Sunday, September 8, 2024

Fortune Teller Mechanics

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:

  1. 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?
  2. What useful / fun information can I provide that relates to these elements?
  3. 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:

  1. 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)
  2. A chained animal is always most dangerous (during a prison break, some of the other prisoners may betray the party)
  3. The stick of change lies deep underground (hint for a wand of true polymorph)
  4. Those who are fiery may be tempered by cold (BBEG & lieutenants are vulnerable to cold damage)
  5. As you search for knowledge keep your nose to the ground (useful book may be found on the lower shelves of the library)
  6. 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!