TEXT: Gregorius21778: 
  Curse of the Gleaming Icosahedron
  A Character-Morphing Curse &
  Halloween Horror Supplement
  Version 1.0; 
  (c) 2019
  
  Legal & other stuff:
  Created by:
  Kai Pütz; (c) 2019
  My blog:
  www.gregorius21778.wordpress.com
  My other works:
  at drivethrurpg.com
  Artwork:
  “Evil D20” copyright by Rob Necronomicon / Postmortem Studios.
  Page background copyright by Gregorius21778, all rights reserved. 
  Some artwork copyrighted by Robert Hemminger, used with permission. 
  This product is an independent production by Gregorius21778 and is not affiliated with Lamentations of the Flame
  Princess. Lamentations of the Flame Princess is a registered trademark owned by James Edward Raggi IV.
  The Curse of the Gleaming Icosahedron is one of my Halloween Horrors: a horror themed pay-what-
  you-want title that will become available at the start of October and is going to disappear from the
  virtual shelves again after All Hallows´ Eve. This one here enters a long-term curse into an ongoing
  game (or campaign) that will transform both the body and the very fate of a character, step by step. As
  it is common with old school RPG elements, the roll of the die dictates the turn the events take, but it all
  starts with a decision to scrutinize something that was Not Meant to be Screwed With. 
  Enjoy!
  
  A Gift not Meant for Them
  The beginning to all what follows is the find of a certain
  item by one of the PC. It may be found in the possession of
  a wizard, cultist, adventurer, thief, pirate or sage. It may
  be uncovered in a ruin, a treasure hoard, a collection,
  among a merchant´s wares or in an oubliette. It may be
  found buried, hidden in a statue, uncovered in a beast´s
  stomach, sealed in a wall or washed ashore at a beach. 
  It is a gray metal disc, three inch thick and six inch in
  diameter. The metal is the color of lead, but it is
  neither as heavy nor as soft. The item will actually
  turn out to be a tin (a very solid one), but although
  one can see the line that indicates the end of the lid,
  it  is  impossible  to  remove  it  by  hand  (unless  a
  character is in league with the Gods of the Outer Dark
  or an offspring of a race that worships them). 
  The metal proofs to be harder than steel (or any
  other known metal) and resists any attempt to open
  it by force, or to destroy it. It will not crack, it will
  not shatter, it will not melt. A cast  Knock spell or
  Dispel Magic will allow to remove the lid. 
  The inside is lined with black satin and holds a small
  green gem. The precious stone  has been cut into an
  almost round shape, also its surface is made up of
  evenly shaped triangles. It gleams softly. 
  The  exact  shape  of  the  gem  is  that  of  an
  icosahedron (a shape known to most roleplayers as
  that of the D20). It is enchanted and holds a gift
  for those who have in them the heritage of (or
  have  pledged  their  souls  to)  an  entity  best
  described  as  One  of  the  Gods  of  the  Outer  Dark
  Beyond the Stars. 
  Curiosity, Greed or Foolishness
  As long as a character only inspects the gleaming
  gem briefly and then closes the lid again, nothing will
  happen. Both disc and glowing gem may be sold for a
  fine price to the right buyer. 
  If a character scrutinizes it more closely or lifts it
  from the satin (by any means), he or she will become
  hypnotized by the gem while the gleam brightens to
  clear green light... and then dies down. The gleam of
  the gem is gone then, and the character has been
  bestowed  with  the  gift  it  has  contained.
   
  ...but as it was not meant for him or her, it will be
  more a curse to the character (and counts as such).
  A metamorphosis of both body and fate will set in. It
  already started the moment that the gleam left the
  gem. From now on, all results of a natural “19” on an
  Attack roll or Saving Throw are now treated as a
  natural “20” instead. Furthermore, any natural “20”
  on a roll of a d20 (or any result treated as such)
  triggers a roll on the Metamorphosis chart (see next
  page).  Results that change the die results are applied
  immediately,  while  all  physical  changes  take  a
  random amount of time till the metamorphosis is
  completed(roll a d6):
  1:
  2d6 hours
  2-5:
  that many rounds
  6:
  1d8 turns. 
  
