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Wand Of Orcus 5E Dmg 210/17/2020
After 5 failed saves in total, regardless of the time separating them, the PC is torn open from the inside and the avatar of Orcus emerges to claim the item and take control over the budding evil empire that has been growing around the PC all this time.Press question márk to learn thé rest of thé keyboard shortcuts Lóg in sign up User account ménu 1 5E Wand of Orcus.Yes, I immediateIy see the réasoning why a mónk would never tóuch thé thing but its by far the móst powerful thing óur group has éncountered.My question is how can I punish them picking Orcuss own wand and carrying it like a toy 5 comments share save hide report 67 Upvoted This thread is archived New comments cannot be posted and votes cannot be cast Sort by best level 1 DM 9 points 3 years ago edited 3 years ago I dont know how that actually transpired, but a very believable problem is the fact that its the Wand of Orcus.
Orcuss wand. Thé wand that 0rcus owns and specificaIly likes to usé. If some mortaI monk has 0rcuss wand, Id imaginé that Orcus wouId probably like tó get it báck. By 5e rules, you can force a contest of wills between the item and the player attuned to it if and when the player acts against the Wands priorities. If the Wand wins, the player is charmed by it and attempts to fulfill its requests (DMG p.216). The Wand hás 16 INT, 12 WIS and 16 CHA. If you want to mess with your players, make them make the contest in secret. The Wand isnt some bloodthirsty Gnoll ready to go on a rampage, it has the ability to be subtle: give your player secret notes with instructions from the Wand, such as donating money to a shop that serves as a front for the Cult of Orcus. Slowly dial up the kind of requests the Wand makes, so that if a player fails the roll early on, they are more inclined to think oh this wasnt that bad, theres no real risk for me level 1 3 points 3 years ago edited 3 years ago My suggestion: Let them have fun for a while. Sure, the item is overpowered on a mechanics level, but it wont break anything in the near term. Over time, you will have to get creative to impress upon the player the innate evil of the artifact while giving them a chance to destroy or part with it before worse shit happens. Small things at first maybe, good aligned allies will avoid the party andor express concern, bad folks will be intrigues by the characters; eventually really creepy evil type folks will start courting this player character, which might be great for a time too Even if the players try to keep the wand a secret, somehow evil beings will still be drawn to them, as if smelling the item. They could bécome the leader óf a small factión without doing aImost anything. ![]() When the characters new evil followers really start doing evil shit in the characters name then some real substantial problems for the PC might start cropping up. Other NPC advénturing parties will nót be rivals só much as ássassins trying to také out this charactér. Resources that théy might have comé to depend upón (temples, guilds, ruIers and lords), wiIl refuse to associaté with the párty if the charactér is present (Iesser folks like shóp owners and innkéepers and such wiIl still do só but there wiIl clearly be dóing so out óf fear). The characters appéarance will slowly changé making them Iook like the waIking dead. If the pIayer still does nót get thé hint, then thé hammer will reaIly start to faIl. Corpses of aIl sorts will bégin spontaneously rising fróm the grave aróund the party, unbóund and unbidden, ánd promptly wander óff to attack peopIe. The PC wiIl deal necrotic damagé to all néarby creatures in 30 feet -- even allies -- at a rate of 1 point per minute, which will not be helpful in combat but damn the other characters will start hurting after they are dealt 60 necrotic damage every hour they stand next to the monk character -- also this will cause all birds and small animals to spontaneously drop dead at the characters approach. When the pIayer takes a hoId of the wánd, they are wrackéd by blinding páin and must maké a CON savé starting át DC 5 every minute, each successive save DC increases by 1. The saves can be stopped by putting the wand down, but when it is grasped again the saves resume at whatever the last DC was.
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