Your typical curse is little more than a temporary setback in D&D, thanks to spells such as Remove Curse. But what happens when players encounter a lingering portent of doom that can’t be waved away with a third-level spell slot?
Van Richten’s Guide to Ravenloft offers optional rules to level up your curses, making even Greater Restoration little more than a temporary solution. These rules offer a clear format for creating new curses and can come in handy when you want to subvert expectations and make a particular curse more of a plot point than an inconvenience.
Components of curses
The curses in Van Richten’s Guide to Ravenloft are a far cry from the simple maladies conferred via the Bestow Curse spell, and should be applied sparingly. Player characters who defile an ancient tomb, kill an innocent person, or commit another heinous crime could suffer a more powerful curse. You might also use this type of curse as the crux of an adventure.
Curses have the following three components:
- Pronouncement: The pronouncement is the foreshadowing of the curse, and it can be a nebulous threat or a direct warning. For instance, a non-player character might idly mention a rumor about a quickling living in a nearby forest who possesses shapeshifting boots that grant their wearer extraordinary speed — at a cost. Or, characters might battle gnoll fangs of Yeenoghu who warn that if they are struck down, a terrible curse from the demon lord himself will warp the party’s minds with bloodlust. Both are pronouncements inviting player characters to test their luck and tempt punishment.
- Burden: The burden is the effect of the curse. The adventurer who steals the quickling’s boots might be unable to remove them, suffering 1 level of exhaustion for each day spent wearing the shoes. A party who defeats the gnolls might find themselves afflicted with an unyielding desire to consume humanoid flesh unless they succeed on a Charisma saving throw every hour.
- Resolution: The resolution is the means by which the curse can be abated. Perhaps the adventurer needs to return to the quickling, beg for forgiveness, and then race against it and win in order to remove the boots. Maybe the party cursed by Yeenoghuâs unceasing hunger must sacrifice a series of victims — one for every gnoll they vanquished — in order to stop their terrible urges. Above all, resolutions should be arduous processes that test players and propel the roleplaying experience forward. In that vein, if a cursed character dies, their burden will cease only until they are resurrected.
What about Remove Curse and Greater Restoration?
The more powerful curses presented in Van Richten’s Guide to Ravenloft can be temporarily subdued. Remove Curse can suppress a burden for one hour, while Greater Restoration can suppress it until the victim completes a long rest.
The curse of Irisshali
The rogue turned comfortably on her plush pillow, dreaming of the gem-laden scepters that she had found in the ruins — and all the coin that they would make her on the black market. Her snores came in loud bursts, masking the sound of something large slithering into her tent.
If the rogue had awakened in that moment, she would have found a creature composed entirely of shimmering gemstones, with an upper body that appeared as a woman and a lower half that resembled a giant serpent. It slithered up onto her bed.
“Sssstealers sssshall ssssuffer in their ssssleep,” the horror hissed, its tail slowly wrapping around the rogue.
The rogue woke as it suddenly became hard to breathe. Her eyes widened as she saw the creature before her — sinister, scintillating, iridescent death.
The curse of Irisshali is a homebrew creation that follows the three rules above. It affects player characters who delve into the ruins of a sprawling city that was once home to a sect of yuan-ti who were at odds with their more callous and caste-bound people. This splinter civilization was ruled by Queen Yaotl, a yuan-ti pureblood who rebelled against her station in life and valued the bonds that could be made with humans. After rallying a legion of followers, she led her people to a remote jungle and founded a home for like-minded yuan-ti. She named her city Irisshali, which can be translated into Common as Iridescence.
Irisshali was once a stronghold that shunned many of the practices that have come to define the snakefolk, including torture and sacrifice. The city was known for its vast collection of gems, which were forged into jewelry, weapons, and other finery used for trade with human settlements.
