Thanks for the vote of confidence, DB9.
Rethought
Scolex Watch: This accessory excludes other watches (as watches do), but only gives you +1 adventure on the first day you wear it, giving an additional +1 adventure on each successive day you wear it until it maxes out at +5; however, there is an approximately 30% chance each rollover (wherein you are deprived of regenerated HP and MP) that the Scolex Watch will drop off and wander away while your character sleeps. Thus, there is a risk that the watch will not be beneficial to wear instead of other watches AND you lose HP/MP regeneration to use it. The watch should fall off regardless if it gives you +5 adventures ... perhaps it should also give you a negative effect if it gets to +5, too, just for fun.
NEW BIG IDEA
The Wild Things, Arr OR
Where the Wild Things Be:
(Here's a new idea of which I am particularly proud; even my girlfriend thought it was reasonable and she hates my ideas.)
An area in the game where you must adventure naked (no weapons, shirts, hats, pants, or accessories) and cannot access your 'civilized' skills--probably on an island discovered by adventuring on the seas with the pirates. The island itself if populated with monsters (i.e. monsters that resemble the characters from the classic childrens' book
Where the Wild Things Are. This area (or possibly sidequest) will only be possible to defeat using powers obtained from completing different 100% familiar runs.
The Familiar Whisperer OR
Familiar Psychologist:
Potentially there will be an NPC to whom you go and pay for him/her to commune with a familiar of yours and the familiar will eventually reward you with a skill that is only usable on the island. This skill is determined by which familiar they are (Mosquitoes maybe give you the 'Pro-Boss Kiss,' which drains HP from monsters and gives it to you). In order to get these skills (totems?) you must complete a 100% run with the familiar giving you the skill.
Totems? OR
Feral Skill:
Also, just so it's actually hard to fight the monsters on the island, you should probably only be able to use each skill only once per fight necessitating several 100% adventures before you can casually fight the variety of Wild Things which populate the island. I imagine this will create all sorts of fun powers for limited (Island-Only) use in the game AND reward folks who do 100% familiar runs.
Perhaps a joke about carnal-- no wait, make that 'feral' skills ...
"Is your Will Feral?"
The area would be most fun if a variety of monsters were susceptible to different Feral skills so that a wide variety of skills would make the adventure optimal.
Maybe the final boss would be a kid with a crown in pinkish pajama coveralls with an ass-flap (Union suit?), a fox tail, and a crown. Yay! Perhaps another dynamic boss fight!
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