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Thread: Dungeonering Rules

  1. #1
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    Dungeonering Rules

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    I've seen them mentioned. Does anyone have a full set we can add too and rip apart?

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    Iv'e never seen an actual printed set of them. Sometimes I wonder if the rule number is just made up on the spot.

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    This is my attempt to find out.

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    Exactly what do you mean by the term?

    Garry AKA --Phoenix-- Rising above the Flames.
    The Dean of Old School
    The Olde Phoenix Inn
    Metro Detroit Linux Users Group

  5. #5
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    Such as: Dungeoneering rule #37: Let the guy in full plate go down the ladder/rope first.

    two add. posts. http://www.penandpapergames.com/foru...ead.php?t=6976

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    Yes, I made that number up on the spot. Caveat lector.
    "You know spies gamers, a bunch of *****y little girls." - Sam Axe

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    #1 Never go first
    #2 Never go last
    It's as if there are people who play RPGs that don't have computers or something. Seriously, people need to upgrade to 1994 already. - - -TheRedRobedWizard

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    Rule #3: Use the appropriate tool to check for traps before entering any room, such as a rogue or a kender tied to a stick.
    "You know spies gamers, a bunch of *****y little girls." - Sam Axe

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    Rule #4: When discovering ancient ruins/abandoned keep/elaborate cave system/haunted house, do not ignore the calling to explore them and insist to press on in a different direction, or else you invite the ire of powerful gods who may smite you with bolts of lightning/flash floods/hurled game books, pencils or stray dice.
    HARRY DRESDEN WIZARD
    Lost items found. Paranormal Investigations.
    Consulting. Advice. Reasonable Rates.
    No Love Potions, Endless Purses, or Other Entertainment.

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    Rule 10: Never leave an unexplored area behind you.

    Rule 11:
    Don't get caught

    Rule 12:
    Dead adventurers can't spend loot.

    Rule 13:
    Never screw your own people, that will bite you in the end.

    Rule 14:
    The cleric is your friend.

    Rule 15: A fool and his Hit Points are soon parted.

    Rule 16: Saving your magic until you are dead is never a wise invenstment.

    Rule 17:
    A wizard's best defense is plate mail -- On the fighter in front of him.

    Garry AKA --Phoenix-- Rising above the Flames.
    The Dean of Old School
    The Olde Phoenix Inn
    Metro Detroit Linux Users Group

  11. #11
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    So what rule number is "Always go left first"?
    ... AND ON THE EIGHTH DAY, GOD SAID, "I NEED A DRINK."

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    #18 always protect the cleric.
    #18.5 (FOR CLERICS ONLY)make them work for it.
    Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup.

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    Rule 19: despite any protests toss the dwarf
    Rule 19.5 in a pinch a dwarf in spiked plate is a swell ranged weapon

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    Quote Originally Posted by Kilrex View Post
    So what rule number is "Always go left first"?
    Actually, to quote one of the players in our group:

    Rule #20: Always go right and you'll never go wrong.
    HARRY DRESDEN WIZARD
    Lost items found. Paranormal Investigations.
    Consulting. Advice. Reasonable Rates.
    No Love Potions, Endless Purses, or Other Entertainment.

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    #21 don't sample the jello, especially if it's a cube 6' high
    Au gibet noir, manchot aimable, dansent, dansent les paladins
    Les maigres paladins du diable les squelettes de Saladins.

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