This is an article on how sound and noise can play a role in your game. Below are presented three magic items, that one way or another encourages players to talk or stay silent. Likewise are below three phenomena or techniques that are tied to the words and the sound the players use. These ideas are based on materials from the Hinterlands Adventures (which you can find at RPG Drivethru and at DMs Guild). The descriptions below are kept somewhat D&D agnostic, so that you can easily use them in your D&D 5th, Labyrinth Lord or AD&D game.
- Potion of Roaring Strength
- Powder of Silent Wandering
- Whispering Skull
Potion of Roaring Strength
The potion comes in an iron flask with a depiction of a roaring lion. The liquid is golden, sweet and strong, and it gives of a musky smell.
This potion grants the imbiber +4 bonus to strength tests, +2 to melee attack and damage rolls, and doubles the changes of opening doors, lifting gates etc.
While under the influence of the potion the imbiber cannot whisper, and the imbiber must speak yell, when speaking, otherwise the effects of the potion disappears immediately. The player must speak loudly, when speaking for his or her character, or the effects of the potion ends. Otherwise the effects of the potion lasts 2 hours.
The potion can be found in The Flooded Temple.
Powder of Silent Invisibility
This fine, glittering white powder usually comes in a cloth bag containing 1d3 potions. When thrown in the air it turns all creatures in 10ft diameter circle invisible for as long, as they are silent, or until they attack. Once turned invisible the creatures do not need to stay together to remain invisible.
Any creature who speaks, immediately become visible, and this applies to the players too! Any player who does not merely neutrally describe their character’s actions will see their character turn visible again (in some instances you might even want to have the players write down their actions, as they may difficulty coordinating their actions, when unable to speak).
The Powder appears in the adventure Tomb of the Dragon’s Heart.
The Whispering Skull
Wondrous Item, rare
A gold plated human skull with a cruel smile. Imbedded in gold plating are tiny swirls hiding enchanted symbols, that any arcane spellcaster can identify as arcane symbols related to arcane spells.
If you listen to the skull, you can hear it whisper secrets. If you attune to this item, you can use its two powers.
The secret of wizards: Each whispering skull recites one particular arcane spell, and if you spent 15 minutes listening to the skull, when preparing spells, a wizard can memorize the spell from the skull as if the wizard was studying his or her own spellbook. The skull’s spell cannot be transcribed.
The spell the skull recites is 70% of the time anecromancy spell of level 4-9, and the remainder 30% a divination spell.
The secret of adventurers: If you listen to the skull for 15 minutes before entering a dungeon, the skull will tell you a secret about the dungeon – but only if you whisper a valuable secret to the skull, that you have not told it before.
DM rolls hidden on the table:
|1-25||The skull reveals the whereabouts of a treasure in the dungeon|
|26-70||The skull tells about a mystical danger or a hidden trap in the dungeon|
|71-85||The skull reveals the whereabouts of a hidden treasure in the dungeon|
|86-00||The skull lies|
The Whispering Skull appears in the adventure Tower of the Star Watcher.
Techniques and Mechanics
- Wandering Monsters
- Song Lock
- Curse of the Faeries
Be silent – or the troll comes for you
Whenever the players are noisy, they risk attracting monsters that may attack their characters. If they do not act and play quietly as their characters would do when moving through caves and grottoes, they will allow the GM to use wandering monsters against them.
Place a cup or glass on the table and have a collection of counters, dice or crystals ready.
Tell the players that their noises are reflective of the noise their characters make.
Whenever a player is noisy or makes a noisy activity (dice clattering, a chair creaking, a bag of chips rustles), you grab one of the counters and put it into the cup. Make sure the PCs see it. Allow the players to whisper loudly without being penalized (unless they overdo it), so that you still can hear them, when they are planning things or talking to you.
Whenever a certain number of objects are in the cup, a roll on the Wandering Monster table is triggered. Then empty the cup and begin collecting again. A fitting amount might for at start be 5 counters, and then you can increase or reduce the amount as needed.
Certain actions are pure and simply noisy. Combat with weapons and armor banging against each other, people yell in anger and fear, and magic roars through the area. Whenever combat begins, just add a single counter to the cup and allow the players to speak freely.
Sing Friend and Enter
The magical stone door is hardened through enchantments to resist most attempts to break it or force it open, and yet, there is a simple way to open the door, that may confound most adventurers. It is known as a Song Lock.
Etched into the surface with silver runes is an ancient song, and merely singing the text is what is needed to open the door, however the players must sing the text. For each being wanting to pass through the door, it must sing the text written on the door. Give the players a simple text to sing, and have them sing it together to open the door. Until it is sung, the door does not open.
A variant of the Song Lock appears in the adventure Tomb of the Dragon’s Heart.
Faerie Curse: Bound Tongue
The Knights of the Flower are champions of the faeries, and they master both the art of combat and magic. Their task is to challenge mortals, and to do that, they must master many different arenas, not merely combat using sword and lance, but also riddles, puzzles and magic.
The Knights of the Flower are encountered in the Hinterlandet woodland adventures – to be translated and published later – and among their abilities is the curse Bound Tongue, they often use when they challenge mortals to solve riddles.
The curse is tied to a specific word, and every time the player uses this word, their character suffers a bloody slash on their tongue, as if an invisible knife had cut it in punishment. The DM keeps an eye out for the words, the player uses, and every time the player speaks the chosen word (which might be ‘sword’, ‘initiative’, ‘but’ etc.), the character suffers 1 point of damage or 1d4 points (dependent on which version of D&D, you are playing. Up to AD&D 2nd edition it is suitable with 1 point of damage, and from 3rd edition 1d4 points of damage is typically suitable).
The curse is lifted, once the puzzle is solved, or if the Knight of the Flower is satisfied with the adventurers’ actions.
Hinterlandet (The Hinterlands) adventures contains more of these meta-play elements using sounds and voices, and more examples will appear in later adventures.