Bobbis
2014-06-07, 05:11 PM
Long story short, slight horror campaign setting, one of the bad guys in my campaign is going to have a 'not-quite cursed' ring that he puts on some of his experiments/victims:
After the ring has been worn for 1 hour:
The wearer takes a -5 penalty to all saves vs poison; maximizes any variable effects (1d6 becomes 6) from poisons the wearer is affected by; the wearer can't heal from ability damage naturally.
Construction Requirements:
Forge Ring, Pernicious Poison, Fester, XXX GP?
Basically, he keeps them unconscious with Drow poison, and there are many experiments he then runs on them afterwards. Normally, I wouldn't put a price value on this item, and expect the players to try and get rid of it/destroy it. However, there's a neutral character with heavy leanings towards the evil side of things; I can see him talking someone into accepting the ring as a gift, then poisoning them an hour later. I don't really have a problem with this approach, but I am curious what sort of GP value I should put on it.
After the ring has been worn for 1 hour:
The wearer takes a -5 penalty to all saves vs poison; maximizes any variable effects (1d6 becomes 6) from poisons the wearer is affected by; the wearer can't heal from ability damage naturally.
Construction Requirements:
Forge Ring, Pernicious Poison, Fester, XXX GP?
Basically, he keeps them unconscious with Drow poison, and there are many experiments he then runs on them afterwards. Normally, I wouldn't put a price value on this item, and expect the players to try and get rid of it/destroy it. However, there's a neutral character with heavy leanings towards the evil side of things; I can see him talking someone into accepting the ring as a gift, then poisoning them an hour later. I don't really have a problem with this approach, but I am curious what sort of GP value I should put on it.