Home Castle Robar TBU My Dash

Magic Swords

Many magic swords were wielded by the Bear Knights of the kings of old. All came from a single source and are considered siblings.

Inserting all thirty swords into the brandishing hands of the Queen of Blades in B-2 unlocks the dimensional prison between her arms, releasing Stormbringer (greatsword, drains life from enemies and transmits to wielder, ignores mundane armor, increases strength based on vitality of slain victims). Swords can be drawn from her grasp afterwards as a Force Door roll or similar, once per day. Attempting to draw another sword in the same day will cause the Queen of Blades to spring to life and destroy the thief.

Generating Swords

Whenever a magic sword is generated in a loot table of any kind, roll on the table below to determine which sword it is.

#Sword#Sword#Sword
1A11K21Blue
2B12L22Purple
3C13M23Green
4D14N24Gold
5E15O25Grey
6F16P26Black
7G17Q27Maroon
8H18R28Pink
9I19Red29Yellow
10J20White30A new sword! Spawned by the Dark God?...
Roll a number between 1 and 30 (3d20/2).

Alignment: 1d8. Good 1-4, Neutral 5-6, Evil 7-8. Neutral swords roll again for Law-Neutral-Chaos on the same metric. Swords will not be wielded by those of differing alignments (gain no ability benefits) and will inflict 2d6 damage to those of opposing alignments (Good sword wielded by Evil character, etc.).

Intelligence: 1d12 plus double any Intelligence bonus the sword grants. The sword's Intelligence can be used for Int tests if necessary; swords respect those with Intelligence equal to or greater than their own, but will consider themselves "in charge" when wielded by all others.

Egotism: 1d12. Make Egotism checks for self-serving actions: convincing the wielder to ignore better weapons, cajoling them into greater dangers, demanding loot and payments towards its interests (nice scabbard, special oils, dark schemes, etc.), and when it is captured by a character more likely to let it achieve its aims. On Discovery: Roll an Egotism check to determine whether characters have heard a legend about this sword. (Swords have egos for a reason!)

Powers: Swords enhance attack and damage ratings, increase damage to certain monsters, increase abilities, and grant special spell-like abilities. Some swords also grant spells, which take the wielder's action to use, each spell drawing from the same pool of uses. Might forces enemies to make a morale check when the sword is drawn within their sight; Rally grants allies a bonus on morale checks equal to the sword's combat bonus. (The wielder is always immune to morale checks.) Damage modifiers (x2, x3, etc.) applied to Demons also grant the sword a penalty to damage equal to the Demon's class number, unless the lowered damage would be less than the minimum damage of the attack. For example, Balors and other Type VI demons take -6 damage from such swords.

The Luminous Blades: Swords RED through YELLOW were handcrafted by Archmage Leon Prelleth. They all have ornate, baroque crossguards of black and silver metal. Their blades are nearly crystalline. If rolled in a hoard, they are not in the pile - there is an enemy in the next room wielding it.

New Swords

Whenever a new sword is generated, use the standard swords above as a guide, with the following restrictions:

A new sword cannot multiply damage to Demons, Dragons, or Wizards.

New swords are always Chaos or Evil aligned.

If Tsathoth is destroyed, the swords dissolve like melting fat and vanish forever.