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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 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, dont put it in your mouth


12. if you see a kobold, assume there are at least ten you dont
12B. This rule also applies to goblins
13.Beware of anyone whos old, in a profession where you die young
14.Always carry a 12ft pole
15.The mundane item can sometimes be more practical than a magical one
16.Always assume that the other guy is armed and planning to kill you
i. Always be armed and have a plan to kill the other guy

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.

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.
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 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

42. Do not buy

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