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100 rules of adventuring >1. Search for Traps I lost count of the number of players that were lost because they didn't check for traps on a keyhole or in a suspicious hallway. >2. Stay Together You don't want to split up to explore different levels of a castle. Stay together, but not so close that a fireball or a clever room-based trap can get you all. >3. Focus Attacks Have your team pick on only a couple monsters at a time instead of each person fighting one or two separate enemies. They will die quicker and you will take less damage because there will be less of them hitting you later in the battle. >4. Always Have An Escape Plan; Sometimes Use It Otherwise known as the escape-rope corollary. If worse comes to worse, have one person near the exit who can run to town and have you all resurrected. >5. Check for Secret Doors Look at suspicious hallways going nowhere, closets when there is no reason for a closet, passages between rooms, and other secret doors in a secret room. >6. Never Leave Loot Behind Not only are you going to want to sell everything you can, you're going to regret leaving it behind once you get back to town if you don't pick it up >7. Everything Can Be Looted (And Oftentimes Should) Any good adventurer will tell you that loot is only as limited as your definition of "valuable". Everything has value to someone, why miss that opportunity >8. Search Stomachs of Large Monsters Really, this rule is "If a monster can eat someone whole or if they eat rock, minerals, or gems, then you should search their stomach(s)." >9. Check For False Bottoms Desk drawers, treasure chests, and even clothing can have secret hiding spots. If the bad guy had something to hide, do you think they would leave it on a chair in the middle of the room with a spotlight on it? >10. Alcohol Has Many Uses Alcohol is somewhat the all-purpose tool of adventurers. Use it to bribe a

100 Rules of Adventuring

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Page 1: 100 Rules of Adventuring

100 rules of adventuring

>1. Search for TrapsI lost count of the number of players that were lost because they didn't check for traps on a keyhole or in a suspicious hallway.

>2. Stay TogetherYou don't want to split up to explore different levels of a castle. Stay together, but not so close that a fireball or a clever room-based trap can get you all.

>3. Focus AttacksHave your team pick on only a couple monsters at a time instead of each person fighting one or two separate enemies. They will die quicker and you will take less damage because there will be less of them hitting you later in the battle.

>4. Always Have An Escape Plan; Sometimes Use It Otherwise known as the escape-rope corollary.If worse comes to worse, have one person near the exit who can run to town and have you all resurrected.

>5. Check for Secret DoorsLook at suspicious hallways going nowhere, closets when there is no reason for a closet, passages between rooms, and other secret doors in a secret room.

>6. Never Leave Loot BehindNot only are you going to want to sell everything you can, you're going to regret leaving it behind once you get back to town if you don't pick it up

>7. Everything Can Be Looted (And Oftentimes Should)Any good adventurer will tell you that loot is only as limited as your definition of "valuable". Everything has value to someone, why miss that opportunity

>8. Search Stomachs of Large MonstersReally, this rule is "If a monster can eat someone whole or if they eat rock, minerals, or gems, then you should search their stomach(s)."

>9. Check For False BottomsDesk drawers, treasure chests, and even clothing can have secret hiding spots. If the bad guy had something to hide, do you think they would leave it on a chair in the middle of the room with a spotlight on it?

>10. Alcohol Has Many UsesAlcohol is somewhat the all-purpose tool of adventurers. Use it to bribe a band of goblins, or use it to clean your armor. Its uses are only as limited as your creativity.

>11. If you find it in a dungeon, don’t put it in your mouth

12. if you see a kobold, assume there are at least ten you don’t

12B. This rule also applies to goblins13. Beware of anyone who’s old, in a profession where you die young14. Always carry a 12ft pole15. The mundane item can sometimes be more practical than a magical one16. Always assume that the other guy is armed and planning to kill you

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i. Always be armed and have a plan to kill the other guy17. Aim Carefully

Aiming takes little time to do and is worth it to save the hastle of a friendly fire later.

18. Conserve Consumables

This is good advice no matter how you look at it

19. Devils always have the upper hand in negotiation, or know one thing you do not.

Devils are hard to pin down; some prefer them to their chaotic brethren, but the fact is that an eternity of servitude under undying, unchanging masters might be worse than the rampant destruction of demons. Devils are smart and unashamedly evil; a dangerous combination. Similar for Fae and Dragons.

