Three Cursed Swords
When a character touches a cursed sword (yes even with gloves on), they fall under the sword's curse. They cannot fight with any other weapon unless remove curse is cast on them, or the sword is disenchanted.
VENGEFUL BLOODIED GALLOWS
A serrated broadsword of darkened steel, its wooden hilt carved with rootlike patterns. An eyeball-sized ruby in the pommel glows faintly in absolute darkness. Lawful, Cursed, +1 enchantment, -3 vs plants. After you hit a target, roots sprout from the ground, wrapping their ankles. They can only move with a roll of 2-in-6. When you slay a target over fertile earth, a sapling sprouts the next day. In 1d6 weeks, this matures into a young treant (4HD), which starts hunting you down. As long as there are treants hunting you make a second encounter roll each day, resulting in an encounter with the whole force of treants. Breaking the curse will not stop the treants from hunting you.
TRANSCENDENT EQUINE TRAVELLER
A wavy longsword with an iridescent sheen. Its brass hilt is shaped as two seahorses. It always has muscles and barnacles growing off it. Neutral, Cursed, -1 enchantment, +3 vs swimming creatures. Speaks Elder Common and the language of Merfolk and Fishfolk. Any horse you ride has the ability to walk across calm waters as if they were grassland. Every day where you make use of this effect, roll on the following table:
- Half of your horse's fur is replaced with fish scales. The third time you roll this, your horse loses 1 max hp each day it doesn't visit a body of water.
- Half of your horse's mane and tail is replaced with seaweed. The third time this happens, tiny crabs start living in its mane, crawling on you and giving you a -1 to all rolls from the saddle.
- Half of your horse's teeth become long and pointy. The third time you roll this, your horse becomes a carnivore, and must eat 2hd worth of raw flesh per day.
- 1d20 bioluminescent organs sprout from your horse's flank. The third time this happens, the horse sprouts a gem-like head lure. Roll twice for encounters per day.
- Make a reaction roll, -1 for each time you've rolled this. On an unfavourable result, your horse tries to drown you.
- Nothing happens If you manage to break the curse, permanently suffer a -2 to reaction rolls with horses or merfolk.
BLIND EYED TRAITOR
A silvered, barbed greatsword with a blue evil eye charm set in its hilt. Chaotic, Cursed, +1 Enchantment. If you look at someone as they are harmed by this blade, you take damage equal to half what they do. Suffer a -4 to hit if averting your eyes while attacking. If you make eye contact with a creature while injuring yourself with this blade, they take half the damage you do. Maximum damage rolls explode.