D&D Survival Tips
In February & March of 2009 a couple of threads started in the Dragonsfoot forums, where people offered survival tips for the dungeon and wilderness. Some of the tips were serious, some less so … some VERY much less so. I took the action to compile the two lists, which I organized into one and republished in the forums. A few days later I decided these were worth preserving elsewhere … elsewhere being my AD&D site.
The list is organized by section with the poster’s Dragonsfoot identity listed.
D&D Survival Tips
Who | Tip | |
---|---|---|
Adventure Preparation | ||
mbassoc2003 | Don’t go down the hole. Stay up top and work on a farm. If you must ignore Tip No.1 proceed with reading the rest of this book. | |
Milo | Stay out of dungeons whenever possible. You may never come out! | |
shadowheart469 | Plan. Before. You. Go. | |
Jarlaxle | ALWAYS have at least 2 characters with torches. | |
Jarlaxle | Bring a few candles…no reason to announce your presence to everyone with a lantern or torch (as well as spoiling the infravision of the elf bowmen on guard duty) when a MU can read his spell book just fine with an ordinary taper. | |
Jarlaxle | Carry a tent on the pack mule…trying to sleep in the rain sucks. | |
serleran | Always have a roll of twine; its like Medieval duct tape and you’re a Renaissance MacGuyver. | |
MrNexx | Carry weapons of a variety of materials… steel sword, silver dagger, and wooden club. | |
adidamps2 | Carry a weapons of different wounding types: piercing, slashing, bludgeoning (sp)… | |
Grypharius | The cleric is always your best friend otherwise you may not make it out alive, let alone cursed, possessed, level drained, diseased, blinded, poisoned, etc . . . | |
Grypharius | I stress the importance of someone playing the cleric; or in some cases druid. | |
Town Adventures | ||
Saunatonttu | Don’t mess with the Bartender, he’s a retired adventurer of higher level than you. | |
Grim | If its wet and the Bartender didn’t hand it to you in a tankard, it will probably kill you. | |
Telemachus | If it’s wet and the Bartender did hand it to you in a tankard, it will probably also kill you. | |
Sikil | “Come serve me woman!” is NOT a good pick-up line, gents, not even if you’re CE. | |
NPCs & Animals | ||
shadowheart469 | If you find a cute, cuddly animal in the middle of a dreadful dungeon, do not pet it, do not feed it, and do not adopt it. It is probably safest to run away (even attempting to kill it may be a bad idea). | |
Carnifex | Never under any circumstance volunteer information to NPC’s. | |
adriapaladin | Always charm/telepathy a small animal/NPC and find out how they get around the dungeon without getting eaten. | |
Telemachus | Ensure the mule is fully trained. | |
adriapaladin | NPCs mourning the guys you killed in the extra-dimensional space don’t like to hear, “Oh , well, he would have died eventually anyways. We tried.” | |
shadowheart469 | If the Princess can be kidnapped, she can also be charmed/brainwashed. | |
shadowheart469 | You will not achieve a lasting, long-term alliance with the Orc tribe. | |
adriapaladin | If you’re using your awesome charisma on someone, beware of whoever’s standing behind him. It might be all well and good to flirt with Prince Charming, but the guy next to him might offer to raise legions of demons for you. And the girl on his right might have interest too. | |
Extempus | Never, ever, under any circumstances, make a deal with a devil (or a demon, for that matter), unless you are extremely powerful and can track it down and kick it’s ass if it screws you over. | |
Dragondaddy | A suitable sacrifice for the Goblin Underlord goes a long way to establishing your credentials as a serious trade delegation. | |
Madalch | Don’t anger any druids | |
Saunatonttu | If you steal a druid’s ‘shrooms, bad things will happen. | |
Saunatonttu | An illusionist on ‘shrooms is much more dangerous than one not on them. | |
Escape | ||
winemaker81 | Never run through an unknown dungeon. | |
Grim | Run away, run away, run away! (See first post) | |
Celendril Truebow | In a dungeon, there is no such thing as “away”. If it ran, you will see it again and it will be angry, more hungry or both and it WILL remember you! | |
garhkal | Don’t go down the dark stairwell until all that is on the current level is dead. | |
Varl | Always make sure there is one member of the party slower than you. | |
Jarlaxle | Remember: you only have to outrun the guy in plate armor, not the monsters. | |
Distorted Humor | if you are the slowest (and of suitable alignment), trip a hireling and then run. | |
Tricks & Traps | ||
Turanil | Don’t pull the lone lever in the empty room. | |
Extempus | If it looks and/or sounds like a damsel in distress (especially out in the middle of nowhere), it’s almost certainly a trap. | |
shadowheart469 | Just because your thief doesn’t find a trap doesn’t mean there isn’t a trap. | |
shadowheart469 | Think before you leap. Seriously … the best way over a pit trap is rarely just jumping across it. | |
Gradek | Always remain 21 feet away from the thief or anyone opening a door/chest. | |
shadowheart469 | Don’t stick your hand into a hole in a dungeon wall, especially if it has a mouth carved around it. | |
