In a perfect world, you'd be able to make a solid that had ten sides but that wasn't one of these. Of course, in a perfect world, you wouldn't need to play role-playing games to escape the horrors of your day-to-day life, so maybe never mind.
(In-game plural: d10s)
- Summon Dice
- In combat:
|You spin the d10 like a top. Your opponent tries to read the numbers on it as it spins, but ends up just getting dizzy.|
- Using 1 from inventory:
You roll the d10 twice, and it comes up X followed by Y. You consult the wandering monster table...
(enters combat with a random monster in accordance with the wandering monster table)
- Trying to use 1 while drunk:
You're too drunk to fight a stationary monster, much less a wandering one.
- Trying to use 1 with 0 HP:
You're in no shape for a fight.
- Trying to use 1 with no Adventures remaining:
You don't have time to fight a wandering monster.
- Using 2:
|You roll 2d10 and consult the Amazing Adventure Chart. Your imagination runs wild:
(randomized background text)
(randomized obstacle text)
(randomized bosskill text)
- Trying to use 2 while drunk:
Your imagination is too drunk right now.
- Trying to use 2 with 0 HP:
You're in pretty bad shape, and if you die in your imagination, you die in real life, so you probably shouldn't risk it.
- Trying to use 2 with no Adventures remaining:
You don't have time to go on an adventure. Even an imaginary one.
- Using more than 2:
You roll [X]d10 and consult the appropriate table:
[X random numbers between 0 and 9] - Roll Again.
- Using one or two d10s consumes the dice and an adventure.
- Sample adventure text and dungeon dragon chest contents can be randomly generated here: http://asymmetric.net/gen.php?what=dnd
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