> [!abstract] **Fool Proof Rules to a Dungeon**
>1. Trust a flumph.
>2. Before you drink from a fountain or pool, toss a copper coin into it. It’s a small price to pay for your life.
>3. Sometimes a chest is just a chest, but don’t bet on it.
>4. No one carves statues of frightened warriors. If you see one, keep your eyes closed and your ears open.
>5. Don’t poke skeletons. Bludgeoning works best.
>6. Keep a few gems in your pocket. A hungry Xorn is a helpful Xorn.
>7. Before opening a sarcophagus, light a torch.
>8. Traps mean someone wanted to keep you out. If a trap still works, that means there’s still plunder on the other side.
>9. Some wards don’t follow their object. Don’t open interesting plunder until at least 100 feet away from ornate pedestals.
>10. Do not trust attractive men and women in dungeons.
>11. Glowing things that don’t do anything when poked with a pole, still might when poked with a finger.
>12. Always wear gloves when handling strange objects.
>13. Consider all objects removed from dungeons strange until proven otherwise (thoroughly)
>14. Always ask permission to walk past a statue. It never hurts to be polite and it might save your life.
>15. Do not kill a lich. They’ll just come back angrier.
>16. You’d be surprised at how much in a dungeon is actually edible. That doesn’t make it a good idea to put anything in your mouth besides what you brought in with you.
>17. Never interrupt anything willing to tell you a story.
>18. Runic circles can be very good, very bad, or very boring. Unfortunately, it usually takes an intelligent being to determine this. Try to make sure your friend goes first.
>19. Make offerings at any dais or altar you find and cannot identify. Unless you’re a paladin and your god is watching.
>20. Always check behind tapestries and drapes. Similarly, always check beneath rugs. Do this with a 10-foot pole, in case you actually find something.
>21. A spear or quarterstaff is not a proper substitute for a 10-foot pole.
>22. Don’t mess with fungus. Yes, some can be eaten and most is harmless. Others eject spores that can kill you in less than a day.
>23. Every adventurer should have a large towel.
>24. If you find something powerful intentionally imprisoned in a dungeon, there’s probably something worse that put it there. If that thing isn’t gone, you should be.