D&D General Secret Curse Help

Keaggan

Game Master
Hey hey!

I want to do something different in my next campaign. It's going to be a tight and focused 10 sessions, set in a darker fantasy adventure. I need to ramp up the tension early and often. At some point, the group will discover that one of them has been "touched" by the dark entity they have been searching for. The twist, which I need help brainstorming, is that this dark energy will infect ALL players.

I want to avoid clichés like casting them out forever or having to kill them. Instead, I'm looking for a serious consequence that decides what to do next.

The question is: What could being "influenced by ancient dark magic" look like?
 

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Hey hey!

I want to do something different in my next campaign. It's going to be a tight and focused 10 sessions, set in a darker fantasy adventure. I need to ramp up the tension early and often. At some point, the group will discover that one of them has been "touched" by the dark entity they have been searching for. The twist, which I need help brainstorming, is that this dark energy will infect ALL players.

I want to avoid clichés like casting them out forever or having to kill them. Instead, I'm looking for a serious consequence that decides what to do next.

The question is: What could being "influenced by ancient dark magic" look like?
My advice would be that they see things that no one else can. Hostile forces that attack or threaten them but that no one else can see, other than the party, shadows or wraiths. Perhaps the dark magic infects NpCs - otherwise friendly folks that turn on the party and then don’t remember or don’t remember why. If the PCs react violently the rest of the population could see them as unhinged or dangerous because they hurt old Granny Hubbard.

In short change the world not the PCs.

Check out the plot of Alan Wake or Alan Wake 2. Sounds right up your alley.
 

The question is: What could being "influenced by ancient dark magic" look like?
Your offspring always turn out to be goblins. Or worse: dragonborn warlocks.

My immediate concern is that some players won't want to know that their PCs are suffering a curse without having done something to earn it. So you'll get push-back if it's actually harmful. A benign effect might be like briefly, occasionally turning into a keymaster or gatekeeper.

GIF by Ghostbusters
 

Give a magic item out like something that grants +5 to Perception and Investigation checks. Have another cool ability if you want. The PC that takes this item is now the patsy of the curse. You can give information to them and they will thing that it is the item being cool.
 


Hey everyone! Just wanted to take a moment to thank you all again for the fantastic suggestions you've been sharing. I really appreciate the brainstorming!

To give a little more insight into what I'm thinking, I had this fun idea to introduce a twist where each player learns they've been "touched by the ancient evil entity" (no BBEG picked yet) during one of our sessions, but the curse will start to become a real issue! At some point, an NPC will bring it to light, sensing the darkness within and pointing out the threat they pose to the town and the NPCs they care about.

With that in mind and incorporating your ideas, I'm leaning towards a two-part concept:

1. Summoning Dark Powers: The curse can actually grant them some cool powers! Each time they tap into this dark side, they'll gain a mechanical benefit that's tailored to their class. I'm thinking the perks might come with a cost, tied to the severity of how much they're drawing on the ancient evil. And to keep things mysterious, I might make each character's perk list unique, potentially linking them to the seven deadly sins. This way, everyone has their own flavor of the curse and it won't be immediately apparent since they'll all be cursed together!

2. Curse Progression: As they rack up more curses, they'll face increasing disadvantages starting with narrative effects and evolving into mechanical ones. For a campaign that's around 10ish sessions, I'm aiming for 3-5 tiers of progression. Here's a draft of what I have so far (remember, they only get one new drawback per tier):

- Tier 1: Fresh bread and produce suddenly taste awful/raw meat is the only thing that tastes good; their shadow grows larger; skin feels cool to the touch.
- Tier 2: Food rots in their presence; people start to feel uneasy around them; small animals might run away.
- Tier 3: They have nightmares and need to make a Wis Save for a full rest; travel is only possible at night or they take DisAdv on all rolls during the day.

There were some really great ideas about the character's perception that I'll definitely include in my GM notes too!

What do you all think about this so far? I'm super excited to hear your thoughts!
 



Early on, the PCs will have a fortune teller/tarot card-like reading at a town fair, where they will be told about their destiny: "Gain the POWER to fulfil your destiny to change the world forever!" They will each pick a card and choose 2 of the 5 abilities. Every level up, they get to a new one. The curse won't be revealed until later.

Feedback, suggestions, and critiques are very welcome!

D&D 5E Abilities Inspired by the Seven Deadly Sins,​

1. Power of Will (Pride)

  • Ability: Sovereign Aura
    • As a bonus action, you can project an aura of confidence. Allies within 30 feet gain a +1 bonus to their saving throws until the start of your next turn.
  • Ability: Self-Aggrandizement
    • You can reroll one attack roll or ability check you make, but you must take the second result, as your overconfidence may lead to mistakes.
  • Ability: Superior Insight
    • You can add your proficiency bonus to one Insight or Persuasion check per long rest, as your pride gives you a keen understanding of others' motivations.
  • Ability: Commanding Presence
    • Once per long rest, you can impose disadvantage on an enemy's attack roll against you or an ally within 30 feet by exerting your dominating presence.
  • Ability: Perfect Ego
    • When you take damage, you can reduce that damage by 1d10 + your Charisma modifier a number of times equal to your proficiency bonus per long rest.

