DELVING FOR DUMMIES

Waterdhavien scholars recently unearthed a manuscript penned by the infamous Jayne Du'val, a College of Whispers bard, writer, womanizer, and all-around bastard. Included in his manuscript was a list of maxims, rules, and suggestions for other adventurers, with additional comments penned by a different hand.

Jayne's Maxims for Adventuring

  • Do not split the party.

  • Always wear protection. Why did you have to say it like that?

  • Do not tempt fate. It can hear you, and it loves irony.

  • There are no foolproof plans, only unimaginative planners.

  • Look before you leap. Better yet, let someone else leap first and watch what happens to them.

  • When in doubt, send the barbarian first.

  • Never underestimate kobolds on their home turf.

  • There is never just one goblin.

  • For every talking sword, a dozen weapons of comparable power exist out there that don’t come with smart-ass commentary and their own agenda. Ask yourself: Is it really worth it?

  • There is no such thing as unguarded, unclaimed treasure. If there is, it doesn’t stay that way for long. There are no exceptions.

  • Cursed Items happen. If a weapon or article looks a bit more sinister than other ones you’ve seen before, let somebody else try it out first.

  • Knowledge can be dangerous, no matter what the wizard says.

  • Never read anything you find in a dungeon, demonic temple, or insurance office out loud.

  • It’s considered poor form to insult the sphinx’s riddle after correctly guessing it. About as poor form as it is for the sphinx to eviscerate you after a correct guess, apparently.

  • The Fey give nothing for free. Just because you don’t know the price doesn’t mean you won’t have to pay it.

  • Just because it looks clear doesn’t mean it is.

  • A soft answer turneth away wrath. Once wrath’s back is turned, stab it in the neck.

  • Don’t burn bridges. You may have to retreat across them later.

  • Do not fuck with your White Mage. Sooner or later, your life will be in their hands.

  • Never assume that because something has stood for thousands of years against wind, rain, and the infrequent apocalypse, that it will not suddenly collapse from a stiff breeze the second you stand underneath it.

  • The world is richer when you turn enemies into friends, but that’s not necessarily the same as you being richer.

  • Barbarians can open locks too. Their thieves’ tools are just a bit bigger.

  • If your main plan involves stealth, you had better have a backup plan that doesn’t.

  • Beware Fairies bearing gifts.

  • Assume everyone and everything is out to get you. You’ll rarely be disappointed.

  • What happens in the dungeon stays in the dungeon.

  • There is an inherent difference between Demon worship and Devil worship. Always figure out which kind of cult you’re dealing with before engaging. Yea, Devil Worshipers have way better lawyers.

  • Don’t call the Archfey “fairies” where they can hear you.

  • If you come across a fountain or pool, toss a copper in before you take a drink. It’s a small price to pay, and it could save your life.

  • Sometimes a chest is just a chest, but don’t bet on it.

  • Never do anything for free so long as there’s someone left to pay you.

  • Necessity is the mother of deception. I thought your mother’s name was Agnes.

  • Nobody carves statues of frightened adventurers. If you see one, keep your eyes shut and your ears open.

  • Don’t poke skeletons. Smashing works best.

  • Always remember the adventurer’s creed: no job is too small, and no fee is too large.

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JAYNE'S ADVENTURING MAXIMS

  • It’s not “grave robbing” if the corpses fight back. That depends on the judge, apparently.

  • Keep a few gemstones in your pocket. A hungry Xorn is a helpful Xorn.

  • Prayer is not a plan, and Hope is not a strategy, no matter what the Cleric says. Oh, ye of little faith…

  • Honesty is only the best policy when you don’t have a good liar around.

  • Before opening the sarcophagus, light a torch.

  • Traps mean there is something worth protecting. If the traps still work, the loot’s still there.

  • If it seems too easy, it likely won’t be for long.

  • Do not trust attractive women in dungeons.* Do not trust attractive men in dungeons.

  • Do not trust women with your coin pouch. EVER. Dammit, Jayne, it was one time!

  • Before rushing to save the helpless damsel or crying child, take a moment to consider how they got past the traps, puzzles, and hordes of flesh eating monsters to find themselves in their current predicament. Skepticism is highly encouraged.

  • When presented with a locked door, knock before you Knock.

  • When presented with a door, check that it’s locked before you pull all the levers in the room.

  • Glowing things that don’t do anything when poked by a wooden pole might still do something if poked by a finger.

  • Always wear gloves when handling strange objects.

  • Consider all objects removed from dungeons “strange” until proven otherwise (thoroughly).

  • Labels like Good and Evil can be very misleading, as they don’t always apply to your current situation in the way you’d expect.