Unfortunately, Irisshali became embroiled in battles with other yuan-ti civilizations. Many of Yaotl’s more zealous brethren considered her views abominable and sought to ransack her city. To keep spies from pillaging her home, a hardened Yaotl dove into long-forgotten yuan-ti magic to create a series of cursed sigils in her later years.
Yet, it was neither the battles nor assassination attempts that ended Irisshali.
After nearly a century of Yaotl’s rule, an earthquake plunged the city into a crevasse. Recent tremors have opened up the canyon that holds the city’s ruins, and the site has become a popular destination for treasure hunters hoping to uncover the gems that lie in its remains. Little do they know that Queen Yaotl’s curses still remain!
Irisshali's Curse
- Pronouncement: Yaotl placed a thousand sigils in Irisshali’s treasure rooms and gem-cutting chambers. Each sigil forms the image of a snake wrapped around a massive gemstone and is inscribed with the following phrase, written in the yuan-ti tongue: “Stealers shall suffer when they sleep.” The magic of these sigils has maintained over the years, despite damage from the earthquake.
- Burden: Any character who pilfers a gem-encrusted treasure and takes it more than 20 miles from Irisshali is subjected to the curse. When they take their next long rest, a yuan-ti nightmare speaker will manifest in an unoccupied space 20 feet away, awaken the character to repeat the warning found in the city, and attack. Defeating the yuan-ti causes it to harmlessly vanish — it does nothing to abate the curse. The creature reappears each long rest the player character takes until the curse is broken. Depending on the value of the stolen treasure, more than one yuan-ti nightmare speaker may appear.
- Resolution: The yuan-ti nightmare speakers will only permanently disappear if the stolen treasure is returned to Irisshali’s ruins. Passing the treasures onto a third party will not undo the curse, and will in fact cause the new possessor to become a victim of the yuan-ti nightmare speakers as well. Alternatively, characters with powerful magic at their disposal might be able to find the bones of Queen Yaotl in Irisshali’s ruins, resurrect her, and intimidate her into removing the curse — though it’s highly doubtful that the proud yuan-ti queen will acquiesce!
Making curses fun at your table
Curses found in Van Richten's Guide to Ravenloft are designed to challenge players, but there’s a fine line between challenging and frustrating. To keep a curse-filled quest fun, consider the following pointers:
- Make the curse the focus of the adventure: A party of cursed characters on a frantic quest to resolve their burdens is the foundation for a thrilling campaign. To use the curse of Irrishali as an example, perhaps the adventure could start in media res, as a dungeon crawl with player characters diving into the depths of the ruined city and swiping as much treasure as possible in traditional hack-and-slash fashion. The middle of the campaign could then transition to the curse’s consequences, as horrified players are confronted by swarms of yuan-ti nightmare speakers every evening. The campaign’s finale could be an intriguing reversal of dungeon crawl stereotypes, where the player characters are forced to retrace their steps and return the treasures that they took.
- Balance the curse’s effects by adding a benefit: Player characters facing harsh burdens can benefit from a power boost to make their trials more bearable. For instance, the gem treasures of Irrishali could be magical items that they can use to fight off the yuan-ti nightmare speakers that plague them. Similarly, if a curse bestows lycanthropy, characters might benefit from the impressive damage immunities that werecreatures acquire, albeit at the cost of suffering an alignment change or becoming an anathema to society. Some player characters might even choose to endure the burden of a curse like lycanthropy in favor of the awesome power it provides, deepening characterization around the gaming table.
- Let non-player characters be cursed instead: Maybe the player characters aren’t the ones who are cursed. They might instead be bodyguards to a cursed non-player character who is attempting to find a cure. This approach can be a great way to introduce more powerful curses at your table.
However you decide to use the curses of Van Richten’s Guide to Ravenloft, remember that these ominous afflictions should drive the narrative of your game forward. They can add weight to the warnings given by non-player characters, too, and make for meaningful consequences when player character commit egregious crimes or challenge ancient and powerful forces that dwell in your world.
