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Title: The Christmas Day DM Toolkit (Roll-and-Run OSR Tools You Can Use Tonight)
Duration: 00:13:00
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Merry Christmas. That is Christmas.
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Of course, you know, good luck keeping
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your table alive between leftovers,
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travel, somebody's dog barking
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in the next room, you know.
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And here's the deal. Today's video is
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pure DM tools.
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Ready to use roll at the table material.
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No prep talk, no theory lecture, just
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tools.
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By the end, you should have a cold open
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you can start with instantly, rumors
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that generate play, NPCs that come with
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problems attached,
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and counter twists that stop fights from
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feeling
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sy
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and a drop in mini situation. you could
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run
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tonight if you're not sleeping off the
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Christmas festivities. Now, these tables
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that I'm going to show you, consider
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them samples.
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You should I'm going to upload this, by
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the way, uh to the general folder. It's
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going to be a Dropbox folder. I'll
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include a link in the show notes. I'll
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include a link as a pinned comment.
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I'm going to upload it in word format so
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you can literally
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change up everything and anything to
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suit your campaign.
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That's what you should do.
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These are examples. Then it might not
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fit your campaign. That's fine.
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Make them fit. Change it up. It's your
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table.
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This is your tool. So, the first one is
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cold opens. I have this as a D6.
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Uh, a wagon wheel snaps on the bridge.
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The river below is loud, fast, and cold,
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and something bangs from inside a
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covered crate.
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This is the in what they call it in
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media res. when the session starts and
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the players are in the middle of it. Um,
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move on. Like just example number five.
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A local priest begs for help then
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quietly admits the victim is guilty and
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deserves it. You want things that will
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make your players have to think, make a
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decision.
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So now we also have rumors that create
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decisions. Now, this is a 2D6 chart
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and the rumors are short.
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Okay? And it's 2d6. It doesn't start at
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one, right? It goes 2 to 12. And they're
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built to force choices, not just deliver
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more.
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Okay. A roll of two. The old road is
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open again. It's also claimed.
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Um, a safe ruin is safe because
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something already ate everyone else.
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The sheriff was hiring to pay you is
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good. The job is
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dirty.
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So
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these
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add
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something to your session. And again,
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the minds are open. The miners aren't
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coming back.
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Well, is there something for the players
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to investigate? You're giving them
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leads. You're giving them decisions,
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patrons with hooks,
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and maybe you want a longer list. Maybe
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your d6 should be a d12 or a 2d6 or
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whatever.
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Again, these are just
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tools. Your toolbox needs to be prepped
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for you.
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The inkeeper needs protection from
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bandits who are actually unpaid
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soldiers.
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The traitor wants an escort but won't
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say what's in the locked chest.
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The scholar wants one specific item and
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offers cash but also offers dangerous
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information.
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How about some encounter twists?
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The enemy is running a scam. Half are
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fake guards, half are pickpockets.
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A third party arrives late. Are they
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going to help the PCs? Are they going to
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help? This is for urban environment type
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of things. Are they going to
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attack the PCs?
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Are they going to stand by and wait to
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pick up the pieces
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after the combat is over?
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The enemy is starving and desperate, not
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brave. Maybe
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maybe they can be bought. Maybe they can
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be fed.
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Twists make things
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different. They make things less
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stagnant. And not every encounter needs
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a twist,
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but as a DM, you've got to learn how to
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add spice when spice
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will assist.
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So, travel pressure
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and I would say D roll a d6 per overland
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segment. how what you're deciding as a
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DM how long a a travel portion that is.
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But this keeps wilderness travel from
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becoming.
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We walk and nothing happens.
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Every meaningful travel segment, it
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could be a day, could be a watch, could
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be a hex. Roll a d6.
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There could be a delay. The world clock
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advances.
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Something could get drained. Ration,
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spoil, or spill. Ammo breaks.
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Torches get wet.
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A mount strains or sprains. A leg
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goes lame.
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Discovery. Find something useful but
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risky. Could be shelter, a stash, a
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clue, a shortcut. Demand. there's a toll
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or you're crossing a border or a patrol
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or even simply a local custom that must
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be obeyed.
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Danger, an encounter, but not
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necessarily or always. Combat
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could be a hazard dilemma. You got to
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choose A or B.
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one will cost time
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but be more safe.
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You know, it's it's that time versus
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safety is stealth versus speed type of
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deal. But give them a choice.
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Choices matter.
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The uh
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one roll NPC D6 plus
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One sentence roll ones for a usable NPC
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and give them one sentence that reveals
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what they want.
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A trait and a need. So they could be
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quiet and over and observant. So it's a
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clerk who noticed something illegal
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needs the party need to confirm it
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before their silence.
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dropped in many situation. You could run
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this tonight
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[clears throat] and this is not a plot.
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It's a situation with pressure, a
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location and competing interest.
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So frostbound toll house or whatever you
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want to make it could be a bridge
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uh um
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could be a raft crossing or ferry
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crossing.
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A tall house on an old road is
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collecting fees again at the years of
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abandonment. The problem the toll
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collectors aren't exactly alive and
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they're enforcing a contract
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nobody remembers signing.
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What's true? The tall house is staffed
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by three collectors.
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They could be undead. They could be
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cursed. They could be masked enforcers.
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They demand a toll,
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coin, goods, or a favor owed. Um, a
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local merchant may have quietly hired
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him to reduce banditry and now regrets
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it.
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That would be if they were masked in
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forces and the road is safer, but the
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price is escalating. What the party can
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do? They can pay and pass.
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It's easy now, potentially ugly later.
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They can fight, which is fast, loud, and
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will have consequences.
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Negotiate.
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They could expose the merchant.
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They could find the original contract,
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which points to a ruin, a shrine,
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old courthouse. That could be the
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adventure in and of itself there, or
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another part of the adventure or another
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lead. The collector's offer. If you
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won't pay coin, you may pay service.
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Retrieve the ledger from the old ruin.
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Return it unopened. So again, we talked
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about door A, door B, right? We talked
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about giving your players options or
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choices that matter.
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This is it. They handing it to you in in
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a box, but just you got it.
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And uh
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what else we got here? What else do we
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got?
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Um
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quick OSR friendly stat sketch. This is
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like this is system neutral. All right.
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But for the collectors, three of them
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AC, I don't know, chain plate, whatever
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works. Hit dice two could be more if
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your players are a higher level. Adjust
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it to your party.
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Uh attacks weapon or chilling touch if
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they're undead.
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Morale high unless the contract is
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threatened.
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They will not pursue beyond the road
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boundary unless paid to do so.
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Now the merchant
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would have higher muscle. That's if this
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escalates
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they would be leather chain if they are
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going to be tougher like the one hit die
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again adjust it as your party needs are
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morale average but would break if the
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merchant is exposed.
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These are
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situations.
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The party, your players, turn this
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into the adventure.
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All right. If you want any piece of this
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today, tomorrow, this weekend, next
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week, in a month,
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whether it's the cold open, the travel
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died, the tall house, you make up your
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own tables.
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Tell me what happened.
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The best part of DM tools is seeing how
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different tables spin the same
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raw material, same concepts
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into completely different chaos.
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Folks,
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I wish all of you a very merry
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Christmas,
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a happy new year, a happy Hanukkah, a
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holy holiday season.
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Again, there will be a link for this to
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what you see up on the screen. It's
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going to be in the show notes. It's
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going to be as a pinned comment. It's
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free for all.
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Enjoy your holiday
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and I will return tomorrow.
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God bless.