  Metamorphosis of Body and Fate
  #01: Haunted by Success
  Not only is the result of 19 treated as a 20 in regard to
  the  character,  but  now  the  18  as  well.  If  this
  Metamorphosis is rolled again, the 17 is treated as a
  20, too. Then the 16. Then the 15, and so on....
  #02: Five Fingers and the Right Hand
  Roll a d6: On a result of 1-5 a finger swells, throbs and
  eventually bursts open to make way for a flexible,
  glistening  green  tentacle  that  replaces  the  finger
  from now on. 
  1: Thumb
  2:Index Finger
  3:Middle Finger
  4:Ring Finger
  5: Baby Finger
  The tentacle is one or two inch longer than the finger
  was, and is as flexible as one may expect. If a finger
  that has already been replaced comes up as a result
  again, the tentacle swells, throbs and then splits up
  in two. This way, the number of tentacles increases.
  It is up to the GM at which point this may or may not
  interfere with the use of certain objects. 
  When a 6 comes up, all remaining natural fingers are
  morphed  while  the  hand  itself  throbs  and  then
  dissolves. The finger tentacles now start directly at
  the wrist, and are accordingly longer. From this point
  on, no more finger tentacles may grow. 
  If this metamorphosis comes up again after the hand
  has  been  transformed,  treat  it  as  “Haunted  by
  Success”
  #02: Five Fingers and the Left Hand
  See above.
  #03: The Right Arm is not Right
  From shoulder to wrist, the skin of the limb starts to
  feel damp and turns sickly green. The bones begin to
  ache and the joints feel hot. At the end it feels like
  hot wax would be poured under the skin, and the
  whole limb becomes flaccid. Bones and joints melt
  away while the arm itself elongates by several inches
  and  form  itself  into  a  tentacle.  The  hand  is  not
  changed by this. 
  It will take the character two days to get used to the
  new limb, till then all actions involving it suffer from
  a (-2) penalty, which is lowered to (-1) after the first
  day. When the metamorphosis comes up again, the
  tentacle gains a foot in length and may be used as a
  whip in melee from then on (1d4 damage at first, 1d6
  if rolled for a third time). 
  #04: The Left Arm will not be Left
  see entry #3
  #05: The Right Leg Lost
  From hip to toe the skin of the limb starts to itch and
  flakes  away  in  large  patches.  What  is  revealed
  beneath is of a shocking green color. The bones and
  joints start to feel like jelly and the character will fall
  prone. Finally, a tingling sensation starts, but turns
  into the pain of a thousand hot needles. The flesh
  melts  while  leg  and  foot  split  up  into  two  thick
  tentacles that are still not strong enough to fully
  replace the function of the limb the character now
  has lost in exchange for them. The movement of the
  character is reduced by 25% (which is cumulative if
  the other leg becomes transformed as well later on). 
  If this metamorphosis comes up again, one of the
  tentacles thickens and throbs before it splits into two
  tentacles, and thereby increases the total number by
  one. Every time this happens, the penalty (see above)
  is reduce by 5%. When both limbs are tentacles and
  the  penalty  has  been  mitigated,  every  two  new
  tentacles mean a 5% increase in movement. It does
  not matter if the growth is even or not, because...
  well.. we are not talking about a locomotion on a pair
  limbs here anymore.
  #06: The Left Leg Gives Way
  see above
  #07: The Right Eye
  The area around the eye swells while the vision on its
  side becomes milky and fades to black. Eventually,
  the whole eye is pushed out from the inside and falls
  to the ground as 1d3+2 small, mucus-wet tentacles
  press forth from the socket. They move lazily, and on
  their own accord. 
  The character is now half-blind (-1 to melee attacks;
  -3 to ranged attacks) or completely blind, if the other
  eye is missing as well. If there was no eye to start
  with (due to a prior event in the character´s life), the
  tentacles grow out of the empty socket. 
  If the same eye is rolled for again or if both eyes were
  replaced  and  there  is  another  roll  on  the
  Metamorphosis  table(!),  the  eye-tentacles  become
  pale and photosensitive. While bright, unobstructed
  daylight  actually  blinds  the  character  now,  other
  conditions allow the same sight as by torchlight (if
  any light is there) or candlelight (in darkness of any
  kind).
  
