In-game adventuring advice


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Quasqueton said:
What in-game advice would one hear at an adventurer's gathering? Say a new group of adventurers were visiting the local tavern where a lot of experienced adventurers hang out. What would they learn there?

The NPC rogue in my game has had to advise the party that a frontal assault is not a good idea if they have other options. So I'd say, "Don't go through the front door unless you are sure there are no better alternatives." But a really experienced adventurer will also add, "But make sure the back door isn't a trap." Really smart bad guys will create "honey pot" back doors that look enticing but are really traps.
 

For the drinkers of blood with life eternal,
a stake through the heart only delays the trouble.

Slice off the head and fill the mouth with water divine,
Its death will be sure when the sun begins to shine.


Yeah...I'm in a rhyming mood today, apparently. :D
 
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The pellet with the poison's in the vessel with the pestle;
the chalice from the palace has the brew that is true!


[Later]
There's been a change: they broke the chalice from the palace!
And replaced it with a flagon. With the figure of a dragon.

The pellet with the poison's in the flagon with the dragon!
The vessel with the pestle has the brew that is true!
 
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Other good advice

Always carry a backup weapon.
Never carry a 10' pole: use a quarterstaff instead.
When following the previous tip, never buy masterwork or magical quarterstaves.
Don't touch anything you can't see.
Never poke a hand where you can poke a dagger. Never poke a dagger where you can poke a quarterstaff.
The invisible monster is either behind you or getting behind you.
 

First advice: Don't cross us.

If you see a beautiful women, unarmed, unharmed, somewhere in a dungeon, kill her. Don't attempt to converse, don't hail her, don't ask if she's alright. Kill her. Nine times out of ten it's a disguised/polymorphed bad guy. In the rare case where you kill an actual innocent woman (like those are still around *chuckles all around the table, pouting from the priestess*), she was doomed in that dungeon, anyway.

If you find 10 doors untrapped, check the 11th, anyway.

If the rogue says that he finds no trap, always assume he isn't good enough and proceed with caution.

When in doubt, empty a quiver. If it still stands, empty another. But if it still stands and smiles, get the hell out of there.

"A man of honour to the end" looks good on a gravestone, but always consider if you'd rather live.

Saving up that fireball for later will mean that it will never be used if you don't survive.

If you hear a noise, investigate with the whole party. Don't send one man to scout. And if you hear something ten times, and ten times it was nothing, don't assume it's nothing the eleventh time!.
 


Of course, the smart adventurer would just tell them, that there's nothing to be found, someone has long since killed all the monsters and took all the treasure.

Bye
Thanee
 

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