Help dealing with PCs affected by a curse

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.
 
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Any other advice on providing hints as to what the curse is?

Dreams are indeed a good place to start. Perhaps, in their dreams, the characters see the mountain pass, they see the exit, and the mountain walls suddenly block off the exit, and the characters are trapped in darkness. Of course, only the cursed characters would have that dream.

Alternatively, each character could have a different dream, that would give some information on what is happening. If one character has the above dream, then another could see himself leave the mountain pass, only to be consumed in very painful flames or stone spikes, etc.

The Holy Liberator could indeed receive the dream about how to get rid of the curse, a well of pure light that leads out of the mountain range.

Remove Curse mentions that some curses might need higher-level casters in order for the spell to lift a particular curse. This could be the case. Break Enchantment (Clr / Sor / Wiz 5, Brd / Pal 4) is also useful for handling curses, IIRC.

How do people get cursed, incidently? If they get rid of the curse, do they stand a chance of contracting it again?

Regarding hints to help the characters find a way to get rid of the curse, perhaps the gnomes could be a valuable source of information. Old legends can reveal many things. Perhaps they have also experienced the pain from trying to leave the pass. Perhaps the whole curse experience has been incorporated in their superstitions. They know that the well is sacred, and they know where it is, but it is a blasphemy to approach it.

CON loss is a very sure-fire way to get the player's attention :) Perhaps even add to that Fortitude saves against pain. If the save is failed, then the character falls to the ground in wracking pain, unable to accomplish anything until the pain subsides.

Hope this helps (and encourages others to answer your plea)

AR
 

You could have it where they seem to be trapped, rock slides, going in one direction finding themselves in another. Of course ominious scribblings on the rocks can also be a sure fire way of telling them something is wrong "The way is shut, none can pass without the pain of death."

Just a few thoughts,
 

I would treat the curse effect as starvation, excepting that it requires a Will Save instead of a Fort Save, and that the effect begins immediately upon leaving the area (as opposed to three days later). Hopefully, by the time the group starts feeling this effect, they are aware of the source of the curse and turn back. Upon resting for X minutes in the Great Pass, the fatigue effects end (as though the characters have eaten). Subdual damage is healed as normal.

You seem to have a good handle on giving the players information related to the curse -- dreams and the local gnomes are probably your best routes. Does X5 say how the curse began? If so, dreaming of those events will give the players a cool sense of the history of the area, as well as information they need.

Good Luck!

RC
 

Dreams could work. You might also have them stumble upon a journal of another adventurer who got cursed and then eventually died. It might be a little non-elegent, but it does get the job done. Perhaps a little more elegent is have them find only parts of the journal and they have to puzzle it out from there.

One other way you might present it is you have them note that all of a sudden the place seems more beautifiul. Especially if you present that statement in an ugly place, it might make them start thinking.

In addition to the damage (any way you do it is fine really), you might tell them, "Irrational thoughts float through your head. You remember one particular tree in one of the valleys, and think how at peace you were there." "As you stumble and touch the ground, you are reminded how coarse this dirt is, and how the dirt in the maze was of much higher quality."

Just me 2cp
 

random user said:
Dreams could work. You might also have them stumble upon a journal of another adventurer who got cursed and then eventually died. It might be a little non-elegent, but it does get the job done. Perhaps a little more elegent is have them find only parts of the journal and they have to puzzle it out from there.

One other way you might present it is you have them note that all of a sudden the place seems more beautifiul. Especially if you present that statement in an ugly place, it might make them start thinking.

In addition to the damage (any way you do it is fine really), you might tell them, "Irrational thoughts float through your head. You remember one particular tree in one of the valleys, and think how at peace you were there." "As you stumble and touch the ground, you are reminded how coarse this dirt is, and how the dirt in the maze was of much higher quality."

Just me 2cp

Good stuff, Random User.
 

How do people get cursed, incidently? If they get rid of the curse, do they stand a chance of contracting it again?
In my version of the module, the PCs contracted it by passing a statue near the entrance, and failing to utter a password (and failing their Will saves). In the module, there's also a Cyclopes which can cast the same curse (which I will drop in as well).

Great ideas everyone. Thanks
 

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