GLOGtober '23 prompts can be found here.
1d6 Cursed items recovered by The Watchers of Dawn
1. Growing Daggers
By no means a unique item, several of these have been found
throughout the Tvidenwald, usually being sold by a traveling
merchant. A team has already been dispatched to locate the merchant,
who is described as a middle aged man wearing a purple cap calling
himself Harthmann. The daggers sold appear normal until they draw
blood, at which point the weapon suddenly doubles in size, often
driving it deeper into the wound it caused. Thankfully at some point
these daggers become rather unwieldy, however the upper limit of this
curse is still being explored.
As a standard dagger, however each time it grows increase it gets +1
damage and increase the dice size by one (1d4→1d6→1d8→etc). It
will quickly grow too big to yield after 1d12.
2. The Medusa Fountain
Located high in the Hedanthusian mountains, this ancient and ornately
carved life sized statue of a medusa covering her face as she weeps
mud slurry. Discovered by a team of explorers when the local village
went silent. All life in and surrounding the village was found
petrified, even down to the spiders in their webs and the growing
crops. The petrification process seems to affect all living things
near the fountain, turning them to solid stone over the course of
twenty four hours. At the recommendation of the Hedanthusian Dawn
Captains the statue has been moved to the deepest cellar of the
village and a warning perimeter established. For now the statue
remains, and thankfully is difficult to transport, keeping it out of
the wrathful hands of heretics.
The Medusa Fountain appears as a human sized statue of a weeping
medusa sitting on a stone block, carved in a wonderful life like
visage. With her face buried in her hands, a continual trickle of mud
slurry drips down the statue. The statue weighs just over a thousand
pounds. Anything living within 1 mile of the fountain will slowly
turn to stone over the course of 24 hours.
3. Intre Carmian, The Poetry Between
Recovered from the unholy city of Visgarmora, this tome defies
efforts to study it. The book apparently has a simple dark azure
cover with a title in simple silver letters, and the pages full of
disjointed writings regarding ‘the storm’. Our inquisitors
believe that the book projects an amnesia field, causing any who
approach the tome to forget what happened while they were close to
it. When one comes around after this forgetful event, they often find
they’ve gained some new and strange wound. Researchers believe that
the tome is demon infested, creatures of memory who enjoy inflicting
pain and confusion. Once a safe method of disposal has been
ascertained the book will be destroyed.
Intre Carmian appears as a simple book, with several texts within
alluding to releasing ‘the storm’ and ‘opening the self’.
Studying them may reveal untold secrets, but is obviously rather
difficult to do. Unfortunately anyone who can perceive the book or is
too close to it cannot remember such experiences, usually escaping
this effect 1d10 minutes later with a few strange wounds. These
wounds deal 2d8 – 1d6 damage (minimum 0).
4. Visage Seeds
Captured in the raid on followers of the Marble Made Flesh, a case of
several bone postules was found. In examining them one of the
inquisitors made the mistake of touching one, which quickly animated
and burrowed into his hand. While proper precautions were taking, the
man seemed fine save for the obvious entry wound. Upon awakening the
next morning in the quarantine cell however it was discovered his
entire form had changed to a younger half elf. This process would
occur each morning at dawn, and observers could see the vicissitude
of his entire body as bones cracked and reshaped. While surgeons were
eventually able to find and remove the visage seed, the curse carries
on. Due to the fact that the surgeons found a cluster of multiple
visage seeds within, the inquisitor is being take to Viilimond for a
cleansing blessing or failing that, execution.
Upon contact of bare flesh with a visage seed the small object
burrows into them, dealing 1d6 each round. Once it has dealt 6
damage this way it burrows into their flesh, beyond reach.
Forevermore each dawn upon waking the body of the cursed individual
bends and twists, taking on the appearance of a random person.
5. Drowning Candles
These dark candles are found among followers of The Kraken. Appearing
as deep blue or black candles that always seem wet, they can be
deadly to those inexperienced with their dark magic. As the candles
burn they draw in the aquatic energies of their benthic master,
reversing what one needs to breath. This allows his servants that are
usually bound to the water to walk among us to sow their destruction
without needing to fear asphyxiation. For most people however, being
too close to a drowning candle causes them to choke as their ability
to breath air is replaced with a need to draw oxygen from water.
Numerous commoners and even nobles have been found dead in the same
chamber where a drowning candle was burned. While many of these
deaths are accidents, it is also a common assassination technique
used by heretics of The Kraken.
Drowning candles appear as normal candles made of a dark wax, though
are always damp to the touch. Despite this they are easy to ignite
and can even burn under water, giving off a cold white flame.
Creatures within 20’ of the candle that breath air begin to
suffocate as they must now draw in oxygen via immersion in water.
Likewise creatures that normally breathe underwater must now draw in
air. Creatures unable to get their new source of oxygen begin to
suffocate.
6. Ranelalina, Idol of Lelandandril
One of the many cursed idols that makes their way out of the moon
shadowed lands of Lelandandril, idols of Ranelalina are seeds of
corruption that must be rooted out. As with all Lelandandrite idols
it is possessed by one of their demons, Ranelalina. Touching such
idols always curses the trespasser and allows the demon to worm their
way into their mind. While the idols themselves are not able to cause
much change in the world themselves they quickly turn those who touch
them into puppets for their dark ends. It is documented that
Ranelalina has a fascination with rot, and her shrines are often
adorned with the putrid carcasses of her enemies. Often worshipers
will fill her well with rotting flesh and drawing in such foul
sickness into their own bodies, claiming that she will bless them.
This is not unfounded as her devotees have been witnessed striking an
inquisitor and causing their arm to rot off in minutes.
The idol of Ranelalina is made of a dark stone and is the size of a
lantern, appearing as a vulture with the head of a jackal. When you
touch the idol of Ranelalina a connection is made that only potent
purifying magic or Ranelalina may end. Those connected to Ranelalina
feel their reflexes slow as atrophy sets in, losing 2 dexterity as
long as they are connected. However while holding the idol their body
can adapt to overcome rot and disease, gaining 2 constitution. As
well, Ranelalina may speak into the mind of the connected, giving
them whatever dark advice she holds. Thrice per day they can touch a
corpse causing it to rot into a putrid mess as it leaks diseased
fluids, reducing all incoming damage by 2. It is said that by making
proper offerings to Ranelalina she may grant more power, however she
always has a cost.