shadowheart469 | If you are confronted by an obvious trap, search long and hard for the -unobvious- trap that will really kill you. | |
Sikil | Checking for large scale traps every 10 ft is NOT often enough in Acererack’s abode. | |
Gord | Always hire a couple NPC henchmen to set off traps. | |
Gord | Bring a 10′ pole. (For prodding on the NPCs) | |
Exploring | ||
Turanil | Prepare for the random encounters even in the wardrobe. | |
Dragondaddy | Spike every door open that you open, and spike all the doors shut that you can’t open. | |
Dragondaddy | Not every underground river leads to an underground lake. Most often they just lead to more underground river without any air pockets. | |
Dragondaddy | Climbing gear is always good, especially rope, pitons, spikes, and a climbing hammer. | |
Dragondaddy | If you insist on freeclimbing, at least tie off to members of the company that aren’t freeclimbing. | |
Dragondaddy | The bridge is as rickety as they come, you are better off lassoing or grappling something a bit more solid on the far side, and rappelling across. | |
Dragondaddy | If there are signs of dragons, you are best off getting out right about now. | |
shadowheart469 | If you are lost in a confusing maze of tunnels, beware of minotaurs. | |
Distorted Humor | Don’t split up the party! | |
Celendril Truebow | LOOK UP! | |
winemaker81 | if you can’t see the ceiling there’s something hungry and/or nasty up there. | |
winemaker81 | if the ceiling is breathing make sure you’re carrying a pole arm, point up! | |
winemaker81 | Don’t spend so much time looking up that you don’t see the pit. | |
winemaker81 | Never let the heaviest character go first, especially if you’re roped to him for his safety. | |
winemaker81 | Keep a knife handy in case you need to cut the rope. | |
JDJarvis | Leave alarms behind yourself. Cups and bottles ready to fall perched on door tops and handles so you know when things are moving on your backtrail. | |
Premier | There’s no such thing as “useless” decoration/furniture. They can be used as barricades, stepping stones, weights, rope anchors and a hundred other helpful things. | |
shadowheart469 | If the bridge/ledge doesn’t look strong enough to support your weight, it probably can’t. | |
shadowheart469 | If an archway, metal or not, contains swirling, colourful gas or mist, it’s probably a safe bet that stepping through it is a fairly bad idea. | |
winemaker81 | Send the new guy/gal in first … | |
Stik | When you’ve used up two-thirds of your consumables (spells, ammunition, potions, torches, hit points) it’s time to turn back. | |
Stik | If you leave something behind, it will not be there when you get back. If it is there when you get back, check it for traps. | |
adriapaladin | Not all extra-dimensional spaces have air in them. | |
adriapaladin | To survive a high-level dungeon, use the phrase “bass ackwards”. Most of the traps are meant to keep people out, not in, so starting at level 10 and going up is a good idea. Not to mention that the boss doesn’t get to coordinate an attack against you. | |
Generally Good Ideas | ||
Celendril Truebow | Combat is noisy. Noise attracts things. After an encounter is not down time, it is full frickin’ red alert Defcon 6,000,000! | |
garhkal | Always remain 21 feet from any mages in the party who love fireballs.. | |
adidamps2 | Remember when handling the Holy Hand Grenade to count to 3 and only 3…not 1 or 2 or 4 but 3. | |
garhkal | Don’t stand next to anyone wearing a red shirt! | |
Distorted Humor | There are some creatures, such as Ghasts and Ghouls, which are a walking TPK if you do not do the right thing, there are other creatures such as a Dragon that can be a TPK if you do the wrong thing | |
Sikil | Do not urinate into an open portal while screaming “Take this Asmodeous!” He won’t see the humor, but he WILL hear his name! (Kids do the goofiest stuff) | |
adidamps2 | Shoot 1st, ask questions later…this is especially true when accompanied by a high level cleric, where speak w/dead and resurrection are useful. | |
Celendril Truebow | Don’t waste your spells. I’ve seen CLW used on a 2 HP Giant Rat bite! | |
Stik | Stealth and trickery will get you far. | |
Stik | When all else fails, try “The Big Bluff” | |
adriapaladin | Don’t use unbinding on a highly-contigencied item, especially if your DM has the Great Netbook of Spells, without lots of protection. | |
adriapaladin | Always carry 2 teleports. Reduction, wraithform, gaseous form, and polymorph are very useful as well. | |
adriapaladin | Think way outside the box. If the DM gives you a “HUH?” look, you’re on the right track. | |
Milo | Attack foes from a distance whenever possible. | |
Turanil | Don’t leave your mounts alone at the dungeon’s entrance. | |
Turanil | Don’t leave your henchmen alone at the dungeon’s entrance. | |
Wilderness, Traveling | ||
Milo | Always look for tracks, and try to date them as best you can. Also look good to possibly determine how many. | |
Milo | Do not travel in open terrain whenever possible. Use concealment. | |
Milo | Get some idea of what lairs and travels in the area you are going to. | |
Milo | Hire a guide or have a scout in the party, a ranger will do the trick. | |
Telemachus | Do not leave the path! | |
