Showing posts with label clues. Show all posts
Showing posts with label clues. Show all posts

Saturday, December 20, 2025

d100 - Where is that Treasure Hidden?

As another elaboration to assist with Dungeon Stocking duties, here is a Table I’ve put together of some potential locations to secrete the occasional “Hidden Treasure” that can show up during the process. Many of the entries here also include a bit of “Dungeon Dressing” as well that might help provide ideas for rendering the space in addition to any other contents placed.

Usually when I am stocking this sort of thing, I may include a few subtle Clues or other Tells, but sometimes it has been secreted so skillfully that it might take more thorough investigation of the environment to reveal it. For this reason, I usually don’t factor in these rewards for the purposes of determining whether or not a Dungeon has “enough” Treasure: Those hidden Troves are just a bit of a bonus to reward diligent exploration.

Friday, February 7, 2025

d100 - Fairy Tale Tells for the Subtly Supernatural

Just in time for Fairy Tale Friday again! Here’s a table containing more than a few Clues or Suspicious Signs that one might be dealing with someone who isn’t quite as they seem. Some are certainly more subtle than others, and a few might require creative engineering of the situation to provide the revelation. I feel that no Fairy’s Glamours should be flawless or perfect, however.

With a little bit of cherry-picking, some of these might be inspiring or useful for subtle hints concerning other shapeshifters or deceivers that cloak their True Forms, such as those more Folkloric Hags and Witches. I have previusly trod similar ground for Lycanthropes in my Encounter Activities, but I strongly feel that a breadcrumb trail of Clues for these deceptions makes for a much more satisfying reveal than simply springing it suddenly upon unsuspecting Players.

Should you wish, you could also apply these to Elf Characters for a more Fairy Tale Feel, in a similar fashion to my Infernal Features & Tiefling Traits.

Saturday, January 11, 2025

d100 - Monster Smells & Olfactory Tells

When Telegraphing or Foreshadowing Encounters, sometimes other senses can be employed. Thinking about this led to another fun Table that had my imagination working overtime! I tried not to consult my prior Three Hundred Smells Table for this one, but I’m quite certain there might be a bit of overlap here and potentially with my Spoor & Sign or Tracks & Traces by Type Table as well.

Naturally, since our musty Monster Manuals don’t come in spectacular “Scratch & Sniff” these are all fanciful speculation and conjecture. I suppose that’s a good thing too, as I’m not sure I’d really like to experience a Troglodyte’s signature Stench ability!

Saturday, November 4, 2023

d100 - Tells for the Impavid Potion Taster

Magical Potions and Dweomered Draughts are a time-honored tradition in these games. I like to provide some minor Clues to their Function to occasionally reward the very brave that dare to take a sip to test them (or the Hapless Hireling convinced to Guinea Pig).

Here are a hundred ideas for some hints for some common and not so common Elixirs. These, coupled with consistent Potion Colors, Smells, and even Flavors, can sometimes make this process a bit of a game in itself for when a suitable Specialist or amenable Alchemist is unavailable. I usually make the effects of these tentative tastes very temporary, and relatively benign. I suppose if one squints, this table could also be repurposed for the side-effects of drugs or other intoxicants as well.

Thursday, May 18, 2023

d100 - Tells for Magical Treasures

One of the ways some Referees handle Magic Item Identification is by imbuing the Items themselves with tiny Clues or Hints to their function. Whether this by materials, decorations, or other semi-wonderous properties, it can sometimes give the Players a little bit of an idea as to what these enchanted objects might do.

I’m quite fond of this approach, and it ties in with my philosophy of making Magical Treasures more memorable and exciting. In my mind “Generic Magic” is a bit of an oxymoron.

So here is a d100 Table with some Potential Properties as well as at least three “Tells” that can be used to spruce up the occasional Wand, Staff, Sword, or other Mystical Implement. I’ve tried to stick with some of the more common Magical Features here for broader utility and hopefully inspire some ways of making these Treasures a bit more Interesting and even encourage particular approaches as part of Experimentation/Testing or Other Means to figure out how they function.

See also: Jewelry Generator, Flaws & Foibles, Monster Parts for Magical Reagents/Research, and of course other posts with the [magic item] label.

Wednesday, March 23, 2022

A Hundred Clues & Tells for the Tersely Detailed Trap

See Also: d100 - This Secret Door Opens...

So often in Modules and Published Adventures, Traps are tragically under-telegraphed. Oftentimes, they are at least properly indicated on the provided maps/grids with a “T” and we might see a terse description of their primary function/effect (often in the form or Recommended Saving Throws), but seldom are there any telltale indicators that can be used to foreshadow these dangers.

I prefer to assume competency with Adventurers. The characters are well aware that these locations full of Treasure that they’ve found themselves exploring are fraught with perilous dangers, even if the Players might be more cavalier in terms of their approach. In addition to threats from Monsters, Running out of Resources, Getting Lost, or even the Dungeon Itself, the fact that “Other Dangers Exist” stares right up at the Players from the character sheet in the form of those deliciously evocative Saving Throw Categories. If the characters are moving at those relatively tortoise-ish Exploration Movement Rates, then I assume that they’re doing their level best to be not only Quiet (preserving Surprise Chances where applicable), but also Careful.

Naturally, anything out of the ordinary should justifiably “spook” someone in these environments. But it can be a bit of a balancing act not to “under” or “over” describe details associated with a potential Hidden Hazard or Disguised Danger. Sandwiching them within long-winded descriptions of set dressing is sometimes used tactically to obfuscate them, but I’m generally not much of a fan of this kind of “Buried Within The Boxed Text” approach. I instead prefer to proffer opportunities for Questions about the environment, consistently encouraging information gathering (and not just in “potentially consequential situations”) so that there’s always an active dialog and exchange of information concerning the surrounds. These clues can serve as something more akin to these sorts of “answers” or “expositions” to close those gaps in the minds’ eye when approaching a new area. After all, most Traps are only rarely utterly undetectable, especially those that fall into these more expansive “Room Trap” categories (as opposed to devilishly concealed “Device” Traps which are a separate animal in my mind).

Another approach I lean heavily on is the Trap Activation chances (2-in-6 by default in B/X and OSE, but often handwaved or ignored sadly). While this can sometimes be adjusted for the context of a particular Dungeon, it’s still something I like to leave to chance rather than assume a foregone conclusion. A musty Crypt, unopened for eons is likely less well maintained (1-8) than say, the Thieves Guild Mistresses’ private Treasure Vault (5-6). But situations like these go hand in hand with the unexpected, and I like that to apply to all Players, including the Referee.

Trap Activation is very useful, because it’s a lot like an additional Saving Throw and really does a lot of heavy lifting when it comes to addressing some of the misconceptions about the perceived lethality or wantonly antagonistic nature of the older versions of these games. But more importantly, this failure to spring can serve as an additional indicator to provide those Clues/Tells or additional details concerning Trap Triggers. These Clues can also serve as a prompt or justification for consuming Time Resources by engaging the Search Procedures.

Not everyone runs Traps the way I do, and that’s perfectly fine 😊. Sometimes the fun for me is in overcoming the obstacle or acquiring information by interacting with the environment rather than in maliciously concealing information. But at the very least, Clues such as these can be a wonderful way to ground the consequences of actions in the shared imagined space rather than having ufortunate outcomes seem arbitrary or unjustified in their application. Sometimes in Play, these pieces get put together retroactively, but that still generally results in a more satisfying conclusion for most victims than the more cutthroat and capricious Gotcha! style Trap.

That’s enough waxing philosophic for now! Here are the Tables:

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