Keep Rumors — 1d20
Roll 1d20 · Original Basic D&D — B2
| Roll | Rumor | GM truth |
|---|---|---|
| 1 | A merchant, imprisoned in the caves, will reward his rescuers. | True |
| 2 | A powerful magic-user will destroy all cave invaders. | False |
| 3 | Tribes of different creatures live in different caves. | True |
| 4 | An ogre sometimes helps the cave dwellers. | True |
| 5 | A magic wand was lost in the caves’ area. | True |
| 6 | All of the cave entrances are trapped. | False |
| 7 | If you get lost, beware the eater of men! | True |
| 8 | Altars are very dangerous. | True |
| 9 | A fair maiden is imprisoned within the caves. | False |
| 10 | “Bree-yark” is goblin-language for “we surrender”! | False |
| 11 | Beware of treachery from within the party. | True |
| 12 | The big dog-men live very high in the caves. | True |
| 13 | There are hordes of tiny dog-men in the lower caves. | True |
| 14 | Piles of magic armor are hoarded in the southern caves. | False |
| 15 | The bugbears in the caves are afraid of dwarves! | False |
| 16 | Lizard-men live in the marshes. | True |
| 17 | An elf once disappeared across the marshes. | True |
| 18 | Beware the mad hermit of the north lands. | True |
| 19 | Nobody has ever returned from an expedition to the caves. | False |
| 20 | There is more than one tribe of orcs within the caves. | True |
Use at the table
- At the start, give each player one rumor using d20. Do not give out all rumors. The GM truth column preserves the source’s F markers.
- The Taverner can reveal rumor 18 or 19; a good reaction yields the true rumor.
Source: B2, PDF page(s) 8. Original narrative retained where present.