Instrukcja · Rozdział 7 z 10
7.0 Monsters and Negotiation
Case:
7.1 Monster Tables
7.11 If the party discovers monsters in a Corridor Segment or a Room that had been previously explored by the party, a Player must roll two dice and refer to the Wandering Monster Table (see 7.3). Cross-reference the two die rolls on the Table as directed to yield a single result. This result will either be in the form of a monster name — one monster of the indicated type is present — or the number "2," in which case two monsters are present, or a monster name preceded by a die code. In this last case, roll the indicated number and type of dice to determine how many monsters of the indicated type are present.
7.12 If monsters are discovered in a previously unexplored Room Segment, roll two dice, refer to the Room Monster Table (see 7.4) and cross-reference the die rolls as indicated. The result yielded by this table will be in the same form as results from the Wandering Monster Table (see 7.11 above).
7.13 After determining the type and number of monsters which are present in the Corridor or Room, refer to the Monster Characteristics Chart (see 7.5) and find the row on the chart which corresponds to the monster type. Cross-reference this row with the Negotiation column of the table to yield the monster's negotiation value. A Player may now choose to have the party negotiate with the monsters — or to attack the monsters. If the party negotiates with the monsters, refer to 7.2. As a result of negotiation, the party may be forced to engage in combat with the monsters anyway. Even if they successfully negotiate, the party may attack the monsters after negotiation.
7.14 If the party engages in combat with the monsters (whether as the result of a decision to do so or if forced to do so after negotiation), a Player should find counters in the countermix with the appropriate monster-type printed on them. As many counters should be taken as monsters as are present. Each monster counter has a Combat Bonus and a Wound Die Code printed on it (see counter examples, 2.2). The Wound Die Codes do not follow the normal format for die roll codes; instead they are in the form of a number plus or minus a second number. Roll as many D6's as the first number, and then subtract or add the second number to the number rolled. (If the first number is "½", roll 1D3 instead.) The resulting number is the number of Wound Points possessed by the monster. Note this number on a sheet of scrap paper. Follow this procedure for each of the monsters in the Corridor or Room, and note each monster's Wound Points. When finished, proceed to combat using the rules outlined in Combat, 8.0.
7.15 If a Player discovers an Evil Wizard in the Basic Game, treat the Room or Corridor as empty of monsters. Evil Wizards exist only in the Advanced Game of Deathmaze. Similarly, Medusae, Hell Hounds, Cronks, and Trolls have special powers in the Advanced Game which they lack in the Basic Game. Ignore the Special Abilities column of the Monster Characteristics Chart in the Basic Game.
7.2 Negotiation
7.21 If a Player chooses to negotiate with the monsters, roll 2D6 and subtract the monsters' Negotiation Value (as determined in 7.13) from the die-roll. Refer to the Negotiation Table (see 7.6) and find the entry which corresponds to the modified roll.
7.22 If the entry is Failure, the monsters immediately attack the party, and the Player proceeds to combat.
7.23 If the entry is Agreement, the monster or monsters will leave the party alone unless attacked. The party may investigate any Unusual Features and exit the room via any path; they will not be bothered. The characters may still attack the monster(s) should their Player so desire.
7.24 If the entry is Cow and the monster or monsters are an Evil Hero, Wizard, Thief, Orcs or Goblins, they will offer one-quarter of their Bezants to the party in order to avoid being killed. Determine the monster's Treasure according to the rules for such (see 9.0). Other monsters treat Cow results as Agreement results. Again, the party may always attack the monsters, even after obtaining a Cow result. However, any Bezants taken during negotiation must be subtracted from the Treasure, if the party defeats the monsters in combat.
7.3 Wandering Monster Table
(see charts and tables)
7.4 Room Monster Table
(see charts and tables)
7.5 Monster Characteristics Chart
(see charts and tables)
7.6 Negotiation Table
(see charts and tables)