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Title: Procedural Adventure Design in D&D
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Welcome to Bandit's Keep. I'm Daniel.
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Today I want to talk a little bit about
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prepping for your game, specifically
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using procedures to do so. So, I got a
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message on my patron and they basically
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were asking if I had any resources or
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ideas about using a procedure when doing
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preparation. So, of course, there's
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procedures when we're running the game,
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but how do we prep for the game or
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create adventures? So, I said I there's
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a couple things I've used in the past
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that I could talk about. And one of them
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I've definitely talked about before,
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which we'll talk about in a second. Uh,
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the second one I don't know if I have on
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this channel. And the third one, we'll
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see if I get to it. But let me start by
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saying that when you are prepping for
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your adventures or creating an
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adventure, I like to think of three
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types of adventures. There's the
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locationbased adventure, which basically
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is something like a dungeon, or it could
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even be a town. It could be a, you know,
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set of caves you're investigating. It
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could be a ruin. But basically, the
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party is going into a location and
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they're investigating it. They're
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getting the treasure. They're they're
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doing the stuff that parties do, right?
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There's no plot. I hate to use that
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word, but there's no real story there
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except that they're just going to get
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treasure. We've heard that there is a a
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tomb of a mummy that was uh a stand
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sandstorm blew and kind of cleared the
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entrance. peasants opened the gate and
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two of them immediately died and then
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ran away in fear. Well, the party
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thinking, well, we're not peasants. We
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can go handle that, right? So, that's a
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location basically. You just go and
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you're getting the treasure. There are
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hidden stories. There's things that went
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on. There's histories that you can put
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into it, but basically it's a location.
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There's no planned path at all for the
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PCs to go on or no planned path where
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the adventure might go if they don't do
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anything. It'll just sit there, right?
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The other thing would be an eventbased.
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Okay, so an event-based adventure is one
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where something is going on, right? And
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the player characters are going to
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intersect with what's going on and
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change it in some way, hopefully to
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their favor. So this could be that
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they've been asked to do something. They
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could also witness something. So uh
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politics can be involved in here, some
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kind of a scheme. But basically, you
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know, the the princess and her her guard
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are going to be in town for a
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presentation of a medal to a great
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general uh on next week. And whenever
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she travels, she travels with less
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guards obviously than the castle, but
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she brings with her lots of jewelry. So,
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the party might think, well, we could go
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steal that jewelry. Or they might be
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hired by the thieves guild to steal the
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jewelry. And as the adventure
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progresses, stuff will happen, right?
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They'll arrive, the guards will do this,
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the princess will do that. They they're
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on a schedule and it's moving forward
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whether the pieces get involved or not.
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And then of course when they do, that's
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when that's when the adventure happens,
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right? The third type, which I'm not
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really going to talk about prepping for
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this time, but we'll do another video if
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people are interested, is the journey.
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So I think a lot of times we ignore the
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journey. We think about hex crawling,
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but we don't think about the idea that
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an the journey itself can be the
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adventure. that is you could travel from
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one place to another and that is the
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adventure. Now there might also be an
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adventure where you end up but that's
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meant to be an adventure. Not just like
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an inconvenience or a challenge but
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actually an adventure. So if we talk
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about the first kind, my favorite source
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to go to is the first source I ever
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learned on which is basic expert or
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basic Dungeons and Dragons. So I have my
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iPad down here. So if I'm looking down,
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that's what I'm doing. I've got the
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basic book up on the screen. You can see
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the cover of it. And on page B51,
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we get into the
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the dungeon master section on creating
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adventures. And we can just look at
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this. This is this is a procedure. The
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best part about BX to me besides it
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being just really easy to run is that it
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is just loaded with procedures. That's
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why a lot of people will use this is
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also for solo. You know, I myself am
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using uh OD&D which this is, you know,
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one step up from OD and right. one step
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up in the future from O&D. Okay, so here
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we go. Here is what they what they ask
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you to do when you're creating this. So
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the first step when you're and these are
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basically I'm going to go again we're
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going location based. The first step
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that they recommend a is choose a
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scenario. So basically a background
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theme or idea. So they give you 10
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examples and actually I think I've I'm
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pretty sure I've made all 10 of these. I
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will point to the uh to the playlist if
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there is one or if I don't somebody
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comment with playlist. Sorry, I'm bad at
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pointing to lists. Um where I go through
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and I build each one of these. But
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basically, you've got option uh options.
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Exploring the unknown, investigating a
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chaotic outpo post, recovering uh ruins,
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destroying an ancient evil, and and it
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gives you tells you what it is, right?
