In this post we're going to revisit things you can do when you have more time to prep. Specifically we'll dive into the first idea: using a fortune teller to develop the larger story. I found this to be a fun way to provide hints / secret information, foreshadow events, and create some intrigue / mystery.
Here was my process:
- Think about the next mini-arc of the campaign. Which quests are the party likely to tackle? Which locations / NPCs / enemies might they encounter? what unresolved character backstory elements can I work in?
- What useful / fun information can I provide that relates to these elements?
- Create fortunes out of that information. They should ideally be enigmatic in the moment but provide that "Ohhhh" moment once the situation is encountered.
These are the fortunes I came up with:
- Your hearts are held by the one of fire (a wizard was the one who kidnapped a character's children– foreshadowed by a flaming statue)
- A chained animal is always most dangerous (during a prison break, some of the other prisoners may betray the party)
- The stick of change lies deep underground (hint for a wand of true polymorph)
- Those who are fiery may be tempered by cold (BBEG & lieutenants are vulnerable to cold damage)
- As you search for knowledge keep your nose to the ground (useful book may be found on the lower shelves of the library)
- Beware the one-eyed head (mayor with an eyepatch may betray them)
Fortune teller mechanics:
The players can choose to receive 3 random fortunes or roll to see how many they'll get. If they choose to roll, they will roll a d6, with the number corresponding to the fortune they'll get. They can keep rolling until they repeat a number.
Feel free to share your thoughts / ideas on these mechanics!