  #08: The Left Eye
  see #07
  #09: Your Kind Shall Spread No More
  It starts as a strange and unwholesome feeling in the
  loins, both hot and cold. The tissue seems to soften
  and lose firmness. The genitalia start to feel damp
  and bereft of warmth, like a dead jellyfish. Then, the
  change happens. A male character will have both,
  “the pistol and the shot bag”, rot away into viscous
  slime. Out of the open wound grows a small cluster
  (1d6+2) of pale-green tentacles that twitch at odd
  intervals. In the case of a female character, the labia
  will just grow flaccid and turn into pale, hanging
  flaps of skin while the tentacle cluster grows right
  out of it, filling most of the cavity. 
  Sexual  intercourse  is  no  longer  possible  for  the
  character, and the act itself gains a sickening quality
  to the PC, like wallowing in rancid fat. 
  If this metamorphosis comes up again, the character
  becomes  immune  against  Charm effects.  When  it
  comes up again thereafter, it is treated as In Failure,
  too.
  #10-11: Wet Behind the Ears 
  At first, it is a wet rash behind both ears, like an
  infection. What follows are headaches and a constant
  humming only the character perceives. In the end,
  the humming becomes a chorus as fine, worm-like
  tentacles spread out right behind both ears. They
  constantly wave, gently, just as they would flow with
  a wind or current around them. The noise dies down
  then. The character will from now on be able to
  understand the spoken words of any chaotic being,
  without knowing the language.
  When  the  result  comes  up  a  second  time,  the
  character  will  gain  the  ability  to  perceive  every
  invisible  presences  as  a  humming  noise.  The
  character will not be able to determine the exact
  location, only that something invisible is within 30´. 
  When the result comes up a third time, the same is true for
  cursed items. The humming of those are of a different
  quality, but the character will have to find out about the
  meaning
   
  by
   
  him-
   
  or
   
  herself.
   
  When  the  result  comes  up  again  after  this,  it  is
  treated as “You Cannot Keep your Head”. 
  #15: Its Mouth
  Every move of the lips causes an ache, then a sharp
  pain  while  they  and  the  skin  around  the  mouth
  bulges and strains. It will finally rip as all of a sudden,
  dozens of fine, worm like tentacles burst forth. They
  will hang like a grotesque beard around the mouth
  and down the chin, unless the character speaks, eats,
  becomes  agitated  or  aroused.  Then,  they  start  to
  writhe, roll, lift and wriggle. 
  When this metamorphosis comes up again, the voice
  of  the  character  gains  a  sinister  and  unearthly
  quality. The words of the character will from now on
  be understood by any chaotic thing or being that is
  not from this earth.
  When it comes up a third time, the character may use
  a “kiss attack” with the tentacles as an option after a
  successful wrestling attack (see LotFP rules p. 63).
  The victim must Save vs. Poison or will be paralyzed
  for [character´s level+1d4] rounds. 
  When the result comes up again, treat is as Haunted
  by Success.
  #16: Entrails
  It starts as a gripping in the guts, but turns to nausea
  as the innards seem to twist and turn inside of the
  body. This ebbs and flows. 1d8 rounds after eating,
  the character will feel sick and suffer a (-1) penalty to
  all actions for 1d4 turns. Still, the food stays in and is
  nourishing. But it is now impossible for the character
  to  defecate.  Instead,  the  PC  will  vomit  a  nasty
  mustard colored mucus that reeks like diarrhea. The
  character may from now on re-roll any failed Save vs.
  Poison once. When the re-roll is successful, the PC will
  immediately vomit the mustard colored mucus and
  will thereby be stunned for a round. 
  If this metamorphosis comes up again, roll a d4:
  1:  The  character  gains  a  +2  bonus  on  all  Saving
  Throws vs. Poison
  2: The Entrails count as a “Always On” 1st level Detect
  Magic, but the knowledge is just a painful revolting of
  the entrails (stunned for one round). The effect is
  only triggered once per item/entity. 
  3: When the character becomes heavily wounded, a
  bunch of 2-feet long tentacles burst forth from the
  belly.  Any  successful  melee  attack  against  the
  character thats damage die shows a natural “4” is
  negated instead, as the tentacles grab the weapon
  and wench it from the attacker´s hands.
  