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So, if we go uh let's see, destroying an
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ancient evil. The evil is usually a
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monster NPC. Sometimes the evil is
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deeply uh buried and reawakened by
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recent digging. This theme is often used
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along with others. For example, uh it
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may be destroyed so that ruins can be
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resettled. Right? So we have ideas of
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where we can start here. And if you
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don't know, so if you're doing this like
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literally by a procedure, the first step
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is choose a scenario. Now assuming that
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you don't have an idea, then you can
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literally just roll here and then kind
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of let that feed you. From here I would
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use so additional things you could use
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would be any kind of like oracle or word
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list you can you know again maybe I'll
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do another video on that if people are
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interested in it like the idea of just
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like open a book to a certain page and
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point at a word right and that gives you
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things going you could use something
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like mythic uh GM emulator that have
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these um mythic bastion has great spark
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tables basically you you can use that to
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form it but let's assume that you you
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know you have one of these escaping from
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enemies
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you know, that's pretty uh cut and dry,
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right? That I wouldn't necessarily use
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for a location base, although you could,
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right? Um maybe rescuing prisoners. Some
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of these are a little bit more could
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lean into event base. But again, I think
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if I was doing a location based, I would
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work with this procedure because not
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that's just step one, if you will.
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Right. So, step two, decide on the
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setting. So, here we go. Here we can
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again we can roll if we want castle or
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tower caves or cavern you know you might
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have a stronghold or a town here again
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you roll on the type of adventure it is
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you roll uh where it look takes place
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right so let's let's let's just kind of
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do this and I'll kind of spitball I have
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some dice over here all right so d10 I'm
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rolling a nine
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using a magic portal that'll be fun okay
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and where is this magic portal located
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five
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ancient temple writes itself, right? So,
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we need to use this magic portal that's
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in this ancient temple, and that's our
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that's our goal. Now, that doesn't mean
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we were hired to do it. It means that we
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find in this case, cuz I'm doing a
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location based adventure. It means that
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we were we we find out about an ancient
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temple that has a magical portal, and
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that portal leads to a place where
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there's a bunch of treasure. That's why
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the player characters would want to do
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it, right? Or maybe the portal allows
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them to go to um [clears throat] let's
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say a a lost city full of riches, right?
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And they want to be the first ones to
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get there, right? They used to be trade
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with this uh ancient city. Now this
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maybe the player character is going to
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uh set it back up again or just go there
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and get some treasure and come back. So
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they're going to go there and
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investigate, right? They're there might
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they might bring some stuff to trade.
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They might, you know, if they know this
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much about it, they might bring extra
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rations. They got to, you know, they got
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to figure out why they want to do it.
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The other thing is a using could be
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destroying or closing if you want to do
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it that way, right? Like that though
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ends up being more of a event-based. So
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maybe we'll go back to that in a second.
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But again, I'm using this one for
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location based. So once we get do that,
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now we decide on special monsters to be
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used. So this is one of those things
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that can kind of block you up. Normally
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I would say just pick a monster that
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makes sense, right? And you could say,
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but then you might say, well, I want a
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procedure for finding that. Well, the
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simplest thing that I found that works
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pretty well is if we go I believe it's
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on the next page. Nope, two pages. If we
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go two pages forward, we have the
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wandering monster list. You can
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literally just roll on this and I will.
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Okay, that is a 20 wolves. Okay,
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interesting. So, now we've got a portal
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in an ancient temple that we want to go
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through to get treasure. And the main
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monster in this thing is wolves. So, and
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again, this is a first level dungeon.
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So, basically, we've got a den of
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wolves, and they have the wolves have
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built their den, I should say, in this
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ancient temple. And in there is a
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magical portal that we want to use to
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get through to get to this other place
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where we can get treasure. Right? So,
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that's what we're doing, right? So, now
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the next step I want to say is draw our
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map. Yeah, draw the map is the next
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step. Now, this is a step that if you're
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just trying to do it with a procedure
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and like relatively quickly, I would say
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find a map online. Dyson logos is the
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obvious, but if you're not going to
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publish it, then a lot of times you can
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grab almost any map you can find, right?
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So, I would maybe just type in map of
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ancient temple. It could be a real
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actual ruins of an ancient temple or,
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you know, some kind of thing from a
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book. It could be an RPG product. It
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could be something like a Dyson's logos
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map. You could also draw it if you want,
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you know, if you if you feel so
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inspired. Any of these steps, you can
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just do what you want. Now, we know our
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main monster is wolves. So, we come to
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stop the dungeon. And I think this is
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the part that is very valuable to a lot
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of people when we're doing this. So I'm
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just going to read from it a little bit.
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To stock a dungeon means to fill in the
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general details such as monsters,
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treasures, and traps. Special monsters
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should first be placed in the
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appropriate rooms along with special
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treasures. The rem remaining rooms can
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be stocked as DM wishes. Uh you know, if
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you have no preference, then you just
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roll for all of them. So to me, I would
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say, okay, we have this pack of wolves,
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and let's see. It says that there's from
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2 to 12. Since we've decided this is our
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main monster and this is basically their
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layer, what we're going to do is it says
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2 to 12 here for the wandering, but I'm
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going to come over to the monster
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section
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and we see wolves here. Now, we have
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normal wolves and we have direwolves.
