Showing posts with label Random Tables. Show all posts
Showing posts with label Random Tables. Show all posts

Thursday, April 14, 2011

Making an Adventure with "Mythmere's Adventure Design Deskbook Volume One"

There were two volumes of the Mythmere's Adventure Design Deskbook series released thru Black Blade. As I understand it, the original plan for the series has been scrapped and a one volume hardcover design book is planned. I don't know the details. The two volumes which were released, Principles and Starting Points and Monsters, are still available in print from Frog God Games' Swords & Wizardry Legacy Products page.

As this could possibly be construed as a review and as far as I know, Congress still says I have to be all kinds of up-front about that sort of thing, I'll mention that I purchased the PDF from Black Blade and wasn't asked to write this post.

Today, we're going to use the random tables contained in Volume 1, to make an adventure!

I'm feeling sluggish, uncreative and generally out of sorts, today. So, my current emotional reality will make for a fine test of the material.

"This first book is about the topmost level of adventure design: a cardinal rule, the elements of a good adventure, the location, the villain’s plan, and the adventurers’ mission. These all provide context – the framework upon which the details hang. Oddly – and I’ve had this confirmed to me by several brilliant adventure authors – the context is often not the starting point for creating an adventure." - Matt Finch, ADD V 1

I'd better quote Matt's Cardinal Rule, as well:
A good adventure should maximize meaningful player decisions.
Today, since we're using Volume 1, we will indeed be going with context. So, the book kicks off with three sets of tables for generating a location. The last, takes a more abstract approach. (rolls d6.) The d6 tells me to use the second table. :)

There are four sub-tables within Table 1-1B: Locations. Each sub-table has 100 entries.

Results
  • Structures Description: Coastal
  • Structure: Sanctuary
  • Feature (First Word): Mutant
  • Feature (Second Word): Spawn
That seems really on the nose. The results can generate some mind-bending gestalts and I'd prefer something more wild and woolly! I almost scrapped that and re-rolled. But, let's see where it's going.

A set of tables for generating adventures starting with a Mission is next. I'm not going that route today and will instead jump right into the meat of the matter. Most of the tables in this volume are about generating a Villain!

Table 1-11 is the Master Table of Villainous Plans. There are 15 entries on this table. Result:
  • Food – the villain seeks to get food for himself, a monster, or for his organization.
There's more detail in that entry and indeed, many of the tables and entries have extensive commentaries. I'm only aiming to show the results, though, not reproduce the book, so I'll keep things as bare bones as possible.

OK. I could stop here. I can immediately think of several directions to go with this thing. I'm glad I didn't scrap those first results, because it's starting to sound pretty cool! But, since my main goal here is to explore Matt's book, I'm going to continue and see what else the Tables have to say!

There are sub-tables for each of the Villainous Plans entries, more than one for most of them. 21 pages worth, so they get rather detailed.

The Food thing is one of the simpler choices, with only one table to further flesh things out. We now turn to Table 1-23: Food-Related Activities. There are 20 possible results, here. Result:
  • The villain/monster’s food processing operation outside a community is causing environmental-type damage in the community (fouled water, poisoned grass, clouds of poison gas, etc) 
So, we go to Table 1-35: Unusual Minions and Lieutenants.  Three sub-tables of 20 entries each. Results:

  • Nature of Minion: Sorceress
  • Unusual Characteristic: Very Concerned with Personal Appearance
  • Reason Why in Villains Service: Unwilling Minion.

Allright. As Matt says:
"Virtually every prominent adventure author I’ve talked with about this question has answered it in the same way. A creative adventure begins with a visual image of some kind."
Matt's preface has a lot to say about the creative process and use of random tables. From my experience, I agree with Mr. Finch and visual imagery, daydreaming, etc., always take me where I want to go. So, I'm gonna go and smoke a cigarette and daydream about that ecological thing. Be back in a minute.

Ok. I'm back. As an aside, this type of creative daydreaming is the quickest and surest way I know of, to pull up personal psychological data. Once you start learning your personal bank of symbols, there's a lot of places you can go.

Now, back to our regularly scheduled adventure.

About ten or so miles outside a population center, an estate sits upon the coast. The Sorceress living there, has three children. These children are all gifted Psionics. Who are emotional vampires needing the fear, pain and terror of sentient beings, to survive. The Sorceress is horrified at what she has to do to feed her children, but what choice does she really have? The nearby town has, for years, been subject to disaster, deprivation and violence. Which grows worse and more frequent, as the children grow older. When the children were younger, she would damage herself to feed them. Hidden beneath her clothes, are horrid scars and grotesque alterations. As her offspring grew older, their need outstripped her ability to provide for them.

Allright then! In a way, I wish some results involving more detailed tables had come up, but, this smaller Random Table path proved itself, admirably! By the way, I love this book. You should get one, before FGG runs out!

Wednesday, April 13, 2011

What's the Evil Asshole's Motivation?


What's the Evil Asshole's Motivation?

Roll the Stones, er... dice.

1. Wants to "Paint it Black."

2. Pissed and frustrated because he can't get no "Satisfaction."

3. Wants the whole world to go "Back to Zero."

4. He's just all fucked up and "Blinded by Love."

5. Has too much "Sympathy for the Devil."

6. He's a wacked-out "Midnight Rambler."

7. He got swept-up into the Revolution in the Air and became a "Street Fighting Man"

8. He has no conscience at all and is just ok with "Winning Ugly."

9. Has to be on top, because he refuses to be a "Slave."

10. He didn't mean for it to get so out of hand, but was caught between a "Rock and a Hard Place."

11. Trying to Prove everything's a Joke and Nothing really Matters, after he experienced "Love in Vain."

12. Acting out because he feels "Shattered."

Saturday, January 22, 2011

Random Table of 30 Campaign Altering Events for a Fantasy Setting

1. War in Heaven - All gods must Save or Die!
2. A Rival NPC party has just finished Death Frost Doom.
3. The local head of state now worships Asmodeus.
4. The Entire Continent becomes engulfed in War.
5. Famine!
6. Plague!
7. A new religion, spreads like wildfire.
8. The Snake-men have returned.
9. High Level Magic-users are fighting over the newly found Black Book of Ahrthag.
10. A major technological advancement.
11. All Elves begin to rapidly age and die.
12. The Aether is in Flux: 20% chance that any spell cast will have an unanticipated effect or side-effect.
13. A Gate drops Elric, Conan, or some other literary badass into the campaign.
14. The Largest city in the world is wiped out by a meteor.
15. All first world nations sign a peace treaty! Let the partying, commence!
16. The local head of state is Asmodeus!
17. A widely believed in prophecy is found to be fulfilled or disproved.
18. A powerful Knightly Order has been outlawed.
19. Arcane Magic is Outlawed.
20. Death balances his Books and plots the demise of 25 heroes.
21. A Great Old One has escaped its imprisonment.
22. A Gate deposits 300 Spartan soldiers into the milieu.
23. Polar Shift - Mass Destruction!
24. A widely circulated version of a common MU spell, contains a Virus.
25. A major deity changes alignment.
26. A group of high-level NPC heroes have failed and the world is sucked into the abyss.
27. A new mega-dungeon is discovered.
28. A crashed space-ship deposits alien flora and fauna upon the world.
29. A mighty hero usurps the crown of the most powerful nation in the milieu.
30. The entire campaign world is actually a training ground for the armies of an interstellar empire, a la Warhammer 40K. In the event of a TPK, the characters will be successfully revived and conscripted to fight in a never-ending war, in service to a galactic tyrant.

