So, I'm running a campaign for 4 level 4 characters.
Last session, the barbarian of the group (who is also their MVP in combat) picked up a [Tooltip Not Found], which fit in perfectly well with the story...
That said, having never dealt with a cursed item of this sort, I'm concerned about the level of disruption this could cause the first time the curse is triggered. They're closing in on the inner sanctum of their big Tier 1 boss, and I'd hate for a worse-case-scenario where this one cursed item causes a semi-TPK at the hands of one of the party's own members.
Any thoughts on how to keep the fun of the cursed item in play while including a safety switch I can pull in case this item sends things completely off the rails?
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DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
Yeah, I was thinking something along those lines. Looking beyond the stat block of the item for other ways to break free if needed.
Figured I could give players the chance to explore a creative solution that would give the barbarian another chance to roll a save... then setting a sliding-scale DC based on how creative that solution is (and how disruptive the curse effect is to the game).
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DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
I'd probably just go with what ever the player decide to try to stop it. E.g they can try persuading which may allow another save, if there's a strong relationship between characters they can save etc... Anything that really makes sense.
I'd also suggest it making it kind of obvious too. Make the appearance of the barbarian change when under the effect, maybe as they make the save the axe whispers something to them or effects their vision so they get the idea that something is wrong etc... That means after one hit even if they succeed the save they get the sense they should try to avoid being hit again.
Any thoughts on how to keep the fun of the cursed item in play while including a safety switch I can pull in case this item sends things completely off the rails?
Well, it's probably not as dangerous to the party as it sounds, because it's very likely that his first compelled target is an enemy, and as long as you are open about what's happening, the rest of the players can probably figure out how to stay out of the way at least until the main fight is over, at which point dealing with a berserk barbarian isn't that hard -- just do something to immobilize him and leave the immediate area. Or beat him into unconsciousness.
A Berserker Axe is a powerful cursed item that very straightfoward. If you put one in a game, might as well play it as intended otherwise it will be somewhat diminished.
Ways to circumvent the curse is to have no hostile creature damages it, make it succeed the save, have no one within 60 feet of the berserker at start of turn, have no allies be the nearest creature to it, prevent it from moving or acting somehow or cast the remove curse spell.
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Heya DM folks!
So, I'm running a campaign for 4 level 4 characters.
Last session, the barbarian of the group (who is also their MVP in combat) picked up a [Tooltip Not Found], which fit in perfectly well with the story...
That said, having never dealt with a cursed item of this sort, I'm concerned about the level of disruption this could cause the first time the curse is triggered. They're closing in on the inner sanctum of their big Tier 1 boss, and I'd hate for a worse-case-scenario where this one cursed item causes a semi-TPK at the hands of one of the party's own members.
Any thoughts on how to keep the fun of the cursed item in play while including a safety switch I can pull in case this item sends things completely off the rails?
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
Yeah, I was thinking something along those lines. Looking beyond the stat block of the item for other ways to break free if needed.
Figured I could give players the chance to explore a creative solution that would give the barbarian another chance to roll a save... then setting a sliding-scale DC based on how creative that solution is (and how disruptive the curse effect is to the game).
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
I'd probably just go with what ever the player decide to try to stop it. E.g they can try persuading which may allow another save, if there's a strong relationship between characters they can save etc... Anything that really makes sense.
I'd also suggest it making it kind of obvious too. Make the appearance of the barbarian change when under the effect, maybe as they make the save the axe whispers something to them or effects their vision so they get the idea that something is wrong etc... That means after one hit even if they succeed the save they get the sense they should try to avoid being hit again.
Well, it's probably not as dangerous to the party as it sounds, because it's very likely that his first compelled target is an enemy, and as long as you are open about what's happening, the rest of the players can probably figure out how to stay out of the way at least until the main fight is over, at which point dealing with a berserk barbarian isn't that hard -- just do something to immobilize him and leave the immediate area. Or beat him into unconsciousness.
That's true. 60' isn't all that wide of a radius, is it.
DM - Classic Adventures Reborn
Rylan - L1 Human Paladin - Barty's "Princes of the Apocalypse"
A Berserker Axe is a powerful cursed item that very straightfoward. If you put one in a game, might as well play it as intended otherwise it will be somewhat diminished.
Ways to circumvent the curse is to have no hostile creature damages it, make it succeed the save, have no one within 60 feet of the berserker at start of turn, have no allies be the nearest creature to it, prevent it from moving or acting somehow or cast the remove curse spell.