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2021 Christmas Episode Goodies Pt. 2

Dec 25, 2021

Adventure Module One: A Christmas Peril

Designed for characters Lvl 2 and up

By Alex Wallace 

Development by Larry Neal



An adventure designed for previously designed characters to the system, but can be used with brand new characters, see end of supplement. Feel free to change anything within the system and remember above all, continue to communicate with each other and keep playing and have fun.

 

Merry Christmas and enjoy! 



A Christmas… Peril

 

GOAL: Decorate your new house for Christmas.

Guide your characters through each location listed in the episodes attempting to obtain the listed objects in order to complete the ultimate goal, the best decorated house on the block!

 

Episode 1: Glowe’s Home Improvement (6-ft tall Pre Lit Christmas Palm Tree)



Episode 2: Frostco (Hogwart’s Express Christmas Train)



Episode 3: Deck the Halmart (Monogram Marvel Stockings)



Prepare your Character:

 

In order to level Up, choose two stats, then roll 1D4 and add the result to one of your chosen stats, then repeat and add that result to the other one.

 

Cheer -  (Spirit)

Constitution - (Stamina)

Charisma - (Speech)

Crankiness - (Physical)



Encounters:

Every test is pass/fail. Roll D20 1-10 Fail 1 - Crit Fail  11-19 Pass 20 - Crit Pass

 

Modifier 7-8 (-1) 9-11 (0) 12-13 (1) 14-15 (2) 16-17 (3) 

 

Abilities: 

 

In order to use an ability, announce which ability you want to use, check which attribute it is based off of and roll d-20 and add the result to your base attribute score as listed.



NEW PASSIVE ABILITY: 

White Elephant: Once per session if you would fail a roll you may bank the failure with the GM to reroll the dice any number of times. Each failure you reroll is banked with the GMl. The GM may attempt to use those banked failure rolls to replace a success on a future roll, for the GM to do so the player must fail a Charisma Check. 

 

Once you use an ability you may not use it until you have used all other abilities.(Exception: You do NOT have to use Jelly Of the Month Club in order for other abilities to reset.)





List:

 

Ability             | Attribute

Kill'em with Kindness (Cheer)

You'll Shoot Your Eye Out (Cheer)

Jelly of the Month Club (Cheer)

Die Hard is a Christmas Movie (Crankiness)

Merry Christmas You Filthy Animal (Crankiness)

*Who Stole Christmas (Crankiness)

You Smell of Beef and Cheese (Charisma)

*It’s Santa, I know him! (Charisma)

Bargain Hunter (Charisma)

 

Kill'em with Kindness (Cheer) Successful roll allows player to change another person's mood or get them to do something small they wouldn't normally do under the circumstances

 

Bargain Hunter (Charisma) You have studied all of the stores advertisements, on a success you know precisely where every item is located and how much it should cost

 

Die Hard is a Christmas Movie (Crankiness) On a success you are able to consume any highly processed treat for a +1 to all rolls for the next ten minutes. You also can traverse any flat surface in your bare feet without penalty.

 

Merry Christmas You Filthy Animal (Crankiness) On a success you become completely aware of your surroundings and create an improvised trap from the materials in your vicinity.

 

You Smell of Beef and Cheese (Charisma) On a success you can instantly discern a person's motives.

 

You’ll Shoot Your Eye Out (Cheer) On a success you can accurately hit a target within a distance of 50 yards from you.

 

Jelly of the Month Club (Cheer) On a success you are able to convince a person to exchange one thing for a coupon to a Jelly of The Month Club. This may only be used once per session.

 

Who Stole Christmas (Crankiness) On a success you don a santa's cap and completely fade from view to the public around you. You may interact with other people while remaining undetected by succeeding on a crankiness roll.

 

It’s Santa, I know him! (Charisma) On a success you may convince any one target of your personal affiliation with any other person. The effect wears off if the target comes into contact with that person. 





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Starting this module with  new character:

 

Roll 1 D20 x5 Keep four numbers and assign them to the following attributes:

 

Cheer -  (Spirit)

Constitution - (Stamina)

Charisma - (Speech)

Crankiness - (Physical)