Friday, July 2, 2010

The Latest Resume Files From the Adventurers Guild – More Clerics, Looking to Party

clerc25 1. Father Razimon Surillis – Steeped in esoteric lore and mind-blowing factoids, Father Razimon is a Cleric of a god of Magic. Knows things like the proper way to make the Yellow Sign and the True Name of a minor demon prince, or two. Likes to collect maps. Carries a Mace +1 that stores 3 spell levels. Has a pet wardog named Frank. Insists on being called Father Razimon. Doesn’t like elves. Has a moderately controllable Purple Lotus habit.

2. Brother Kaymon – A priest of a god of Healing, Brother Kaymon doesn’t do violence, but his god grants his sect extra healing spells. Sings, horribly, all the time. Has a larcenous streak and will steal from the party members. Doesn’t bath, very often. Never admits it, when he’s wrong. Carries a small, crystal flask, which produces two potions per day, capable of healing 5d6 points of damage per application. The local Lord owes him a favor.

3. Fazigold – A Cleric, serving a god of Storms and Destruction. Handsome, in a rakish, kind of way. The kind of guy who sports a black goatee and strokes it, when he’s plotting something clever. Has ten schemes, at any given time, for making himself rich and powerful. Occasionally, works on one of them. Capable of being rather nasty, but once he decides to stand by a fellow adventurer, he’ll remain loyal. Carries a crown, made from the black ore of a meteorite, which sports a single ruby in the center. It allows him to cast Animate Dead, 1/day.

4. Father Bourim – A Cleric, serving a god of War. Likes hammer throwing competitions. Thinks Pork Fat Rules. Very rough around the edges, but has more than enough roguish charm, to make his way in life. Wears a big bushy beard, which is usually dripping some sort of sauce, or another. Hopes to die in battle and occasionally, gets a little weird about it. A master of siege-craft. Knows several mercenary commanders.

5. Maura – A Cleric of a goddess of Love. Moderately attractive. Actually, rather shy. Didn’t want to stick around for “temple duty,” so talked her superior into letting her go adventuring. Trained in sewing, cooking, flower arranging and poisons. Far too trusting. Really likes pies. Wears Bracers, which provide an armor equivalent of Chainmail. Can cast Charm 2/day.

6. Malcolm – Claims to be a Cleric of a goddess of Love. Actually, serves a Goddess of Perversity. Has a few important townsfolk under his thumb, due to blackmail, sexual favors and a couple of conversions. Likes riddles. Smart, but not as smart as he thinks he is. Hates and fears Magic-Users. Will attempt to seduce any and all party members, hoping to use them to further his ends. Plans to eventually, be the power behind the local lord and work his way up, from there. Carries a small glass sphere, filled with a viscous, yellow liquid. Amidst the liquid, floats the magically preserved, severed penis of a pixie. The item allows him to become Invisible, as the spell, 1/day.

7. Yirilla the Black – A Cleric of a god of Death. Wears black plate-mail +1. Wields a Scythe. The scariest woman, you’ve ever met. Beautiful, in a creepy kind of way. Likes games of strategy. Eats like a barbarian. Writes poetry, which displays the occasionally brilliant line. Intimately familiar with human and demi-human anatomy and likes discussing the various ways of applying subtle, deadly/crippling damage, to your favorite body parts. Likes to experiment sexually, with other species. Disturbingly eclectic, in this regard. Has a Brownie skull, which is dweomered to allow her a save vs. level drain attacks.

8. Wazil the Red – A Cleric of a god of Knowledge, Wazil qualifies as a sage, in his knowledge of human cultures and religions. He specializes in secret societies. Carries a small ivory figurine, which can turn into a Carnivorous Ape, 1/day. Likes to collect skins, of the various monsters he kills. He is diligently searching for a means of extending his life. Lichdom is an option, but not a preferred one. Is capable of cold-blooded murder.

9. Larz of the Severed Hand – A Cleric of a god of Thieves, Larz has a stump, where his left hand should be. The hand is carried in his backpack and he may send it out to act under his orders. Grimly humorous. Doesn’t like Fighters. A talented chef. A graceful dancer. Is seriously phobic, when it comes to fungi.

10. Father Vlod Maquami – A Cleric of a god of Light. Father Vlod bears a glowing, blue/white egg, which allows him to turn undead as if he were three levels higher. Genuinely cares about others. A proselytizer. Enjoys debating religion and philosophy. Collects rare coins. Really, really likes sausage. Falls in love, easily. Very, very jealous. 

Sunday, May 9, 2010

The Qabalah of St. Gygax Revisited – Revised Random Angel Generator

This is a revision of my article on using the Types of Magic as a basis for a system of Planetary Angelic Beings, though the types could be otherwise associated, for a similar effect. In particular, the tables have been tweaked, so as to better allow for Evilly aligned angels. The tables are so designed as to allow the GM to assign an alignment to the result as he pleases, or to use some random method for determining this factor. I haven’t supplied an alignment table, judging it better to leave this up to the user, who will know what alignment scheme he’s using and what sort of probabilities he might wish to assign to that determination.

THE PLANETARY/MAGICAL ANGELS

Magician_in_his_Oratory_jkIn creating a Milieu Neutral presentation of Angelic Planetary Correspondences, the first and most obvious obstacle is that I have no actual planets to base the tables on. I can use the ideas represented by our own astrological symbols, of course. But, what I really wanted was something based on the metaphysics of the reality imagined in Mr. Gygax’s rules. Therefore, I’m going with the most obvious such example. Magic. The tables which follow, associate Planetary Energies to the Types of magic, as set forth by Gary Gygax, et al.

In the Hermetic literature, the Angels are associated with the elements, planets, and zodiac. All of these are mapped onto the Qabalistic Tree of life, which provides another level of Angelic Correspondences. Those wishing a traditional example, may reference Tom Moldvay’s article The Seven Magical Planets in The Dragon # 38. Also, Aleister Crowley’s Liber 777, may be found here. Otherwise…

The Types of magic are here considered as a manifestation of the metaphysics of whatever fantasy universe is being used. The Types could be associated with other symbols or sources of divine energy; astrological, religious, or what have you.  They actually fit fairly well with historical ideas about Planetary Energies, which is no real surprise as they are all drawn from our magical and religious heritage. I’ve taken a few liberties, combining those Types usually found together, thus, treating Summoning as a particular application of Conjuration, for example. There are arguments for and against that idea. Teasing out Mr. Gygax’s thoughts on this aspect of the game has produced questions as well as answers, which I will probably address in a later post. Also, I have completely ignored Possession. It’s strong associations with demons and extreme rarity of use suggest to me that it may be treated as a perversion of other magics.

The Magical/Planetary Association of the Angel

d8

Angelic Choir

Type of Magic/Planetary Energy

1

Angels of Divine Power.

Evocation.

2

Angels of the Mind of the Gods.

Divination.

3

Angels of the Words of Creation.

