The Six Senses
- The cries of beasts, war music or chanting of sentient creatures, the sound of rough water, of creaking wood about to give way, popping of fire, fizzing, moaning.
- Tracks in sand/mud, blood spatter, monster scat, partially eaten corpses/prey, broken weapons, trail markings, hieroglyphs, messages scratched in stone, plants all bent one way, trails of stones.
- Monster musk, water vapor, smoke, rotting flesh, mildew, burning hair, cooking meat, sweat, chemical smells.
- Temperature gradually rising or falling, stones worn by constant passage, slick surfaces, sharp surfaces, crumbling ledges, cracking wooden supports, pressure waves.
- Eeriness or oldness, feeling that things "aren't right," a feeling of great evil or of peace, of good, of ancient silence.
Architecture made by sentient beings is often symmetrical; if there was a small room on the East, there might be a similar one to the West. Similarly, if a spear trap killed a party member in the first small room, we should be cautious approaching the second. Guard posts may be in mirrored locations. If one of many small, acrid chambers has hatchlings nesting in it, the others might too.
People in town said there were flocks of things so we'll keep watch upwards. Everyone talks of the danger coming by darkness so we'll explore the lair by noon-light.
Common Sense and Logic
There is a small building on the island in the underground lake, the cultists must have a way to cross the lake whether it be magical or mundane. We saw dragon hatchlings, the mother is probably near. The salamanders like heat and this hallway is getting hotter so prepare for salamanders.
Am I missing any others?