A staple of the TTRPG adventures I grew up on (mostly from Dungeon magazine) was the rumour table. Before venturing out of the safety of the town to explore the dangerous area (usually a dungeon, obviously), PCs could ask around and get some useful clues about what was going on. Usually, this table contained a mixture of true, false, and almost-true rumours – and which rumour was heard was entirely random.
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I like this idea – a random table is a good way to abstract an evening spent asking around the tavern before the mission. It prevents over-preparation if you have a finite number of rolls on it – and I also like the jeopardy of potentially hearing a false rumour, and the confusion that could cause.
But I’m not as keen on it being entirely random, or the pay-off for a false rumour not being clear. If PCs expect every rumour to be true, they’ll feel cheated when they act on a false one – and similarly, once they realise some are false, they’ll be reluctant to act on actually true rumours in case they turn out to be incorrect.
So, here’s a proposed solution, which I came up with while messing around with my notes for the a potential DM’s Guild submission
The Rumour Check
When you ask around the town for details of the dangerous place, or research such a place in the town records, make a skill check for an appropriate social or research skill. On a success, roll 1d6 on the Rumour Table; on a failure, roll 1d12.
On the Rumour Table, entries 1-6 are filled with TRUE rumours about the place; entries 7-12 are filled with FALSE, HALF-TRUE, or USELESS rumours. It’s worth considering, particularly with the 7-12 entries, whether your rumours will at or subtract from the fun – dire warnings and instructions to, e.g., stay away from the pit traps – are likely to lead to over-cautious players. Try and make them a call to do things in the site rather than not do them.
Why is this an improvement? Well, on a failed roll, the player (and his PC) knows he hasn’t been successful. Maybe he’s chanced upon the town drunk who previously was claiming to be a high elf heir, or the book he’s found is full or lurid, unlikely, or patently false information. Nevertheless, the information gleaned might still be true – there’s a choice to be made as to whether to act on it, knowing it could be false. A successful roll gets rightly rewarded, and the players can be relatively confident that rumour is true.
Of course, you could always roll 1d4 or 1d8 on a 1-8 table, if you’re stuck for ideas – but coming up with 12 is an interesting thought exercise in grounding your dungeon in the rest of the world – what have people heard about it? What has happened before?
Here’s an example, for the freely-available Tomb of the Serpent Kings adventure (which is designed as an intro to OSR-style adventuring, and is excellent – well worth a read even if you never run it).
Result (d6/d12) | Rumour |
1 | Tombs of that age were often built with a false tomb to deter robbers – the real treasures lie deeper (true) |
2 | Tombs like this often show mechanical traps near their entrance to deter robbers – in particular anywhere that people don’t travel down, so look out for locked doors and check them for traps (true) |
3 | You might want to pack some holy water and symbols of St Cuthbert – or take a cleric with you – one thing you find in tombs is undead, and I’ve heard of them stalking around the tomb (true) |
4 | Rumours are the serpent people who built the tomb had fell magics, and could even keep themselves alive beyond death – there might still be undead serpent people down there – and who knows what they would make of this world? (true) |
5 | The caves near to the tomb had some raids a few years back – weird fungus-covered goblins, who disappeared as soon as some adventurers sorted them out (true) |
6 | Some adventurers did come and plan to raid the tomb last year, and never returned – either they got too scared to come back to town, or there’s something or someone in those tombs (true) |
7 | There’s an underground chasm near those ruins – who knows what monsters might haunt those depths? (while true, this is of no use) |
8 | If there’s one thing serpent people were scared of, it was fire – they can’t approach a burning torch, so I’ve heard (false, and certainly dangerous) |
9 | There’s a stone golem somewhere down there – disturb the tomb and it’ll wander the world and seek revenge for its snake-masters! (true-ish, but the stone guardian can’t escape) |
10 | We ran an old wizard out of town twenty years ago for necromancy – no doubt he now lairs in the tomb in the hills (false) |
11 | There’s snakes around the hills and in the tomb. Luckily, I’ve got some antidote here – 2gp for a bottle, it’ll sting a bit going down but should help to pass the poison (false, and of course the antidote is cheap liquor cut with boot polish) |
12 | The whole tomb is cursed – if you stay in there on the full moon, you’ll see the snake-men walk out of it and never return (false) |
I’ll be using this the next time I write up a dungeony adventure – let me know what you think in the comments or at @milnermaths.
Ooh, I like this. I also never liked the idea of false rumors, not without some clue that it could be unreliable. Or some way to verify, but that always turned too fiddly when I’ve tried it.
But this table idea seems elegant. I play a lot of DCC and may adapt this to something like a spell table, with low rolls giving false rumors and high rolls more accurate. Modify it by charisma maybe and let them have the option to drop luck. I must ponder this.
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