Conjuration.

4

Angels of the Living Gods.

Necromancy.

5

Angels of Desire.

Enchantment.

6

Phantasmagorical Angels.

Illusion.

7

Angels of Abrogation.

Abjuration.

8

Angels of Transmutation.

Alteration.

Correspondences

 

Type of Magic.

Universal Principles.

Suggestions for Apparel.

1

Evocation.

War, Aggression, Dominance, Force.

Armor. Shield. Flames. Red. Electricity.

2

Divination.

Knowledge, Teaching, Wisdom. Obfuscation. Lies.

Robes. Darkness. Light.

3

Conjuration.

Creation, Command, Invitation. Art. Construction. Destruction.

Noble Finery. Rich or dashing clothing. Purple. Blue.

4

Necromancy.

Life Energy. Growth. Life. Death.

Robes. Light. Darkness. Organic materials. Green.

5

Enchantment.

Love. Lust. Yielding. Submission. Dominance. Marriage. Enslavement.

Nude. Clothing designed to entice. Green. Purple.

6

Illusion.

Dream, Guile, Trickery, Laughter. Lies. Perception. Secrets.

Gaudy Robes. Motley. Multi-colors. Dark colors.

7

Abjuration.

Fortification, Protection, Negation. Abrogation.

Armor. Shield. Clothing designed to deflect. Blue.

8

Alteration.

Change, Transmutation. Metamorphosis. Permanence. Restoration.

Bright Finery, Nude. Yellows. Radiant clothing.

Symbolic Accompaniments

 

Weapon Suggestions.

Other Accouterments.

1

Sword, Axe, Halbred. Weapons of Magical Energy.

A Warhorse. Gauntlet. Flames. Chariot. Warship. An Army. A Wand. A Staff.

2

Staff.

Books. A Crystal Ball. An Owl. A Library. An Abacus or Computer. Spectacles.

3

Rod. Staff. Sword.

Crown. Orb. Throne. Scepter. Artist's Accouterments. Clay.

4

Caduceus. Scythe.

Serpents. Skulls. Growing things. Undead. Fey Creatures.

5

Wand. Whip. Rod.

Flowers. Mirrors. Rings. Slaves. Lovers. Collars. Chains.

6

Sickle. Club. Silver Weapons.

A Hooka. Smoke. Mirrors. Bells. Large Diamonds.

7

Staff. Sword.

Scepter. Shields. Walls. Globes of Force.

8

Flaming weapons.

Gold. Alchemical Equipment. Potions. Enchanted Creatures.

The reader will no doubt think of many other appropriate forms of symbolism. Various expressions of the magical energies involved are possible, especially when the full range of alignments are brought into play. So an Angel of Desire may, being the servant of a Lawful and Good Deity, appear as a chaste priestess or devoted bride. A Lawful and Evil example, may appear as a leather clad dominatrix, bearing a chain of slaves. A servant of a Chaotic and Evil god, may appear as a slave him or her self, even going so far a to let a mortal appear to dominate them, all the while secretly sucking them in and damning the arrogant “master”.

Level and base powers: Roll 1d8 and add 4 to determine. Defense is that of the base creature, increased by 1 for each Monster Level ( so the most powerful is at –2, or 22 depending upon what system you’re using.) Resistance to Spells starts at 20% for a lvl 5 angel, and increases by 5% at each level. Move as base creature. If winged, flight is at double the base movement. A magical weapon is needed to hit; the GM may adjust this as he sees fit. Also, the Wizard spells listed below, may be treated as Divine Magic, at the GM’s Discretion. Attack & Damage by weapon type.

Roll to determine the Level of the Angel.

d8

Powers.

5

May cast any 1st and 2nd level Divine spell, as well as any 1st & 2nd level Wizard spells which are of the Type corresponding to the angel, 1/day each.

6

As above, but 2/day each.

7

As above, but, 3rd level as well, all 2/day each.

8

As above, but all 3/day each.

9

As above, but 4th level spells as well, all 3/day each.

10

As above.

11

As above, but, 5th level as well, all 3/day each.

12

As above, all 4/day each.

The Planetary Angels are considered to appear as a Human or Demi-Human like creature. The table may be expanded, or, further configurations may be reserved for other Angelic beings.

Base Appearance

d6

Appearance.

1 - 4

Human.

5

Elf.

6

Dwarf.

Sex

d8

Sex.

1 - 3

Male.

4 - 5

Female.

6 - 7

Androgynous.

8

Neuter.

Head

d 100

The Head Appears to be a:

1 - 70

Match for the Base Appearance.

71 - 75

Bear.

76 - 80

Serpent.

81 - 85

Nimbus of Light.

86 - 90

Hawk.

91 - 93

Wolf.

94 - 98

Dragon.

99 - 00

Covered.

The head (as well as much of what follows) may be determined by the generated Type instead, but, I wanted some general diversity in the table.

Other Noteworthy Physical Characteristics

d 100

Roll Twice on this table.

1 - 30

Winged.

31 - 45

Horned.

46 - 48

Extra Pair of Arms.

49 - 51

Extra Pair of Eyes.

52 - 55

Extra Pair of Wings (add a first pair as well, if not already rolled.)

56 - 65

Odd Skin Color.

66 - 68

Covered in Fur.

69 - 72

Appears as a Pair of Identical Beings.

73 - 75

Smaller than usual for Base Appearance.

76 - 77

Larger than usual for Base Appearance.

78 - 79

Hairless.

80 - 81

Mechanical.

82 - 85

Incredible Beauty (35 + Com.)

86 - 87

Hideous.

88 - 90

Made of Light.

91 - 95

Metallic.

96 - 00

Roll Two-More Times.

The “Extra” entries may be selected multiple times; otherwise, re-roll duplicates.

Monday, May 3, 2010

The Magic-User’s Turn: Random Table of +1 Staves

Excalibur-wizard-Merlin_l Ah, the Magic Staff. I’m not sure where or when the Staff became the iconic weapon of the Fantasy Mage. Gandalf, maybe? In the European Grimoires, there are dozens of implements, tools, weapons, etc., which the Magus must make, consecrate and utilize. In the later Hermetic Traditions, the Wand, Cup, Dagger and Pentacle of the Tarot/Elemental scheme are traditional, with A Wand usually being the preeminent weapon and a few other tidbits thrown in. Like a Sword, often used in rites of Evocation (that’s Conjuration/Summoning in D&D terminology.)

I’m not nearly as conversant with Wicca and Neo-Paganism, but there may be some tie-ins there.

If I recall correctly, some staves are utilized in the Key of Solomon, along with a whole toolkits worth of consecrated toys. Maybe there’s something in Agrippa? Regardless, it seems to be an association made in recent times and to be largely confined to literature. Did any of the old Authurian stories, feature Merlin with a staff?

Ah, Moses had a Rod. Osiris had his crook (the whole shepherd thing ties in, I think.)That’s close. There may be some other Biblical, Qabalistic, Egyptian, etc., references which I’m not recalling, that are relevant as well.

Regardless, I like the Staff, as well as the imagery and symbolism associated with the Old School D&D Magic-User. Mr. Gygax did a fine job, weaving various strands of information and imagination, to create the Kick-ass, Vancian casting, Staff wielding Magic-User of Dungeons & Dragons.

