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17.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.
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.
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
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 doesnt 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
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 doesnt matter how shiny it is, its shit if you find something 0.001% better