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Published by archangel777, 2022-05-26 18:14:16

Encyclopedia Magica Volume 4

Encyclopedia Magica Volume 4

p

that has blood. Against foes without blood, such as
undead, noncorporeal beings, or gaseous creatures,
it functions as a normal sword. The sword never
needs to be cleaned; any blood on the sword is
immediately absorbed into the blade.

Once the sword is drawn, it must draw blood
before it can be sheathed. The sword 's wielder
cannot sleep with the sword unsheathed, as the
sword, which communicates telepathically, wi ll
keep its owner awake un til its blood lust is sated.

Blue Dra go n Bane

XP Value: 4, 100 G P Value: 27,500

Pot.VIIEORON Newszine 76

This finely crafted artifact is a long sword +4, +5

vs. blue dragons. The sword gives its wielder sev-

eral bene fits; invul nerability to lightning-based

attacks and the ability to cast a globe 0/invl/lner-

ability and heal each once a day. Eaeh time the

wielder slays a blue dra go n, the sword casts

longevity on the wielder, as the potion (including

the side effects). The scabbard is magical. Should

the s.,.,'Ord ever be lost, the wielder can reclaim the

weapon by grasping the scabbard and willing the

blade to return.

Brighlblade

XP Value: 2,700 G P Val ue: 27,000 Brightblade. grandsire of Sturm, and thence to

TalesoftlK: Lance AngritT Brightblade. The sword was lost d uring

This two-handed sword is among the finest weap- the peasant rebell ion called the Outcrying, but

ons ever crafted by dwarves for humans. Rumored Sturm at last reclaimed his heritage whe n he

to be over 2,900 yea rs old, the Brig htblade came of age and faced down Lord Wilderness'

remains keen and vital, showing no wear from the challenge of the heart. The Brightblade defended

long wearying ages. Legends regardi ng the sword Sturm to the last, when he fell at the High Clerist's

remain few, lost wi th the death of the hist of the Tower during the War of the Lance. The sword's

Brigh tblades. current location is unknown.

In the time of Vinas Solamnus, a warrior The Brightblade is a two-handed sword +3 of

named Berthel de fe nded a lone dwarf tra veler dwarven make. It resists rust and corrosion and

from the savagery of bloodthirsty hobgoblins. As its edges never lose their sharpness. Strong dwar-

a reward, the dwarf noble crafted a beautiful shi n- ven runes of protection cover it, forb idding those

ing sword for his savior. The sword bore the name unworthy to use it. Only those of noble hear t,

of the Brightbfade. virtue, and courage can command its fu ll powers.

In the years that followed, Berthel wielded the If used by one of dark purpose, weak beliefs, or

Brighlb/ade in the service of Vinas Solamnus evil will, it will shatter, and may only be restored

during the Rose Rebellion. Afterward, Berthel's by the grace of the gods.

son Bedal took up the honor, and proved himsel f The sword 's runes of fri endsh ip and peace

as he ro ic as his father. li e si nglchandcd ly grant the wielder +2 to all response checks from

defe nded a strateg ic pass from fierce de sert others. Further, this two·handed sword has the

nomads. speed and swi ftness ofa long sword. Finally, the

The Brighlb/alle continued in t he service of Brightblade can summon light and provide pro·

Derlhel's line until its owner was slain and it was lectionfrom evil once a day.

1051 to ogres. After the Cataclysm, a descendant or C aeren- Ur o t h
Bedal's, Bayard Brightblade, recovered his fami ly's

sword, which he then passed on to Galen Pathwar- XPValue: 2,600 G P Value: 13,000

den di Caela Brightblade, his adopted son. Although PoLYHEOilON Newszine 43

Galen's beginnings were htunble, he became known This is the fabled blade given to Reortin, a human

as a knight ofgreat virtue and prowess. range r, who was hailed as "Defe nder of the

Through history the sword passed to Emclin Forests" by a large settlement of gray elves under
~"

/r------------------------------------,~

1348

siege by a platoon of gnolls who wa nted to turn nearby. Should the wielde r compete with a vam-

the forest into lumber. pire or other creature for contro l of the rats,

The sword, whose name in Elfmeans " Blade Calathangw; succeeds 70".4 oflhe time.

of the Forest," grants abilities as if the wielde r

were an elf, and allows the bearer to automati- Canopa's

cally speak with animals and cast anima/friend- XP Value: 4,000 GP Value: 15,000

ship three times each per day. Temple of Death

Caeren-Uroth is a broad sword +3 in the hands This sword +2 has an Intelligence of 8 and an

of any person who can w ield a sword, but its spe- Ego of 5. It can find shifting walls and rooms and

cial abilities only work whe n in the hands of a find traps.

neutral good ranger. The sword is finely and sim-

ply crafted, and the crossguard is shaped like a Captain 's

ring of oak leaves. An amber gem in the center of XPValue: 3,000 GPValue: 15,000

the hilt contains a splinter of wood from a holy Treasure Maps

tree of Rillifane Rallathil. The sword's current The captain's sword is an intelligen/ sword +4

location is unknown. with a lawful evil alignment. It has the special

ability to find treasure.