So, here’s ten Magical Staves, for the low-level MU in your campaign. Once again, I’ll be using Labyrinth Lord/AEC as a basis for the rules. I rarely use the “Charge” model for Staves, so none of these will be powered in that fashion. I still have at least one more Swords post to go, but plan on stopping at +4. At the level where I would give out a +5 sword, that final little plus is totally superfluous and the +4’s are bad-ass enough. Now, for the Staves!

The following is declared Open Gaming Content.

1. Staves of the Abyssal Convocation

The Staff is made of a rich, cream colored wood, highly polished and burned into the wood are characters in an abyssal language, forming blasphemous words, which run in a spiral from the top of the Staff, to the bottom.

Created by an order of Magi, dedicated to working with certain Demonic Princes, these Staves were created for the use of their apprentices, as a means of both empowerment and to further bind them to their master’s schemes.

There are only 12 of these known to exist and each one is unique in both appearance and powers.

The Staff will add +1 to each die when a damage dealing spell is cast. It can cast the following spells, 1/day: Magic Missile, Darkness Globe, Scare.

2. The Old Wooden Staff

Just a simple, gnarly, wooden staff, created by an unknown mage.

The Staff is completely unheard of and might be found in the lair of an unintelligent beast, waiting to once again be brought into the world of men.

The Staff will store Three spell levels. In addition, the Staff will vibrate, when the head is pointing towards True North.

3. Blackoak Blaster

The staff is Made of lightening struck oak and features char markings, which have formed themselves into sigils of power.

The first magic item created by Azmenon, a mage who enjoyed a certain amount of local fame, the Staff was stolen by a henchman and has been making the rounds, as it were, for decades.

1/day, the Staff can cast a 6d6 Lightning Bolt. 3/day, on a successful To Hit, the Staff will deliver an Electrical Charge, doing 2d6 points of damage to the target. The Staff will also absorb and neutralize half the damage of any Electrical attacks, aimed at the wielder.

4. Mama’s Boomstick

An iron staff, featuring flecks of rust, which shift, form and reform themselves into various sigils.

Created by Mama Pearl, an ancient Mage and Chef, the Boomstick was taken in battle by the Lich Bezimir. Unable to unlock all of its secrets, he sent it out into the world, occasionally scrying on the current wielder, to see if the means of accessing the items deeper powers have been found.

1/day, the Staff can release a 6d6 Fire ball. It can cast Manipulate Fire, an unlimited number of times.

Any deeper secrets of the Staff are left up to the LL. I think that Mama Pearl fooled Bezimir somehow and there’s really nothing else to the item. Just a convenient excuse, for having a Lich keeping tabs on the party.

5. Hairy Henry

A gnarled, wooden staff, covered in green, hairy Algae.

The Staff was created by a Demi-God, for purposes unknown.

2/day, on a successful To Hit, the victim must make a Save or some of the Algae will attach itself to his form, growing rapidly, as it begins to eat away at and replace his flesh. The victim will take 1d6 point of damage, per round. Armor will provide some protection and it will take 1d3 rounds for the Algae to work itself into the crevices and over the Armor, before it can get at the flesh, beneath. The Algae may be removed with fire, which will instantly kill it and cause another 1d4 points of damage to the victim, for each round the Algae was active. Also, a Cure Disease will do the trick. Healing spells and potions will also suffice, killing the algae and healing the victim, but unless all the damage is healed, some of the Algae will remain to continue its attack. The Magic-User must speak a Command Word to activate the power of the Staff.

6. Utility Staff

A highly polished, dark wood staff, with etched sigils, the cavities of which are filled with a fine ruby dust.

A common enough type of Staff, several variations of the design may be found.

The Staff can cast the following spells, 2/day: Detect Magic, Light, Unseen Servant, Knock. The following can be cast 1/day: Fly.

7. The Conjurer’s Trick

The staff is made of transparent, glass-like steel. It is hollow, with swirling colors, shifting and flowing, within. When the powers of the staff are invoked, the colors form themselves into sigils of power, which flash brilliantly.

The Archmage Auzur-Ghan created this Staff for his lover, Dyanita. Lost centuries ago, when the Lady delved too deeply into a dungeon, it’s current whereabouts are unknown.

2/day, the Magic-User may cast any Summon Monster spell, which he is capable of memorizing and has scribed into his spell book. 1/day, the Staff can Banish any Summoned Creature. The chance of success is the same as that of a Dispel Magic, based upon the Caster’s level or the minimum required to cast Dispel Magic, whichever is greater.

8. Staff of the Duelist

A Black Wooden Staff, topped by a Large diamond. The etched sigils, which run up and down its length, are filled with diamond dust.

This item was created by Hyumenos the Duelist, a Mage known for challenging and slaying others of his kind. The Staff is well known amongst lesser Mages and there are those who will hunt down its wielder and attempt to attain the item, though rarely in a direct fashion.

If a Magic-User Spell is cast directly at the Wielder, he may make a Save at +4 (even if a Save is not usually applicable) and if successful, the spell will rebound upon its caster, who must make a Save at his normal chance of success, or be effected by his own casting. If this latter Save is successful, the spell will then dissipate. The Staff will not so function, in the case of Spell-like abilities, or other non-Vancian forms of Magic.

1/day, the Staff may cast a Lesser Globe of Invulnerability. The Rebound effect detailed above, will not function when the Globe is utilized.

9. Yaerondin’s Support

A thick thigh bone from a Storm Giant, yellowed with age and Iron Shod on both ends.

Created by a Evil Mage from the remains of the Storm Giant Gathol the Red, the Staff has had several wielders over the centuries and rumor has it that there is a curse, which will eventually lay-low anyone who dares to carry the ghoulish trophy.

The Staff can cast Animate Dead, 1/day at 11th lvl. Each time the staff is so used, there is a 1% chance (non-cumulative) that the creatures animated will instead become Wights, who will then turn upon the wielder of the Staff.

10. Staff of Green Chaos

A lime green wooden staff, adorned with black pearls and tiny fragments of various precious stones. The headpiece is a small, circular bronze claw of metal, which grasps a glass sphere. Inside the sphere, the eye of an elf, floats inside a lime green liquid. Visually, an eyesore.

The last magic item created by the Magus of the Seven Masks, the item was last seen in the lair of a Green Dragon, some 60 years ago.

The Staff will store 5 Spell Levels. 1/day, the power of the staff may be invoked, shooting forth a green beam of force, which hits one creature automatically and necessitates a Save vs. Death at –2. If the Save is failed, the victim will suffer one of the following effects:

  1. All the water in his body will turn into Green Slime.
  2. His bones will turn into a green, pasty, mashed potato like substance.
  3. His eyes will burst into green flames, liquefy and run down his face.
  4. He will be Polymorphed into a Frog.
  5. He will be turned into a Green Fleshed Berserker, with –5 to Intelligence and +5 to Strength, for 2d10 turns. He will attack anything and everything, starting with the nearest creature.
  6. He will vomit forth Chlorine Gas, for 1d4 rounds. The reaction will be too violent for the victim to control and the LL should determine the direction, randomly. Afterwards, the victim will be permanently immune to Green Dragon Breath. 

