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Is what it says on the tin. Basically, I designing a place which is cursed and I'm wondering how people would approach it. Some thoughts:
The whole building is an intelligent cursed item.
Setting is a demiplane with lingering effects.
Setting has permanent magical effects in place.
Basically, what rules would you use?

Tacticslion |

This guy and these (see this, maybe?).
Straightforward, nothing too difficult.
Beyond that, I'd say, "all of the above."
Pop a demiplane, fill it with that guy (or the ghost of one or something similar) and magical effects, and drop a building (perhaps literally?) that's a cursed item (maybe animated, and possibly haunted or possessed; intelligence optional). Also lots of these.
:D
Alt: put the demiplane within/conjoined with the walls of a building. That's how it was handled in one module and a(n in)famous video game series*.
*

Tacticslion |

But no, really. You could make the entry into a building/dungeon/whatever really a (one-way? -ish?) portal into a cursed demiplane that's much larger on the inside than out. Even allowing you to "exit" the "building" to the point that there are entire cursed environments within the walls of the cursed/haunted building, allowing for opportunities abundant. Maybe a whisperer in a forest, there, and something like a wendigo on a mountain top of a local valley attached to the building, or something.
When you enter the cursed place, the portal opens from one side, and closes once you've passed through. But it looks like you've entered a normal building. Then you exit from another door, and find not the world you'd left behind, but a world of eternal curses.
Or something, I'unno.
This is also similar to the Deck of Harrowed Tales, as well.