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Now, direwolves are a higher level
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monster, so you could make a boss if you
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want of a direwolf, but I feel like you
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probably want to just stick with wolves
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with this idea, right? Especially if
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it's a first level party. If you have a
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slightly advanced first level party,
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like they've got some experience, maybe
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they've picked up a few magic weapons or
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a large party, then you know, or if
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maybe one of the characters is second
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level, then you could always throw in
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like a direwolf if you want. But when we
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look at them, their uh number appearing
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is 3 to 18 in a layer. So, I would go
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with that number and I would probably
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base it on the number of them. You could
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either roll obviously, but I think since
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you're building this from scratch, I
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would think about what would be in a
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good kind of combat if you will based on
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the party that you have. So if you're
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using like let's say OD and D rules
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typically if a monster is
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a higher level than the dungeon if you
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will. So this is a second level monster.
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So two at monster and the dungeon is
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first level then you want the number
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appearing generally for a random
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encounter is one, right? So, I would say
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something like, but it also says unless
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there's something that normally operates
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in packs, right? So, you've got to kind
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of figure out how you want to distribute
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your monsters, but I would probably say
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that near the most important treasures,
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which is the portal, right? You're going
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to want probably, you know, maybe half
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the number that could possibly be there.
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So, let's say you're going to have six
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or seven, right? Which is half of what
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would be in a random encounter, you
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know? You know, and again, you got to
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kind of get a feel for this, but then
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you can also think about the idea of
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like, okay, so if I have six or seven
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wolves together, and I have a party of
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four first level characters, they're
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going to be dead, right? So, you got to
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think about that a little bit. If the
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party is four first level characters,
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maybe you want to keep it down to like
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three wolves or something like that.
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Typically, if you want like a fair
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fight, and I would not make a lair fight
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fair, you want the number of hit dice of
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the monsters to be roughly equivalent to
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the levels of the player characters. So
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four first level characters is four. So
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these are two head dice of beast. So a
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fair fight would be two, right? So three
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makes it a little bit tougher. So maybe
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there's three in the layer part and
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maybe for wandering you have one to
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three, something like that, right? And
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then you figure out how many are total
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and then you're good to go. Place the
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wolves in key strategic positions. I'd
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put some near the portal. Obviously the
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wolves don't know or maybe they do that
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the portal is valuable. Maybe the portal
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just happens to be deep in the temple
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and that's where they're at, right? But
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we're going to want some wolves that are
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outside, right? We're going to want some
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wolves that are in the temple and we're
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going to want some wolves that are at
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the portal. So, we can distribute those
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out. Maybe you'll say there is a total
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of 18 potential. And we're going to say
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that there's, you know, 2/3 of them or
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like about 12 in the
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in the actual layer. And then we're
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going to say that the other six are
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basically could show up. You could do a
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ticking clock here, right? So again,
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this is just something they can do. From
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there, let's go back to our procedure.
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So now we have stocked the dungeon with
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our main monsters and the portal, which
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is our main treasure, and also some
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other treasures, right? Like you want to
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make it worthwhile if this is one
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adventure, like one session basically.
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And you want about a quarter the amount
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of experience points for each person in
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the party that will get them to the to
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next level. So I usually base it on a
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fighter cuz they're not the lowest, but
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they're not the highest. So, I would
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say, and let's say we're back to our
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group of four, I would get at least
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2,000 gold pieces worth of treasure on
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this level, probably a little bit more,
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right? And they can be it can be in
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various things. Maybe the portal itself
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has some kind of, you know, gems
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attached to it. Maybe the the wolves,
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it's a temple, right? So, maybe there's
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chalicees and there's some, you know,
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stones in the wall that are partially
(00:13:57)
valuable or in the floor. There's
(00:13:58)
statues. It doesn't have to be a bunch
(00:14:00)
of coins, right? But that could be
(00:14:01)
obviously like a collection box maybe
(00:14:03)
near the door kind of a little bit in
(00:14:05)
but not too close to the beginning where
(00:14:07)
they can just smash that open and get a
(00:14:08)
few gold pieces just to start with.
(00:14:10)
Right. And of course make a bunch of
(00:14:11)
noise so the wolves hear them. So once
(00:14:13)
we've done that we basically we have our
(00:14:15)
map. We have our main treasures. We have
(00:14:17)
our main enemies. Now we look at this
(00:14:20)
chart here to fill the rest of the
(00:14:21)
dungeon. We roll 2d6. The first one
(00:14:24)
tells us what's in the space. The second
(00:14:25)
one tells us if there's treasure. Okay.
(00:14:28)
So we roll. Let me see a couple d6s
(00:14:30)
here. So if I take 2d6 in the first
(00:14:33)
room, I rolled the six and a five. A six
(00:14:36)
is empty and there's no treasure cuz
(00:14:39)
it's empty, right? So that's an empty
(00:14:41)
room. Nothing there, right? I roll
(00:14:42)
again. We got a one and a six. That's a
(00:14:45)
monster. And with a six, there's no
(00:14:47)
treasure. So there's some wolves in here
(00:14:49)
probably, right? Again, you could make
(00:14:51)
the whole thing wolves, but to make
(00:14:53)
things more interesting, we could look
(00:14:55)
at our our go back over here again and
(00:14:58)
look at our ren our random wandering
(00:14:59)
monsters. Remember, this is a temple
(00:15:01)
that's exposed to the elements that
(00:15:02)
anybody can get in and out of. So, there
(00:15:04)
could be nearly anything in here. So,
(00:15:06)
let's roll a d20 and see what this what
(00:15:08)
this monster might be.
