PegLegPete
First Post
Hi all, first time poster here!
I'm running a Lost Mines of Phandelver campaign for some novice players, and I'm novice-intermediate with being a DM myself.
Anywho, my players gravitated towards the "Shrine of Luck" in Phandalin. A couple of them prayed at it, clearly hoping it would help them somehow. The book has no advice for this, so on the spot I had them roll a d20 and figured if they rolled above 15, they'd get inspiration or something. None of them did so it fizzled out their excitement. I felt like this was a missed opportunity for me to spice up the game.
Now that I'm in between sessions, I wanted to prepare something to add that spice and make the shrine stand out to the players. Something they might come back to time and again (I'm even thinking they could live in & govern Phandalin after the campaign, making the Shrine a familiar place the mechanics familiar as well).
I tried to make it reflect the idea of gambling a bit, though with some advantage if the player was very generous in their offer and/or roleplayed exceedingly well and uniquely.
I am hoping to get feedback from this community! Is this too silly? Overpowered? Something you would use or not use, and why? This is my first attempt at customizing/enhancing the LMoP module so I'm a bit nervous!
Here's what I came up with:
SHRINE OF LUCK in PHANDALIN
I'm running a Lost Mines of Phandelver campaign for some novice players, and I'm novice-intermediate with being a DM myself.
Anywho, my players gravitated towards the "Shrine of Luck" in Phandalin. A couple of them prayed at it, clearly hoping it would help them somehow. The book has no advice for this, so on the spot I had them roll a d20 and figured if they rolled above 15, they'd get inspiration or something. None of them did so it fizzled out their excitement. I felt like this was a missed opportunity for me to spice up the game.
Now that I'm in between sessions, I wanted to prepare something to add that spice and make the shrine stand out to the players. Something they might come back to time and again (I'm even thinking they could live in & govern Phandalin after the campaign, making the Shrine a familiar place the mechanics familiar as well).
I tried to make it reflect the idea of gambling a bit, though with some advantage if the player was very generous in their offer and/or roleplayed exceedingly well and uniquely.
I am hoping to get feedback from this community! Is this too silly? Overpowered? Something you would use or not use, and why? This is my first attempt at customizing/enhancing the LMoP module so I'm a bit nervous!
Here's what I came up with:
SHRINE OF LUCK in PHANDALIN
- Dedicated to Tymora, goddess of Luck. AKA “Lady Luck”. Sister Garaele tends to the shrine, lives next door.
- If players pray at the shrine, seeking favor, Sister Garaele comes out to vaguely explain how worshipers of Tymora respect the goddess with words and offerings, and it is said she sometimes bestows them a gift (craft a poem/scripture maybe?). Do not describe any of below in exact terms, but in generalities that are RP friendly.
- Players will need to either make an offering of value and/or roleplay out a sufficiently worthy prayer (speaking and acting out prayer that respects & pleases Tymora). Result is decided below:
- Bad : <10g or half-assed RP results in 1d6 roll by GM.
- 1-4 = sister Garaele smiles and thanks the player. (No effect)
- 5-6 = sister Garaele smiles and touches the players arm. player gets choice of inspiration point or wheel of luck point
- Decent: 10-100g or decent RP: Sister Garaele smiles and touches the player's arm. Player receives choice of inspiration point or wheel of luck point (purple aura).
- Great: >100g or outstanding & unique RP. Sister Garaele smiles and hugs the player. Player receives inspiration point and wheel of luck point (that will roll with advantage, green aura)
- Bad : <10g or half-assed RP results in 1d6 roll by GM.
- A Wheel of Luck point is known as Tymora’s Gift or Blessing. PC can only ever have 1 point. Can be used whenever they like to roll on the Wheel of Luck table, with aura color dictating advantage. Once used they cannot receive another for 72 hours despite any offerings.
- Tymora does not like her gift to be expected or abused. Receiver should feel lucky to have received it and be thankful to Tymora. Tymora is more favorable with her gift if the subject has mentioned her name favorably in last 72 hours (she likes to be remembered outside of just praying at a shrine/temple), has gambled in the last 72 hours (doesn’t matter if they won or lost), or has does something with a high risk/reward ratio in last 72 hours (e.g. jumped on a dragon’s back to slit its throat or similar risky act).
- She is less favorable if player in last 72 hours has made jokes about her, used her name in vain, cheated whilst gambling, or adventured too conservatively with little risk.
- This favor/disfavor can push the player’s offering requirements up/down a tier in the above table
- Upon using the Wheel of Luck point, an ethereal wheel made of marble and gold, transparent and without physical presence, appears 5 feet in front of the player, as large as the room allows up to 20 feet tall. The wheel then spins making a quiet ticking noise and quickly lands on one of 12 ‘slices’ which have Druidic runes engraved in the wheel. No one but the player can see this happening, though other PCs and NPCs can just barely the ticking noise if able.
- Wheel of Luck Table: Roll 1d12 and consult below effects:
- 1 = Super Unlucky: player receives disadvantage on all rolls for 1d20 hours. Loses big at all gambling attempts, even if PC cheats.
- 2 = Freak Accident: something falls on the player from the ceiling/sky or similar, reducing player to 1 hp. If player’s HP is already 1, they are knocked unconscious and begin their first death saving throw.
- Inside: rock, anvil, piano, chandelier, part of the ceiling, hand of god
- Outside: lightning, tree falls, rock from cliff, a manatee, hand of god
- 3 = Gambling Monster Attacks: Copper dice and cards rain from the ceiling/sky, summoning a gambling elemental that attacks the PC immediately. Is alive for 1d20 hours. Disappears upon kill/timeout.
- 4 = Horrific Calf cramp: PCs dominant calf suddenly cramps up, very painful and limits speed. PC max hp temporarily drops by 25% and movement reduced by half, effect lasts for 1d4 hours.
- 5 = Something in my eye!: Player suddenly gets something in their eye, blinded for 1d6 minutes
- 6-7 = Wild Magic: player rolls on the wild magic surge table (if not applicable, such as receiving a spell bonus when not a spellcaster, then GM modify it to be relevant or can roll again)
- 8 = Nick of time: Player senses all enemies/traps nearby and dodges all attacks for next 1d6 minutes. If no enemies nearby, player trips and instantly finds hidden treasure worth 4d20+20 gold.
- 9 = In The Zone: muscle memory and clarity of mind flows through the players mind and body. movement speed is doubled for 1d4 hours and PC gains 25% of max hp temporarily. Effect lasts 1d4 hours.
- 10 = Gambling Monster Helps: Gold dice and cards rain from the ceiling/sky, summoning a gambling elemental that does whatever the PC asks. Is alive for 1d20 hours. Disappears upon kill/timeout.
- 11 = Deus Ex Machina: in combat: freak accident occurs upon 1 enemy of players choice.
12 = Super Lucky: player receives advantage on all rolls for 1d20 hours, Wins big at any gambling attempts, even if opponent is cheating.
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