The Rules of Adventuring.

104. You only need to be able to sprint fast for a short distance. Most people will give up quickly. Those who do continue to chase you only die alone and tired.
 
105. If you ever accidentally throw a mace at a fey while they are rifting out, never ask "If it worked". (Only counts in Deadlands)

106. If you step foot inside a circle, chances are the only person that can get you out just left.

107. Disarms are Death Spells, unless they have claws.

108. There is no problem that cannot be overcome by a hobbling in a prison, no exceptions.
 
Gormegil said:
104. You only need to be able to sprint fast for a short distance. Most people will give up quickly. Those who do continue to chase you only die alone and tired.

So true... :)
 
JenOfProps said:
96: When Casey is possesed you stay in your ward!


96a. Unless Casey is invested in your ward. Then you're screwed.
 
109. There will always be at least one other name for your race that you don't know about.
 
109a). - Panzees are funnier on fire! WAAAGH DE ORKS!
 
111. You don't need to be faster than anyone if you have a Pin spell in memory.
 
113. Charming a healer works just as well if you have an amnesia.
 
114. (Attempting the) Charming of a Mystic Wood Elf will get you charged with assault ... or get you granted The Gift of Death.
 
Even the best only have so many Resists... ;)
 
115. It probably doesn't pay to resist a Vampire Charm if you KNOW they have a Love 9 or Greater Enslavement. Save it for later!

116. It's better to give someone an enslavement antidote now, instead of watching them let the bad guy into your ward later.
 
117. If I am NPCing a big good guy, it's a pretty safe bet Lauren (phedre) is someplace plotting your demise.
 
Justin: SHUSH! Don't make me have to epically circle-rez one of your bennys.

someday we'll switch it up and REALLY mess with people's minds.

..and it makes you wonder... Tetsu is such a good guy, as is Flint... while that Phedre looks all pale and dressed in black...
 
Super-lip' Phedre can't be bad! The red smacker' am shine wit righteousness! :twisted:
 
Lauren... good??? yeah... hasn't been since she was a wee little lass (granted, half a foot taller than me then too, but still).

118. If anything is happening that can cause an explosion/all items around here are destoryed/you leave your things here forever effect, Amar is nearby and things are going to end badly.

119. When a plot hook goes out saying that a big bad is doing some wierd ritual in the woods, you should prob go check it out. Things will go very badly later on if you don't. (goes double if a unicorn is involved)

120. If you don't check it out, HIDE!
 
121. If it's dressed in black and has skulls all over it, it's probably cool. If it acts innocent and cute, kill it on sight.

122. Don't kill everyone that walks into town. If you keep killing the hooks, plot will come up with repercussions you probably don't want...
 
123. NEVER kill a baby in a bone golem. It will have a pissed off Daddy. (omit rule 123 if you want to hear the phrase "Who puts a baby in a bone golem?")
 
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