Saturday, 11 December 2021

Sights, Sounds, and Smells


“The possession of knowledge does not kill the sense of wonder and mystery.
There is always more mystery.”
― Anais Nin


Sights, Sounds, and Smells
What’s a dungeon? Or a cave, or a complex of caves, for that matter? Aside from their worldly definitions, they are a canvas for us to tell a story. There need not be a story, true; there seldom was in the early days of gaming, I imagine; and if there is, there’s no guarantee that the players would discern it, happy to just kick in doors and kill all the orcs; but if there is, those caves, that dungeon, explode with purpose. An evil temple is gathering hordes of humanoids to attack a keep on the borderlands. An ancient arch-mage has passed beyond the veil, but not before securing what remains of his being in a deadly tomb. We all know the stories burned into our collective consciousness. We defeated the temple and scattered its horde, we survived the tricks and traps and escaped with the horde.
Did those feats make the adventure come alive? I suppose it did for some. For others it was the tension, the expectation of what was to come. I suspect it was a very good DM that raised those expectations, scattering clues in the PCs path, and setting the mood.
The tunnels were oppressive in their confinement. Only one might pass the bottleneck at a time. The tunnel reeked of the swamp above raining down on their heads. Clots of earth spattered the ground, their shoulders. The timbers supporting that unimaginable weight creaked, groaned, and threatened to give way to what seemed inevitable: deluge. They could hear the tittering of kobolds ahead. Behind. Above. They seemed to be everywhere at once.
It was moments like these that we remember, that raised our hackles and set our hearts racing, when, in reality, we were lounging on couches and leaning over coffee tables in a rec room, sipping soda, and inhaling BBQ chips and Cheetos. We may not remember the actual words that stirred our imagination, but we remember the feeling they inspired. It’s what kept us coming back.
Sights, sounds, smells. It is these that set the mood, and foreshadow what’s to come: impending danger, and maybe even doom.
What does a dungeon smell like?
But what does a dungeon smell like? Few of us have ever seen one, outside of movies, let alone set foot in one. (I have, and I can attest to the fact that mediaeval catacombs bear little resemblance to those we crept down in our gaming sessions.) Dms must have winged it a lot in the early days. DMs probably still do. Describing one must have been a challenge to younger referees who did not have the decades of experience the passages of fantasy novels bestowed upon their older brethren. Those who’ve read Robert E. Howard had a leg up on those who hadn’t. Those who hadn’t needed all the help they could get.
Dragon magazine was there to help. Month after month, its issues were replete with tips on how to do this or that. Dragon, like Howard before it, reminded us that seeing something might be scary, but smelling something, hearing something, and not knowing whence it comes could be even more unnerving.

From Sights and Sounds in Dungeons & Dragons, by Robert Dushay & Michael Weisberg, Dragon magazine #17, 1978
Thick Cobwebs and Odd Stains
[What's] a good dungeon without thick cobwebs and odd stains, not to mention the screams wafted randomly on the wind? What does silence mean if there is no noise to contrast it? Non-surprising monsters could make themselves known by noises, [i.e.], drum beats, cheers, curses, shouts, and the tramp of many feet could announce the arrival of a band of Orcs. […]
Every 30 minutes, there is a 25% chance of hearing a random noise. Such noises will either cease if investigated, or lead investigators away, possibly to a trap. [Dragon #17 – 15]

Hearing Noise: When a die roll indicates a noise has been heard, tell the player whose character was listening that he or she heard a clink, footstep, murmuring voices, slithering, laughter, or whatever is appropriate. (Of course, some of these noises will be magical, e.g., audible glomer spells, not anything which will be encountered at all!) Be imprecise and give only vague hints; never say, "You hear ogres," but "You hear rumbling, voice-like sounds." Failure to hear any noise can be due to the fact that nothing which will make noise is beyond the portal, or it might be due to a bad (for the listener) die roll. [DMG 1e – 60]

What if the die roll indicated that the PC with his ear to the door heard something? What if a random roll indicated that the party inching down that dark corridor did? No DM should be left scratching their head at that exact moment, wondering what it might be. If the DM does not have a ready answer, the players may ripped out of their immersion.
One should always be prepared. Here are some suggestions.