Sunday, April 11, 2010

Magic Swords – Random Table of +3 Intelligent Weapons

weird Now, we’re cooking! Some DM’s prefer low-level campaigns. A friend of mine, would usually stop his games, when the characters hit 9th to 11th level. For him, the game was most fun to DM at lower levels. Me? I can hardly wait for 9th! I’m at my best, when running high level games. It’s where things start to really come together and the Fire of my Imagination, stokes ever hotter, as I start playing with all the possibilities opened up at that level of play.

Most of the swords which follow, have Motivations. As with my previous  postings in this series, even those which don’t have one, have some kind of goal or reason for being, whether general or specific, imposed upon creation or chosen by the sword itself. I don’t feel the need to give all magic swords a Motivation in the technical sense, but an argument could be made for that idea. Magic swords are special and made for a well planned purpose. Now I’m wondering if I shouldn’t make all weapons unique and intelligent. Maybe. Probably not. It helps make Fighters special.

These are based on the LL/AEC rules for Intelligent Weapons, but several liberties have been taken.

The Following is declared Open Game Content.

Table of +3 Intelligent, Magic Swords

1. Name: Light’s Argument

Int: 12. Psyche: 12. Willpower:  27. Communication: Verbal, Read Magic.    Alignment: Lawful. Motivation: To Slay Demons. Powers: Dispel Evil 1/day.  Protection From Evil 10’ 2/day. Motivation Power: The Sword can summon 1d2 Couatle, when engaged in battle against Demons.

A gold hilt, shaped in the form of a winged serpent, serves a  blade the color of gold. A line of sigils run the length of the blade on both sides. The etchings are filled with a black, stone-like substance, which feature tiny flecks of ruby and emerald dust.

Light’s Argument was created on a world, where Couatle served a Lawful God of Justice and Protection. Over the centuries, it has been taken to several different dimensions, in its fight against the hordes of the abyss.

The sword is very much an exemplary of Knightly Virtues and will only agree to serve a Fighter who is willing to at least try to live up to its ideals. It’s knowledge of demon-kind is impressive and it will seek out any information it can find, regarding the doings of its foes, upon whatever world it finds itself inhabiting. The Couatle summoned by its Motivation Power come from the Outer Planes. Couatle inhabiting the Prime Material location of the sword, will offer any aid they can to Light’s Argument and its wielder, out of respect for the pact, which others of its kind made with the deity, by whose power the sword was formed.

2. Name: Abyssal Assailment

Int: 12. Psyche: 12. Willpower:  27. Communication: Verbal, Read Magic.    Alignment: Chaotic. Motivation: To Slay Paladins. Powers: The blade is shrouded in green Abyssal Flame, doing an extra 1d6 points of damage to most foes, 1d8 to “good” enchanted creatures. Summon a Vrock 1/day. Motivation Power: Bestow Curse.

A scarlet blade, with sigils of the most depraved magic, running the length of its blade. The etchings are filled with the dust from a rare, dark green gemstone,  native to the abyss. The hilt is black and relatively simple, save for the pommel, which is shaped like the head of a vrock.

Created in the Abyss, itself, by the dark priests of an Abyssal Lord, the sword was let loose on the Material Plane to serve champions of Chaos and Evil.

Abyssal Assailment will insist that it’s wielder actively hunt down and slay Paladins! Originally, the sentience inhabiting the sword was a Higher Order demon. It believes, rightly or wrongly, that when it has slain 1,000 Paladins, it will be set free. So far, it’s on number 120. It has an extensive knowledge of Paladins and their abilities, has intimate knowledge of the Abyss and a respectable amount of information on other “evil” outer planes. It loves philosophy and can discourse at length on this subject. Parties of various alignments and loyalties, will try to obtain this sword, once they learn of its existence or, in the case of prior knowledge, of its presence.

3. Name: Prime Obviation

Int: 12. Psyche: 12. Willpower:  27. Communication: Verbal, Read Magic.    Alignment: Neutral. Motivation: To Slay Clerics, who derive spells from Outer Planar Divinities. Powers: Heat Metal 2/day. Dispel Magic 1/day. Motivational Power: Insect Swarm.

A Mithril Sword, finely made, but otherwise unadorned.

Created by a circle of Druids, who wished to check the actions of Outer Planar beings, upon their world, the sword has made more than a few enemies amongst clerical organizations.

Prime Obviation is quite dispassionate about its task, but it will seek to carry it out, unflinchingly. It’s its job, so to speak. It will not under any circumstances, agree to adventure with a party if a cleric of a deity, which resides in the Outer Planes, is present.

4. Name: Nothing

Int: 12. Psyche: 4* (12). Willpower:  18* (27). Communication: Verbal, Read Magic. Alignment: Special. Motivation: Special. Powers: The wielder's strength is increased by 2, when the blade is in use. The sword provides a +1 bonus to all saves. Motivation Power: Special.

The blade is multi-colored, the various hues, shifting and flowing, as if it were made of a solidified rainbow. The hilt is of an unknown, inky black metal, wrapped in red leather.

Nothing of the history of this sword is know. Sometime, in the past, it lost its memories and much of its personality and abilities.

If asked its name, the sword will answer “Nothing,” in a a voice tinged with a touch of despair. It will function adequately, with seemingly no will or desire of its own. It will, in conversation, be rather dreary and depressed. Once per day, there is a cumulative 5% chance, that the sword will suddenly choose a Motivation, which will be based upon something it has experienced or witnessed on that day. For instance, if undead were previously fought, then Slaying Undead, may become its new cause. If it saw a woman being abused in a city, Protecting that specific person, or women In general, or defeating the type/class of being the abuser was, may be chosen. Or, slaying women may become its new Motivation. Its Alignment and personality will change to one appropriate for its new-found cause and its stats will increase, to match the number given in parenthesis, above. It will act fiery, maniacal and filled with a burning desire for its cause and believe that it has always been, thus Motivated. It will also remember its name as being something appropriate to its newfound passion. It’s Motivation Power at these times, is Phantasmal Monsters, but there is a 5%, each time it calls upon its Motivation Power, that it will be cast a Prismatic Spray, instead. The period of Motivation will last 1d6 days and one week after it ends, the chance for a new Motivation will start again at 5%.

5. Name: Mother of the Lost

Int: 12. Psyche: 12. Willpower:  27. Communication: Verbal, Read Magic.    Alignment: Lawful. Motivation: Protect the Helpless. Powers: Flamestrike 2/day. Protection From Evil 10’ Radius 3/day. Motivational Power: Blade Barrier.

The sword is rather plain though obviously of high quality. Brown leather, wraps the simple cross-hilt and only the small holy symbol, etched into the spherical pommel, gives any indication of its allegiance or powers.

Created by a Lawful order of Clerics, the sword has been involved in many battles and times of strife. Few, if any, know of its existence, as its wielders have always avoided any sort of fame or notoriety, for themselves or the sword.

Mother of the Lost has served Paladins, Knights and simple warriors, over the centuries and will demand the same high degree of commitment to its cause from its wielder, as it feels, itself.

