And then they didn't search it...

alsih2o

First Post
there has been a joke exchange on my campaigns mailing list over missed treasure and it makes me wonder-

How can I ensure my players find more hidden and semi-hidden stuff wihtout turning every rock and wall into a roll-for-search fest?

Is it my responsibility to do so? (I think so)

If you use homemade "modules" how often does the party just walk right by "interesting stuff"?

I don't expect them to find every little thing, and it isn't about them not exploring everything I prep, I just wonder.

They have shown some thieverish compulsions, but they are kind of in a free-fire theft zone, deep in unknown territory with many unfriendlies. Therefore I do not see it as a "bad" thing.
 

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First figure out what you party usually does in terms of searching. For instance my party doesn'tr search out anything. And most of the time anything left on a fallem opponent remains there. They aren't treasure hunters. So, instead of expecting to find a sword +3 I have the mayor of the town give them one that's been handed down as a reward for their great deeds.

There are other ways of getting magical items in the hands of the party then having them find it.
 

My experience has been that older players are much more likely to remember to search out treasure. It just doesn't seem to occur to the newer ones that treasure is usually hidden. Not that that's a bad thing, mind you. The idea of hiding gems inside gargoyle horns was pretty absurd...and that was a suggestion in one of the old rulebooks!

When an encounter is over (assuming the party won), give each character a Take 10 Search and Spot roll automatically. Tell them what they notice - they may pick up on the hint and begin searching more fully.
 

Hmm. Interesting idea. My players will spend hours searching a room just to find that last copper piece. :D Its even better when they make so much noise they attract creatures from the next five rooms to come and chomp on them. :]

But if this were to be an issue I'd look at making the hiding places stand out a little more. (laugh) I know, make the hiding place obvious. But hear me out. As you describe the room make sure to mention that place that the reward is hidden. If it's in the bed post then make sure to mention how well crated they are when you sya there's a bed in the room. Through in a couple of descritions of the desk and the chair in the room as well just to not make it obvious and this should help to attract their attention.

The important thing is to make sure that they note the fact that the hiding place exists. If you say there's a bed and and a desk in a room they may not bother to search. But a four poster bed with intrictly carved posts depticing the fall of the great elven kingdom of Rhal, is going to get them to check it out normally.

The important thing to do with this is to make sure you're not making it to obvious to the players. If you describe it as the four poster bed with intricate caring one it and leave it at that. Then they don't bother to at least give it a once over, well then to bad they missed the +5 sword of butt kicking.

Heck, if they start to search a few odd places like underneath the bust of King Hule the Goblin King, then reward them and place the locked vault there instead of behind the picture that they didn't check. Sometimes rewarding the players for their paranoia is what you need to do. It makes them happy because they "figured it out", and you're happy because they're having fun.

This is how I handle "hidden treasure chests" in my campaign anyway.

-Ashrum
 
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Crothian said:
First figure out what you party usually does in terms of searching. For instance my party doesn'tr search out anything. And most of the time anything left on a fallem opponent remains there. They aren't treasure hunters. So, instead of expecting to find a sword +3 I have the mayor of the town give them one that's been handed down as a reward for their great deeds. There are other ways of getting magical items in the hands of the party then having them find it.

That is an excellent point and I think your example is a great way to go about awarding treasure. That way it feels like a reward, rather than "I kill him and take his stuff."

alsih2o said:
How can I ensure my players find more hidden and semi-hidden stuff wihtout turning every rock and wall into a roll-for-search fest?

Is it my responsibility to do so? (I think so)

If you use homemade "modules" how often does the party just walk right by "interesting stuff"?

In our group, usually if there are valuable things to be had, they are in the possession of a foe and being actively used by the foe. The players in our group almost always check the bodies after a combat, simply because they see the enemy use something powerful and/or interesting and the players want to know what it is (and if they can use it, of course).

Also, our players tend to like custom-made items. That is, they would rather save up their coins to pay a mage to make a unique item than settle for whatever the DM to put in the adventure.

I don't think it's the DMs job to make a neon sign pointing to treasure. If something is hidden, it's hidden for a reason. But, if you really want them to find something, you can drop clues to the party in game and/or in character. For example, a cornered and overpowered foe could offer to lead them to a hidden treasure in exchange for its life. There was another thread on these boards about putting one magic gauntlet in a treasure cache - maybe the party would get interested enough to search around for the matching gauntlet.
 

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