  4: When the character dies, his or her belly begins to
  throb and expand. After 1d4 rounds, a  Tentacled
  Icosahedron bursts forth from it (see end of the
  document). Its reaction to the party the PC belonged
  to is determined randomly. 
  If any of the four additional effects is rolled up again,
  no  new  effects  are  added  to  the  Entrails  and  all
  further upcoming results of this metamorphosis are
  treated a Haunted by Success.
  #17: The Beast´s Back
  The shoulders, upper back and the spine begin to
  ache,  the  muscles  tighten  and  at  one  point,  it
  becomes  impossible  for  the  character  to  keep  an
  upright posture. A hunchback begins to form and
  grows continuously. It enlargers and begins to take
  up more and more of the back till it reaches the  
  tailbone  and  has  the  character  look  like  a  toad
  carrying its young on the back. The skin over this
  abnormal growth begins to stretch and balloon to
  eventually  burst  with  a  !POP!  while  1d3+1  fleshy
  green tentacles, each the thickness and length of the
  character´s arms, stretch out, only to sink down the
  back and sway lazily. After [8 minus Dexterity Bonus]
  days the character will have gained control over the
  limps, but using them has the same penalty as a blind
  attack. They do provide the PC with an unarmed
  melee attack against any opponent that attacks him
  or her from behind. 
  When the result comes up again, it is treated as “In 
  Failure, too”. 
  #18: You Cannot Keep Your Head
  It starts as a headache. It grows into an unbearable
  migraine. In the end, everyone nearby can hear the
  skull crack under the skin before face and scalp peel
  away and open up like a flower in bloom. Everything
  inside the head rises on a cluster of tentacles that
  look like that of a deep sea anemone. The eyes sit on
  a tentacle each, the ears as well while the mouth sits
  on a particular thick and muscular tube that links it
  to what is left of the throat. The brain has been
  parted  up  (but  is  now  twice  its  normal  mass,  as
  things are redundant now) and rests on different
  tentacle ends as well: each part looks strangly close
  to a piece of broccoli now, both in appearance and
  color. All of  the  above assumes  a  regular  human
  head. Any already existing metamorphoses remain
  unchanged. Due to the missing skull, the AC of the
  character is decreased by 2. It is impossible for the
  PC to wear a helmet. 
  When this metamorphosis comes up again,  treat it as
  “Haunted by Success”.
  #19: Heart & Soul
  A pain in the upper left part of the chest sets in while
  the heart beat slows and becomes erratic. All the
  character may do is to clutch the own chest in panic
  while beads of sweat form on the face. Then, the
  heart stops completely... but begins to pump again.
  Yet, it is a strange, alien feeling now. Not like the
  beating of a drum, but like the croaking of a toad. For
  a few days, the character believes to actually feel how
  the blood is driven through the veins. 
  When this metamorphosis comes up again,  roll a d6:
  1: The character muss Save vs. Death, or will die on the
  spot from a sudden heart failure as the rest of the
  body finally rejects the changed organ for good. 
  2-3:  The  alignment  of  the  character  changes  to
  Chaotic. If the PC was a cleric, he or she is now a
  cleric of the Outer Gods as a sudden, undeniable yet
  inexplicable realization sets in. 
  4: The expression and presence of the character gains
  an alien quality while new insights fill the mind. CHA
  is reduced by 3 while WIS is increased by 2.
  5:  The  intellect  of  the  character  becomes
  unfathomable while he or she gains a brooding and
  detached demeanor. INT is increased by 4, but CHA is
  reduced  by  1  and  the  character  will  be  always
  surprised by an ambush.
  6: Outsiders will not recognize it, but the character´s
  mind became unfathomable, and the personality has
  an undefinable but undeniable eeriness. The PC is
  now immune against all attempts to read, control or
  influence the mind. The CHA bonus is decreased by 3
  and all retainers must pass a Moral check between
  adventures or will leave the character. 
  When  any  result  but  “1”  comes  up  again,  the
  metamorphosis of heart and soul is complete. It, and
  all further upcoming results of this metamorphosis
  are treated a “In Failure, too”.
  #20: In Failure, too
  From  now  on,  not  only  a  natural  result  of  “20”
  triggers a roll on the Metamorphosis Table, but a
  natural “1” as well. If this Metamorphosis comes up
  again, the 2 triggers it, too. Then the 3. Then the 4,
  and so on....
  