Van Richten's Guide to Ravenloft is available to purchase on D&D Beyond! It offers two new subclasses, lineages, all-new monsters, and more! Master-tier subscribers can share content they purchase in the marketplace with players in their campaigns.
Jeremy Blum (@PixelGrotto) is a journalist, gaming blogger, comic book aficionado, and fan of all forms of storytelling who rolled his first polyhedral dice while living in Hong Kong in 2017. Since then, he's never looked back and loves roleplaying games for the chance to tell the tales that have been swirling in his head since childhood.
This is really cool
Creepy... this would be very fun to base a campaign around. Using these curses as obstacles for higher-level characters and making them go on side quests to get rid of the curses could also be an effective way to level characters up and/or slow them down. I like how you've been giving an example of the thing the article is talking about recently. It's inspiring.
Literally just had a couple of my characters find themselves cursed with Lycanthropy. All of them immediately removed it with Remove Curse, and it felt rather anticlimactic. Will definitely be using this advice in future!
I really love the idea of the curses being only suppressed by greater restoration or remove curse. It really does make curses seem like a much scarier thing, and something you could really base an adventure around. That exhaustion one though... sheesh. That is a killer. If I were to make a curse, it would be a burden, but not directly a killer. I would be sneakier than that. Something like... disadvantage on Con saves. Or maybe a new flaw, such as being unable to pass up any alcohol when an item's in your possession. Maybe your stats would slowly transform into that of a creature in the Monster Manual, such as a medusa, slowly getting more and more features of that monster. There's a lot of potential with these.
Nice! I know this is the second time Iâve asked, but are there any plans to bring back Encounter of the Week?
This is pretty awesome. I have always enjoyed a wide mange of traps and curses and until now most were homebrews that weren't fully playtested, so Ravenloft really helps, along with this article outlining them.
Always fun to have some spoopy foreshadowing-- and nothing like a curse to make players consider and reconsider their actions.
I'm a huge fan of the loup garou from Van Richten. An incentive to rely on silver rather than magic, AND the curse it bestows is hard to get rid of.
Thank you, this is actually useful beyond Domains of Dread
However, it hasnât been answered. I have the same question, the early articles after James left had excellent and almost universally useful content. Recently though every single article has been an ad for Van Richtenâs, which, while being no less well-written, are completely useless for those that are not a fan of the horror genre, are in the middle of a campaign not involving Van Richtenâs, or simply donât want to pay 50$ for another book that is frankly a novelty vignette about a single plane of existence... which they will have to pay another 30$ for if they want the *ahem* âprivilegeâ of using its features fully in D&D Beyond. The biggest reason I still have this app is for the articles and as a basic reference to the rules before I had the core books. Now I have the core books, and theyâre only posting articles for Van Richtenâs. This is making me wonder why I still have the app. There are three ways to fix this problem. First, WotC could cut the costs of the books - perhaps down to 10-15 dollars, as theyâre unwilling to put in the effort required to implement a book verification process. Second, they could actually put in the effort to add verification codes, by putting it on a scratch off code that is only redeemable once (similar to a gift card.) Third, they could divert their efforts to giving more universally relevant and useful articles, rather than using every single one as an advertisement opportunity.
Speaking of powerful curses from Van Richten's Guide, I have some questions about the loup garou. It states that loup garou is a strain of werewolf lycanthropy, but it doesn't state any rules for becoming a loup garou. Does a character who is bitten by a loup garou have to make the save, but against normal werewolf lycanthropy that's just harder to get rid of? And if anyone who is bitten by a loup garou becomes a unique, non-werewolf creature like what we see in the loup garou, what are the rules for the transformation?
A loup garou, I'd argue, would create regular werewolves that are harder to cure. Think of it as an alpha werewolf. As for where loup garous come from, a Dark Gift, a curse/blessing from an Unseelie fey, a serum that enhances the beastial powers of a werewolf. Your choice. Sometimes the terror comes from not knowing.
