The Snowflake Dungeon Part 27

Rumor tables have become a familiar adventure stand-by. But what are they for?

I recently listened to a discussion about putting false entries on rumor tables. (Sadly, I don’t remember the source). Is there fun in misleading the PCs? Or should rumor tables just be facts? Well, I guess that depends on why we’re making the table in the first place.

There’s a few holes I see a rumor table filling (lol). First, they give random NPCs something to talk about. It takes a little pressure off the GM from having to figure that out on the fly. We generally don’t just mention the weather on a rumor table, however, so there must be more.

Rumors can provide a lot of connective tissue for the adventure! They’re another part of the information distribution architecture that can be really handy. 

This plays well with my “every adventure is a mystery” theory. Mysteries are satisfying. In a good adventure, PCs are playing to figure out what is really going on. It isn’t gold or magic items that drive the player – it’s a feeling of WTF?

The important clues shouldn’t be on a rumor table. If it’s needed to move forward in the adventure, it shouldn’t be gate kept behind a random dice roll. You’re going to be real sad when that option doesn’t get rolled.

For secondary clues, however, it’s a perfect spot. Is there a second entrance to the dungeon? A clue as to what direction a hex is in? A bit of background lore that’s not essential for moving the game forward? Yes, all of that. Put it in.

This is on my mind because I recently made the rumor table for “All My Friends are Dead”. That’s the working title for my Snowflake dungeon. I went through the entire adventure and grabbed snippets to make rumors about. 

I could take almost every rumor and point to which hex/ dungeon room it’s referencing. Why is this important? It means all the rumors are actionable. 

So should there be false info on the table? First, if there is, it needs to be actionable. Players will fixate on a thing, true or not, and try to figure out what to do with it. If the GM took the time to mention it, it must be important, right?

Secondly, consider what it would feel like if the PCs followed that rumor. What are the consequences? Would they find something interesting that moved the game forward? Or would they just spend an hour and a half getting frustrated as it doesn’t pan out?

Ultimately, the answer to that question is “it depends.” If done right, sure. Put false rumors on the table. Just don’t make an accidental time suck everyone playing the game will regret.

Lore drops also fit well on a rumor table. Try and keep them pertinent, though. 

For instance, option #3 on the one I just made is this:


3. Centuries ago, there was a terrible series of plagues that swept the land. Many folks died. Riverbend Mills never really bounced back, but they’re the lucky ones – many villages just ceased to exist!

Why do we care? This rumor isn’t instantly actionable. The main villain of the dungeon is the demon lord of disease, however! This, with some other context provided in the adventure, might let the PCs know what to prepare for. 

Ultimately, each rumor should just have a purpose. Don’t make it an entry just to fill the table.

All that said, here’s the rumor table I created for “All My Friends are Dead”.

Rumors

1. The Monitor Lizards aren’t native to the area. They stowed away on a boat from Greenshire.
2. A bell can be heard out in the swamp
3. Centuries ago, there was a terrible series of plagues that swept the land. Many folks died. Riverbend Mills never really bounced back, but they’re the lucky ones – many villages just ceased to exist!
4. There’s no inn in Riverbend Mills, but Gerome out at Belissa farm loves to host visitors.
5. Everyone acts as Elderperson of the village for one year after they turn twenty-five. It’s the law! The village has had a lot of up and down years because of it.
6. No one from the monastery has been to town for supplies in weeks! Everyone is getting worried.
7. A large group of citizens headed northwest to the cemetery today. They seemed nervous.
8. Gullywugs are just a legend. No one has seen one alive. Some sicko must be practicing some weird taxidermy on corpses to “prove” they exist. (false)
9. There’s an old cemetery on the edge of the western swamp. Best to avoid it – it’s haunted!
10. Occhini lives in the old church in town, but he’s no priest. He’s a pain in the ass is what he is. All he does is smoke pipe weed all day and fart around. Sure, I indulge myself from time to time, but I’m not about to tell him that. He’d bother me until he found out about the patch growing in the northern hills!
11. Be careful round turnips. Some of ’em ain’t right. Little men that live in the dirt, they is.
12. Brother Bobina in the monastery is the most skilled healer I ever met. Got rid of a rash for me three years ago. I thought I’d never stop scratching.
13. I’d stay clear of the Monastery. Once, I was drinking with one of the acolytes from there and they told me that they heard ghosts at night! No thank you.
14. From what I heard, it was warriors who started the monastery a long time ago. You couldn’t tell now, though.
15. No, I weren’t talking to a crow. I’ve never talked to a crow before in my life. Crows can’t talk, right?
16. All sorts of weird stuff grows in the swamps. If the air seems hazy, stay away! I had a cousin who died breathing in air like that.
17. Cambria used to be known for it’s mushroom farming. If you look long enough, you’ll find caves that go under the land. They would block off the entrances with stone slabs.
18. The monastery was founded after a large group of acolytes left their main temple farther to the west. That place was cursed.
19. Ma always said, if you step in poo, look up. Ma also drank a lot.
20. My grandfather used to tell me a story about a society of holy warriors who came across the sea and their holy mace the brought with them.

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Digging in the Sand

Bones. So many bones. How many people have been buried here?

You find a rusty long sword and a small, golden vulture head worth 250 gp.

Red Sand

The sand here on the edge of the sacrificial ground is loose and looks recently churned.

Vulture Priest

The Vulture Priests are the enemy of knowledge and enlightenment. They seek to bring the eternal silence, the end of all things. Decay and obedience is their only god.

Armor Class 6 [13]
Hit Dice 1 (4hp)
Attacks 1 × Beak (1d4 or by weapon)
THAC0 19 [0]
Movement 120’ (40’)
Saving Throws D12 W13 P14 B15 S16 (1)
Morale 8 (11 when at their temple)
Alignment Lawful
XP 10 
Number Appearing 2d4 (1d6 × 10)
Treasure Type D
Immune to the Divine: The spells and powers of clerics and paladins have no effect on them.
Weapons: They frequently use wickedly curved daggers, which they use for sacrificial purposes.
Soul Clouders: There is a 10% chance that any Vulture Priest can use the sleep spell once per day. The targets are still awake, but they are beset by such a deep depression that it has the same effect as sleep. They may only watch what unfurls around them.