There are some really classic D&D style roleplay tropes. I am wondering which of these are still in play these days, considering some resistance to the "spike the doors of the dungeon room, so we can take an 8 hour rest" maneuver performed by my current Castles and Crusades group.
- Spiking doors.
- Carrying rations (to eat, and to throw down a corridor to lure monsters).
- 10' pole.
- High Hard Boots.
- Continual light cast on a small object to be thrown into a room.
- Henchmen.
- Mapping.
- Characters having a "last will and testament".
- Fearing oozes, slimes, and jellies.
- If you didn't bring it into the dungeon with you, DON'T EAT IT.
- Elves make the best thieves (secret door spotting).
- 2 Fighters (or fighter-types) for every other party member.
- Attracting followers and building a stronghold.
- 50' of silk rope (hemp weighs too much).
- Small cage with a songbird in it (warns of gas problems).
- Caltrops.
- Humans in the rear, with polearms, fighting over shorter demi-humans in the front.
- Hooded lantern or bullseye lantern - it makes a difference.
- Flasks of oil.
- Flasks of holy water.
- Flasks of acid.
- Extra bowstrings.
- Hammer and pitons - because you never know.
- At least one person in the party should wear wolfsbane.
- Someone should carry garlic.
- Pool extra money at the start for thieves tools and holy symbols.
- First level fighters shouldn't balk at wearing that better armor the dead orc has on.
- Somebody has a pouch of copper pieces, to toss on the floor and distract the kobolds.
- Secret phrase to check for Doppleganger infiltration.
Tags: roleplaying
1 comment:
* Every water source is untrustworthy. Magic contamination, throat leeches (throat leeches!), poisoned by kobolds, etc.
* "You enter a 10'x10' room. A lone orc is guarding a chest."
* Iron rations. Bears mentioning twice.
* Ricocheting lightning bolts.
* Overlapping fireball effect.
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