Results 1 to 30 of 36
-
2007-10-27, 02:30 PM (ISO 8601)
- Join Date
- Sep 2007
1001 Lessons of the School of Hard Knocks
1. Levers are evil and not to be trusted.
2. Damsels lacking most of their clothing are usually evil and to be trusted only warily (most of the time, it's a succubus, but sometimes, it's just some...ah, forced entertainment.)
3. Those drow are not going to negotiate.
4. Neither is that beholder.
5. The party bard is neither a tank nor a Protection from Arrows spell.
6. If you are the party bard, remember that you're temporary backup, not permanent.
7. Killing a cult's idol does not mean they will surrender, it means they no longer get that +4 morale bonus to kicking your ass.
8. Soverign Glue has the word 'soverign' in its name for a reason.
9. There's always a way to come back from the dead.
10. Doing so is not always a good idea.
Now...ADD MORE!
-
2007-10-27, 02:46 PM (ISO 8601)
- Join Date
- Aug 2007
- Gender
Re: 1001 Lessons of the School of Hard Knocks
11. The King's Daughter; Look but don't touch.
*bonus points for the reference...Avatar by Aedilred
GitP Blood Bowl Manager Cup Record
Styx Rivermen, Feets Reloaded, and Selene's Seductive Strut
Record: 42-17-13
3-time Division Champ, Cup Champion
-
2007-10-27, 02:49 PM (ISO 8601)
- Join Date
- Aug 2007
Re: 1001 Lessons of the School of Hard Knocks
12. There are two gods of magic. One is the "uncaring" and the other is the goddess of death. Trust your wizard accordingly.
-
2007-10-27, 02:51 PM (ISO 8601)
- Join Date
- Jul 2007
- Location
- London
- Gender
Re: 1001 Lessons of the School of Hard Knocks
Spaceballs, woot.
13. Archmages are to be treated with respect due to their immense power and trigger-happy reactions. Life as a frog is over rated.
14. Dragons are to be treated with even more respect, Barbeque is best enjoyed when you aren't dealing with a twenty ton fire breathing carnivore.Last edited by mostlyharmful; 2007-10-27 at 02:52 PM.
Give them bread and circusses and the plebs wont rise against you. Give adventurers dungeons and trapped chests and they won't waste time looking to ransack your home and kill your wife.
-
2007-10-27, 02:54 PM (ISO 8601)
- Join Date
- Jan 2005
- Location
- Singapore
- Gender
Re: 1001 Lessons of the School of Hard Knocks
15. Purify Food and Drink may make the monster hamburger less toxic, but now it's tasteless.
15a. Unless you have Scavenging Gullet, don't volunteer to test the flavour before the spell.Last edited by AtomicKitKat; 2007-10-27 at 03:00 PM. Reason: Numbering
President of the Society for Hobgoblin Equality in Level Adjustment(SHELA)
Glowing Kitty from Lilly
Wren Worgatar by Mephibosheth
The Living Bullet!
Unusual Inner Animal Avatar from Quincunx.
Whenever you mention Pun-pun*SQUELCH!*, Ao kills another Kobold.
Everytime someone says "Pazuzu" twice, Ao erases them on the next "Pa". Then he undeletes them so he can wipeinfo them from the multiverse.
Everytime you kill a catgirl, I get more company.
-
2007-10-27, 04:35 PM (ISO 8601)
- Join Date
- Dec 2006
- Location
- Brazil
- Gender
Re: 1001 Lessons of the School of Hard Knocks
13a. If you really need to, kill him while he still level 1. From far. With a large group.
16. Don't forget, even if you are 4 levels above a mob, fighting 20 weak monsters is not a good idea. Probabilities say that they are likely to roll a few criticals, and their weapon base damage is usually the same as you.
17. Step away from wells. Always. Even common water wells in the middle of a town, with several citizens picking water everyday.
18. If you are not a paladin, or anything with a magic mount, don't waste your money on tough mounts or gear for it. Just hire someone to transport you through from one city to the next. If you gain a mount as a gift, don't even bother writing it down on your character sheet. You'll have to erase it soon anyway...
Member of the Hinjo fan club. Go Hinjo!
"In Soviet Russia, the Darkness attacks you."
"Rogues not only have a lot more skill points, but sneak attack is so good it hurts..."
