-------------------- Player's Notes --------------------

 

An AD&D Character's (Unofficial) Survival Guide

  1. Leave immediately if...

    • ...you're searching for something which caused a noise and find out it's only a cat.

    • ...you find that your castle, keep, or hovel is built upon or near a cemetery, was once a temple that was used for black masses, had previous inhabitants who went mad, committed suicide, died in some horrible fashion, or performed necrophilia in your new abode.

    • ...kitchen utensils start moving about by themselves.

    • ...trees or other inanimate objects begin to eat your companions.

    • ...anything other than water (blood, thick goo of any color, or etc.) comes out of a well or fountain.

  2. Do NOT...

    • ...take anything from the dead.

    • ...fool with new, unusual, or other spells found deep in dungeons guarded by demons unless you're sure you know what you are doing

    • ...go to the nearby deserted-looking keep, castle, or house to ask for help, if your horse suddenly drops dead in the middle of the night

    • ...search a dungeon if you don't have any continual light, holy water, wooden stakes, and etc. because if you don't have it, you'll need it.

    • ...solve puzzles that open portals to Hell or any other evil plane.

    • ...mess around with dead flesh to create a monster.  If you succeed, it will ultimately turn on you.

  3. Never...

    • ...check to see of it's really dead, when it seems that you've kill the monster.

    • ...read a book of demon summoning aloud, even as a joke.

    • ...pair off or go it alone, when you've the benefit of numbers.

    • ...stand in, on, above, below, beside, or anywhere near a grave, tomb, crypt, mausoleum, or other house of the dead.

    • ...back out of one room into another without looking, the monster is always behind you.

    • ...ever, ever turn off the main trade route onto a dirt trail into a dark forest, during a thunderstorm.

  4. Kill them immediately if...

    • ...other party members speak to you in a language which they do not know, or if they speak to you using a voice which is other then their own.  It will save you a lot of grief in the long run.  It will probably take several rounds to kill them, so be prepared.

    • ...your companions suddenly begin to exhibit uncharacteristic behavior such as hissing, fascination for blood, glowing eyes, increasing hairiness, and so on.

    • ...your friend turns into a demon and then suddenly turns back to normal, they are not normal!

    • ...he/she suggests that you split up the group.  They will eventually get you killed.

    • ...he/she is the greedy person in the group.  They will eventually get you killed.

  5. If you find a town which looks deserted, it's probably for a reason.  Take the hint and stay away.

  6. If you come to a small town and all the residents stare at you and act very strange, do not stop for the night.

  7. If all the residents of a town or village tell you that a castle is haunted and that anyone spending the night there dies horribly...Believe them!

  8. Listen closely to the bard songs, and pay attention to the tavern's patrons (yes, the locals), since they are usually far more intelligent than you could ever hope to be.

  9. Never, make fun of the local's stories about deformed killer babies, monsters, or demons in backwoods towns you can bet they are real and you might get it angry.

  10. If you're alone and running from a powerful monster, expect to trip or fall down at least twice.  Also note that, although you are running and the monster is merely shambling along, it's still moving fast enough to catch up with you.

  11. Beware of strangers bearing unusually bloody tools or any device made from deceased remains.

  12. At night, in creepy, foggy woods, that rustling in the bushes is not a bunny rabbit.

  13. No matter how good a friend he/she was, once they become one of the undead, they will try to kill you (and probably eat you).

  14. Always check the back of your cart or wagon .

  15. If you come into possession of a strange old artifact and any exotic person (old oriental wizard, gypsy, medicine man, etc.) warns you to do, or not to do, something, do not do just the opposite in order to demonstrate how silly they are.

  16. If one of your group is missing for a while and, upon returning, no longer seems as frightened, assuring you that there is really nothing to be worried about, do not let them get behind you.  They have joined the other team.

  17. Never be the only priest in the group, you will either lose your faith and die or you will sacrifice yourself for the others and die.

 

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