https://m.youtube.com/watch?v=copt1OL-BC8&t=1376s
Old school rules yt with azmountaineer. Time 22:55, pg. 36 of “the escaping of monsters & traps” from Judges Guild: Installment Y
- Caltrops to outrun monsters
- Dropped food, monsters non intelligent will be distracted
- One or Two men jumping on (grabbing) a bad magic user to slow him down.
- Hinged pit trap
- Staggering short lines of players to get to the one fallen player
- Gaseous form to seep thru cracks
- Telekinesis spell to open it
- If only have a teleport self, other player use shrink potion then u can teleport two or three for one or something.
- When can afford, hire dwarves to spot traps and elves to spot secret doors … those two walk in front. Elf hireling also great in woods.
- Shorter PCs in front lines, allows fighting from behind (??)
- Sombies and skeletons can be foiled by dispel magic spell. Or protection from evil spell.
- Trick players or vice versa -
- Cast continual light on a nonmagic ring
- Carve runes in a nonmagic oak staff
- Large gem in end of metal rod
- …
- Make classes dress like another class
Higher LEVEL TRICKS
- Wish spell - in the wvent of a death, whole party transported out of the dungeon alive and well!
- Coat items in mithril to protect from fire n acid
- Hire a Sage, who specializes in monsters
- Hire ppl and make armories to protect loot from thugs and jealous adventurers
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