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EXPERIENCEor she has detailed information respecting this subject, and a chart ofexperience points to be given for monsters slain, with bonus points shownfor special abilities of monsters. After being awarded points, you will beexpected to add any bonus due for high major characteristic ability, totalthe whole, and record the number of experience points now possessed bythe character. Remember, character henchmen will gain only one-half oftotal experience. Your referee might require you to inform him or her ofnew experience point totals in order to keep records. This prevents any"fudging" on the part of over-zealous <strong>players</strong>.POISONIt is not generally possible to envenom a weapon. This is because thepoison will not readily adhere to the blade or head of the weapon (and forpurposes of the game widespread use of poison is highly undesirable inany event). However, let us suppose that your Dungeon Master will allowpoisons as follows:Poison potions discovered in an adventure can be used as missiles tobe h<strong>url</strong>ed into the maws of monsters or can be offered as "gift" potionsto intelligent captors.Missiles - arrows, bolts, darts, javelins, and spears - can beenvenomed with a toxin sufficient to cause any creature hit by such amissile to make a saving throw versus poisoning or die. (Suppose thatthis poison is such that saving throws are made at +2 on the victim'sdie roll.)Blades can likewise be coated with a toxic resin or similarly viscousfluid so as to make sword or axe strokes cause a poison saving throw tobe made by the first creature initially struck by such a weapon.With respect to the first case, the resolution of the matter is simply achecking of the appropriate tables to find if the potion hit the mouth, if thereaction caused the captor to taste the potion, etc.The second and third cases, however, make it too easy for interesting play.Imagine: Party sees red dragon, party discharges a volley of poisonedmissiles, monster dies, and party seizes dragon hoard. Therefore, the DMwill typically make every character employing poisoned weapons check tosee if they nick themselves handling their weapons, to determine whothappens to missiles which fail to strike the opponent, etc. It is also likelythat the DM will establish sanctions regarding the use of poisons on acontinuing basis, i.e. characters of good alignment cannot use such toxicsubstances as it constitutes foul and unfair practice; or characters foundwith poisoned weapons will be immediately slain and their corpsesburned and ashes scattered. In a similar vein, most <strong>com</strong>munities viewpoisoning and poisons as highly undesirable due to the difficulty ofprotecting against ingestion of such fatal substances. Any individual (orgroup) making indiscriminate use of poison will have social pressureand/or legal action brought against him or her. For example:The Thieves Guild is an accepted part of <strong>com</strong>munal society, and so long asthey contain their activities to cutting purses, picking pockets, burglarizinghomes, waylaying late-night revelers, a11 is well. Then the guild decides topoison a whole establishment, a large gold smithing and jewelry makingfirm, in order to loot the entire place. Such activity would arouse the ire ofthe citizens, tradesmen, and city officials. Furthermore, the Assassins Guildwill probably view the action as a threat to their existence and aninfringement on their prerogatives as well. The socially unsanctioned useof poison would call to mind the use, usually accepted if not liked, oftoxins by assassins. Premeditated murder, particularly on a grand scale, islikewise the exclusive precinct of the Assassins Guild. Taken in a lessercontext, an individual employing an envenomed sword is callingunfavorable attention to the use of poisons, possibly confusing his or herrole with that of a guild member, and so trespassing.The upshot of this is to consult your DM with respect to the permissibleusage of poisons. Keep in mind the principal reason for restriction of theuse of poison - the game must offer challenge. If poison is limited orspecially treated, you will understand and co-operate.SUCCESSFUL ADVENTURESSUCCESSFUL AD VENTURESFew <strong>players</strong> are so skillful at fantasy role playing games as to not benefitfrom advice. Also, many readers will be new to this form, if not totallyuninitiated. So what follows are some basic guidelines as to how good<strong>players</strong> approach the game, and as continued success tends towards evenmore achievement, those who play well might actually be<strong>com</strong>e great.The most <strong>com</strong>mon form of ADVANCED DUNGEONS 8 DRAGONS play isthe underground adventure, whether in dungeons, cave <strong>com</strong>plexes,temple mazes and labyrinths, or whatever. The main thrust of this sectionwill logically aim at improving play in just those sorts of settings. Theoutdoor and city adventure will be touched on thereafter. Now assumethat a game is scheduled tomorrow, and you are going to get ready for itwell in advance so as to have as much actual playing time as possible -no sense in spending precious adventuring minutes with the mundanepreparations <strong>com</strong>mon to the game.First get in touch with all those who will be included in the adventure, or ifall are not available, at least talk to the better <strong>players</strong> so that you will beable to set an objective for the adventure. Whether the purpose is sosimple as to discover a flight of stairs to the next lowest unexplored levelor so difficult as to find and destroy on altar to an alien god, some firmobiective should be established and then adhered to as strongly aspossible. Note, however, that inflexibility or foolish stubbornness is oftenfatal. More about that a bit later.Once the obiective has been established, consider how well the portyplaying will suit the needs which it has engendered. Will the charactershave the means of ac<strong>com</strong>plishing the goal? Is it well-balanced, so that itcan cope with typical problems expected in the fullfillment of theobjective? Will it be necessary to find mercenary non-player characters orhire men-at-arms in order to give the party the necessary muscle? Is anyspecial equipment needed? When agreement regarding these and anysimilar questions has been reached, each participant must ready his or hercharacter, but preparations must be made with the welfare of the wholegroup in mind.Co-operation amongst party members is a major key to success,particularly when the characters are relatively low-level. Later, when<strong>players</strong> have characters of 9th. 10th. or even higher level it will be aslightly different matter, for then some adventures will be with but one ortwo player characters participating, and the balance of the group will bemade up of henchmen whose general co-operation is relatively assured.But to gain the upper levels, it is essential that a character survive, andsurvival at lower levels is usually dependent upon group action and teamspirit. Co-operation must begin when the party prepares for the adventureand continue through safe return to base and division of spoils -including the special treatment required for any unfortunate characterscursed, diseased, maimed, or killed.Each character has a selection of equipment which he or she will carry onthe adventure. Particulars should be given to the party if any equipment ispossibly redundant, newly conceived, or of possible special useconsidering the established goal for the adventure. In like manner, spellsmust be selected in co-operation with other spell-users in general, so thotattack, defense, and assistance modes will be balanced properly and<strong>com</strong>pliment the strengths and weaknesses of the party as a whole.Characters must know each other's strengths and weaknesses, physicaland mental, in order to meet the problem posed with the correct characteror <strong>com</strong>bination thereof. Does the group have sufficient equipment of theelementary sort to meet both expected and unexpected challenges (ropes,spikes, poles, torches, oil, etc.)? Are we burdening ourselves with toomuch because of simple duplication (too many torches, everybody hasa10' pole, and so on)?. Do we have as broad a spectrum of spells as possibleso as to be able to have a good chance against the unexpected,considering the objective and what it requires in spells? Is there somemagic item which one of the party members possesses that will be ofspecial help, or general assurance of survival, in this adventure? All thisshould be done before play begins, for it is time consuming, and thereadying of a party can require several hours if there are more than sixcharacters involved.At the same time preparations for the up<strong>com</strong>ing expedition are underway, each player should see that his or her character has made properpreparations as well. These preparations include the safety of henchmenand/or goods which are to remain behind, wealth safely hidden or placed,instructions as to what to do if the character fails to return left with a1 07

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