Chaldfont
First Post
The MacGuffin in my campaign is a gold mug, a magical artifact that radiates extreme feelings of greed in all intelligent creatures within one day's ride. The owner of the mug is especially afflicted, throwing away all concerns except the meaningless accumulation of wealth. The PCs are about to save it's current victim and take it away, but I want them to feel the effects until they are able to discover a way to destroy it.
What game rules would you use to model this effect?
What game rules would you use to model this effect?