Surprise

Before a battle begins, one or both sides may have to check for surprise. Surprise occurs when one party is attempting to ambush another, when one party attempts to sneak up on another, or two parties suddenly encounter each other.
  The surprise check is a d10 roll, modified for the surrounding conditions (see table below) and any special preparations one party or the other makes. Normally, a group is surprised on a roll of 1, 2, or 3. The group that successfully surprises the other gains a free combat round in which to act. Those that are surprised get no action. After the surprise round, combat proceeds normally.
  Before any surprise roll is made, the Dungeon Master must determine if surprise is possible. A group that is aware of the other's presence cannot be surprised.
  If a party can be surprised, a Surprise check is rolled by the individual in the group with the best Reaction Adjustment bonus. If the check is successful, that party is not surprised. Failure indicates surprise.
  When two separate parties could be surprised, both groups or individuals in the groups must make the Surprise check. If both groups fail, they are both surprised and nothings occurs execpt a round of confusion where both sides stare at one another in stunned silence. Initiative is then rolled as normal and combat proceeds normally.
 

Surprise Modifiers

 

Types of Surprise Encounters

Ambush: Ambushes occur when a party lies in wait for another. To ambush another group, the party must be anticipating the other party. Magic users must declare any spells that are being cast during an ambush before the opponent rolls their surprise check. The use of spells with a Verbal component may cause the other group to more easily hear the ambushing party.
  Sudden Encounter: This occurs when two parties, both in unaware of the other, run into each other. In order to determine who is surpried, both sides roll a d10 modified by the table above. Spells cannot be cast during a Sudden Encounter.

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