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Ravenloft Corner: 5 Artifacts That Will Cause Dark Power's Checks

18/4/2017

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Hello friend.

Thank you for your timely intervention on behalf of the people of Dowen-upon-Waite. Without your assistance, I doubt that there would have been anyone in the village remaining. None that could be called human, at any rate.

I do wonder how such a cancer began. It's a shame that we weren't able to learn more. Amongst many philosophers, the subject of evil is an oft-discussed (or argued) one, but more often than not the kinds of malevolent secrets which you uncovered have their roots in something far more innocuous. Something benevolent, even useful, which carries so small a price as to be nearly negligible. These objects often set the stage for the gradual descent to a point where the once-noble aspirant finds himself waist deep in atrocities he would never have considered before embarking on his path of damnation.

Having felt the malignant caress of the Dark Powers myself, I have made a careful study of the things that can lead to such darkness.  Since you were inquisitive enough to contact me regarding the genesis of the most recent problem, I thought I would share a few of my own private notes with you in the hopes that you might see how these sorts of tumors begin to grow.  

1) Wine of Ages
My compatriots and I recovered this particular item from a tomb we cleansed of undead in the mountains of Lamordia.  To the eye, it is merely a mundane bottle of green glass, with a name imprinted upon the bottom: Herzhen Yards. There is no such vineyard that we were ever able to uncover, although the tomb appeared to be of Outlander origin, and its plundered contents appeared to come from a range of different cultures. This unassuming little malignance was stolen from me by a Rajian thief, and I have not seen either since.

The bottle is empty, save for an ashen grey haze that can be poured forth from the neck as though it were a true liquid.  This vapor, which carries the odor of gently rotting loam, is harmless to the living.  If poured into the mouth of the deceased, it grants the corpse the ability to converse with the living, albeit in a limited fashion.  

Please note that although this ability seems mundane, it is an abomination. It encourages a callous disregard for the dead, driving the user to treat corpses as mere investigative tools, and leads its wielder to see nothing wrong with compelling the spirit (or a semblance thereof) back to the realm of the living for mere convenience.  
The Wine of Ages allows its bearer to converse with a humanoid or monstrous humanoid corpse up to three times per day.  Each corpse may be conversed with only once, but the condition of the body is irrelevant--it can still speak even if rot or injury would normally make it incapable.  The effect lasts for up to one minute per HD of the dead body.  The spirit is much less committed than they were in life (shift alignment one step towards N), but can still make a saving throw (Will DC 17, Wis DC 15) in order to lie freely.  Using the Wine of Ages is cause for a 3% Dark Powers check.

2) Oubliette Dust
This nasty little alchemical concoction is a creation of the Kargatane, I believe. I was unfortunate enough to discover it while attempting to apprehend several spies that had infiltrated Drifthome. One of the thieves, when confronted, threw a black powder in my face. I was immediately reminded of the last time I had smelt such a powder: when I was the 'guest' of the Kargat, tortured repeatedly for several weeks. So horrific were the memories, I was unable to prevent the thieves from fleeing.

As my daughter was good enough to remind me later, after I had recovered, I have never been tortured by the Kargat. The memories induced by the dust are merely lies. Still, their effects linger, and I often find myself waking in the middle from dreams of Darkonian dungeons.

Those who sell the Oubliette Dust market it as a 'stunning powder,' and indeed it does exactly that. However, the memories it 'awakens' are so horrific and they stay with the victim for weeks, even months, after the fact.  

Oubliette Powder can be thrown in a cloud at any victim within 5 feet. If the victim fails their save (Fort DC 17, Con DC 15) they are unable to act for 2d6 rounds. If they are attacked this effect breaks immediately. The terror on the victims' faces is self-evident; using the powder is cause for a 1% Dark Powers check. This rises to 3% if the user knows the full extent of the trauma they are inflicting on their enemy.

3) Granny Lady Bracelet
Last year, a cult of witches was uncovered in the Mordentish countryside. Although a great deal of their magical prowess was merely smoke and mirrors, they did possess a number of unnatural abilities that Tasha and I were forced to contend with. Most infuriatingly, their leader seemed to be able to anticipate our arrival, and it was only through the utmost diligence that we were able to confront her.

One of her magical talismans was what the Souragne practitioners refer to as a gris-gris. A small, twisted length of sinew and hair, strung with a variety of horrific trophies, including finger bones, teeth, and dried flesh, and is typically worn around the wrist.