2. Power of Gold (Greed)

  • Ability: Wealthy Pursuit
    • You gain proficiency in Persuasion and Deception checks related to financial transactions and negotiations.
  • Ability: Opulent Reward
    • When you loot treasure, you can add an additional 1d4 gp to the total value of coins or gems found, as your eyes are attracted to wealth.
  • Ability: Covetous Strike
    • Once per turn, when you hit a creature, you can deal an extra 1d6 psychic damage if they possess something of monetary value.
  • Ability: Enticing Offer
    • As an action, you can propose a bargain to an enemy; if they fail a Wisdom saving throw, they become charmed by you for one minute.
  • Ability: Insatiable Hoarder
    • You gain a bag that can hold any 10 items no bigger than a person can, regardless of the weight, without being encumbered due to your insatiable desire to collect items.

3. Power of Passion (Lust)

  • Ability: Alluring Presence
    • You can cast Charm Person once per long rest without expending a spell slot. Your demeanor is captivating and hard to resist.
  • Ability: Heart's Desire
    • As a bonus action, choose a creature within 30 feet. They must succeed on a Wisdom saving throw or become enamored with you, granting you advantage on Charisma checks against them for 1 minute.
  • Ability: Seductive Whispers
    • You can speak alluringly. Once per long rest, when you make a Charisma (Persuasion or Deception) check, you can roll an additional d4 and add it to the result.
  • Ability: Passionate Duelist
    • Once per turn, if you hit a creature, you can gain temporary hit points equal to your Charisma modifier (minimum of 1) due to their distraction.
  • Ability: Forbidden Knowledge
    • You have advantage on Intelligence checks related to topics of love and desire, reflecting your deep learning of matters of the heart.

4. Power of Focus (Envy)

  • Ability: Jealous Guardian
    • You can impose disadvantage on an enemy's attack roll against an ally if they are within 5 feet of you, fueled by your desire to protect what you envy.
  • Ability: Mimicry
    • Once per long rest, you can imitate an ability that an enemy has used against you in the last hour, gaining the same benefits for one turn.
  • Ability: Wishful Thinking
    • You can reroll a failed saving throw once per long rest, channeling your envy into determination to surpass your fate.
  • Ability: Bitter Rivalry
    • You gain advantage on attack rolls against a creature that has the same class or ability as you, fueled by your competitive spirit.
  • Ability: Stealing Shadows
    • If you crit an opponent, you can roll an additional d6 damage and gain temporary hit points equal to the amount rolled.

5. Power of Bliss (Gluttony)

  • Ability: Indulgent Feast
    • You can participate in a copious meal to regain one max hit die worth of HP during a short rest, reflecting your indulgent nature. Doesn't count towards your total hit dice.
  • Ability: Satiated Resilience
    • After consuming a meal, you can gain resistance to one type of damage for 1 hour by focusing on the excess within you.
  • Ability: Bottomless Pit
    • You can add your Constitution modifier to your maximum hit points while you are eating, manifesting your insatiable hunger during a Quick, Short or Long rest.
  • Ability: Voracious Consumption
    • Once per long rest, if you reduce a creature to 0 hit points, you can consume their essence to regain hit points equal to your level.
  • Ability: Feast of the Damned
    • You may consume perishable objects to gain their beneficial effects as if you had eaten or drank them (e.g., a potion or antidote).

6. Power of Justice (Wrath)

  • Ability: Fury Unleashed
    • As a bonus action, you can enter a state of wrath for 1 minute, gaining advantage on melee attacks and dealing an extra 2d4 damage. You may do this ONCE per long rest.
  • Ability: Vengeful Strike
    • When you take damage, you can use your reaction to deal 1d8 damage to the attacker, showcasing your wrath.
  • Ability: Wrathful Presence
    • Creatures that attack you provoke a Wisdom saving throw; on failure, they become frightened until the end of their next turn.
  • Ability: Bloodlust
    • If you reduce a creature to 0 hit points, you may choose to make an additional melee attack as a free action.
  • Ability: Violent Resilience
    • When you take damage while engaged in combat, you may call on the Power of Justice and reduce that damage by an amount equal to double your level. You can do this ONCE per day.

7. Power of Patience (Sloth)

  • Ability: Lethargic Resilience
    • You gain advantage on saving throws against being grappled or restrained, as your slow movements make it harder to catch you.
  • Ability: Indolent Action
    • On your turn, you can choose to take the Dodge action in place of your action while remaining in place, embodying your reluctance to engage fully. Gain temp HP equal to your level. Temp HP resets when initiative ends.
  • Ability: Unfazed by Effort
    • You can add half your proficiency bonus (rounded down) to your AC when you are not wearing armor due to your unhurried nature.
  • Ability: Slow Motion
    • Once per short rest, you can cast Slow (as though it were a spell) without expending a spell slot.
  • Ability: Restorative Lethargy
    • You may heal for an extra 1d6 hit points on a Quick Rest, Short Rest, or Long Rest, reflecting your ability to recuperate when taking it easy.
 

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