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Is That Loot, or a Trap?
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<blockquote data-quote="Nytmare" data-source="post: 5113123" data-attributes="member: 55178"><p>I wouldn't want to do this for every cursed item, but in Thunderspire, they introduced at least one magic item that had an additional negative effect when the holder became bloodied. </p><p></p><p>When I revamped the adventure for my campaign, I carried that effect over to the whole suite of items, and had the mage give me an Arcana check when they stumbled onto the first one. I think the DCs I had were something like (20/25/30) to, in order, recognize that there was some other hidden power, know that the effects of said power were triggered by the holder becoming bloodied, and know the specifics of said effect.</p><p></p><p>When they found the first one and tried to figure out what it did, the mage only cleared that first hurdle, so the card for the item I gave them ended by saying "An unsettling feeling leads you to believe that there are other, obscured powers of this item that you do not fully understand."</p><p></p><p>If the mage had beaten the 25, or if the party had already seen the curse in action on another party member, the item card I gave them would have ended with "A swirl of necromantic energy surrounds this item and seems to almost stalk the holder's own strength and vitality as a cat stalks a mouse. Remind the DM that you are holding this item when you are first bloodied."</p><p></p><p>If the mage had managed to beat the 30+, the item card would have had the same fluff as the 25, but would have ended with the crunchy bits as to what happened when the holder was bloodied.</p><p></p><p>Like I said, I wouldn't want to treat every cursed item in the world this way, but I thought it would be a neat little sub game to tack on to this leg of the adventure.</p></blockquote><p></p>
[QUOTE="Nytmare, post: 5113123, member: 55178"] I wouldn't want to do this for every cursed item, but in Thunderspire, they introduced at least one magic item that had an additional negative effect when the holder became bloodied. When I revamped the adventure for my campaign, I carried that effect over to the whole suite of items, and had the mage give me an Arcana check when they stumbled onto the first one. I think the DCs I had were something like (20/25/30) to, in order, recognize that there was some other hidden power, know that the effects of said power were triggered by the holder becoming bloodied, and know the specifics of said effect. When they found the first one and tried to figure out what it did, the mage only cleared that first hurdle, so the card for the item I gave them ended by saying "An unsettling feeling leads you to believe that there are other, obscured powers of this item that you do not fully understand." If the mage had beaten the 25, or if the party had already seen the curse in action on another party member, the item card I gave them would have ended with "A swirl of necromantic energy surrounds this item and seems to almost stalk the holder's own strength and vitality as a cat stalks a mouse. Remind the DM that you are holding this item when you are first bloodied." If the mage had managed to beat the 30+, the item card would have had the same fluff as the 25, but would have ended with the crunchy bits as to what happened when the holder was bloodied. Like I said, I wouldn't want to treat every cursed item in the world this way, but I thought it would be a neat little sub game to tack on to this leg of the adventure. [/QUOTE]
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