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Adventure Calendar #24: The Best of the Rest

This marks the 24th and final entry of my Adventure Calendar. For 24 days, up until Christmas, I released a bit of RPG content. Happy holidays!

Image: Christmas Carol by Emmanuel Shiu

Christmas Eve has allllmost arrived (it’s 17:29 as I write this, so technically not quite Christmas Eve yet). Writing this Calendar has been really fun; it’s kinda amazing how many ideas came up just because I ‘forced’ myself to write. For the final entry, I’m going to just dump all the ideas that didn’t make it into full entries!

Trade Caravans

In a world where monsters roam, trade caravans provide important lifelines for society. Players can interact with them in multiple ways:

Sleep Quality

I think something fun could be done with the quality of one’s sleep, on a 2d6 table. Most entries would just be ‘a normal night sleep’, but on a 3-4, one might have bad dreams, and on a 2, a dire omen about the future. Perhaps an omen means the DM can force a reroll of a successful roll.

On a 10-11, the dreams might be extra pleasant, and a 12 might contain a useful vision, idea or revelation. I can imagine the events of the day being modifiers for the 2d6 roll; if you had a lovely peaceful day, you gain a bonus. If you saw a friend of yours die, it’s gonna be a -3.

Upcasting Magic Dice

Magic Dice in Block, Dodge, Parry could perhaps be upcasted with time, allowing you to cast spells you don’t have the MD for. Upcasting 1 level (for instance, 1 MD to 2 MD) would take 10 minutes, 2 levels would take an hour, 3 levels (from 1 MD to 4 MD) would take a full day. This time would have to be spent absolutely uninterrupted.

Healing STR, DEX and WIL

I think STR should require medical attention of sorts, DEX might require massages, spas and physical therapy, and WIL is about the, well, will to go on; friends, good food and drink, meditation etc.

Magical Radiation

I like how radiation blocks off areas until you have the proper equipment in Fallout. Perhaps certain hexes are under the effect of ancient magic, cast by dueling wizards. Every day/8 hours/1 hours/10 minutes (depending on the intensity), make a STR (for physical damage) or WIL (for mental damage) save. On a failure, take 1 damage to that attribute. Proper charms, spells and equipment can ward off these effects.

Campaign Settings

Some campaign ideas I have further notes on and might elaborate on in the future:

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