johnsemlak
First Post
I need help with the following situation. Some, but not all, of the PCs have come under a curse. The situation has raised some issues I need to work out by next session. The PCs are not yet aware that they are infact cursed. Also, I need to find a way to inform the characters, in-game, of the available means to cure the curse. Also I need to work out the effects of the curse in game terms.
I'm currently running a converted/modified version of X5 -- The Temple of Death. ****Spoilers Following*****
The PCs are currently in the Great Pass (a maze of tunnels and valleys through an otherwise impassable mountain range). Some PCs are under a curse that doesn't allow the characters to leave the pass. If they try, the gradually feel pain, and if they actually leave, they die.
The affected PCs are still making their way through the pass and havne't become aware of the curse yet. the Player's did role for saving throws, and are aware that they failed. But the effects haven't manifested themselves yet. At the time of the curse I tried to describe a 'feeling of imprisonmntt, a feeling of being trapped'. Any other advice on providing hints as to what the curse is?
One Idea I have is that one of the PCs is a Favored Soul/Holy Liberator, with strong anti-slavery/imprisonment feelings. As there is a tribe of Gnomes also affected by this curse, it could be a useful mission to have that PC rescue the Gnomes and the affected PCs. Would having the character receive visions from his deity (which seems to be an espeically appropirate means of communications for Favored Souls) be a good way to reveal the curse and its secrets?
Then there's the matter of how to overcome the curse. In the module the only way mentioned is to visit a magic well located in a different area of the pass. If the PCs are to find it, I think they ought to be guided in some way.
I still haven't decided what effect, if any, the spell remove curse or any other spell shoudl have. Nothing in the original module is mentioned. Still, I'd like there to be some spell that has means to cure the curse. One thing I need to keep consistent is the tribe of gnomes--if a there is a spell that can lift the curse, it should be one not available to the spellcasters in the tribe (probably level 4 or higher). Also, the SRD seems to be vague on when remove curse doen't work. Are there any more detailed rules on that? Finally, what other spells might have an effect? Oh, and any more hints on revealing the solutions to the players?
One thing is unfortunately, the players don't make much use of divination spells (I actually gave them a scroll with Commune on it, but that was a while ago).
Finally, game effects if the curse. As per usual with older modules, the effects are described in simple terms. (The PC dies if taken from the pass). I wanted to make it somewhat more mechanical. Would loosing one point of constitution per hour upon leaving (in addition to feeling the pain described in the module) be a good way to have it?
Thanks in advance for any advice.
I'm currently running a converted/modified version of X5 -- The Temple of Death. ****Spoilers Following*****
The PCs are currently in the Great Pass (a maze of tunnels and valleys through an otherwise impassable mountain range). Some PCs are under a curse that doesn't allow the characters to leave the pass. If they try, the gradually feel pain, and if they actually leave, they die.
The affected PCs are still making their way through the pass and havne't become aware of the curse yet. the Player's did role for saving throws, and are aware that they failed. But the effects haven't manifested themselves yet. At the time of the curse I tried to describe a 'feeling of imprisonmntt, a feeling of being trapped'. Any other advice on providing hints as to what the curse is?
One Idea I have is that one of the PCs is a Favored Soul/Holy Liberator, with strong anti-slavery/imprisonment feelings. As there is a tribe of Gnomes also affected by this curse, it could be a useful mission to have that PC rescue the Gnomes and the affected PCs. Would having the character receive visions from his deity (which seems to be an espeically appropirate means of communications for Favored Souls) be a good way to reveal the curse and its secrets?
Then there's the matter of how to overcome the curse. In the module the only way mentioned is to visit a magic well located in a different area of the pass. If the PCs are to find it, I think they ought to be guided in some way.
I still haven't decided what effect, if any, the spell remove curse or any other spell shoudl have. Nothing in the original module is mentioned. Still, I'd like there to be some spell that has means to cure the curse. One thing I need to keep consistent is the tribe of gnomes--if a there is a spell that can lift the curse, it should be one not available to the spellcasters in the tribe (probably level 4 or higher). Also, the SRD seems to be vague on when remove curse doen't work. Are there any more detailed rules on that? Finally, what other spells might have an effect? Oh, and any more hints on revealing the solutions to the players?
One thing is unfortunately, the players don't make much use of divination spells (I actually gave them a scroll with Commune on it, but that was a while ago).
Finally, game effects if the curse. As per usual with older modules, the effects are described in simple terms. (The PC dies if taken from the pass). I wanted to make it somewhat more mechanical. Would loosing one point of constitution per hour upon leaving (in addition to feeling the pain described in the module) be a good way to have it?
Thanks in advance for any advice.
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