-
2007-10-27, 05:15 PM (ISO 8601)
- Join Date
- Mar 2007
- Location
- Reykjavík, Iceland
- Gender
Re: 1001 Lessons of the School of Hard Knocks
Ahhh, reminds me of my first serious AD&D group. After several levels, we became the elite troubleshooters of a small nation's king (we helped him get on the throne, heh), and we ALWAYS had to ask for new horses. I remember one incident in particular where we tied them outside the temple we had to explore. When we came back, they were in the process of being eaten by zombies.
Another time, we left our horses and carriage in a fortress. That was on fire. Because we screwed up our diplomatic mission there.
Ahh, good times. Pardon me for not contributing anything relevant to this thread
-
2007-10-27, 05:46 PM (ISO 8601)
- Join Date
- Oct 2007
Re: 1001 Lessons of the School of Hard Knocks
19. Never rely on a Battle-Cleric for healing/raising. They usually have a hard time remembering any prayer that doesn't contain word smite...
-
2007-10-27, 05:58 PM (ISO 8601)
- Join Date
- Jul 2006
- Location
- Poland
- Gender
Re: 1001 Lessons of the School of Hard Knocks
20. Do not associate with evil or Chaotic Stupid characters, unless it is an evil party (and gods help you if it's a Chaotic Stupid party). If they mess with someone, do not take their side because they are your friends, since they are going to betray you anyway - help that someone instead, thus cleaning your name.
-
2007-10-27, 06:16 PM (ISO 8601)
- Join Date
- May 2007
Re: 1001 Lessons of the School of Hard Knocks
21)Horses are not to be used to trigger traps...more than once!!You may need them to escape...
This actually happened...we discovered we had to cross a room full of traps(we discovered the traps by setting a few of them off)...So the party barbarian decides to test test whether there were traps everywhere...he knocks out his horse and throws it inside which ofc led to the horse's terrible death...he then used the horse's corpse as protection against the traps...too bad he didn't have anything to escape on later when haste was of the essence...
-
2007-10-27, 06:21 PM (ISO 8601)
- Join Date
- Aug 2006
- Location
- Central Ohio
- Gender
Re: 1001 Lessons of the School of Hard Knocks
22) Make sure the Door is unlocked before using the table as a battering ram on it. Or that it is a push door not a pull.
-
2007-10-27, 06:23 PM (ISO 8601)
- Join Date
- Jul 2006
- Location
- Northen Virginia
- Gender
Re: 1001 Lessons of the School of Hard Knocks
23. If you ever see a corpse just lying on a slab, attack it, preferably from outside of the room. It will invariably animate and attempt to attack.
23a.The same apply for all non-load bearing statues.Last edited by martyboy74; 2007-10-27 at 06:24 PM.
-
2007-10-27, 06:26 PM (ISO 8601)
- Join Date
- Jul 2005
- Gender
-
2007-10-27, 06:26 PM (ISO 8601)
- Join Date
- May 2007
Re: 1001 Lessons of the School of Hard Knocks
HAHAHA!!we actually had that happen to us!!We spent 3 hours(gametime) trying to open a door we even took 20 and the whole party pushed...someone then had the idea to pull the door which opened soundlessly and really easilly!
23)when encountering a living door whose name you must utter its name in order to open(and it won't tell you) don't waste hours trying to trick it...Just hold hands and dance in a circle singing"we're so happy dancing in a circle, my name is:X" with the names of each party member one by one until the door joins is and tells you its name...
-
2007-10-27, 06:27 PM (ISO 8601)
- Join Date
- Sep 2007
- Location
- In Orbis RPG drafts
- Gender
Re: 1001 Lessons of the School of Hard Knocks
24. Not detecting traps doesn't mean there aren't any.
25. Nine words for dungeon survival: "Since you can't find any traps, you're opening it."Last edited by Armoury99; 2007-10-27 at 06:27 PM.
Coming Soon....
Orbis Terrarum RPG: Gritty heroism in a customisable world of secrets, daemons, and strange ecologies...The historical roleplaying game of a make-believe world. Meet us on Facebook, Google Plus, and coming soon to kickstarter!
-
2007-10-27, 06:45 PM (ISO 8601)
- Join Date
- May 2007
- Gender
Re: 1001 Lessons of the School of Hard Knocks
26: The fact that the Trickery Cleric has the spell Detect Traps doesn't mean he's actually going to detect them.
27: You do not, in fact, need to intimidate the barkeep.
28: Or bluff him into beliving the rest of the town is on fire.
