Left Sock of Dawnwool: Difference between revisions
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[[Category:Magic Items]] | |||
Left Sock of Dawnwool is a legendary artifact that has the power to cause anyone that touches it to fall asleep. | Left Sock of Dawnwool is a legendary artifact that has the power to cause anyone that touches it to fall asleep. | ||
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Once a player touches it, that player's mind goes into a challenge by the [[spirit of Dawnwool]], which challenges the player with three puns which are contested by a Will save. | Once a player touches it, that player's mind goes into a challenge by the [[spirit of Dawnwool]], which challenges the player with three puns which are contested by a Will save. | ||
The player is meant to fail those three saves (or at least 2 out of 3) in order to gain the artifact. Consider a win if the player rolls higher than 10, and a loss if the player rolls lower. Once 2 or 3 fails are met, the spirit of Dawnwool grants them to be bound to the sock, and to use its power. Otherwise, the player is sent back and the sock is unusable until another player gains it. | The player is meant to fail those three saves (or at least 2 out of 3) in order to gain the artifact. | ||
Consider a win if the player rolls higher than 10, and a loss if the player rolls lower. | |||
Once 2 or 3 fails are met, the spirit of Dawnwool grants them to be bound to the sock, and to use its power. | |||
Otherwise, the player is sent back and the sock is unusable until another player gains it or the same player tries again. The GM may ease the challenge in case it's becoming troublesome to continue. |
Latest revision as of 21:30, 19 January 2023
Left Sock of Dawnwool is a legendary artifact that has the power to cause anyone that touches it to fall asleep.
Additional effects include:
- Restoring HP to the target while the target is asleep
GM Notes
This section contains spoilers, and is meant for the Game Master only
This artifact should be presented only when the players are scouting the area, and only in a minor way, so as to not highlight the significance of it.
Once a player touches it, that player's mind goes into a challenge by the spirit of Dawnwool, which challenges the player with three puns which are contested by a Will save.
The player is meant to fail those three saves (or at least 2 out of 3) in order to gain the artifact. Consider a win if the player rolls higher than 10, and a loss if the player rolls lower. Once 2 or 3 fails are met, the spirit of Dawnwool grants them to be bound to the sock, and to use its power. Otherwise, the player is sent back and the sock is unusable until another player gains it or the same player tries again. The GM may ease the challenge in case it's becoming troublesome to continue.