Milo | There is safety in numbers, never go alone. | |
Telemachus | Trust the instincts of the mule. | |
TheMorseMoose | Travel in single file to conceal your numbers. | |
Grypharius | It would be wise if you traveled in the company of a druid, ranger, or elf. | |
Grypharius | Elves and halfling surprise others on 1-4 when 90′ ahead of friends | |
Sikil | Listen for a lack of sound. If there are no birds chirping, no crickets singing — then you’re in BIG trouble. | |
Grypharius | Remember, gnomes can speak to all burrowing critters. Hey, gather your Intel wherever you can. | |
Grypharius | MU’s with familiars might have them question other critters. | |
Turanil | That crow perched on the tree’s branch, which looks at you… Beware! | |
Wilderness, Camping | ||
TheMorseMoose | Post sentries at night. | |
JerryB | Always post guards in pairs. | |
Telemachus | Careful where you get that firewood! | |
TheMorseMoose | Have at least one PC who can hunt and trap, or be prepared to eat a lot of dog biscuits and bully beef. | |
TheMorseMoose | Always select a defensible spot when selecting a campsite. | |
TheMorseMoose | In northern climes: Watch out where the huskies go, and don’t you eat that yellow snow! | |
Bochi | Build a wall. Surround it with a ditch. | |
Sikil | The deep dark lake is NOT part of our National Parks Program. You WILL meet a hydra, especially if skinny-dipping. | |
Sikil | Check for poison oak, poison ivy, poison sumac, and carnivorous plants before making a “pit stop” behind the tree. | |
serleran | Always have a shovel. You might need to bury your companions. Or, you might need to whack some zombie upside the head. Maybe in that order. | |
tallgeese | Don’t get separated from your gear. Inclement weather has a way of making adventures not fun if you left your stuff sitting on the other side of the mountain. | |
Game Mechanics | ||
Distorted Humor | if you come to the game session and you see the DM pull out a module that has S1 in the corner, remember the old Roman slogan. “Those Who Are About To Die Salute You” | |
shadowheart469 | If it seems too good to be true, prepare to make a difficult saving throw. | |
Stik | If the DM describes it in detail, it is dangerous. | |
shadowheart469 | If the adventure has been to easy up til now, it’s not. | |
Celendril Truebow | Acquire some knowledge of Small Unit Tactics. I see Military booklets about this at bookstores all the time. I don’t mean be a total geek and take the game too seriously, but an understanding of “Tactical Retreat”, “Evasive Action”, “Shoot and Scoot”, and Ambushes is not a bad idea. | |
Celendril Truebow | Know your character! All your bonuses, abilities, Proficiencies and don’t forget to use your magical items. | |
Food | ||
The Icemaiden | Never eat, lick or prod with your finger anything that looks like Jello | |
The Icemaiden | Ditto for puddings … | |
adidamps2 | Cast Iron skillets can double as clubs | |
winemaker81 | Cast iron skillet makes it simple to cook whatever was just killed. | |
Sikil | Elf pudding is NOT pudding made by elves, but rather made OF elves. Yuccckkkk! | |
T. Foster | Never eat anything in the dungeon you didn’t bring in with you | |
oralpain | You don’t need rations if your opponents are edible. Carry more weapons instead. | |
winemaker81 | Subscribe to the Monster Recipe of the Week early to build a collection of recipes before the adventure. | |
DM Aggravation | ||
Frank Mentzer | Bring extra hammers & chisels for barbaric purposes. Deface/destroy anything that seems valuable and can’t be easily carried. | |
Frank Mentzer | Make the adventure come to you. Find a good defensible room and just camp out. Keep it up for a couple of weeks or until the DM quits in disgust. | |
Frank Mentzer | Carry lots of colored chalk. Write a cryptic symbol on the wall of every room. (Claim that it’s merely ‘in case of teleporters.’) Revisit places just to ask what’s on the wall. (Combine with pouring water in specific parts of some rooms.) | |
Frank Mentzer | Search everything, even insects. Dissect monsters, keeping bits & pieces to attempt to resell later. If it’s mammalian, try for resellable steaks (stowed in large sacks). | |
Frank Mentzer | Try to invent things. Gunpowder, waterproofing, and steam engines are good for starters. Find out whether somebody makes clocks. | |
Frank Mentzer | Set up a ‘guard post’. Charge tolls of passers-by, human or not. | |
Frank Mentzer | Seek places to defecate. Use them every 4 hours. Map them out. | |
Frank Mentzer | Break the hinges on all the doors (or tap out the hinge pins). Lean the doors against nearby walls. Try to use them as “full-party shields”. Move them around and ask the DM regularly where they are. | |
Frank Mentzer | Start a metal collection, removing locks, hasps, and other hardware. Try to resell them in town; any kind of metal should be valuable. Consider hiring flunkies to staff a scrap metal business. | |
Frank Mentzer | When you get back, offer to sell Rumors & Information to NPC adventurers (after all, they have the cash). Fabricate all of it; get whatever you can. If you ever see ’em again, act happy and ask if they succeeded. | |
DM Survival | ||
phantasm72 | For the sake of your sanity, don’t have Frank as a player |
This page last updated: 07 May 2009