The Wicked Apple (Curst Heirloom)
Whether crafted by hags, wicked witches, mischievous fey hoping to sew chaos, or simply growing in fell forests where the land has become twisted and evil, Wicked Apples are long spoken of in myth and legend. They can appear as bright and shining fruit, practically begging to be eaten. Other times they may appear as if they were made of gold, practically glowing with some kind of inner light that seems to draw all who see it to pluck it from the tree upon which it grows. In rare cases, it appears as the twisted and rotted thing it is - a warning to any who dare gaze upon it.
Creating a Wicked Apple is typically beyond the ability of most mortals, though extensive research into dark enchantments, vile sorcery, or fey trickery. It begins life as a perfectly mundane seed that is empowered by these malicious incantations and then given by the creator to a true innocent - most often a child or maiden. That innocent is commanded to plant the seed by its creator in the dark of night and the next morning a fully bloomed apple tree appears, bearing 5d6+5 Wicked Apples.
This tree and its fruit are immune to natural hazards and weather, remaining in full bloom during all seasons of the year. Indeed, the tree cannot be cut down unless a magical weapon is used to do so. However, its fruit can be easily and readily plucked by any who desire to do so. Once plucked it remains fresh for a year and a day. After taking one such Apple from the tree, the individual foolish enough to do so must make a Resolve-based Attribute Saving Throw or be consumed by the overwhelming urge to consume the fruit. Even though they have pushed away the desire momentarily, it will return in 1d6 days and they will have to make a new Saving Throw at this time until such a time as they eat the Apple or get rid of it. In the event that they throw it away without properly destroy it, the Apple will repair in their bag 1d6 days after tossing it aside to be discovered or noticed at an inopportune moment.
The only way to permanently destroy a Wicked Apple (other than taking a bite, which causes it to wither and die) is to chop down the tree which originally bore it, douse it with salt, or to burn it. Otherwise it will always return to the one who was foolish enough to pluck it from the branch.
When the urge to take a bite from the Wicked Apple finally overtakes the victim, the Narrator should roll on the table below to determine the outcome of this terrible act.
Roll (1d10) | Effect |
1 | When the character dies they will rise as a Death Knight (see THJ2e pg. 192) in 1d100 days. Nothing can be done to stop this and the character has visions of the horrors they will inflict on the world in quiet, moments of solitude. They suffer Disadvantage on all future attempts to Relax Around the Campfire (see THJ2e pg. 90). |
2 | The character falls into horrible, painful convulsions for 1d6 rounds as their body transforms into something inhuman. Males rise as Ogres (see THJ2e, pg. 164), while females rise as Hags (see THJ2e, pg. 156). |
3 | The character collapses into a slumber from which they will not awaken for one hundred years. During this time they do not age, nor do they need to eat or drink. There are no known means to awaken them short of the effects of the Apple being undone as described below. |
4 | The character withers and ages the one tenth of their natural life span each day at midnight until such a time as they die. Each day they lose 2 points permanently from their Might and Finesse. If either of these reach 0, the character dies. |
5 | The character carries ruin with them wherever they go. Whenever they touch someone who is of goodly heart or intent, that person must make a Resolve-based Attribute Saving Throw or fall under a terrible curse of melancholy as if they were suffering from the effects of Despair as described under Fallen Allies on page 79 of THJe. |
6 | Whenever the character lays their head down to sleep in a civilized area (such as a village or inn) everyone within a mile falls under the effects of a curse, suffering Disadvantage on all Saving Throws for the next 1d6 days. |
7 | The character is all but blinded under the light of the sun, its cleansing rays burning their skin and searing their eyes. They suffer Disadvantage to all attack rolls, Insight and Resolve-based Saving Throws, when under sunlight and unless they cover most of their body in heavy clothing this light inflicts 1d4 damage for each hour of exposure. |
8 | Gold and other items of material wealth turn to rust in the character’s hand. This includes jewels, items of art, and other mundane items of value typically used in trade. |
9 | The character sinks like a stone and is utterly and totally incapable of swimming. In addition, natural beasts (such as dogs, cats, wolves, and other mundane animals) automatically react with complete and utter hostility towards the character's presence, immediately overcoming any special abilities or enchantments. |
10 | All food turns to ash in the character’s mouth and they are unable to gain the sustenance to survive save by feasting on garbage and offal. When doing this, it is loud and obvious, as if the character is consumed by some ravenous hunger. They cannot benefit from any heirlooms or enchantment items that have to be consumed and the stink of these horrid meals lingers around them at all times. They are incapable of going unnoticed by any creatures that have a sense of smell, cannot naturally heal from any wounds they suffer from these horrid “meals”, and suffer Disadvantage on all Bearing-based rolls. |
The only known ways to undo the effects of a Wicked Apple are to either chop down the tree which bore it and burn it out to the root, though the Narrator may have other methods of freeing characters from these terrible effects as is appropriate to their own legendarium.
The Hero's Journey, Second Edition and its supplements can be purchased on DriveThruRPG.com.
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