Records that is. I realized I’ve got no digital copies of many of my marked up dungeon notes and print-offs. So I’m going to take the opportunity to digitally archive them all and look back on old dungeons for nostalgia’s sake.
So this dungeon was based all around the SCP antimemetics division with a tower that the adventurers wouldn’t remember. Everytime they were in the area, I would give hints that indicated missing time and that they can see a tower in the distance. Eventually, when the group does decide to go off an explore it, a waiting ghost has notes they have presumably written to themselves.
To do this, I had the players each write notes to themselves about a hazard they would warn themselves about. This was a while ago so they had forgotten I asked them to do that. Then I took those notes and designed a few hazards related to those things inside the tower.
I notice that my room notes just listed each room type by floor. I have recently started adding more notes to my scanned copy of the map itself, which I like more. Also, printing them in color now helps with remembering what scatter terrain I put in each room and thereby remember what I planned for each room while setting it up.
In this tower I had built in a deeper puzzle with lots of hints that the wizard that made all this Rememberance Contagion having forgotten something himself, but they simply solved the contagion issue and escaped without figuring it out. In the future if I used this again I would try to make the hints more explicit, but it was only for bonus treasure so not a big deal that it didn’t get found.
Nowadays, when I do the same random treasure generation, I actually cut and paste those snippets into the rooms I intend for the objects to be found in. This saves me some work during play trying to decide what I reward players with in each room. I would also generate more hints and clues for players to discover on how to fight these unusual memory monsters, but D&D isn’t set up much for discovering monster weaknesses and instead just encourages blasting away at it until it breaks or you die.