Dungeon Room Appendix: Secrets, and Hidden Things
One of the great joys of exploration in a fantasy adventure game is the chance to discover secrets.
For myself, I love the feeling of "double clicking" on a scene and learning more; it's something about the way my mental picture slowly fades into color and detail. Much of the reason I play TTRPGs is for that very experience.
You might enjoy that process in and of itself, but generally the standard incentive to engage in this sort of behavior is because it will yield something of use, whether that be simply information, or treasure and magic items.
As a player this is good fun, but as a game master, this is work, frankly. It takes work and thought (or a very good content generator) to come up with hiding places for these sorts of secrets (not even to mention coming up with the secrets themselves!).
So, in the interest of serving this need, today I want to explore secrets (and where to hide them).
Setting the scene
Before diving into good hiding places for your secrets, I should lay down the principles I adhere to in this area.
I like games that eschew mental stats in favor of player skill. In short, that means no perception rolls or anything like it; if the players want to find something, they have to interrogate the scene (via the game master) to find what's there.
That said though, it's not really good design or a reasonable expectation to hide things within the game master's brain; in other words, if a room has a safe hidden behind a painting, it's not exactly fair to expect players to instigate the conversation that leads to the discovery of the painting. ("You enter a square, 10 by 10 foot room. What do you do?" "We leave; what a boring room.") Instead, if the game master has something to hide, (and hopes it will be found), it behooves them to give the player's some kind of affordance that will set them down a trail of breadcrumbs to the thing to be found.
So, a safe behind a painting, right? Well, in this scenario, the game master needs to first clue everyone in that there is, in fact, a painting. "You enter a square, 10 by 10 foot room. There is a painting of a severe looking woman on the wall. What do you do?". The game master has essentially put a spotlight on that painting, so now if the player's don't take any interest in it whatsoever, its on them for not finding that safe. But crafty players on the other hand will say "a painting? tell me about this painting; I check behind the painting", and you'll tell them that behind the painting is a brick wall, but the mortar here looks fresher than the rest of the wall, and they will now engage in how they might break through those bricks, and next thing you know they've found the secret safe in the wall. Jackpot. (This has been called Matryoshka Search Technique by the way, and I love it.)
Now, that's good enough for me. I love the engagement, the active mental participation in the imaginary space, and I have no qualms with being somewhat generous with discoveries like this, so long as the players are actively looking in the right places. (Though I might occasionally gate a useful clue behind a relevant player background, e.g. I might not mention that the mortar on those bricks is new unless one of the players was a stonemason or something similar.) But, if you prefer games with mental skill checks, never fear, you can just slap perception or investigation rolls in front of each "layer" of this searching routine, and now you're back to conventional D&D. Fun.
Hiding Places
That out of the way, let's come up with as many hiding places as I can think of off the cuff:
- Under a rug.
- Behind a banner/tapestry/curtain.
- Behind a painting.
- Inside a desk or wardrobe.
- Under a bed.
- Under/Inside the couch cushions.
- In the closet.
- Inside a chest/barrel/crate.
- In some rubble.
- In a nest.
- In a firepit/fireplace.
- Behind a fireplace.* (I'll revisit this idea).
- In a pile of bones/inside a skeleton's stomach.
- In a pile of dung. (I love putting a magic item in the feces of some creature that ate it's original owner. Is that so wrong?)
- Inside a book.
- Behind a book.
- Behind a bookcase.
- Behind a statue.
- In a statue's hands.
- Beneath a statue.*
- On a high shelf.
- On a ledge.
- In a tree/bush.
- Buried among tree roots.
- In a coat pocket.
- In a fountain/pool of water.
- In a well.
- Behind/beneath new bricks/flagstones.
- Set expectations. Player's who are accustomed to set dressing and not in the habit of searching are not just going to start. So either a conversation needs to take place ("we're doing this now"), or players need to be trained with a few really easy wins.
- Give a few clues (and only a few). If there are a hundred notable objects in a room, and only one of them hides something special, the odds of someone finding that thing are basically zero. That said, if you don't give any starting points at all, it's not likely anyone is going to volunteer "does this room have any paintings perchance?". (Unless of course you opened with something like "this room has the appearance of an art gallery") So, use your power as the game master to shine the spotlight on the trail that leads to the secret--and shine the spotlight on a couple of other things as well to not make thing's too obvious. (And of course, even rooms without secrets should get a few spotlights; keep them guessing!)
- A scrape across the floor near the corner of a bookshelf. (The shelf has been moved before.)
- A book slightly protruding from a shelf. (This book has been handled; a hiding place, or secret lever?)
- A trail in the dust. (Implying someone or something has been this way, or something was moved. Does it lead to something special?).
- A painting depicting the patron of the house with one hand on the wall sconce. (That's weird; is the sconce important?)
- The desk is covered in a light dusting of dirt, except for the bronze statuette at it's corner. (The statuette has been disturbed more recently than the desk.)
- A fountain of water gurgles sporadically > a shimmer under the water > algae clings to a fancy dagger
- A slight breeze wafts from somewhere > one of the banners hanging from the walls sways slightly > there is a hidden passage behind it
- A pool of murky water at one corner of the cavern ripples gently > looking under the water reveals an underwater passage
- A well rises from the center of the room, surrounded by pillars > one pillar has a length of rope tied to it, frayed on it's long end > dropping a light into well reveals the other half of the rope coiled below at it's floor, in front of a passageway
- A shelf lines the far wall > a row of books sit's atop it > a small corner of parchment sticks out of one of the books pages > it's a rough map of a portion of the dungeon, including a room that you couldn't find yourself
- A bedroom, covered in cobwebs, papers and clothes scattered haphazardly, a fine coat is thrown over the bed > the coat is made of fine material, and resists your pull at first > in an interior pocket is a heavy iron key (that opens a door somewhere around here)
- Four large statues flank the entrance to the dungeon, one is crumbled from the knees up, something nearby smells foul > the stench comes from a pile of some creatures fresh feces, situated just behind and to the left of the crumbled statues feet > there is a hidden entrance behind the statue
- Throughout the temple are tattered tapestries depicting the priest in front of a fruit tree, plucking a low hanging fruit from it's branch > the chapel at the back of the temple contains a mural of a fruit tree, an old chair sits against the wall beneath it's lower branches > the lowest fruit protrudes slightly from the wall > pushing it opens a secret door to an adjacent chamber
- A military barracks is lined with bunks, chest's at the foot of each bunk > most of the chests are open with rotted contents strewn on the floor; the 5th chest is locked > inside it's filled with a layer of sand > feeling around in the sand it seems as though you should be able to reach deeper > (various means) reveal a secret compartment in which rests a fine, well preserved sword
- A tapestry depicts a king on campaign, next to his feet is a chest, trimmed with gold; the thread of the chest seems especially fine and well preserved, with a particular metallic sheen > behind this portion of the tapestry (either by peeking or trying to cut out the special thread) is a wall alcove with a small chest inside
- From a high ledge protrudes a skeletal leg > climbing up reveals a long dead human, holding a finely preserved shield
- An altar looms at the end of the room, brown stains upon it > a mural on the wall behind it depicts a man cutting his own hand > dripping blood on the altar conjures an impish creature who will grant one request at a cost
- Wandering a large library, a set of small tracks crosses your path > they lead off between a pair of bookshelves > a large, empty nest is tucked between the shelves > in the scrap of the nest is a small satchel of (neat stuff)
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