Die roll Result

  1.      Moans or groans
  2.      Screams or shrieks
  3.      Rattle of armor
  4.      Insane laughter
  5.      Footsteps
  6.      Sounds of battle
  7.      Scratching or scraping
  8.      Mumbling
  9.      Sobbing
  10.     Wind
  11.     Creaking
  12.    Drums
  13.    Whispers in an unknown language
  14.    Muffled explosions
  15.    Thuds
  16.    Roars
  17.    Rumbling
  18.    Slamming doors
  19.    Squelching or other sounds of non-human passage
  20.    Heavy breathing

These sounds are also good for “noise rooms”. Note that these noises could be distorted, or sound more distant due to the acoustical qualities of dungeons. [Dragon #17 – 15]

Water, raining down....
That’s a good start. Overall, I’d say that it’s a good list, and could be dropped in any dungeon or cave complex with ease. Notice I didn’t say, Here’s a table to utilize. You should already have an idea as to what they might hear. Those noises should be clues to what will come. Let the PCs ignore them to their peril.
I can’t help thinking that lists like this are a little too inclusive. Some of these sounds will be applicable to the dungeon of your creation, while others will certainly be out of place. Firstly, one must ask whether the dungeon in question is inhabited or not. Has it been sealed for decades? Centuries? Eons? Those would be very different dungeons, indeed. And they would have very different encounters and sounds, wouldn’t they?
The most inexplicable random selection to my mind is Muffled explosions. What might be exploding, and why? Should that be heard, you’d better have the scorch marks of its ignition somewhere; otherwise, expect a well-deserved WTF moment from your players. Granted, it could be some sort of glamour, couldn’t it? That said, if it is a glamour, shouldn’t there be a reason why it occurred? To lure the PCs would be the very best reason, to my devious mind.
The odd thing about this article is that it very specifically says that these noises have no source. Should the PCs race to discover their cause, they will find...nothing. 
I cry foul. This may be a reasonable trope in some sort of fun house, but I can't think of a better way to be untrue to your players. It is a good list, however.

I wonder if this 1978 article was a source for what followed.
Consider what did, in Appendix I Dungeon Dressing, in the DMG 1e:

Unexplained Sounds and Weird Noises:
01-05   bang, slam
05        bellow(ing)
07        bong
08        buzzing
09-10    chanting
11        chiming
12        chirping
13        clanking
14        clashing
15        clicking
16        coughing
17-18    creaking
19        drumming
20-23    footsteps (ahead)
24-26    footsteps (approaching)
27-29    footsteps (behind)
30-31    footsteps (receding)
32-33    footsteps (side)
34-35    giggling (faint)
36        gong
37-39    grating
40-41    groaning
42        grunting
43-44    hissing
45        hooting
46        horn/trumpet sounding
47        howling
48        humming
49        jingling
50-53    knocking
54-55    laughter
57-57    moaning
58-60    murmuring
61        music
62        rattling
63        ringing
64        roar(ing)
65-68    rustling
69-72    scratching/scrabbling
73-74    scream(ing)
75-77    scuttling
78        shuffling
79-80    slithering
81        snapping
82        sneezing
83        sobbing
84        splashing
85        splintering
86-87    squeaking
88        squealing
89-90    tapping
91-92    thud
93-94    thumping
95        tinkling
96        twanging
97        whining
98        whispering
99-00    whistling
Select noises as desired. Locate in 20'-40' areas for detection. Have at least 120' intervals between each. [DMG 1e – 217]

....what is scuffling or shuffling...
That table is a bit much to my reckoning. Is there much difference between scuffling and shuffling, to say nothing of giggling and laughter? Maybe. That would depend on what is scuffling or shuffling, wouldn’t it? To say nothing of who might be laughing or giggling.
I suggest that no DM leave these to chance. Use the above list as a guide, applying only those “unexplained” sounds as they fit the situation at hand. They may be unexplained to the players, but the DM should have a very clear understanding what’s making them; that will make their job all the easier. Nearby reptilian encounters will necessitate hissing, and slithering, while dungeons with temples would certainly have chanting and gongs. Torture chambers and dungeons, or the presence of prisoners, will echo with coughs, groans, and a bit of screaming.

Screaming is certainly evocative. Our heroes would be gripping the pommels of their swords tighter upon hearing that. But if there was a sulphurous taste to accompany a metallic clang of steel on steel, they might leap at the possibility of catching their enemies unaware. Their response to a rivulet at their feet would be very different if the air felt wet, or if they were told that it smelled like blood. Or they catch a waft of spoor at the entrance to a cave.