29: Or that his mother is an undead zombie in the church of Pelor's basement.
30: Or that HE is an undead zombie in the church of Pelor's basement.
31 Ad nasusemDragonseth says,
On a related note: Support Hardy-Weinberg Equilibrium! Practice random mating!
-
2007-10-27, 07:14 PM (ISO 8601)
- Join Date
- Sep 2007
Re: 1001 Lessons of the School of Hard Knocks
32) Belts of battle, Thralls of Demogorgon, and Frenzied berserkers are NOT nice and a piece of the party. They ARE a party by themselves, so let them be and stay farther away than from an archmage.
-
2007-10-27, 07:17 PM (ISO 8601)
- Join Date
- Apr 2007
- Location
- where dreams are made
- Gender
Re: 1001 Lessons of the School of Hard Knocks
33) just because the barbarian/frenzied berserker is a nice guy not think there nice when they frenzy
Spoiler
sig by Bitzeralisis
Old Avatar by Simius
new Avatar by Qwernt
Tiger Paladin of HALO
-
2007-10-27, 08:43 PM (ISO 8601)
- Join Date
- Jan 2006
- Gender
Re: 1001 Lessons of the School of Hard Knocks
34: Dead people left to rot on the battlefield are always safe. Dead people buried in regular cemetaries are usually safe. Dead people buried in any kind of tomb, however, are one hundred percent guaranteed to come back as undead. Necromancers wishing to raise undead hordes need not waste time learning spells like create undead; they just need to buy a modest mausoleum and start tossing corpses in.
35. Unguarded, undefended piles of gold are not to be trusted.
36. If you approach a beggar, he is simply a beggar and you may do with him as you please. If a beggar approaches you, he is a (dragon/archmage/demon lord/god) in disguise and you had better treat him with suitable respect.
-
2007-10-27, 09:06 PM (ISO 8601)
- Join Date
- Jul 2007
- Location
- 500 miles that a way!
Re: 1001 Lessons of the School of Hard Knocks
37: "I have a sword" is not a plan. It is a statement. Using statements for plans can really hurt.
The perfect fighter fix.
Hey, the magnificent Shades of gray made me the cool paladin! Give him a hand!
From time to time, I vanish from the boards. Like Frosty, though, I'll be back again some day!
-
2007-10-27, 09:09 PM (ISO 8601)
- Join Date
- Sep 2007
Re: 1001 Lessons of the School of Hard Knocks
38 Unless, it's "I have up to level 9 spells/up to three Vengeful Gazes of God maximized and empowered that I can take and still stand". Then, duck and cover.
-
2007-10-27, 10:13 PM (ISO 8601)
- Join Date
- May 2007
- Location
- The Land of Cleves
- Gender
Re: 1001 Lessons of the School of Hard Knocks
36. If you approach a beggar, he is simply a beggar and you may do with him as you please. If a beggar approaches you, he is a (dragon/archmage/demon lord/god) in disguise and you had better treat him with suitable respect.Time travels in divers paces with divers persons.
—As You Like It, III:ii:328
Chronos's Unalliterative Skillmonkey Guide
Current Homebrew: 5th edition psionics
-
2007-10-27, 10:27 PM (ISO 8601)
- Join Date
- Feb 2006
- Location
- Brinkley Court
- Gender
Re: 1001 Lessons of the School of Hard Knocks
39. If you approach a random NPC and the DM has a name, characteristics, and detailed description of him, it is NOT a random NPC. You cannot kill it, do what it says.
40. When you just killed the BBEG in one round and annoyed the DM, wish isn't the only spell that can have nasty consequences.
-
2007-10-27, 10:29 PM (ISO 8601)
- Join Date
- Aug 2007
Re: 1001 Lessons of the School of Hard Knocks
41. There's a universal answer to every problem; it starts with a "fire" and ends with a "ball."
42. It can be safely stated that a random person you attack in Faerun has a 50% chance of being a God/Dragon/Archmage/Elminster/Epic Guy. The other 50%, the dude's a level 1 commoner.
43. Never trust the evil Sorcerer, especially if he's fooled you already.
44. In real life, people rest for about 8 hours once per day; in game, the party rests every 10 minutes.Last edited by Guy_Whozevl; 2007-10-27 at 10:29 PM.
