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The Laws of the Dungeon

Bubbalicious

First Post
If your forgiving DM asks "Are you sure?", the best answer is probably "NO!"

(for example from our campaign:
PC: "What's inside?"
DM: "Do you open the box?" (a variant of "Are you sure dumbass?")
PC: "Yes"
DM: "Roll Save"
PC: "7"
DM: "You are now a wolverine... permanently!"
 

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kirinke

First Post
Never assume anything.

Make sure that your armour is secure and your weapons are ready. That goes double if you're in what 'looks' like a safe zone.

Don't eat the mushrooms.

Don't drink the water, unless you boil it or have disease immunity.

Don't ever trust the handsome or pretty man/woman you meet in the dungeon. They're gonna probably betray you.

Have the party rogue check the room with the pretty boxes, furniture, whatever before going in.

Don't assume it's dead. It's probably faking.

Bring plenty of cure wands/potions/healing kits.

Chalk is your friend especially for marking your way.

Never run in a dungeon.
 



Trickstergod

First Post
Michael Morris said:
Continuing...

  • There is no such thing as an atheist when it's time for the cleric to cast raise dead.

I'd revise that to say "Everyone is an athiest when it's time for the cleric to cast raise dead."

After all, what gods-fearing sort wants to come back from eternal bliss or insist on dragging other people away from it? Well, excluding jerks, of course, who want to drag everyone away from it. And every party has a jerk.
 

Chaldfont

First Post
This is from a list of Mike's Rules. Mike is a player in my group.

* Glyphs are bad.
* Never go off alone. For any reason.
* Pools of water are bad.
* If you always go right, you'll never go wrong.
 



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