6. Name: Ruin of the Magi

Int: 12. Psyche: 12. Willpower:  27. Communication: Verbal, Read Magic.    Alignment: Neutral. Motivation: Slay Magic-Users. Powers:  Dispel Magic 1/Day. Lesser Globe of Invulnerability 1/day. Motivation Power: Feeblemind.

A sky-blue blade, etched with sigils, which glow a brilliant white. The hilt is of a like color, wrapped in white leather.

The sword was created by a order of Magic-Users, who were at war with a rival sect. Though the war is now long forgotten, the sword continues to carry out its purpose.

Ruin of the Magi approaches its task in a business-like fashion. Due to the circumstances of its creation, it does understand that its wielder might have wizardly allies and will leave these unmolested. Usually. If the MU in question is foolish enough to make an enemy of the sword, it would have no qualms about scheming to do away with the offending magus.

7. Name: Abomination

Int: 10. Psyche: 8. Willpower:  21. Communication: Verbal. Alignment: Chaotic. Powers: The sword emanates Abyssal Radiation, doing an additional 1d6 points of damage, per hit.  1/day, the sword may release a cone of Flames, which contain concentrated Abyssal Radiation, extending 50’ and doing 10d4+10 points of damage, save for half. Abyssal Radiation is mutagenic and any survivors must make a Saving Throw vs. Poison, or contract a fatal disease, from the exposure. There is a 10% chance of a non-fatal mutation, instead. The wielder of the sword will suffer a non-fatal mutation, within a year of exposure to Abomination. Whether this mutation is useful, annoying, or merely disgusting, is left to the GM to determine. 1/day, the sword may Cause Mutation in another, with effects similar to the spell Cause Disease. Again, a Saving Throw is allowed and the same 10% chance of a non-fatal mutation, applies.

The sword is made of a strange, black metal. Green sigils run the length of the blade, glowing and visibly emanating a sickly energy.

Another product of Priests of the Abyss, Abomination is directly linked to its plane of origin, drawing energy from the Abyss and radiating it, onto the Prime Material.

The Sword is quite happy, going about its Evil and Chaotic business. It is cheerful, Funny and even kind of charming. Murderous, but charming.

8. Name: The Ace

Int: 10. Psyche: 12. Willpower:  25. Communication: Verbal.  Alignment: Neutral. Powers: Feather Fall 1/day. 10d6 Lightning Bolt 1/day. Dimension Door 1/day. One time only, per wielder, the sword may grant a Limited Wish.

A shiny black blade, the etched sigils of which are filled with gold dust and flecks of mithril. The hilt is of the same metal, with a hilt wrapped in gold leather.

Created by a deity of Good Fortune, then cast onto the Prime Material, The Ace, in the hole, that is, has travelled to several different worlds and seen much adventure, over the years.

The care-free joviality of the lucky, is expressed by The Ace. It is fearless, never worries and always believes that things will work out. It prefers adventuresome wielders, the more rogue-like, the better.

9. Name: Rose of the Lady

Int: 9. Psyche: 8. Willpower:  20. Communication: Verbal.  Alignment: Lawful. Powers: 1/day, the sword may cast Ray of Death (Reverse of Raise Dead.) The sword will do double damage against undead, similar to a Mace of Disruption, but without the Turning effects. The wielder is immune to the Level Drain effects of Undead. 

A white blade, etched with black roses. Tiny sigils, may be seen worked into the etches of the flowers; these are flecked with the dust of rubies. The hilt is black, wrapped in white leather.

The sword was created by the priests of a Lawful Goddess of Death, for the purpose of serving her champions. The cult viewed undead as being blasphemous. Like all of these swords, Rose of the Lady’s current planar location, may not be synonymous with its plane of origin.

Rose of the Lady sees itself as a tool of Death and so long as it slays on a regular basis, it will be quite content with its existence. The one thing it will not abide is Undead and will insist upon their destruction, though it will not be irrational about this. It will, for instance, take steps to gather more forces, if necessary.

10. Name: Delight in Darkness

Int: 12. Psyche: 12. Willpower:  28. Communication: Verbal, Read Magic.    Alignment: Chaotic. Powers: +2 to all saves. Charm Person 2/day. Suggestion 1/day. 1/week, the wielder can summon a Succubus, who will be well disposed toward the wielder, but not under any compulsion to obey his orders. The wielder must negotiate for any desired services.

The sword has a  blade of deep purple, with abyssal sigils, which glow a dark green and a hilt made of a dark, green mineral, the origin of which is in the abyss.

Created by a Queen of Succubi, to lure mortal champions into her service, the sword is highly sought after, by both servants and foes of the Queen.

Delight in Darkness will occasionally commune with the Succubi Queen and will carry out her will, in all things. It is charming, manipulative, loquacious and thoroughly evil.

Monday, April 5, 2010

Magic Swords – Random Table of +2 Intelligent Weapons, A Bit More Detailed, This Time

More Intelligent Swords for Labyrinth Lord/AEC. I forgot to add the extra Willpower points for Spell-like abilities, on the last post. Languages are left unstated.

The Following is declared Open Game Content.

Table of +2 Intelligent, Magic Swords.

 

aec2c6da8da083ce82e11110.L 1. Name: Azorn’s Lament

Int: 12. Psyche: 8. Willpower:  22. Communication: Verbal, Read Magic.    Alignment: Neutral. Powers: Adds +2 to the morale of the wielder’s henchman, followers, etc., and +2 to his max. # of retainers. Allure 2/day. Suggestion 1/day.                                                 

The sword is ornate, in a dignified kind of way. The pommel depicts the visage of a noble king, crowned, with emeralds for eyes and tiny gemstones of various kinds, worked into the crown. Etched sigils, filled with emerald dust, run up and down the length of the blade.

Created by the Magus Azorn, the sword was intended to make up for some of the deficiencies of his brother, Brose, who was the commander of Azorn’s troops.

Azorn’s Lament will advise it’s wielder to gather as many followers, henchman and troops as possible, hoping to again, one day be wielded by a mighty commander of men. The sword is manipulative, cunning and heartless. Everything and everyone, is just a tool for it to feed its ego and accomplish its desire of being wielded by a victorious commander. It has a respectable knowledge of military history and has been involved in many battles, over the centuries. This has enabled it to both hone its comprehension of military tactics and to pick up some interesting, behind the scenes knowledge of some important historical events.

2. Name: Love’s Mercy

Int: 9.  Psyche: 8. Willpower: 19.                                                        Communication: Communion. Alignment: Lawful.                                                  Powers:  3/day the sword may release a volley of 3 Positive Energy Missiles, which always hit and do 1d6+1 points of damage each to Undead, creatures drawing energy from the Negative Material Plane and Evil Outer Planar creatures. 2/day the sword may cast Protection from Evil. The wielder is immune to energy drain.

Love’s Folly has a blade and hilt, which are both made of glassteel. Simple white leather is wrapped round the hilt. Roses are etched into the blade, filled in with diamond dust.

The Sword was originally created to slay the Lady Orimar, an intelligent, self-willed Undead Warrior, cursed to that existance, as retribution for her blasphemies. The knight who wielded the blade was her former husband, who commissioned a friend to create a weapon, which would aid him to end the mockery of life, which his former lover had become.

Full of sorrow and hatred for all undead, the sword will do all within its power, to insure its wielder destroys any undead it knows to exist.