01-03    acrid smell
04-05    chlorine smell
0639    dank, mouldy smell
40-49    earthy smell
50-57    manure smell
58-61    metallic smell
62-65    ozone smell
66-70    putrid smell
71-75    rotting vegetable smell
76-77    salty, wet smell
78-82    smoky smell
83-89    stale, fetid smell
90-95    sulphurous smell
96-00    urine smell
[DMG 1e – 217]

These are all rather evocative, but not all will apply to every circumstance. They might indicate that a lost adventuring party is nearing escape, or that they are honing in on the rumoured burned remains of an evil temple. Smells are unlikely to warn the PCs of impending danger, but they do help dress the stage.
Regardless what the PCs smell and hear, they will see things. The world is not empty, and neither should the imaginary landscape be.

Seeing is Believing
Die roll Result

  1.   Blasted or melted stone
  2.   Cracks in walls, floor or ceiling
  3.  Moss
  4.  Dark mist
  5.  Light mist
  6.  Thick cobwebs
  7.  Bloodstains or pools
  8.  Damp patches
  9.  Bulging walls
  10.  Luminescent areas
  11.  Shadows that are wrong ([i.e.]: An iron spike having the shadow of an Ogre)
  12.  Footprints, or a trail
  13.  Pitted or corroded spots
  14.  Trail of blood
  15.  Rusted, useless armor or weapons
  16.  Exceptionally thick dust
  17.  Slime (Not Green Slime!)
  18.  Scorched sections
  19.  Chipped spots
  20.  Corpses shackled to the wall
[Dragon #17 – 15]

The Dungeon masters Guide elaborated on this. Extensively.

General:
01        arrow, broken
02-04    ashes
05-06    bones
07        bottle, broken
08        chain, corroded
09        club, splintered
10-19    cobwebs
20        coin, copper (bent)
21-22    cracks, ceiling
23-24    cracks, floor
25-26    cracks, wall
27        dagger hilt
28-29    dampness, ceiling
30-33    dampness, wall
34-40    dripping
41        dried blood
42-44    dung
45-49    dust
50        flask, cracked
51        food scraps
52        fungi, common
53-55    guano
56        hair/fur bits
57        hammer head, cracked
58        helmet, badly dented
59        iron bar, bent, rusted
60        javelin head, blunt
61        leather boot
62-64    eaves (dry) & twigs
65-68    mold (common)
69        pick handle
70        pole, broken (5 2/3')
71        pottery shards
72-73    rags
74        rope, rotten
75-76    rubble & dirt
77        sack, torn
78        slimy coating, ceiling
79        slimy coating, floor
80        slimy coating, wall
81        spike, rusted
82-83    sticks
84        stones, small
85        straw
86        sword blade, broken
87        teeth/fangs, scattered
88        torch stub
89        wall scratchings
90-91    water, small puddle
92-93    water, small puddle
94-95    water, trickle
96        wax drippings
97        wax blob (candle stub)
98-00    wood pieces, rotting
Distribute these items randomly by choice or by dice roll, or place them as desired. An interval of 60' or more between each placement is suggested. [DMG 1e – 217]

Explictica Defilous
Once again, I would never leave these to chance. The presence of water should be closer to the surface, or near an underground river or lake. Fungus requires a humid environment. Tombs would likely be dry, and dusty. Rot requires oxygen. So do living things. Undead do not, obviously; but some undead need sustenance, don’t they? Cracks in the ceiling and walls should indicate unstable structures. Broken blades and wax dripping might indicate the presence of another adventuring party, the one that is always in direct completion with our heroes, perchance. You know the one, the evil one, or the one that always bails our heroes out of a jam, much to their chagrin, or the one you’ve decided that has met its fate just prior, softening up the level boss that would surely have TPKed the players, Explictica Defilous, mayhap.




“The world is full of obvious things which nobody by any chance ever observes.”
― Arthur Conan Doyle, The Hound of the Baskervilles



One must always give credit where credit is due. This History is made possible primarily by the Imaginings of Gary Gygax and his Old Guard, Lenard Lakofka among them.


The Art:
All art is wholly owned by the artists.
 
Sources:
2011A Dungeon Masters Guide, 1st Ed., 1979
Dragon Magazine, 17
9063 N1 Against the Cult of the Reptile God, 1982

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