20. It's possible to meet people in places that are not inns, taverns or similar dens of vice

An adventurers dietary habits make the tavern a natural gathering spot; however, cities and towns offer a bevy of dining establishments that serve more than beer, gruel and stew. Additionally, the propensity of adventurers to head for a tavern on entering an unknown town is a recognized fact; going elsewhere makes one unpredictable.Much information can be gathered from the loose lips of the drunk

21. If you don't have magic, find someone who does.

Most often, a spellcaster will either have everything you need that you don't have, or has just the right things to make what you do have better.

22. A direct approach is rarely the best approach.

Enemies have sharp pointy things, spells, traps, etc... What the hell do you have? The same stuff. The difference: there's usually more of them than you. Walking right into an ambush is very rarely a smart idea.

23. Everyone and everything is out to get you

No exceptions, this one speaks for itself.

24. Treasure is never easily gained

The treasure chest sitting in the middle of the room, unguarded? It's gonna explode, boulders are gonna come barreling out of the wall, the floor's gonna collapse...

25. Fire can solve any problem, but it may make new problems.

For example, the city is now on fire because you had to kill the BBEG. There's also a forest fire from that skirmish about half an hour ago. And that shipment of gunpowder is gonna be coming in any minute now...

26. If you own a bag of holding, always have a straw wide enough to breathe through

Bonus points if it can be made invisible on command. A useful getaway took or for hiding from guards.

Page 3: 100 Rules of Adventuring

27. When selecting spells, control trumps damage

A monsters health and damage are really easy for a DM to adjust. Its saves are not.

28. Just because anyone can be a doppleganger doesn't mean that everyone is

Paranoia and fear have destroyed more adventuring parties than dragons have. Okay, a slight exaggeration, but the point stands. As the saying goes “Fear is the mind-killer”

29. Always Expect Ninjas!

Or any sneaky individual. The day you stop looking for the spanish inquisiton is the day they show up.

30. Never summon something you can't easily banish

this is common sense, and should be applied with a large margin of safety in terms of the word "easily"

31. Never pick up an item smarter than you

For similar reasons as above, never use an item that can outwit you/mentally overpower you.

32. Think before you act

Sure, that princess is attractive, but you need to think about the repercussions of angering a protective dad who has power over an entire country.

33. Always carry a knife, or some other short cutting blade

Aside from making a passable secondary weapon, it also has innumerable utility uses

34. Scene of the Crime Rule

When revisiting a place in which you have gotten away with a crime, always remember that not everyone believes in statutes of limitations. Least of all the mayor/lawmakers. Against whom the crime was committed.

35. Always carry rope

Not only is it useful for climbing and getting across pits, it has innumerable uses to anyone who knows how to tie knots

Corollary 1: If viable grappling guns are in your price range, buy one immediately.

Corollary 2:Look up how to fix a grappling gun ahead of time. You will break it in every way imaginable in one PC plan or another

Corollary 3: It doesn’t matter how big you are or how much you can fly, there is no excuse not to carry rope

36. Never Assume the other party members are carrying the rope

Page 4: 100 Rules of Adventuring

See above

37. There is always a bigger fish

Corollary 1: The answer to every problem is not to cast “Summon Bigger Fish”

38. When scanning an area for threats, don't forget to look up.

Many adventurers tend to forget about the third dimension, a fact that many foes will exploit. In open areas, a flying enemy might swoop down from above; in woodlands, predators may pounce from a hidden perch in the canopy; in dungeons, many a nasty thing clings to the ceiling to drop down on unwary targets

39. There are three things all wise men fear:

The sea during a storm, A night with no moon, The anger of a gentle man

40. Be Polite to Everyone

Sure, he may look like a harmless old beggar, but god help you if you abused him and it turns out to be a powerful wizard or a polymorphed dragon

41. The Rule of Shiny Replacement

It doesn’t matter how shiny it is, it’s shit if you find something 0.001% better

42. Do not buy