Curse With Purpose

I have been hesitant to give out Artifacts and Cursed Items to players in my Dungeons & Dragons 4th Edition campaign. Artifacts have intimidated me to a certain degree since it is one more facet of the game the players and I would need to track. I did not want to add another complication to the plot of the adventure, which has admittedly gotten away from me at times during the campaign. I could also never figure out how to adequately roleplay an Artifact, although experiencing the Narrator from Bastion gave me a fantastic template to bring an Artifact to life. I did give the party an Artifact in recent months, but they have ignored it for the most part (another article for another day).

“You have my axe . . . no, really, please take the bloody thing before it kills me!”

As for Cursed Items, I have been intrigued by them since reading through examples of items curses in Mordenkainen’s Magnificent Emporium (p. 111-115). I am hesitant to punish players, and giving a player a cursed item certainly imposes a penalty on the player receiving the item and the party because the player with the item is now less effective. In a recent interview Monte Cook discussed the dangers of avoiding all forms of punishment as a game designer and DM. In recent sessions, several factors came together to grant me to opportunity to introduce a cursed item into the campaign.

Below I detail the circumstances that led to me giving out a cursed item to the players. I discuss how I provided clues to the players that the item was not all it appeared to be and emphasis how the item  fit into the story of the campaign. I discuss how the players have handled the discovery of the cursed item and conclude with alternatives to the specific Removing An Item Curse rules listed in Mordenkainen’s Magnificent Emporium (p. 111), which seem quite anticlimactic.

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