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Consequences for destroying a plot magic item

Uller

Adventurer
The players in the game I'm running did something interesting today...

They have been carrying around the skull from the adventure in the Starter Kit. Clues surrounding it lead them into the H1 and they just rescued Douven Saul (who they had learned was the one who originally found the skull and hired Traevus to carry it somewhere for safe keeping...).

So now they know the skull is being sought by the necromancer to help him control/create undead using the rift he is opening. They know there are other similar skulls buried in the burial site, so they decided to just destroy it.

So the Dwarf Paladin decided to just smash it with his warhammer. I had no reason to say they couldn't so I decided (on the fly...never really occurred to me that they would do this) that destroying it would release the malevolent magic contained within...giving it a single attack:

+10 v Will
Hit: Curse of the Skull...-1d6 to CHA and CON. The target must make a save once per week. Each failed save causes them to lose another d6 CHA and CON. Each success allows the target to regain 1. If the character reaches 0 CON, he dies and rises as a wrath after 24 hours. If the characer reaches 0 CHA he becomes evil and an NPC villian dedicated to murdering his former friends.

So the dwarf swung his hammer, and smashed the skull. At first nothing happened. Then a the pieces dissolved into a black cloud that rose above the dwarf as a menacing huge skeletal face. In an instant it lunged at the dwarf as if attempting to consume his entire body (rolling...2...dang...the dwarf's will is 14). The dwarf held his holy hammer of Moradin before him and the cloud vanished...

So they lucked out.

Now the question: Does this seem a reasonable consequence for destroying a magic item? Anyone have any other ideas (it wouldn't surprise me if they tried this kind of thing again)? For most magic items, I don't care if they destroy them, but for plot ones (especially those meant to be fear) there has to be something preventing them from destorying it other than treating every magic item like it is "the one ring"
 

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Nice idea, but how does the curse ever end?

I'd recommend a daily save to end the condition, instead of a "save recovers 1 point".

I'd also avoid ability damage since that horrifically complicates figuring out what all your bonuses should be in game and instead go with solid consequences along the lines of the disease track.
 

Yeah, I've never been a fan of permanent or even long lasting debilitating effects (energy drain, ability damage, etc) on PCs...but I figured there isn't much more horrific to a player than ability damage and like I said...this is something PCs should probably avoid doing.

And since it was on the fly, I figured I'd decide on a cure later...some curse removal ritual requiring a quest for the requisite items, or, since it was a paladin doing it, some quest that would gain the positive attention of an evil god (thus forcing him to anger his own god)...all kinds of interesting RP possibilities

Fortunately for the dwarf, the curse failed to take hold and he's okay.
 

I'm fine with having consequences for this sort of thing, although I'd recommend implementing whatever curse you apply by using something similar to the disease rules (perhaps using Religion or Arcana instead of Heal to treat someone afflicted).

Ability damage is something that I believe has been completely thrown out the window for 4th Edition. I think that's a good thing.

Penalties to consider from a curse in 4e might include:
- Loss of healing surges
- Penalties to saving throws
- Penalties to defenses
- Penalties to attack rolls
- Penalties to damage rolls
- Conditions such as Slowed or Weakened or Dazed (use sparingly)
- Etc.
 

1) That sounded like the perfect time to introduce a skill challenge. Success means the MacGuffin was destroyed safely, and that a means to destroy the other MacGuffins safely and efficiently can be found. Failure means the item is destroyed, but with some negative consequence that lasts when the other MacGuffins are still in existance.

Both results put a time limit on the curse. Make it something simple, that doesn't foil their abilities to act, but annoying. Make him Vulnerable 5, and call it a day.
 

I too am not a fan of long term negative effects. At the end of the day the game has to be fun, and having long term debilitating effects just isnt.

That said, what I would have been tempted to do is use it to "curse" the paladin giving him a week before something terrible happens (no immediate effects mind you, cause thats the "not fun" bit) unless the performs some form of cleansing...which just happens to be the next plot hook.

I did this all the time in my last campaign, where each chapter was based upon the actions of the previous. I only wrote 1 adventure at a time, and always just in time, with a back plot to wrap them around. Gives you alot of flexibility and means the story reflects player actions rather than forcing them down a path regardless of what they do.
 

.....

Now the question: Does this seem a reasonable consequence for destroying a magic item? Anyone have any other ideas (it wouldn't surprise me if they tried this kind of thing again)? For most magic items, I don't care if they destroy them, but for plot ones (especially those meant to be fear) there has to be something preventing them from destorying it other than treating every magic item like it is "the one ring"

You are the DM, house rule? Plot items can't be destroyed.
That simple!

It is the same if they play a PC RPG game so it won't be outside the realm of understanding for them and if they argue that it doesn't seem real, you could always roleplay it coming back.

If you look at Artifacts, they are never destroyed they often vanish into dust and magically appear somewhere else in the world. Just have the same thing happen for Plot items.

Make it comical... ever seen The Mask? He is constantly trying to throw the Mask away but it keeps on getting stuck on his hand.
 

You are the DM, house rule? Plot items can't be destroyed.
That simple!

It is the same if they play a PC RPG game so it won't be outside the realm of understanding for them and if they argue that it doesn't seem real, you could always roleplay it coming back.

If you look at Artifacts, they are never destroyed they often vanish into dust and magically appear somewhere else in the world. Just have the same thing happen for Plot items.

Make it comical... ever seen The Mask? He is constantly trying to throw the Mask away but it keeps on getting stuck on his hand.

A better example would be the One Ring. Sure, you CAN destroy it. But it's not likely to be with a hammer from some guy who really believes hard.
 

A better example would be the One Ring. Sure, you CAN destroy it. But it's not likely to be with a hammer from some guy who really believes hard.

Yeah... I can just see the original draft of Fellowship. They are all discussing how to destroy the ring and no-one can figure it out... they stare at their DM who is flipping wildly between all of his Core Books and he says

".. right, i'll let you destroy the One Ring but it is going to involve a Quest"

The party groans and one smart arse comes out and says

"So.. this thing has to be dropped into the Volcano? Well Gandalf has those flying bird creatures he bosses about, surely he can just fly over and dump it in"

The room goes quiet, the DM scowls at the troublemaker and after some quick thinking he says

"Ahhhh... a good suggestion however the area around the Volcano has an aura 1000 that forbids flight, so ner-ner-na-ner-ner"

;)
 

A better example would be the One Ring. Sure, you CAN destroy it. But it's not likely to be with a hammer from some guy who really believes hard.

This is a fairly minor item (being carried by 2nd level characters)...at best it's a ritual component used to control/create minor undead. Saying "you can't destroy it" by DM decree seems out...Trying to convince the players that they can't destroy it just because it is too strong would indicate that the item in question is some sort of major -world shaking -artifact. <joke> I try to avoid world shaking events until AT LEAST 3rd level </joke>

The item being destroyed didn't change the need for them to carry out the rest of the adventure (H1)...they still need to go to the keep and stop the cult. The skull is one of many and the cult has what it needs to open the rift (and the party knows that now).

So in a sense it made sense for them to destroy it...it couldn't do them any good. It can only be used for evil and even their enemies no longer had need of it (although if the enemy got it, it could be used against the PCs).

My motivation for a strong (not fun) consequence was to prevent them from doing this sort of thing in the future AND (more importantly) to get the point across that magic is not something to be trifled with. I think they got the point...even though the curse missed its attack.

I would certainly have produced a way for the curse to be lifted within a game session or two. Maybe something within the tomb in the keep...a minor side quest at most.
 

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