Adventuring 101

24. If you need 100ft of rope buy 150ft.

25. Purify Food and Drink is a very nice spell.

26. If you are a mage, give the fighter a spell component pouch. It will come in handy.

27. When in doubt, shot it with an arrow.
 

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29) This one expounds further on #19. Use wolf-pack tactics; gang up on one opponent until he drops, then move on to the next rather than everyone squaring off against a different enemy. And, of course, always target the most dangerous dude first.
 

30) Every combatant should have a missile weapon and a backup weapon. Preferably of different damage types.
31) Every cleric should have a backup holy symbol. Every mage should have backup spell components. Every thief should have backup tools. Additional sets of these items should be spread around the party, if possible.
32) Be prepared. Carry water, food, oil, candles, tindertwigs, rope, mirror, spare sack, and a signal whistle, at the very least.
33) Know when to run.
34) Choose a combat leader. And follow his orders. TPKs happen when the party acts as a bunch of individuals, instead of as a team.
35) If you wear armor, get armor spikes. Or at least spiked gauntlets. You always threaten, and you're never unarmed.
36) Sleep in your armor. If you normally wear heavy armor, buy light armor and wear it when you sleep.
37) Everyone should carry a healing potion.
38) Have a plan in advance. Pre-prepare a strategy for situations like getting lost, losing a party member, and fleeing. Like you learn in disaster training at school, have a drill and a pre-arranged meeting spot.
39) If possible, have every party learn a little-used language (like Gnome). That way, you can privately converse during battle/negotiations. If the party can't spare the skill points, at least establish a few code phrases in Common.
40) Someone in the party should speak Draconic. It's the most commonly-encountered language, after Common.
41) Beware statues and pools.
42) Read the
SAS Survival Handbook. Especially if you're a Ranger.

-z
 

43) Scrolls. You can never have enough scrolls. Especially in buff spells, or spells you don't often cast (Delay poison, rope trick, etc).
43)b Waterproof scroll case.
44) Rope Trick is your friend.
45) Buff. Buff when you may not need to. If you are facing another spellcaster, put on several layers of buff, so a Dispel only strips off one.
45)b Share your buffs. The monk and Rogue will think you for a Mage Armor, or a well placed Cats' Grace. An Owl's Wisdom on the monk will make him happy.
46) A tiny sharp weapon. For grappling.
47) Take downtime breaks. Spellcasters should get time to make their own items.
48) Summon Monsters + Rogues = Instant Flanking and SneakingAttacking. Help your friendly party backstabber.
49) Come up withs pesific door opening procedures.
 
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50) Fighters, Get Continual Flame cast on your weapons. No torch to hold in dungeons, plus maybe you can frighten off those annoying goblins ; )

51)When in melee with an opponent that has many attacks at low level (such as a troll's bite claw claw rend Ouch!) Stick and move! You'll take an attack of opportunity (unless you're tumbling, of course), and sure he'll attack you next round, but he'll have to move first, meaning you get attacked twice, instead of 3 or more times.

52) If you're not in a tin-can, GET TUMBLE. Just five ranks in this skill gives you a 50/50 chance to get out of a threatened space without provoking an AoO.
 

53) Make a Wand of Haste. Always use it first thing in combat--or even if you only THINK you may be getting into combat. You'll double your wizard's firepower without wasting any spell slots.
54) Wand of Mage Armor. Use it every morning.
55) If you need money, make Wands of Lightning or whatever at half price, sell them for full price, repeat as needed...
56) Convince your DM to let your clients pay the XP for magic items they commission from you. This not only spreads the XP cost among members of the party, but makes the (55) money making tip even more useful.
57) Flight items are incredibly useful. Wings of Flying can be made cheaply at moderate levels.
 

58) If you're high enough level, give the component and casting fee to a high level cleric for a True Resurrection. If you don't report to said cleric every month, he should try to resurrect you. Prevents TPK.

EDIT: Ok, this is pretty cheesy, I realized. Wouldn't probably work in any sane DM's game. It would though give the BBEG a reason to haul adventurers in alive ;)
 
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59) Scout wisely. Use a rogue, but keep them in visual range - preferably on the edge of visual range, in case they say 'oops'.

60) Run very fast when the rogue says 'oops'. Using a readied action if you're particularly edgy.

61) Verbosity yields results. If you describe what you're doing in explicit detail, such that you have virtually no chance of failure, you should get a few bonuses on any rolls you make. (It's a rule somewhere, I'm sure.)
 

"It would though give the BBEG a reason to haul adventurers in alive"

Nah; the BBEG just gets even with you by killing all your friends first, then when they're about to kill you... they tell you what they did :)
 

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