(00:15:11)
Seven. Actually, that's 17. Sprites. Oh,
(00:15:14)
there's sprites in here. How amazing is
(00:15:16)
that? Where would sprites be, right?
(00:15:18)
Sprites are kind of like fairies. Maybe
(00:15:19)
they're just wandering around just
(00:15:21)
causing havoc. Sprites are also a
(00:15:22)
wilderness type thing, so it makes sense
(00:15:24)
for them to be near wolves, right? So,
(00:15:26)
that's kind of fun. We could have uh
(00:15:28)
sprites in this place and they can just
(00:15:29)
mess with the party, right? By casting
(00:15:31)
curses on them and such. Okay, so and
(00:15:33)
again, we go through each of the rooms
(00:15:35)
in that way. So, I rolled a two, which
(00:15:38)
is a monster again, and five, which is
(00:15:41)
no treasure. So, again, some kind of
(00:15:42)
monster with no treasure, right? and
(00:15:44)
eventually you will fill all the spaces.
(00:15:47)
If you find when you're done that
(00:15:49)
there's too many monsters or too many
(00:15:52)
empty rooms or whatever, you can
(00:15:53)
obviously you'll know like you'll get a
(00:15:55)
sense for it as you do this more and
(00:15:56)
more. But the the next parts of this is
(00:15:58)
this. It gives you a little bit of a
(00:16:00)
description on what like traps could be,
(00:16:02)
what specials could be, and of course
(00:16:04)
obviously empty is empty, right? So
(00:16:06)
specials might be a moaning room, right?
(00:16:08)
Or a room turns and sinks and the doors
(00:16:10)
lock, right? That could be kind of fun,
(00:16:11)
right? If it's not a second level of a
(00:16:13)
dungeon, maybe the doors just lock, you
(00:16:15)
know, and the party has to figure their
(00:16:16)
way out, right? Maybe, you know, you get
(00:16:19)
closed off so you can't go backwards.
(00:16:20)
You can only go forward, right? And your
(00:16:22)
your treasure traps might be like a
(00:16:23)
poison needle. It's a classic. Any kind
(00:16:26)
of thing like that. Obviously, your room
(00:16:27)
traps are things like poison gas and
(00:16:29)
such. Any room that has treasure that
(00:16:32)
does not have a monster, you use this uh
(00:16:36)
chart over here to roll how much
(00:16:38)
treasure is in the room, and you go from
(00:16:40)
there. So basically, let's say that the
(00:16:42)
sprites had had treasure. Sprites have
(00:16:46)
treasure
(00:16:47)
su treasure best for sprites. So again,
(00:16:51)
we can just go to our treasure section
(00:16:53)
and we can look at treasure type S and
(00:16:55)
we could roll to see what they might
(00:16:56)
have, right? They might have two to
(00:16:57)
eight pieces of gold per individual.
(00:16:59)
That's what they have. So if there's a
(00:17:00)
bunch of sprites in here, they got a few
(00:17:02)
gold pieces. And again, we could have
(00:17:04)
this in any form that we want, but you
(00:17:05)
know, there you go. A little extra gold.
(00:17:07)
They may may or may not be a combat, you
(00:17:09)
know, depending on your uh your
(00:17:11)
situation, right? Uh sprites are kind of
(00:17:13)
fun and hopefully they can give
(00:17:15)
information to the party, right? And
(00:17:17)
once we do this, we're basically done,
(00:17:19)
right? For a location-based dungeon,
(00:17:21)
that's all we need. We have a reason for
(00:17:23)
them to be there, which you can then
(00:17:24)
create some rumors or have somebody ask
(00:17:25)
them. We need rooms that are filled with
(00:17:27)
stuff, monsters and treasure, and some
(00:17:31)
tricks and traps and something fun. And
(00:17:33)
you know, once you build the thing, you
(00:17:35)
can start to think about why things
(00:17:38)
might be the way they are. Maybe you
(00:17:39)
want to have a reason for the sprites to
(00:17:40)
be there. Maybe not. But that's all
(00:17:42)
stuff that you don't necessarily have to
(00:17:44)
do in this type of adventure because if
(00:17:47)
the party hasn't done a bunch of
(00:17:49)
research, then it doesn't really matter,
(00:17:52)
right? They might go in the room with
(00:17:53)
the sprites and see. You might say, "Oh,
(00:17:55)
there's writing on the wall or
(00:17:56)
something." They might make an a copy of
(00:17:58)
it. You don't need to know what it is
(00:17:59)
right the second, right? they can
(00:18:00)
research that and maybe that's another
(00:18:02)
adventure. So once we have that going,
(00:18:05)
right, that's nice and simple. The other
(00:18:07)
type of adventure would be more event-
(00:18:09)
based. Now again, you could do it with
(00:18:10)
this as you saw as I was kind of going
(00:18:11)
through this. Some of these could
(00:18:13)
definitely be more event based. You
(00:18:14)
know, we could do the exact same thing
(00:18:15)
using a magic portal could be event
(00:18:17)
based, right? It says magic portal is a
(00:18:18)
device that magically sends creatures
(00:18:19)
from one place to another. It's usually
(00:18:21)
a door to another dimensions and
(00:18:24)