  The Conclusion of the Metamorphosis
  When all results of the d20 have been either changed
  by  Haunted  by  Success or  In  Failure,  too,  the
  metamorphosis is complete. The changes to the d20
  results  from  Haunted  by  Success remain,  but  no
  further  rolls  on  the  Metamorphosis  table  are
  triggered.
  From now, every time the character gains a level, the
  player must Save vs. Magic for the PC. 
  On a failure, the fate of the PC is sealed as at some
  point during the upcoming adventure (determined
  by the GM) an utterly alien mind from  Beyond the
  Stars and the Outer Dark will take over the body, and
  the character becomes an NPC from that moment on.
  The  agenda,  additional  spells,  powers  and
  weaknesses (if any) of this being is up to GM, as well
  as its intellect. It could become into a mystic quest
  giver,  a  dire  enemy,  a  minor  godling  expecting
  worship or a powerful NPC that is simply going to
  part ways with the characters at some point during
  the adventure. 
  After  three  successful  Saves  the  character  has
  instead  achieve  a  convergence  while  mostly
  remaining him- or herself, and remains a PC. The
  curse is overcome. How the rest of the world will
  treat this new inhabitant is a different matter. 
  Fighting the Metamorphosis
  Remove  Curse  will  stop  the  metamorphosis  and
  negate all triggers for rolls on the table, but it will
  also negate all instances of Haunted by Success.
  Dispel Magic may be used to counter an ongoing
  metamorphosis before it completely manifests itself.
  The ongoing changes are reverted, but in regard to
  the  Metamorphosis  table  it  is  like  the  result  in
  question has not been rolled (and may thereby come
  up again).
  Dispel Evil will “attack” all already manifest changes
  to  body  and  fate  separately,  including  all
  manifestations of  Haunted by Success and  In Failure,
  too. For each change, a Save vs. Magic is rolled as if it
  would be a 5the level Magic-User. On a failure, the
  effects of...
  …  Five Finger and the …. Hand
  … The … Arm …
  The … Leg …
  The … Eye
  Your Kind...
  ...are  removed,  together  with  the  manifested
  tentacles,  but  the  original  body  parts  are  not
  restored. The character does not suffer any wounds
  from this. It will appear as they would have been
  surgically removed by a surgeon of unmatched skill. 
  ...the Ears
  Its Mouth
  The Beast´s Back
  ...are  completely  reverted,  just  as  if  this  mani-
  festations would have never happened.
  Entrails
  Heart & Soul
  ...call for a Save vs. Death by the character after they
  have  been  reverted.  On  a  failure,  the  character
  suffers  a  sudden  and  inevitable  death  by  organ
  failure.
  To dispel  You Cannot Keep Your Head dooms the
  character as well, as the head is not restored. The
  character  will  instead  appear  to  have  just  been
  beheaded, but without the head being anywhere. 
  Both  Polymorph Self and  Polymorph Others may be
  used to negate the effects of all metamorphosis but
  Haunted by Success and  In Failure, too by turning the
  character back into a human being. The limitations of
  the  Polymorph  spells  still  stay  in  effect.  The
  character may thereby not be changed into an exact
  copy of his or her former self. Polymorph spells will
  not  remove  the  curse,  and  thereby  not  prevent
  further triggers on the Metamorphosis table. 
  
