Cursed bone mask of the Wyrmpriest

Minirogue

First Post
I just finished running the adventure from the DMG and decided to throw a little extra flavor in there. Since my group had been doing unexpected things (like robbing the sarcophogi), which were rewarded with a few jewels and a magic item or two, I decided to curse the mask that the wyrmpriest was wearing (knowing my players wouldn't overlook it as an item of interest). My cleric (who has played a hell of a lot more D&D than me) noticed the arcane runes on it, but couldn't figure out their meaning, so when they got back to town, they sent an animal messenger to find out anything about the mask. The message came back that it is cursed (they weren't going to try it on anyways, because he knew better). Aw shucks, evil DM has been thwarted...

Until next week when our Warlock came back from his roadtrip and decided that he wanted to put the mask on, cursed or not. I decided that it would start with -2 to perception, -2 to diplomacy, and +2 to intimidate ('cause its scaaaary). Now I'm thinking it will get progressively worse every time he takes an extended rest. Starting with +1 AC (as the mask hardens to his face) -1 Reflex (goes hand in hand with the perception), then -1 to attack rolls (again with the perception thing), then maybe -1 to Will and all Wisdom skill checks as it slowly drives him insane...then add 1 to the last three in order (hopefully he will get it off by the time they reach that point).

Being new to D&D, newer to 4e, and newest to being a DM, I'm wondering if maybe this is too harsh...or perhaps if there are even funner things I can do with it...he wanted me to put AC on it and then give him ongoing damage (because it kinda melted painfully onto his face)...but that would be a bit much methinks.
 

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Yea, this is DM'ing "thin ice".

It does become a juggling act where you have to help the players understand that decisions come with rewards and repurcussions, at the same time as making those repurcussions so haenous that players walk away from the game in frustration.
I wouldnt be attracted to static numeric disadvantages, but rather sporadic or triggered ones.
In my group they have all been marked as the property of an ancient primordial and the current quest is to get rid of the marks. Mind you, when they come into fights if they are coming up against a representative of the ancient one, said rep can cast a mass weakness against all of them (till save ) at the start of combat with a "green light draws from the mark and into the hand of the priest" type of effect. Meaning
a) Not all fights are gimped
b) They are motivated to get rid of the ill condition, making it an objective and a reason to play
c) I have at my disposal a means by which to control battles and make otherwise cakewalks into a greater challenge
d) They know they can get it removed : There is light at the end of the tunnel

Try making the penalty of the curse a more plot related one. I particularly like something along the lines of occasionally in battle a madness overtakes him and he attacks party members, then place into your campaign a way that the mask can get removed and let the party quest toward it.

Best of luck
 

I figure on working in the "get it the hell off of my face" part to the next adventure. This guy is a good friend of mine, and he knew exactly what he was doing when he put it on. He's a big boy and can handle the sting of a little bit of negative effects. Actually, I think he might enjoy it more as I make it harder. I don't see it making it too far into the cycle of effects anyways.
 

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