10 Commandments for D&D

- Never split the party.
- Never go into the water.
- Always check for traps and secret doors.
- Never trust a smiling NC.
- If the room looks empty, it isn’t.
- Touching the mysterious glowy thing is a group decision.
- The lone treasure chest is probably a mimic.
- If the DM asks “are you sure” the answer is no.
- Retreat is sometimes the correct tactical option.
- Fireball is both a problem and a solution.

