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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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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JAYNE'S ADVENTURING MAXIMS
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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