It’s like a lot of things, said the smith. Do the least part of it wrong and ye’d just as well to do it all wrong.
Setting: Not every cursed item started that way. Sometimes something is just made wrong. Sometimes some confluence of ill events turns something wrong. Sometimes things just are what they are. Roll d10.
1: A shard of flint and a steel peg. When struck together they produce a ball of blossoming flame the size of a bonfire.
2: A well-worn leathern rucksack. When items are placed within and carried over distance, something will disappear as though out a hole in the bottom. But there isn’t a hole.
3: A hempen rope. Whenever it is knotted it instantly snarls, snags, and shortens to an almost undisentangleable mass.
4: A cord of pacecount beads of the sort used by scouts to keep record of distance walked. When used the navigator becomes terribly lost, and no others can find her.
5: A torch formed of twisted tow dipped in wax. When lit it becomes unmovable until doused.
6: A fireblackened iron frypan. When food is cooked within, half the food imperceptibly disappears. If it is ever broken,1 all of the food it has ever consumed reappears, fresh and hot.
7: A stoppered goatskin. Any liquid put within becomes seawater.
8: A boiled-leather tube and pair of lenses, assemblable into a spyglass. It sees an hour ago.
9: An iron kettle. Heat freezes the contents; cold heats them.
10: A rude sheepskin poncho. Donning it turns you into an ordinary lamb for a day.
And what happens when you realize that a boon is often just a curse flipped on its head?
1 Have you ever tried to break a cast-iron skillet?