Ganister's Guide to Adventuring #1
In world pamphlet of info for my players, I'll use this to explain some rulings of my games at times but generally want to keep to void of that if possible and just use this to give a bit of advice to them from time to time. Welcome ye to Ganister's Guide to Adventuring #1. Me aim is to provide assistance to those choosing a life of adventure. In side ye shall find information most useful when facing danger in the depths of dungeons and beyond. Doors Come in all shapes and sizes, locked and unlocked. Doors are typically not trapped unless maybe an intruder is expected. Does the door have gaps and holes? Peek an eye through or use a mirror under the gap for an extra look! Knowing which way a door opens is important, if the door swings towards ye then at least one person can usually hide in the hinge side corner for a sneaky approach. Doors can be braced, pinned, and trapped. I've also seen wizardry used to heat up the door handle. Doors are a common place for combat to occ