3. Name: Crimson Hate

Int: 10.  Psyche: 7. Willpower: 19.                                                      Communication: Verbal. Alignment: Chaotic.  Powers: 1/day, the sword can Implant Emotion: Hate, into the wielder, as the spell, granting +2 to saves, hits, damage and morale. The character is at a minus 1d4, in regards to any Influence checks, while this power is in effect.

Forged from a curious, dull red ore, etched sigils filled with a dark green mineral adorn the blade. The hilt is made of the same, green substance, wrapped in red leather.

Crimson Hate despises everything, including itself and its wielder. It will always, eventually, contrive to have its wielder slain, usually by forcing him to remain engaged in a losing battle. There is a 3% cumulative chance per week, that it will make the decision to do so. 1/week, when in a city, town, or other civilized settlement, the sword, of its own accord, will cast a Phantasmal Monsters spell, which it will use to attempt to murder whomever it has decided to focus its ire upon. The sword will never reveal this power to its wielder and due to a psychological quirk, it is incapable of manifesting this power in battle. It will only think of this capability, when the psychological conditions are right for it to manifest. Originally, this last ability was within the control of the wielder. Crimson Hate may have began its existence as a somewhat different kind of sword, thus providing an example of an intelligent sword changing, significantly, over time. Its origins are unknown and the sword itself, claims to no longer remember its creation, stating only that it has existed for over a thousand years.

4. Name: Buermenor’s Vengeance

Int: 9.  Psyche: 6. Willpower: 16.                                                     Communication: Communion, Reads Magic. Alignment: Neutral.                              Powers: Detects Orc’s, within a 100 yard radius. 1/day, the sword can unleash a 5d6 Fireball.

A black iron blade, the pommel of which is wrought of silver, worked to depict the head of a lion, roaring.

The sword was created by the Wizard Buermenor for the use of an Elven Adventurer, who accepted a Geas to slay 1,000 orcs, in exchange for the sword. The reason for Buermenor’s intense hatred of orcs is unknown.

Though the sword doesn’t have a Motivation in the technical sense, it is most intent upon slaying orcs and delights in this task. It will pressure its wielder to do so, but not to the point of foolishness and will not attempt to prevent its wielder from fleeing such a battle. It will, however, contrive to get itself a new wielder, if its current master is too reticent to slay the humanoids.

5. Name: Orison of War

Int: 12. Psyche: 11. Willpower: 25.                                                        Communication: Verbal, Read Magic. Alignment: Lawful                                    Powers: Casts Prayer 2/day. Cure Light Wounds 2/day.

A steel blade, the sigils etched in its blade glow a brilliant red. The leather which wraps the hilt, is inscribed with red ink, offering a prayer to a God of War.

Created by priests of a War God, the blade originally served the commander of a religious military encampment. Lost when that outpost fell, the blade will now serve any warrior not of chaotic alignment.

Orison of War has a vast knowledge of military tactics and history, as well as heraldry, games of strategy and related fields.  It has a quite thorough knowledge of the religion and organization, from whence it came. It’s sole motivations are to make war and teach its knowledge, to whomever is willing to listen. 

6. Name: Tongue of the Toad

Int: 12.  Psyche: 12. Willpower: 27.                                                       Communication: Verbal, Reads Magic.                                                      Alignment: Chaotic.  Motivation: Slay Lawful Clerics.  Powers: 1/day, the sword can summon 1d3 Giant, Poisonous Toads. Animate Dead 2/week. In pursuit of its motivation, the sword will excrete a powerful, save or die poison, when directly combating Lawful Clerics.

A gray-green blade, with a hilt of black iron, wrought into the shape of a toad headed human, the tongue of which wraps itself down the hilt.

The sword was created by sick cultists, to serve the God of Toads and Slimy Things. 

Created to slay Lawful Clerics, the sword is easily sidetracked, but will occasionally insist that its wielder get back to the business of slaying its dedicated enemies. Unholy and malicious, the sword delights in all manner of chaos.

7. Name: Ganna’s Wail

Int: 8. Psyche: 7. Willpower: 16. Communication:  Verbal, Reads Magic. Alignment: Chaotic. Powers: 1/day, the sword can emit a cone shaped Sonic Blast, 20’ in diameter at its maximum length of 60’, which will do 6d6 points of damage to all within its area of effect, save for 1/2 damage.  Detects Secret Doors on a 2 in 6 chance.          

A simple blade, attached to a silver hilt, which is wrought into the shape of a nude elven female, screaming in rage.

Ganna’s Wail was created by an elven mage named Vanthalas, who bound the spirit of an actual banshee into the sword. The act of binding brought the spirit back to itself, somewhat, altering its mad rage by focusing its hatred on Vanthalas. The sword is not the easiest to work with, but has accepted its fate and will assist its wielder, so long as he/she agrees to aid it in its quest to find and destroy the swords creator. If successful, the act of slaying Vanthalas may increase the swords power, free the spirit, alter its alignment and sanity for good or ill, or otherwise change the psyche of the blade.

8. Name: Bane of the Eumycetes

Int: 12.   Psyche: 12. Willpower: 27.                                                       Communication: Verbal, Reads Magic. Alignment: Lawful.   Motivation:  Slay intelligent True Fungi. Powers: +2 to Saves vs. Poison. 1/day, the sword may cast a 6d6 Fireball. In pursuit of its Motivation, the sword will grant its wielder +1 to all saves.

A purple blade, the sigils etched into the metal and running up and down its length, are filled with the dust from black diamonds. The hilt is a simple cross affair, of steel, wrapped in black leather.

This rather plain looking blade, was created to combat an assault upon the maker’s world, perpetrated by a Demonic Fungi Queen.

The Sword’s intent is bent upon its Motivation and if no known Fungi foes are available, it will insist that its wielder delve deep into dungeons, searching out and eradicating any such form of life.

9. Name: Herald of Light

Int: 7.  Psyche: 7. Willpower: 16.                                                           Communication: Communion. Alignment: Lawful.                                               Powers: Light 2/day. 1/day, the sword may unleash a burst of Positive Material Energy, doing 6d6 points of damage in a 30’ radius, to all Undead, Evil Outer Planar creatures and those drawing energy from the Negative Material Plane. All other creatures, except the wielder, must save or be stunned for 1d2 rounds.

The sword is a simple affair, with lightly etched sigils, glowing white in its steel blade. A simple, white leather hilt, completes the ensemble.

Made by the Clerics of a Lawful religion, to battle the undead of a nearby Megadungeon, the sword has been lost and found again, several times, over the centuries.

The sword will insist that its wielder delve deep into the Megadungeon for which it was originally intended. Its quite obsessive, on this issue

10. Name: The Ophidian Stone

Int: 12. Psyche: 11. Willpower: 25                                                          Communication: Verbal, Read Magic. Alignment: Lawful.                                     Powers: 1/day the sword can Haste the wielder. The sword acts as a Ring of Spell Storing and may hold 6 spell levels.

The blade and hilt are made of magically hardened and sharpened Lapis Lazuli. The Calcite veins shift and flow, up and down the length of the sword, forming and reforming sigils, which flash with white light. Occasionally, they will form the shape of a serpent, winding itself about the sword.

