latter, the party
might grow careless and enter yet another "buzzing" room unprepared 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 of vipers.
Slanting (or sloping) passages,
space distortion areas, and teleporters are meant to confuse or strand
the party.
They foul maps, take the
group to areas they do not wish to enter, and so on.
The same is true of sinking/rising
(elevator) rooms, sliding rooms, and chutes.
As an example of the latter,
consider a chute at the bottom of a pit, or one at the end of a corridor
which slopes upwards --
so that the effect is to
deposit the party on the original level but seemingly on one deeper.
Rooms can turn so as to
make directions wrong, secret doors can open into two areas if they are
properly manipulated,
and seemingly harmless things
can spell death.
Tricks are best countered
by forethought and discernment.
They can be dealt with by
the prepared and careful party, but rashness can lead to real trouble.
Your DM will be using his
imagination and wit to trick you, and you must use your faculties to see
through or at least partially counter such tricks.
Encounters:
A "monster" can be a kindly wizard or a crazed dwarf, a friendly brass
dragon or a malicious manticore.
Such are the possibilities
of encounters in dungeon, wilderness, or town.
Chance meetings are known
as encounters with wandering monsters.
Finding a creature where
it has been placed by the referee is usually referred to as a set encounter.
Wandering
monsters can be totally random or pre-planned.
A party wandering in the
woods outdoors or on a deserted maze in the dungeon might run into nearly
any sort of monster.
If the woods were the home
of a tribe of centaurs, or the dungeon level one constructed by a band
of orcs,
certain prescribed encounters
would randomly occur, however.
At prescribed intervals,
your DM will generate a random number to find if any meeting with a wandering
monster occurs. Avoiding or fleeing such encounters is often wise, for
combat wears down party strength,
and wandering monsters seldom
have any worthwhile treasure.
If monsters pursue, you
can consider hurling down food or treasure behind.
Thus, the pursuing monsters
may be lured into stopping to eat or gather coins or gems.
When confrontation is unavoidable,
be wary of tricks, finish off hostile creatures quickly,
and get on with the business
of the expedition.
As determination of chance
encounters is usually a factor of time, do not waste 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 the attraction of additional
monsters, never argue or discuss what course of action your party is to
follow in an open place or for long periods.
A fight will take time and
cause plenty of noise, so move on quickly after combat with wandering monsters.
Pre-planning and organization
are essential to all successful play, no less here than elsewhere.
Set
encounters are meetings with monsters placed by your DM.
All such encounters will
be in, or near, the monster's (or monsters') lair; so, unlike encounters
with wandering monsters,
these incidents promise
a fair chance for gain if the monster or monsters are successfully dealt
with.
A successful expedition
usually is aimed at o particular monster or group of lairs discovered during
previous excursions.
Note: a lair is wherever
the monster dwells -- even such places as a castle, guard house, temple
or other construction.
All encounters have the elements
of movement and surprise (previously discussed),
as well as initiative, communication,
negotiation, and/or combat.
These aspects of adventuring,
as well as damage, healing, saving throws, obedience, and morale must now
be considered.
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