  • Always ask permission before walking past a statue. It never hurts to be polite. With how infrequently you manage it, Jayne, I figured it was agony for you.

  • Don’t bother killing a Lich. They just come back angrier.

  • You’d be surprised at how many things in a dungeon are actually edible. That doesn’t make it a good idea to put anything from a dungeon in your mouth besides what you brought in with you.

  • Never interrupt anything willing to tell you a story.

  • Runic Circles can be very good, very bad, or very boring. Unfortunately, it usually takes an intelligent being to determine this. Try to make sure your friend goes first.

  • Make offerings at any dais or altar you find and cannot identify. Unless you serve a jealous god, and they like to spy on you.

  • You cannot compensate for a lack of skill with enthusiasm, no matter what the barbarian says.

  • Always check behind tapestries and drapes. Similarly, always check beneath rugs. Do this with a 10-foot pole, in case you actually find something.

  • A spear or quarterstaff is not a proper substitute for a 10-foot pole.

  • 10 feet should be considered an absolute minimum for a poking stick. If you can do it from the next room, all the better.

  • Angels, Metallic Dragons, and Sphinxes are generally Good. That does NOT automatically make them nice, friendly, or on your side. Did you ever stop to think “Maybe it’s me?”

  • Don’t mess with fungi. Yes, most is harmless and some can be eaten. Other types eject spores that can drive you mad, warp your flesh, or kill you inside of a day.

  • If you find something powerful intentionally imprisoned in a dungeon, there is probably something worse that put it in there. If that thing isn’t gone, you should be.

  • There is ALWAYS a bigger fish.

  • Blackmail is never a long-term solution.

  • Paranoia is underrated. In many cases, it’s justified. In some, it’s even prudent.

  • If there’s a shapeshifter around, be extra careful about rule #1, and be suspicious of everyone you meet. Even especially when its somebody you know.

  • There is no such thing as overkill. There is only “Enough Kill” and “Keep Hitting It”.

  • If you can do it, your enemies can too. Plan accordingly.

  • Pillage, then burn.

  • You can indeed put a price on life, no matter what the druid says. Just ask the rogue; he’ll give you the current rates.

  • If violence wasn’t your last resort, you didn’t resort to enough of it.

  • Mockery and Derision have their place. Usually after the corpse stops twitching.

  • Mutilating a corpse is crass. Disintegrating or incinerating a corpse is practical.

  • It’s not theft if they were dead before you took it. Or shortly enough thereafter.

  • Bravery and Stupidity can look awfully similar in practice. Only to you, Jayne.

  • Sometimes the only way out is through. Through the wall.

  • A “Mad Wizard” is someone who never stopped to ask: “What’s the worst that can happen?”

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  • Do unto others.

  • Friendly fire still burns just as hot. I said I was sorry.

  • Your name is in the mouth of others. Be sure it has teeth.

  • Gravity is a harsh mistress.

  • The longer everything goes according to plan, the bigger the impending disaster.

  • Don’t be afraid to be the first to resort to violence.

  • The enemy of my enemy is my enemy’s enemy. No more, no less.

  • A little trust goes a long way. The less you use, the further you’ll go.

  • Don’t tell the help what happened to their predecessors. It’s bad for morale.* If you’re leaving tracks, you’re being followed.

  • “They’ll never expect this,” is code for “I want to try something stupid.”

  • If it’s stupid and it works, it’s still stupid and you’re lucky. You’re just upset that my plan succeeded and yours didn’t.

  • The size of the reward is inversely proportional to the likelihood of surviving to collect it.

  • Never trust anything with scales.

  • Let them see you sharpen the sword before you fall on it.

  • The information you’ve got is never the information you want.

  • Don’t fight fire with fire. It probably has immunity. That one’s aimed at me, isn’t it?

  • The best way to win a one-on-one fight is to be the third one to arrive.

  • The pen is mightiest when it’s writing an order for more swords.

  • An ounce of diplomacy is worth a gallon of violence. Luckily, violence is easy to come by.

  • Two wrongs are probably not going to be enough.

  • Don’t use big spells in small rooms.

  • Negotiating from a position of strength doesn’t mean you shouldn’t also negotiate from a position near the exit.

  • Remember, if things go bad, you don’t really have to outrun the monster. You just need to outrun the dwarf.

  • Never pay in advance.

  • Always insist on being paid in advance.

  • Hypocrisy is not a sin, it’s merely a sensible double standard.

  • Those who live in glass houses are never the ones you want to see shirtless.

  • A kind word and a big stick will get you a lot further than just a kind word.

  • Failure is not an option – It is mandatory. The option is whether or not you let failure be the last thing you do.

  • Always endeavor to exceed expectations. Especially those of your enemies.

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