  The Tentacled Icosahedron
  The  creature  that  bursts  out  of  the  corpse  is  a
  gleaming icosahedron, about a feet in diameter and
  resting on about a dozen tentacles on its lower side,
  each the size of the arm of an adult man. 
  The  creature  attacks  with  whipping  tentacles  in
  combat (1 attack; 1d4 damage) but may instead cast a
  5th level Dispel Magic at will. The loss of all hit points
  merely means that all its tentacles have been cut off.
  It may then be picked up and carried away (over-
  sized item), but will spontaneously regenerate all of
  its tentacles (and hit points) after 1d8+8 hours. If it is
  immersed  in  water,  strange/cosmic  energies  or
  copious amounts of blood, it may do so immediately.
  Destroying the Icosahedron itself takes a character
  with a Strength of 12+ and a blunt medium weapon
  (e.g. a warhammer). 
  When it brings a character to zero hit points, its
  gleam  will  turn  into  a  bright  light..and  then  die
  down.  The  character  now  carries  the  Curse  of
  Icosahedron,  the creature itself is “dead” now and
  will not regenerate anymore. The body of the thing is
  not a gem, but crystal. It is still worth 2d6 x100sp
  (depending on the buyer). 
  12345
  [_____]   [_____]   [_____]   [_____]   [_____]
  6789j
  [_____]   [_____]   [_____]   [_____]   [_____]
  klmno
  [_____]   [_____]   [_____]   [_____]   [_____]
  pqrst
  [_____]   [_____]   [_____]   [_____]   [_____]
  Print out the section above as a hand-out and tell the
  player  to  mark  all  changes  from  “Haunted  by
  Success” with a 20 and those from “In Failure, too”
  with an X under the die. This will help the poor fool
  to keep track of which result now means what.  
  Move:
  90´(30´) 
  Hit Dice / Points:
  0 / 8 hit points
  AC:
  12
  Attacks:
  Whipping Tentacles (1d4)
  Save:
  Moral:
  10 
  as 5th Level Wizard
  
  Do you like what got yourself? If so, have a look at
  those other titles, too.
  Further releases of mine
  The Day of Manifest Misfortune
  Dreaded 13
  20 Encounters in the Ruins of the Elder Beings
  Strange & Cruel Personal Titles
  99 Deformations
  99 Exotic Sounding Names
  20 Sacred Sites
  Almanac of Blobs
  Ssssnake-Men!
  Examples of the Dark Arts
  Other titles I recommend
  LotFP: Fish Fuckers
  LotFP: The Squid, The Cabal and the Old Man
  LotFP: The Idea from Space
  LotFP: Scenic Dunnsmouth
  AF: Folds Between Worlds
  AF: The Lake Below
  Fleshscape
  RPG Sound Files to create the right mood
  Tension Track: Creeping Death
  Night of the Ebon Star
  Cour of Azathoth
  Cthulhu´s Call
  Confusion
  Prelude to the King in Yellow
  Shub Niggurath
  Dungeon of Madness
  Fear
  Twisted Reality
  
SOURCE: textdata/thevault/Lamentations of the Flame Princess (osr)/Adventures and Settings/LotFP - Curse of the Gleaming Icosahedron.pdf