Created by the First Archmage, to help protect the peoples upon his leaving their world, the sword has had many, many owners and is well known, amongst historians and student of magical lore.

The Ophidian Stone has a sharp sense of humor and delights in meeting new beings and studying their ways. The sword’s knowledge is vast; treat as a sage in the fields of The History of Magic and Politics. While adventure is its chief concern, it also remembers its maker’s intent that it provide protection for common folk and will sometimes get attracted to and wrapped up in a “cause.”

Tuesday, March 30, 2010

Magic Swords – Random Table and Preliminary Thoughts

elric5 If there’s one thing every player of a Fighting-Man lusts for, it’s a Magic Sword.

It’s a given, that he/she will get one. I mean, you can’t very well be a bad-ass D&D fighter, without a Magic Sword. Preferably, a cool one!

I’ve always made sure the fighters got a sword of the type they favored, were proficient in, specialized with, whatever.

“Sorry joe, I rolled another Shortsword. Maybe a Bastard, will come up, someday.”

Nope, you’ll get your Bastard Sword. If, that is, you can win it. It’s not going to be a cake walk. You also, might get more than you bargained for.

I like rolling random treasure, but certain items I’m going to place quite deliberately. Not to mention, exercise control over.

Back to the Magic Sword. Here’s my rule of thumb. Sometime between 1st and 2nd level, you’ll get a +1 sword. About 5th or 6th, expect a +2. 9th to 10th is the territory for a +3. If you make it to 13th to 15th level, you’ll get a +4. Odds are, your previous Magic Sword, will get eaten, or something.

Now, a really cool idea I discovered, when I…

What? A +5? Well, I’ve only had one old school game make it that far. If it happens again, I’ll be so pleased that you’ll surely get one, eventually.

Three quick observations, about high level AD&D combat:

1. It’s still fairly fast (sometimes very), furious and oh, so deadly!

2. Player’s of high level fighters, start getting kind of annoyed, about the 10th time an NPC MU casts Imprisonment on them. 

3. Somewhere around 20th level, the party power gestalt takes a quantum leap. Unless you’re willing to crack open Deities & Demigods, you can forget staging a Party vs. One Bad-Ass Opponent scenario. R.I.P., Zith Danuz, the Quasi-Deity. I might as well, have sent them up against an orc.

Where was I? Oh.

Now, a really cool idea I discovered when I started delving into the OSR, was that in OD&D, all magic swords were intelligent. No shit! That’s cool! I had decided they should all have names, years ago. I really, really like the idea that they’re all special, have an ego, a history, etc.

So, how about a Random Table of +1 Intelligent Swords?

I’ll use the LL rules as a base, but I’m handling the powers differently. I never did care for all the Detect Gold, Detect Sloping Passages, etc., stuff. Also, Alignment follows my own campaigns’ view of Law and Chaos, so may need to be tweaked to suit your needs. The type of sword, is left up to the GM.

The Following is declared Open Game Content.

While all are intended to be +1, obviously this may be tweaked by the GM.

1. Name: Sir Robin’s Discretion.

Int: 8.   Psyche: 4. Willpower: 12.                                                       Communication: Verbal. Alignment: Neutral.                                                    Powers: + 10’ to wielder's movement rate. Dimension Door 1/day.   Speaks 1 Language.                  

The sword is too cowardly, to try and control its wielder. Most of the time. But, if brought to within 20% of his original hits, there is a 50% chance that the sword will freak, and use it’s Dimension Door, if available. If the wielder is brought to less than 5 Hits, then the sword Will freak and try to assume control, so that it may flee.

2. Name: MindWorm

Int: 10.  Psyche: 10. Willpower: 20.                                                        Communication: Verbal. Alignment: Chaotic.                                                  Powers: Phantasmal Force 1/day. Hypnotism 1/day. Speaks 2 languages.   

The sword enjoys petty torments. It lies constantly and has a cruel sense of humor.

3. Name: Spellguard

Int: 7.  Psyche: 12. Willpower: 21.                                                      Communication: Communion. Alignment: Chaotic.                                         Powers: Grants the wielder 10% static MR, or +2 to saves vs. spells.

The sword is obsessed with the idea of proving that Fighting-Men are superior to spell-casters in combat.

4. Name: Guardian of the Faithful.

Int: 12.  Psyche: 1. Willpower: 13.                                                     Communication: Verbal, Reads Magic. Alignment: Lawful.                              Powers: +1 to all saves. Speaks 4 languages.

The sword has almost no personality and it’s sole desire is to guard its wielders life.

5. Name: Blessing of God.

Int: 11. Psyche: 4. Willpower: 15.                                                        Communication: Verbal, Reads Magic. Alignment: Lawful.                              Powers: Bless 1/day. Speaks 2 Languages.

Dedicated to a long forgotten deity, the sword will pontificate upon the proper way to live and deal with others. If it thinks its wielder suitable, it will try to persuade him into reformulating the religion of its divinity.

6. Sweet Oblivion.

Int: 12.  Psyche: 6. Willpower: 18.                                                       Communication: Verbal, Reads Magic. Alignment: Neutral.                              Powers: Wispy trails of cold, Negative Energy, emanate from the blade, causing an additional 1d6 damage to any living creature. Speaks 5 languages.

The sword is insane, megalomaniacal and murderous. It believes that in order to attain to perfection, the multi-verse must be purged of all living matter. There is a 10%, that if its wielder dies, he will rise as a special undead, under the control of the sword.

7. Minister Unto the Lord.

Int: 6.  . Psyche: 11. Willpower: 17.                                                     Communication: Communion. Alignment: Lawful.                                          Powers: Command 1/day.

The Lord in question is the wielder. The sword will be utterly convinced, that whoever wields it is of Noble Blood. If the Fighter behaves like a knave, the sword will bend over backwards to make excuses for it’s master, but there is a 1% cumulative chance, that it will see the light of day and realize, to its horror, that its wielder isn’t of Noble Birth at all!

8. Name: Righteous Hand.

Int: 8.   Psyche: 10. Willpower: 18.                                                       Communication: Verbal. Alignment: Lawful.                                                  Powers: Protection From Evil 2/day. Light 3/day. Once per day, it may manifest a Holy Strike, capable of doing double damage, upon a successful hit,  to any evil creature which would be effected by a Protection From Evil spell. Speaks 2 languages.

The Sword will insist that its wielder fight for a noble and just cause. It may attempt to prevent  him from retreating, if it feels that a victory is important enough.

9. Berezum’s Holocaust.

Int: 9.  Psyche: 6. Willpower: 15.                                                           Communication: Communion. Alignment: Chaotic.                                               Powers: The sword emanates flames, doing an additional 1d4 points of damage per hit.

The sword will urge its wielder to set any corpses aflame and manifest an occasional urging towards random fire-starting.

10. The Purge.

Int: 12. Psyche: 12. Willpower: 25.                                                                                                        Motivation: Slay Heretics.                                                                Communication: Verbal, Read Magic. Alignment: Lawful.                                     Powers: +1 to Saves.  In pursuit of its Motivation: Striking, per the spell. Speaks 6 languages.

The sword has a vast knowledge of religion and dogma. In its peculiar view, the religion in question, doesn’t matter. Any Heretic must Die!