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<blockquote data-quote="Oofta" data-source="post: 7600316" data-attributes="member: 6801845"><p>You could run it similar to intelligent items from the DMG where it's a charisma save based on the charisma of the dragon or the bearer is charmed for 12 hours. Of course "charmed" isn't domination in 5E, the item would just have <em>really</em> good ideas and you realize afterwords what happened. You could always start the DC out lower and then after a failed charm go to dominated go to alignment change. </p><p></p><p>Or make it a fight. Not sure how high a level the party is, but have the item help them a few times. Then during a dream sequence, they get offered a choice. Join the dragon or die. Maybe this happens a few times with the party not getting the benefit of a full rest until they figure out a way to defeat the dragon permanently</p><p></p><p>Start giving them visions. Do like some TV shows do where you have a short vignette where think the king is really an evil monster they must slay only to realize they had just killed the king and his guards. Have them "wake up" and it was all a dream.</p><p></p><p>There are those and other ways of having some fun slowly corrupting the bearer of the heart but the real trick is that they need to somehow cleanse or control the heart if you want them to continue using it. So have them do a side quest, but make it a bit risky. If they succeed, great. They have an awesome item. Fail? They become NPCs and a future nemesis. Let your players decide if it's worth the risk.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7600316, member: 6801845"] You could run it similar to intelligent items from the DMG where it's a charisma save based on the charisma of the dragon or the bearer is charmed for 12 hours. Of course "charmed" isn't domination in 5E, the item would just have [I]really[/I] good ideas and you realize afterwords what happened. You could always start the DC out lower and then after a failed charm go to dominated go to alignment change. Or make it a fight. Not sure how high a level the party is, but have the item help them a few times. Then during a dream sequence, they get offered a choice. Join the dragon or die. Maybe this happens a few times with the party not getting the benefit of a full rest until they figure out a way to defeat the dragon permanently Start giving them visions. Do like some TV shows do where you have a short vignette where think the king is really an evil monster they must slay only to realize they had just killed the king and his guards. Have them "wake up" and it was all a dream. There are those and other ways of having some fun slowly corrupting the bearer of the heart but the real trick is that they need to somehow cleanse or control the heart if you want them to continue using it. So have them do a side quest, but make it a bit risky. If they succeed, great. They have an awesome item. Fail? They become NPCs and a future nemesis. Let your players decide if it's worth the risk. [/QUOTE]
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