-
2007-10-27, 10:55 PM (ISO 8601)
- Join Date
- May 2007
- Location
- Department of Smiting
- Gender
Re: 1001 Lessons of the School of Hard Knocks
45. Adventurers can't call in reinforcements.
46. If the king hired you to clear out the dungeon because sending adventurers is cheaper than calling out the army, don't tell him the reward he gives you is too skimpy.
47. Make sure you know what the artifact does before you stab anyone with it.
48. Don't touch sentient swords, unless you know that they share your alignment. And even then, you might want to wear gloves.
49. If you're in the temple of an evil deity, never, ever put anything on the altar. If you put an animal on the altar and kill it, you are about to be just as dead as the animal is.
50. Just because a trap went off when you walked over that patch of floor doesn't mean a second trap won't go off if you walk there again.
51. Each member of a party should carry a bottle of Universal Solvent. There are certain places in which everything is made out of glue.
52. Don't try to rob mysterious old men in robes. That goes double if they have long beards. If they're also carrying intricately carved staffs, just ask them if they have a quest to send you on and get out of there.
53. The Rogue always has another dagger. Always.
54. You could sleep out in the open air without setting a watch. You could also slather yourself in barbecue sauce and put up a sign reading "Free Food!" in Orcish.
55. The demon prince is going to betray you. The only questions are when, and whether you have to make a deal with him to advance the plot first.
56. Do not sleep with anyone whom you have not yet used Detect Evil on.
57. Under no circumstances should you sleep with a succubus or vampire. Even if you have an item that makes you immune to level drain. Especially if you have an item that makes you immune to level drain.
58. Sleeping with a Drow priestess, any cultist, or any necromancer is a slightly less bad idea. However, it's still a very bad idea.
59. Most necromancers are evil. Don't trust them.
60. If you've learned that the cult has infiltrated the local government, you shouldn't immediately go tell the mayor without resting and replenishing your spells first.
61. If it tried to eat you, you should not eat its corpse.
-
2007-10-27, 11:03 PM (ISO 8601)
- Join Date
- Jun 2007
- Location
- On Paper
- Gender
Re: 1001 Lessons of the School of Hard Knocks
62. Perfect Plans Are not.
63. Fire may be a useful and stylish method for dispatching your foes, however, there is a time and place for it, and the place is never in a city with lots of wooden buildings.
64. Explosives and enclosed spaces don't mix well.
65. Once your golden-tounged monk-diplomat has convinced the orcs not to kill you and feast on your flesh, don't let him then try to conver them to his religion of pure law (Happened many many times in one of our campaigns. Preety much at least once a session).
-
2007-10-27, 11:04 PM (ISO 8601)
- Join Date
- Apr 2007
- Location
- Loading...
- Gender
Re: 1001 Lessons of the School of Hard Knocks
66. Do not make an plan to kill a god. It won't work.
67. Even when it does over 6million damage per round.... It still won't workLast edited by huyneo; 2007-10-27 at 11:05 PM.
Awards
Spoiler
Zombie Invasion
I lived through the Invasion of the Zombies and all I got was this lousy signature thingie made by a lazy narrator. Go me!
Nexus of the Future
Avatar by Dr.Bath
-
2007-10-27, 11:44 PM (ISO 8601)
- Join Date
- May 2006
- Gender
Re: 1001 Lessons of the School of Hard Knocks
68. If you are playing a knight in shining armor, do not decide to make a heroic lance charge against a monster with breath that turns living creatures to stone. You have powerful magic items and good saves to protect you from being converted into the rider of an equestrian statue. Your horse... does not.
[Sir Bernard ended up headbutting a tree; fortunately the rest of the party managed to kill the gorgon]
68a. The same argument goes for any tactic that involves riding a mount significantly easier to kill than yourself.
-
2007-10-28, 12:44 AM (ISO 8601)
- Join Date
- Dec 2006
Re: 1001 Lessons of the School of Hard Knocks
69. Do not ask an NPC Druid if he would be your "horsie"
70. Don't bother fighting the city guards, just give them beer.
70 a. If that doesn't work then you're probably better off running from the city guards.
71. Just because you can steal from the npc, doesn't mean you should.
72. Do not criticize the cleric on how he chooses to heal people.
72 a. Double if the cleric spontaneously casts Inflict spells
73. If the cleric spent all the time healing you in combat, don't complain that he didn't contribute to the fight.
74. Just don't complain about the cleric.
-
2007-10-28, 01:12 AM (ISO 8601)
- Join Date
- May 2007
Re: 1001 Lessons of the School of Hard Knocks
75. Friendly fire isn't.