Excerpt: Cursed Items


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Not all curses can be lifted with an Arcana check... and even that's against the Hard DC, takes an hour, only 1 attempt per 24 hours, and has a backlash if you fail.

So it can be a real restriction during an adventure, where you might go 'Well, I really want to wear this amulet... but it sucks if I take ongoing damage. I can live with that for an adventure until we have a few days to remove this curse.'
 


Dungeons & Dragons Roleplaying Game Official Home Page - Article (Item Curses)

This looks... hm. Intriguing. Although I'm annoyed that the sample page didn't pose the question: "So why would a cursed item be created"? Is there some bastard out there creating them, or is there a curse due to the history?

They can't be too severe if the curse can be lifted with an Arcana check. That's a pretty weak curse.

The arcana check method of removing is just the default if the DM doesn't come up with a bespoke way of doing it (which he should - these cursed items are cool, but should be used as story items). This also covers the why too :)
 

This looks... hm. Intriguing. Although I'm annoyed that the sample page didn't pose the question: "So why would a cursed item be created"? Is there some bastard out there creating them, or is there a curse due to the history

Well we also don't have the Mordenkeinen lead in either, so maybe he talks about that in the actual book?

Either way, that doesn't bug me.
 

Kind of unimpressed with these. To me, the best type of cursed item is the kind where it tempts you to keep and use it, but has a drawback that threatens to pop up. Like if the sword of cursed berserking had the pre-nerf bloodclaw ability, or a robe of vermin that allowed shapeshifting and animal control, but could turn on you. These are basically just one shot gotchas. Meh.
 

Kind of unimpressed with these. To me, the best type of cursed item is the kind where it tempts you to keep and use it, but has a drawback that threatens to pop up. Like if the sword of cursed berserking had the pre-nerf bloodclaw ability, or a robe of vermin that allowed shapeshifting and animal control, but could turn on you. These are basically just one shot gotchas. Meh.

Depends on what type of campaign you're running in my opinion.

If you're running say an adventure path type scenario where time is of the essence then one shot cursed items are kind of pointless and annoying.


If you're running a more open adventures don't really connect type of campaign then one shot items can be a good lead in to other adventures, and activities.


I also think sometimes it's fun to use cursed items even if they don't allow a direct boon, based on the "promise" of a future boon.

I ran a game once where a player got a cursed sword, but later found out it was the only weapon that could significantly hurt the main villain, and killing that villain would redeem the sword as a valuable magic weapon.

He stuck with the item despite the curse.
 

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