Three Magic Swords

I started this blog with the intention of sharing what I create, but I have been unsuccessful sharing because I'm uncomfortable putting unfinished product out into the aether. I am currently working on an adventure module for B/X called "Rahonawud" and my intention (I think) was to finish it and then post it. However, who knows if I will ever "finish" it. So, in the spirit of sharing I am going to start posting the parts that ARE done and could maybe find a home in YOUR game!

Bows and spears hunt, axes hew wood, hammers flatten steel, sickles harvest wheat, and swords kill. It is the sword's singular murderous purpose that makes it unique among weapons.

Intelligent magic swords share, or even surpass, the legends of their wielders. They are all vain, fickle, selfish, and jealous. They will not suffer being swung by the incompetent.

Rules for Magic Swords

  • Owners of magic swords may only use the magic sword and no other weapon or risk the sword betraying them.
  • Magic swords all seem to know (or at least know of) one another and most hate each other. There is only a 1-in-6 chance that two swords will tolerate each other enough to be in the same party.
  • Special Purpose and Alignment Powers have been removed.
  • All swords communicate verbally in a shared language with the wielder.
  • Control checks are removed, but a sword that is displeased with its wielder may force a save vs. death once per day. If the wielder fails the sword becomes a -2 cursed sword until the following day (or until the sword decides it is no longer irked with its wielder).

Example Swords from “Rahonawud”

Peacock Blade: Named Fendoric the Proud, this +2 sword insists its wielder fight with one hand behind their back. If the wielder uses their offhand for anything in combat Fendoric will instead impose a -2 penalty on the wielder for the duration of the encounter. Fendoric also loudly and relentlessly taunts enemies in a surprising number of languages. Intelligent enemies gain +1 moral. Once per day the wielder may reflect a spell back on its caster.

Greedy Steel: Cobe the Conquer turned himself into a +1 sword that is obsessed with treasure. When within 300’ of a horde worth at least 2,000gp (treasure types A, B, D, E, F, G, H, I) the sword automatically senses its existence and direction. The wielder deals double damage while both within 300’ of the treasure and intending to acquire/keep it. If the wielder abandons the horde Cobe will loudly protest by berating the wielder which has a 4-in-6 chance of drawing a wandering monster each turn. The wielder may consume up to 6 gp each day to heal 6 hp.

Blue Murder: This +1 sword only speaks in incomprehensible hushed whispers and is a +3 sword when attacking unaware creatures. The wielder gains infravision and acts as if under the effects of elven cloak and boots as long as nobody is aware of their presence. The wielder may be targeted by Detect Evil and Dispel Evil. Once per day the wielder may cast Animate Dead on a creature killed by Blue Murder.

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