basically it says that uh they can be
(00:18:27)
used in all different ways, right? So,
(00:18:28)
we can take the same thing and make it
(00:18:29)
an event based thing by basically having
(00:18:31)
it that something's happening with the
(00:18:32)
portal and the player characters are
(00:18:34)
going to want to do something or not
(00:18:35)
with it in order to, you know, solve a
(00:18:38)
problem, right? Maybe this in this case
(00:18:40)
they're hired to do it, right? You need
(00:18:43)
to close this portal or maybe they need
(00:18:45)
to use the portal to go do a mission,
(00:18:46)
right? So, the event might be that the
(00:18:49)
princess is right I've said before is
(00:18:50)
coming into town. They're going to be
(00:18:51)
robbed and the you find out about it but
(00:18:54)
you're 10 days ride away. However, there
(00:18:56)
is a magical portal that can get you
(00:18:58)
there instantaneously. So, the party is
(00:18:59)
going to the magic portal to go through
(00:19:01)
it so they can get there and warn the
(00:19:03)
princess, right? So, you could have
(00:19:05)
effectively the same monsters, the same
(00:19:08)
map, but now the goal is different,
(00:19:10)
right? And a lot of times what will end
(00:19:13)
up happening here is pe the players will
(00:19:15)
treat it differently, right? If they
(00:19:16)
know they need to get to the portal and
(00:19:17)
they'll get through it to save the
(00:19:18)
princess from being robbed, they are not
(00:19:21)
going to necessarily explore every nook
(00:19:23)
and cranny of this place, right? they're
(00:19:24)
and obviously if they're if they know
(00:19:26)
the portal is there, they probably know
(00:19:27)
where it is. They might even have a
(00:19:28)
rough map of the temple, right? Whereas
(00:19:30)
if they're exploring it, so it's a
(00:19:32)
location based, they're going to go into
(00:19:33)
every room and you want to add a little
(00:19:35)
bit when you're running it. You want to
(00:19:36)
add that little bit of tension to to,
(00:19:38)
you know, inspire them to kind of look
(00:19:41)
around, right? Make sure everything's
(00:19:43)
like a little bit hidden so that they
(00:19:44)
can, like I mentioned at the beginning,
(00:19:46)
that treasure box, right? when they're
(00:19:47)
coming through, it's obvious that
(00:19:49)
there's a a donation box there and they
(00:19:51)
smash it open and that makes them think,
(00:19:52)
"Oh, people come here and donate
(00:19:54)
things." It gets their their heads
(00:19:55)
going, right? Or like you see an altar,
(00:19:59)
right? And there's like dust and but
(00:20:02)
where there's dust there there used to
(00:20:03)
be like places where like a you know
(00:20:05)
cups could be or something. And then the
(00:20:06)
player character is like, "Oh, there's
(00:20:07)
some cups here somewhere." And they got
(00:20:09)
to look for them. Maybe the sprites have
(00:20:10)
picked them up and carried them to
(00:20:11)
another room. Right? So that's how you
(00:20:14)
do the first one. Okay. So now let's
(00:20:15)
talk about more. Let's dig into the
(00:20:17)
event base, but let's build it with a
(00:20:18)
different system because I kind of
(00:20:19)
wanted to show a couple of different
(00:20:20)
systems when we did this. That was kind
(00:20:22)
of the point here. This is actually the
(00:20:23)
random sword and sorcery adventure
(00:20:25)
generator. It was created by Ben Ball.
(00:20:27)
It was created for Hyperoreia or
(00:20:30)
Astonishing Swordsman and Sorcerers of
(00:20:31)
Hyporia original, I guess. And I will
(00:20:34)
put a link to this. It's free as far as
(00:20:35)
I know. You could download it from You
(00:20:37)
used to be able to anyways download it
(00:20:38)
from Northwind Adventures, which is
(00:20:40)
where Swordsman Sorcerers Hyporeia comes
(00:20:42)
from or Hyperoreia these days.
(00:20:45)
This is a sword and sorcery generator,
(00:20:47)
right? So, it's more of a plot
(00:20:48)
generator. So, with this, we go through
(00:20:51)
it and we're seeing what's going on. And
(00:20:54)
then again, like I said before, the
(00:20:55)
player characters are going to get
(00:20:56)
themselves involved in it. So, for this,
(00:20:58)
I think I'm going to get a piece of
(00:20:59)
paper. Well, we're going to go through
(00:21:01)
this and I'm going to make notes and
(00:21:03)
we'll and I'll show you how it builds an
(00:21:04)
adventure. And in fact, the document
(00:21:07)
itself has an example at the bottom.
(00:21:09)
But, let's just start here. So
(00:21:10)
basically,
(00:21:12)
if you're going to have a sword and
(00:21:14)
really any adventure, but sword and
(00:21:15)
sorcery adventure, you got to have a
(00:21:16)
title, right? So I love that this gives
(00:21:18)
you the ability to make a title. It's a
(00:21:20)
d20*
(00:21:21)
2. So we'll roll two d20s here.
(00:21:25)
Obviously, you could roll them one at a
(00:21:26)
time if you wanted to. That is 11 and 8.
