- pit causes damage: 1 or 2
- search for secret passage: 1 or 2 (elves 1-4)
- sense secret passage: 1 or 2 (elves only)
- open doors: 1 or 2 (1 in 6 for small, light characters)
- spike slips: 5 or 6 in 6
- trap sprung: 1 or 2
- hear noise through door: 1 or 2 (humans 1 only)
- surprised: 1 or 2
- wandering monster (dungeon, city, plains): 6 in 6
- wandering monster (woods, river, desert): 5 or 6 in 6
- wandering monster (swamp, mountains): 4, 5 or 6 in 6
- monster follows after evasive maneuver: 1 or 2
- monster follows through secret passage: 1 in 6
|In Order To...|| ||Roll <=|
- the normal situation is for monsters to be quiet, doors to be stuck, secret passages to remain secret;
- triggering a trap, taking damage from a 10' fall, being surprised, or having a spike slip is an accident;
- running into a monster is also accidental, but also a great danger.
Let's apply this to something on page 16 that I left out of the list above: getting lost in the wilderness. The table uses low rolls, so we'll invert them to high rolls, treating this as an "Avoiding Danger" roll: on a 1 to 5, the party doesn't get lost; on a 6, the party is lost. The more confusing the terrain features, the easier it is to get lost: add +1 to the roll for woods and mountains, +2 for swamps and deserts.
This analysis may have been a bit lengthy, but it looks like we can reduce all these rolls to a single three-line table and a couple notes and modifiers.