Artefects of Tharizdun

Druniazth

Druniazth acts as a +5 frost bastard sword of wounding. A non-evil creature struck by the weapon must make a successful Will save (DC 33). Success results in burning chills that impose 2 point Dexterity reduction, and a -4 penalty on skill checks, ability checks, and attack rolls for one hour. Failure results in the wounded individual falling into a catatonic slumber for one to six weeks. The victim cannot be awakened during this time, and suffers horrid nightmares and apocalyptic visions of Tharizdun's return. These visions haunt the victim for the remainder of his life, leaving him fatigued each morning upon awakening up every morning until the effect is removed by a miracle or wish spell. Given that the sword's goal is to spread the Dark God's influence, the wielder cannot use the weapon to harm or attack a victum sleeping under the blade's influence.

Any non-evil individual wielding Druniazth gains four negative levels. These levels persist for as long as the weapon is held and vanish when the sword is no longer wielded. These negative levels do not result in actual level loss, but cannot be circumvented by any method (including restoration spells) while the weapon is held.

Druniazth corrupts any non-evil user to the cause of Tharizdun via emphatic suggestions, the slow poisoning of the soul, and subtle nightmares. Roughly one to four weeks after the wielder first comes into contact with the blade, he becomes neutral evil (no saving throw). Alteration in alignment is both mental and moral and the changed individual thoroughly relishes his new outlook. Only a miracle or wish can restore one's former alignment, but the affected individual has no desire to return to his previous alignment. If the character is of a class with an alignment restriction, an atonement spell is also required if the curse is to be overcome.

Weeping Hexagram

The Weeping Hexagram is a black iron ring, ten feet across and inlaid with a bowed hexagram. When exposed to sunlight, it seeps blood. The hexagram possesses the ability to animate dead, create darkness, create illusions and summon otherworldly creatures. Its full powers have not been explored, and it may have other abilities. It is known to have some resonance with the Ziggurat of Black, a tower near the place where it was discovered.

Scorpion Crown

The Scorpion Crown is a crown of black iron, shaped like a scorpion.The legs of the scorpion ring around the head, and the stinging tail reaches over the head. The crown is heavy and always cold. the king who first accepted this gift, found himself transformed into a terrible monster. His people became monstrous scorpion-folk, and his great kingdom became a lifeless sandy desert.Anyone who wears this artifacts is immediately transformed into a monstrous creature known as a master scorpion. Worse, the curse affects all those who owe the wearer allegiance, including servants, henchmen or subjects. Those people all assume the form of a manscorpion, a beast with the head and torso of a human but the lower half of a giant scorpion.

The crown is also responsible for the ruin of the surrounding lands.

 Spear of Sorrow

The Spear of Sorrow is a a bladed polearm. It is seven feet long and made entirely of black stone. The spear's wielder is protected in combat, and almost impossible for untrained men to strike. They cannot be deceived by any but the most powerful of magical illusions. The wielder can also conjure storms of ice and cold, and regenerate from injury as long as the weapon remains in their possession. They can also drain the life force of others to feed themselves. The spear's goal is to locate and restore the forgotten temples of the Dark God, Tharizdun, and to free the god.

 

 

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