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<div class="sv-backstory-title"><span>Volo's Rules</span></div>
<div class="sv-backstory-heading">Absolutely Foolproof Rules for Dungeon Delving</div>
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<p><i>By Volothamp Geddarm, who has survived enough dungeons to know better than to enter another.</i></p>
<p>1. <b>Trust a flumph.</b></p>
<p>Few creatures in the Underdark will offer directions without first considering how you taste.</p>
<p>2. <b>Toss a copper into a suspicious pool before drinking.</b></p>
<p>It might reveal a water weird. A copper is considerably cheaper than a resurrection.</p>
<p>3. <b>Never open a chest before poking it.</b></p>
<p>If the pole sticks, congratulations! You've found a mimic. Unfortunately, it's found you too.</p>
<p>4. <b>No one carves statues of terrified adventurers.</b></p>
<p>If you encounter several, stop admiring the craftsmanship and start avoiding eye contact.</p>
<p>5. <b>When skeletons rise, reach for a hammer.</b></p>
<p>Bones break more readily than they bleed, a distinction swordsmen often discover too late.</p>
<p>6. <b>Carry a few gemstones for hungry xorn.</b></p>
<p>They'll eat your jewels regardless. At least this way you might get directions first.</p>
<p>7. <b>Always bring fire when opening ancient sarcophagi.</b></p>
<p>Mummies dislike it, and you'll want to see what's killing you.</p>
<p>8. <b>A functioning trap does not guarantee treasure.</b></p>
<p>It only guarantees someone wanted you to stay out. There may be an excellent reason.</p>
<p>9. <b>Never remove an artefact from an ornate pedestal without examining the pedestal.</b></p>
<p>The treasure may be perfectly harmless. The room, less so.</p>
<p>10. <b>Beware beautiful strangers found alone in forgotten dungeons.</b></p>
<p>They are seldom lost, rarely helpless, and almost never interested in your personality.</p>
<p>11. <b>If a glowing object ignores your ten-foot pole, do not immediately try your finger.</b></p>
<p>That is how magical artefacts acquire new owners.</p>
<p>12. <b>Wear gloves when handling mysterious treasures.</b></p>
<p>They won't stop a curse, but at least you'll look professional when it takes hold.</p>
<p>13. <b>Treat every dungeon relic as cursed until proven otherwise.</b></p>
<p>And remember, identifying its magic doesn't necessarily identify its curse.</p>
<p>14. <b>Always greet unfamiliar statues politely.</b></p>
<p>Most won't answer. The ones that do are precisely why you should have asked.</p>
<p>15. <b>Never congratulate yourself on killing a lich until you've found its phylactery.</b></p>
<p>Otherwise you've merely given an immortal wizard a personal grievance.</p>
<p>16. <b>Never eat anything growing in a dungeon.</b></p>
<p>Some fungi are nutritious. Others will ensure you become nutritious.</p>
<p>17. <b>Never interrupt a talking ghost.</b></p>
<p>The dead have had centuries to prepare their stories, and some become terribly unpleasant when interrupted.</p>
<p>18. <b>Never step into a runic circle you cannot identify.</b></p>
<p>It might heal you, teleport you, or summon something delighted to meet you. Guessing is inadvisable.</p>
<p>19. <b>Do not make offerings at unidentified altars.</b></p>
<p>You may accidentally acquire a divine patron. Some are considerably harder to dismiss than others.</p>
<p>20. <b>Always check behind tapestries and beneath rugs.</b></p>
<p>Dungeon builders adore secret passages. Unfortunately, so do things with too many legs.</p>
<p>21. <b>Bring a proper ten-foot pole.</b></p>
<p>A five-foot spear only tells you about the trap once you're five feet too close.</p>
<p>22. <b>Do not poke unfamiliar mushrooms.</b></p>
<p>Shriekers summon unwanted attention, and other fungi have even less pleasant ways of expressing displeasure.</p>
<p>23. <b>Always carry a large towel.</b></p>
<p>You'll find a use for it eventually. If you don't, you clearly haven't explored enough dungeons.</p>
<p>24. <b>If you find a powerful creature imprisoned in a dungeon, ask what put it there.</b></p>
<p>Then ask whether that thing is still around. Preferably while leaving.</p>
<p>
<i>One final piece of advice: never be ashamed to flee. The difference between a coward and a veteran adventurer is frequently nothing more than timing.</i>
<b>— Volothamp Geddarm</b></p>
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