(00:21:30)
So prophecy
(00:21:33)
of silence.
(00:21:35)
[clears throat]
(00:21:36)
Prophecy of silence. I mean, honestly,
(00:21:39)
just that alone [laughter]
(00:21:42)
is could be enough to get you going,
(00:21:43)
right? So, that's the name of it. Now,
(00:21:46)
we go to the mission.
(00:21:49)
Let's see. We got a d20 rule.
(00:21:53)
That is seven
(00:21:56)
explore. And that says roll place to be
(00:21:58)
explored. Okay. So, we roll the next
(00:22:00)
table.
(00:22:02)
Explore 20.
(00:22:05)
Explore a valley. I guess the valley of
(00:22:08)
silence, right?
(00:22:10)
All right. So, we're going to be
(00:22:11)
exploring a valley. Now, next,
(00:22:15)
the hook. The hook's always important.
(00:22:19)
We've got uh let's see, that's a three.
(00:22:23)
The hook is asked asked as a favor. All
(00:22:26)
right. Ask asked as a favor. Okay.
(00:22:28)
[clears throat]
(00:22:29)
So, we were asked as a favor or the
(00:22:30)
player characters were asked as a favor
(00:22:31)
to explore this valley. The antagonist
(00:22:36)
is a five is a cult leader. Okay.
(00:22:42)
Oh,
(00:22:43)
that's interesting. [clears throat]
(00:22:44)
Potential ally.
(00:22:49)
17
(00:22:50)
A vengeful spirit. Wow. [laughter] Okay.
(00:22:54)
All right. We got a complication.
(00:22:57)
12
(00:22:59)
Money letter comes to collect from PC.
(00:23:01)
Okay, so money letter lender.
(00:23:05)
We've got an obstacle and a twist.
(00:23:08)
Obstacle is six, twist is 12,
(00:23:12)
a deadly environment,
(00:23:14)
and forced to ally with an enemy or
(00:23:18)
rival. Okay, so deadly environment.
(00:23:22)
Okay.
(00:23:23)
And then the reward,
(00:23:27)
we got 15
(00:23:31)
or manservant. You know, depending on
(00:23:33)
your game, you know, that may or may not
(00:23:35)
work. Let's uh let's try that again. I
(00:23:37)
don't think I want to go that way in my
(00:23:38)
games, but you know, it is sword and
(00:23:40)
sorcery. Roll twice. All right, so we
(00:23:43)
got again
(00:23:45)
19 and [clears throat] five. Roll five
(00:23:48)
times. Oh my god. Okay, I'm just going
(00:23:49)
to pick one. uh favor of powerful NPCs.
(00:23:52)
Okay, so this is interesting. Again, let
(00:23:54)
me just look through that. I was writing
(00:23:56)
it down. Let me just look through. So,
(00:23:57)
it's this is the prophecy of silence. Uh
(00:24:00)
the the party has been asked to explore
(00:24:02)
a valley asked by one of their friends
(00:24:04)
or as a favor. So, they're not being
(00:24:06)
hired. They're being asked to do this.
(00:24:08)
Uh the antagonist is a cult leader. The
(00:24:12)
uh
(00:24:14)
the potential ally is a vengeful spirit.
(00:24:17)
The uh complication is that the money a
(00:24:20)
money lender has just shown up to
(00:24:23)
collect from the PCs. Okay, so let's
(00:24:26)
roll back for a second. This is pretty
(00:24:29)
cut and dry at the beginning, right?
(00:24:30)
We've got this idea that the a friend
(00:24:32)
asked them to explore the uh the valley
(00:24:37)
as a favor, right? There's some kind of
(00:24:39)
cult leader in there doing something,
(00:24:40)
right? Probably something that the
(00:24:43)
friend doesn't like, right? So depending
(00:24:45)
on your campaign, but what's interesting
(00:24:48)
is we have deadly environment is our
(00:24:50)
force to ally. So basically the way I
(00:24:52)
see this going is this cult leader is
(00:24:55)
doing something unscrupulous, right? And
(00:24:57)
this valley is kind of a distance away.
(00:25:00)
So the the reason why this is a
(00:25:02)
complication is that the uh the player
(00:25:06)
characters are not going to be able to
(00:25:07)
properly get themselves ready for it,
(00:25:09)
right? they're going to have to leave
(00:25:10)
town or deal with this money lender if
(00:25:13)
they want to try to get gear. Like maybe
(00:25:15)
they show up to get their gear and they
(00:25:17)
find out that or they come back from
(00:25:19)
seeing the friend and their their rooms
(00:25:21)
in the the tavern have been all their
(00:25:22)
gears been taken so they're stripped
(00:25:24)
down. So there's this complication like
(00:25:25)
they don't have everything they want to
(00:25:27)
have. They have just what's on them,
(00:25:28)
right? So they don't have that extra
(00:25:29)
10-ft pole or rope cuz are they walking
(00:25:31)
around town with a rope, right? They
(00:25:32)
probably just have their weapons. Maybe
(00:25:34)
they were in armor, right? So now
(00:25:36)
they've got to either deal with this and
(00:25:38)
of course there's got to be because this
(00:25:39)
cult leader is doing something right
(00:25:40)
there. There is a bit of a ticking clock
(00:25:42)
on this. Maybe the friend asked them to
(00:25:45)
do something because again as we know
(00:25:48)
the reward is uh favor of a powerful
(00:25:51)
NPC. Maybe this friend is asking them to
(00:25:54)
do this because this powerful NPC is
(00:25:56)
going to be in danger if the cult does
(00:25:59)
the thing that the cult's doing, right?