Tasha wore the talisman for several weeks, and reported that it gave her brief glimpses into the future, but after reading through the granny lady's journal, I became convinced that inheriting the device from her own mentor is what began the corruption of the witch that had plagued us, and I convinced Tasha to put the device aside for her own good. Currently, the foul thing resides in a locked trunk in my safe room.

Anyone wearing the Granny Lady Bracelet may roll 2d20 at the beginning of the day.  During the course of the day, they may replace any d20 roll (theirs or anyone within line of sight) with one of the Bracelet's rolls.  This does not stack with the ability of a Divination specialist, instead they receive one extra d20 for their Portent ability. Using the Granny Lady Bracelet is sufficient cause for a 1% Dark Powers check every week it is owned.

4) Breathstealer Arrow
I encountered this device on an assassin from Tepest.The Inquisitor I worked with to apprehend the fiend claimed this weapon was a gift to the killer, in recompense for selling his services to the fae. Although I am normally loathe to heed their dogmatic fanaticism, in this case there may be a seed of truth to it.  

In truth, the magical component is a stone arrowhead, which can be affixed to any mundane bolt or arrow. Once it hits its target, it breaks loose and begins twisting its way towards the target's lungs, causing the poor soul to choke and gasp as their air is magically expelled from their body. If it isn't cut out swiftly (a supremely difficult task, I can attest, since the infernal thing avoids all attempts at capture) it will eventually kill its victim, even if the original user is dead.

Inquisitor Cormec took the cursed thing with him after we apprehended the murderer, although I spared the assassin the cruelty of a Tepestani imprisonment and execution. I sat in judgment over him myself, and I'm sure he found the noose far less painful than whatever Cormec had in store for him.

A target hit with a Breathstealer Arrow cannot breathe. (This means they cannot speak, cast spells, or activate command words.) Beginning in the round they are hit, the victim suffers the normal effects of suffocation (treat the victim as if they had already held their breath the maximum length of time).  It can be removed with a Heal check (DC 20), causing 1d4 damage for every round it was embedded. Using such an arrow is an act of torture, invoking a 4% Dark Powers check when used against a monster or evil NPC, 7% if used against a stranger or neutral NPC, and an automatic failure if used against a good NPC or friend. The arrowhead can be recovered after the target's death, and can be removed by the firer with no check.

5) Witchbane Codex
When several Halan witches in and around my area were found murdered, I at first suspected the presence of a rogue Tepestani inquisitor. Although there was a man involved who used such a title, he was an Outlander. After his capture (or defiant last stand, in truth), this slim volume was discovered on his person.  

It appears to be written in Tepestani, although it contains far more arcane knowledge than the Inquisition would be comfortable committing to paper. Inside, there is detailed information on common practices, rites, beliefs, and identifying traits of witches and infernal cults. After reading it, I found myself revolted by the unnatural lore contained within. Although Tasha has asked to read it, I have sent the book to my friend Kelly, as he has proven more than capable of resisting the temptations of such arcana.

Reading the Witchbane Codex (which takes six hours) immediately costs the reader a point of Wisdom (which can never be recovered) but imbues them with an additional point of Intelligence. While the book is in their possession, they may consult it to gain a +2 on any appropriate skill check (such as Arcana, Religion, Knowledge: Arcana, or Knowledge: Religion). Even lightly reading the book instantly causes the user to make a Sanity check, if those rules are being used, and also causes the loss of Innocence. Completing the book is cause for a 2% Dark Powers check. The user should also be assessed for a 1% Dark Powers check for every month they have the book in their possession. Willingly giving it to another person to read is cause for a 5% Dark Powers check, 10% if they are unaware of the nature of the book, and is an automatic failure if they are an Innocent.

In Summation
As you can see, the road to Hell can indeed be paved with the most innocuous of cobbles.  The wise adventurer would do well to resist such temptations. Too often, what appears to merely offer power or expediency comes at the cost of our very soul. Should you find such a wicked item among your travels, do not hesitate to contact me if you wish assistance in confining or destroying it. Your actions have spoken volumes for your righteousness, and I consider myself

Your Friend,
Joram Mournesworth, Lord Mayor of Drifthome

Jim Stearns is a deranged hermit from the swamps of Southern Illinois.  In addition to writing for the Black Library, he puts pen to paper for High Level Games and Keep on the Heathlands. His mad scribblings can frequently be found in Quoth the Raven, as well as anthologies like Fitting In or Selfies from the End of the World, by Mad Scientist Journal. Follow him on Twitter @jcstearnswriter.


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