Funny that you brought up this topic. Me and buddies were talking about a campaign where characters start at level 20 and something happens. A curse or evil God/goddess or whatever strikes you and your companions causing you all to lose your abilities (essentially de-leveling) even your most powerful magical items start to dissipate. Till you find a cure or an ally, whoever or whatever that can remove this weakness. And the kicker is should you complete this quest, whatever "level" you fall at and wish to continue. That is the level at which you start.
Heh. So this is how we can create the curse from Pirates of the Carribean?
....Must....not...violate....terms of service....agreement.....when....responding....
I think you are mistaking WotC and DDB as being one company - they are not. The books that WotC produces are their intellectual property, and they sell hardcover books. If they got into the business of releasing PDF versions of their books (like Kobold Press and other third-party companies, just check out Kickstarter or the Dungeon Master's Guild at dmsguild.com for tons of examples), even there, the authors/publishers charge one price for their books (whether hardcover or software) and another price for their PDF versions, with a discount provided on the PDF version if you also purchase the hardcover.
However, D&D Beyond does not make money on the sales of WotC hardcover books, because they don't sell them. You do have a choice out here to purchase PDF versions of the WotC sourcebooks and adventures, to make piecemeal purchases of digital content (e.g. classes, magic items, races, etc.) or make full purchases of that digital content. Remember, the digital content is much more than a PDF - it's the character sheet tool, the encounter builder, the the mobile app, the ability provided of subscribers to save dozens of characters and their own homebrew creations - and to share those creations with other subscribers of their service, which is to provide digital content. Like many other content providers, they provide a limited, free version of their service to those who don't want or need the DMs tools. Remember, that anyone in a campaign can share their digital content with everyone else in the campaign for FREE. So in your party of six, if everyone pitches in and buys a few different sources on DDB, they can actually share that with each other for free.
So, do you still feel like you are being cheated by DDB? That $30 you pay for the digital content source on DDB (and your subscription fees, if you are a subscriber) keeps DDB in business and enables them to pay for software developers that produce the tools that allow you to magically create a PC or NPC quickly and easily. It also pays the salaries of those writers whose work on the most recent products produced by WotC you don't want to buy, so you are mad that their writers have the gall to produce articles about the latest features provided to the rest of their customers who actually are interested in the content? Food for thought: If the writers are not writing about the most recent offerings, that means that they are either writing about stuff that WotC has on deck for their next offering (how long does that last?) or about products which have already been released. Regardless of the subject, they are either writing about stuff that has been or stuff that will be eventually something that is turned into digital content, which they will write about ad infinitum until Wizard's makes an announcement about their next book, and so on, forever.
There are plenty of folks that want to digest the latest offerings. If that isn't you, just bide your time. Eventually there will be something that does interest you, and if it doesn't, there are many other RPGs you can choose to play.
Dang this is kind of scary...
"Passing the treasures onto a third party will not undo the curse, and will in fact cause the new possessor to become a victim of the yuan-ti nightmare speakers as well."
This could create an interesting hook for a campaign: the party might not be aware that Irisshali exists at all, but could acquire one of the treasures, either as a gift from a wealthy "benefactor" or as loot from the first dungeon they explore. This treasure might have changed hands many times before being acquired by the party, and the entire campaign could consist of retracing its steps and finally (re)discovering Irisshali in order to break the curse.
I love this example curse of Irisshali. This is what I always wanted from yuan-ti: politics!
Didn't think of that as I was writing this, but awesome idea! A group of low level characters gets some potent gem-encrusted +1 weapons from a wealthy travelling merchant whose eyes look bloodshot with lack of sleep, and has a surprisingly large retinue of bodyguards at his disposal. The next morning, after spending a terrible evening battling yuan-ti nightmare speakers, they find that the merchant has skipped town. Time to chase that guy down!
Curses:Tools for annoying my friends. Perfect!đ Jk