(00:26:01)
And this friend is helping. Maybe it's
(00:26:03)
because that friend is some kind of an
(00:26:05)
adviser and they've already told this
(00:26:07)
NPC, but the NPC refuses to believe them
(00:26:10)
because, you know, they're too full of
(00:26:12)
themselves. They're too they've got too
(00:26:13)
much uh, you know, no, they can't mess
(00:26:16)
with me kind of thing, right? So now
(00:26:17)
they've come to you and said, "Look, I
(00:26:19)
can't go through normal channels because
(00:26:22)
the this is going on." Now, what's
(00:26:24)
interesting here is that the that we've
(00:26:26)
got a vengeful spirit in deadly
(00:26:28)
environment, which works perfectly,
(00:26:29)
right? You're basically got this valley
(00:26:31)
that this cultist is performing their
(00:26:33)
rituals or doing their stuff in and
(00:26:34)
they've made a spirit very unhappy and
(00:26:37)
because of that the valley itself is
(00:26:39)
going to be end up being the enemy
(00:26:41)
probably who they're going to force be
(00:26:42)
forced to ally with is in fact the cult
(00:26:45)
leader right they're going to get in
(00:26:47)
there stop the cult leader or try to and
(00:26:50)
then when you know when that conflict is
(00:26:52)
happening the twist is going to be that
(00:26:54)
they got to work together to get the
(00:26:55)
heck out of there right and assuming
(00:26:57)
that they get out and they get you know
(00:27:00)
they stop the ritual obviously and get
(00:27:02)
out with the cult leader. Or maybe not.
(00:27:04)
Maybe they don't ally with them, then
(00:27:06)
they'll get the favor of the NPC because
(00:27:08)
they the the thing will not have
(00:27:10)
happened. This whatever this the thing
(00:27:12)
the cult leader was doing. So again, you
(00:27:14)
could sit down and really think this
(00:27:15)
through. But this is a different way to
(00:27:18)
do it because now just get your your
(00:27:19)
head going. What's going on? And if you
(00:27:21)
see the difference here is I'm
(00:27:24)
effectively writing some kind of a story
(00:27:26)
in my head. And when you're doing an
(00:27:28)
eventbased adventure, that's how you're
(00:27:31)
going to do it. And you're going to kind
(00:27:32)
of block it out. Like the players are
(00:27:35)
going to be asked to do this thing,
(00:27:36)
right? The money lender is going to come
(00:27:38)
at a certain time, right? The cult
(00:27:40)
leader is working on this terrible
(00:27:42)
project that they're working on. It's
(00:27:43)
going to take x number of days, right?
(00:27:45)
The main NPC is going to be in danger at
(00:27:47)
a certain point. The spirit will be
(00:27:49)
awoken at a certain point, right? All
(00:27:51)
these things are going to happen on a
(00:27:52)
timeline. And depending on how quickly
(00:27:54)
or slowly the PCs react and what they
(00:27:56)
do, that will help be shape how the
(00:27:58)
adventure works, right? And of course,
(00:28:01)
you could easily, depending on your game
(00:28:02)
system, you could easily make it so that
(00:28:04)
they get gold as part of the favor with
(00:28:06)
the NPC. Maybe they get maybe this is a
(00:28:08)
slightly higher level game and this is
(00:28:10)
how the players get their first holding,
(00:28:12)
right? Where they get a tower or a small
(00:28:14)
cat keep to maintain with some land
(00:28:16)
around it, right? This could be that
(00:28:18)
kind of thing. or if they're a low-level
(00:28:19)
party, maybe this is how they're trying
(00:28:21)
to break into a guild they can't get
(00:28:23)
into, right? Because they're just
(00:28:24)
nobody, right? So, you could look at
(00:28:27)
this in a lot of different ways. It
(00:28:28)
comes down to your group, but just
(00:28:30)
having the little bits of inspiration
(00:28:31)
and honestly, you can combine the two.
