Adventuring party

You will very rarely find what is hidden if you don’t tell the DM that you are searching for it.

If the DM says you don’t find a trap or secret door, that doesn’t necessarily mean there isn’t a trap or secret door there.

Draw a map as you explore a dungeon. It doesn’t have to be specifically accurate, but must be able to lead you back out to the surface to safety.

Over-arguing about things in the dungeon draws the attention of wandering monsters. Wandering monsters sap your resources (hit points, spells, arrows, etc.) and rarely have any treasure.

Being able to creatively and constructively solve problems with efficient solutions is the greatest skill a player can have, and is far more valuable than anything carried or specified on a character sheet.

The DM often drops hints about things of value, but not everything they say is significant or a clue.

Explore and investigate your surroundings. Put things in context with other bits of information to discern what is important.

The character with the highest charisma score should conduct all negotiations with NPCs on the party’s behalf.

Most henchman won’t consider going on an adventure-for-hire with you until you buy them a drink.

Some difficult physical tasks that require great strength, such as opening a stuck door or lifting a porcullis, can only be accomplished through the combined effort of two (or more) characters.

Mirrors require a light source to work, and infravision does not apply. In fact, it is not possible to read in the dark or discern colors using infravision alone.

A torch or other heat source will prevent infravision from working when near that heat source.

If you are using a torch or lantern, any creature with infravision will likely see you long before you see them.

You naturally heal 1d3 hit points for every full day of rest (not just 8 hours of sleep).

You can become lost (and not realize it) when traveling outdoors unless you are following a known road or trail, or following a skilled guide.

Any character can search for room traps, like covered pits, etc., but only thieves can search for treasure traps. The DM rolls for success, not the player (just because the DM says no trap is found doesn’t mean there isn’t still a trap present).