I'm a first-time DM running an adaptation/expansion of the TFYP Sunless Citadel adventure for a group of new/beginner players using only the standard PHB races, however, I want to go all-out on lore for this first adventure so that my players can have a better feeling of what DnD really is about.
I've already tied the Troll/Failed Dragonpriest present in the original adventure as an optional encounter/sidequest to my expanded backstory of the Citadel and its ancient cult, and to top it off I wanted to make the Silver Amulet he carries with him a unique magical item - the Amulet Of Trollish Vigor/Insanity (the Draconic runes on its surface can be read both ways) - which I intend to allow my players to wear. It would give whoever wears it 5 HP regeneration per round, at the same time it greatly amplifies the wearer's hunger and drives them berserk - attacking or even eating fellow PCs - from time to time.
How can I define the probability of players going berserk under its influence, though? Should I roll a d100 every time the wearer's turn comes up and decide wether or not it triggers based on the result? If so, what percentage of it "working" should this effect have? And should I apply this same rule for the HP regeneration, or leave it as 5 HP per round, no matter the dice rolls?
Either have them go into a rage similar to a barbarian, but you control them or have them change their alignment to Chaotic Evil. This should every time they use the regeneration roll a d20 and on a 1, the effect goes into effect.
"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett
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I'm a first-time DM running an adaptation/expansion of the TFYP Sunless Citadel adventure for a group of new/beginner players using only the standard PHB races, however, I want to go all-out on lore for this first adventure so that my players can have a better feeling of what DnD really is about.
I've already tied the Troll/Failed Dragonpriest present in the original adventure as an optional encounter/sidequest to my expanded backstory of the Citadel and its ancient cult, and to top it off I wanted to make the Silver Amulet he carries with him a unique magical item - the Amulet Of Trollish Vigor/Insanity (the Draconic runes on its surface can be read both ways) - which I intend to allow my players to wear. It would give whoever wears it 5 HP regeneration per round, at the same time it greatly amplifies the wearer's hunger and drives them berserk - attacking or even eating fellow PCs - from time to time.
How can I define the probability of players going berserk under its influence, though? Should I roll a d100 every time the wearer's turn comes up and decide wether or not it triggers based on the result? If so, what percentage of it "working" should this effect have? And should I apply this same rule for the HP regeneration, or leave it as 5 HP per round, no matter the dice rolls?
Either have them go into a rage similar to a barbarian, but you control them or have them change their alignment to Chaotic Evil. This should every time they use the regeneration roll a d20 and on a 1, the effect goes into effect.
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"The relevant equation is: Knowledge = power = energy = matter = mass; a good bookshop is just a genteel Black Hole that knows how to read." - Terry Pratchett