(00:28:34)
If when you get to the valley, you're
(00:28:36)
not sure what to do with it, you can
(00:28:38)
roll, you know, one d6 and a second d6
(00:28:41)
and break the valley into little nodes
(00:28:43)
and is there a monster? Is there a trip
(00:28:45)
trick or trap? Is there treasure? And
(00:28:47)
those tricks and traps can be caused by
(00:28:49)
the vengeful spirit, right? It's as easy
(00:28:51)
as that really. So, in the end, but this
(00:28:53)
is great if you're like doing an
(00:28:54)
adventure. Let's say you're playing like
(00:28:56)
every single week, but you're doing
(00:28:57)
stuff that's like just connected
(00:28:58)
adventures, but not like an ongoing
(00:29:00)
story, per se. You basically can create
(00:29:03)
an individual adventure that week based
(00:29:05)
on what's going on here. You can also
(00:29:07)
create several of these loosely,
(00:29:09)
especially these event- based ones. This
(00:29:10)
is a great way to to work in a sandbox
(00:29:13)
because you have all these things going
(00:29:14)
on at once and you can actually see how
(00:29:16)
they intersect and cross. So, it's
(00:29:18)
really a good way to do it. Now, me
(00:29:20)
personally these days, most of the time,
(00:29:23)
because I'm running a long-term campaign
(00:29:25)
and I have lots of stuff going on in the
(00:29:26)
world, I basically generally create
(00:29:28)
NPCs/loss
(00:29:30)
and then let them get just kind of be
(00:29:32)
out there and then I also have events
(00:29:34)
going on, but they're generally on a
(00:29:36)
much larger scale because at this point
(00:29:38)
at these high levels, the PCs are really
(00:29:40)
driving the show. It's pretty rare that
(00:29:42)
like I have to come up with something
(00:29:44)
because the world is barely fleshed out.
(00:29:46)
But when you're first starting and when
(00:29:47)
I was first building this world and
(00:29:48)
everything, this is exactly what I did.
(00:29:50)
I would be reading a story, a short
(00:29:52)
story, reading a comic book, reading a
(00:29:54)
novel, and I'd be like, "Oh, that's
(00:29:56)
really cool how that, you know, ancient
(00:29:57)
city they found had this certain kind of
(00:30:00)
magic about it." And I would add that to
(00:30:01)
my world, right? And as the players got
(00:30:04)
closer to it, I would flush it out a
(00:30:05)
bit, either using the stuff in BX, you
(00:30:07)
know, roughly, or even using something
(00:30:09)
like this just to get some names and
(00:30:11)
words and ideas and NPCs. And I love
(00:30:14)
this just for the naming of the
(00:30:16)
adventures if I'm going to tell you the
(00:30:17)
truth. That's it's so good, right?
(00:30:19)
Because right from the beginning, as
(00:30:20)
soon as I heard prophecy of silence, I
(00:30:21)
was like, "Yeah, right. What is the
(00:30:24)
prophecy of silence? You could write it,
(00:30:26)
you know, uh and that could be what
(00:30:28)
maybe that's what who the friend is.
(00:30:29)
Maybe they're a seer, right? And they
(00:30:31)
saw something and that's why they're
(00:30:32)
telling the player characters because
(00:30:33)
they're nobody. They're they're a street
(00:30:35)
urchant that that normally is a
(00:30:37)
charlatan and flipping cards to tell
(00:30:39)
people their fortunes. Now they really
(00:30:40)
saw something and this prince or king
(00:30:43)
won't listen to them because they're
(00:30:45)
nobody. So they're going to you because
(00:30:47)
they're like look we've had dealings
(00:30:49)
before and do this favor for me and I
(00:30:52)
will try to help you in some way. That
(00:30:54)
kind of thing, right? Okay. So I hope
(00:30:56)
that helped. This is a again procedural
(00:30:59)
process of creating either a
(00:31:01)
location-based or a event-based
(00:31:04)
adventure. And you can kind of create
(00:31:06)
stuff as you go. Again, there's lots of
(00:31:08)
oracles and sheets you can just pull
(00:31:10)
random words from and stuff, but I think
(00:31:12)
the process, right, this uh this
(00:31:15)
procedure does help. And when you're
(00:31:16)
sitting down to do stuff, it's generally
(00:31:18)
how I do it. It just naturally when I
(00:31:20)
make a dungeon, I sit there and the
(00:31:22)
first thing I do is I put all the
(00:31:23)
important treasures and all the main
(00:31:25)
monsters in, then I start thinking about
(00:31:27)
what's in the other rooms. Sometimes I
(00:31:29)
make it just whatever's logical.
(00:31:31)
Sometimes I roll to see if there's
(00:31:32)
something in there or not. So, that's
(00:31:34)
the way that I learned how to do it.
(00:31:35)
It's the way I've been doing it and it
(00:31:36)
works for me. Hopefully, it works for
(00:31:38)
you. Let me know in the comments below
(00:31:39)
if you guys have other resources like
(00:31:41)
this or if there's a different way that
(00:31:43)
you do things. I would love to hear
(00:31:44)
about it. And also, let me know if you
(00:31:46)
want me to do a video about creating you
(00:31:48)
this procedural thing, but creating a
(00:31:50)
journey or just talking about journey
(00:31:52)
adventures in general. I feel like it's
(00:31:54)
something I want to talk about, but I
(00:31:55)
want to make sure there's interest.
(00:31:56)
Anyways, thanks so much for watching.
(00:31:59)
Check out other videos on my channel.
(00:32:00)
Again, I will try to put the link to the
(00:32:02)
uh all the adventures I made using the
(00:32:04)
BX system. And I'll talk to you soon.