Ca la t h a ngas

XP Value: 800 GP Value: 8,000 Casterba ne

DIlAOON Magazine 188 XP Value: 700 GP Value: 3,500

Also called the rat blade and the sting ofXeras- Castle Amber

lOS, this unique sword first appeared over 80 win- This neutral sword +1/+2 vs. spell users has an 8

ters ago during a plague that swept the Dalelands. Intelligence and an Ego of 8. It detects invisible

It was used by a warrior of Batlledale named and detects traps.

Rathinor. who evenlually fell fighting a band of

thieves in the wood, killing and wounding several Celestial Fury

of them before dying h imself. The rogues were XPValue: 3,000 GPValue: 30,000

never seen again and presumably disbanded. DRAOON Magazine 181

The blade disappeared !"or 15 years, until a Many years ago, fierce tempests and fires ignited

yo un g and ruthl ess soldie r named Xera stos by lightning ravished the province administered

boug ht it fr om a peasant for the price o f s ix by daimyo Hoshi Katahiroi. The daimyo's advis-

sheep. He quickly grew in infamy as the captain ers, all respected shukenjas, soon divined that

of a small but pov.·erful group of adventurers. His Nature was not to blame, but a powerful dragon

enemies feared hi m no less because of rumors of of an unknown order. Some of the wise men sug-

an awful curse upon his swo rd than for his gested that the c reature was an abomination;

PI"l)Y.'ess with the weapon. o thers believed it was born of Pri mal Chaos

Xerastos met his fate a decade later at the before Ka ra- Tur was formed. All the advisers

hands of an eager paladin who sought to destroy agreed to name it Celestial Fury.

the blade. The paladin killed the wicked man and Yet daimyo Hoshi did not want to categorize

intended to return Calathangas to his church, but the scourge of his province; he wanted to destroy

took ill before completing his quest and disap- it. He commissioned the fa med Chigana (a reclu-

peared. The weapon has not been seen since. sive artisan. master of mystic arts), to construct a

Calathangas is a short sword with a ve r y weapo n that might sunder the dragon's spirit as

sharp, steel blade and a plain hilt set with a white well as cleave its scaled body. Chigatta's labors

moonstone (wonh 250 gp). lt is +1 on attack rolls resulted in the finest katana imaginable, dubbed

and +3 on damage rolls. Although it is not intelli- Celestial Fury afte r the beast it was fashioned to

gent, it is evil and inflicts Iycanl hropy (wererat) destroy, and enchanted with the power of flight.

upon anyone who so m uch as holds the blade With this weapon, Hoshi sought his province's

without passing a saving throw vs. spe ll ; this bane among the storm c louds. Shouts and roars

check must be repeated each week the weapon is resounded through the heavens for days, and

"",d. forked fi re lit up the nights. AI long last, Hoshi

In combat, anyone injured by the blade, but not destroyed the dragon's body and trapped its spirit

actually killed by it, has a 20% chance of con- within his sword, merging the two Celestial

tracting werc rat lycanthropy. The sword g lows Furies and imposing order ovcr chaos. To finalize

only when rats a re wit h in 50 feet of it; if the his victory, Hoshi had C higalla fash ion a scab-

wielder desires, he or she can summon and con- bard from the dragon's hide and embed its magic

trol 2d l 2 giant rats (30%) or 6dl2 normal rats pearl in the hilt.

(10%). They arrive in Id4 rounds ifany are Ye t the dragon had its revenge. Hoshi was

""/r--------------------------------------'~
1349

-

r

ond time, deafness lasti ng 2d6 rounds. T he

wielde r is immune to these effects, and characters

who take suitable precautions (those who do not

look althe wielder or who stop their ears with

cotton) save at +5. Celestial Fury is a +3 magical

weapon with the following additional powers:

Storm Ga th ering: Once drawn, Celestial

Fury and its wielder are constantly surrounded

by foul weat her for a two-mile radius, despite

the environment's natu ral tendency. This

power has an effect similar to the 6th-leyel

shukenja spell control weather except that the

weather only gets worse-precipitation moves

toward cloudiness, winds become stronger,

temperature is unaffec ted. This effect cannot

be dispelled, though an anti-magic shell will

stop it.

Boomlng Thunder : Each and every success-

ful strike on an opponent causes a deafening

boom. While oflesser intensity than the sound

resulting fro m Celestial Fury being drawn, the

thunder is sufficiently violent to stun an oppo-

nent for one round unless he saves vs. spell.

S hoc kin g Blow : Three times each day, the

wielder may designate a g iven stri ke as a

shocking blow before the attack die is rolled.

A successful hit causes an additional 20 points

.~ki ll ed in battle but weak of will. Celestial Fury's of electrical damage. If the blow misses and

spirit took control of Hoshi, forcing him to slay the opponent wears metallic armor, a second

Chigatta and then slay himself. The katana subse- attack roll against AC 10 is made; a hit signi-
quently disappeared (most likely, Hoshi 's griev-
fies the opponent takes 10 points of damage

ing family discarded the traitorous weapon) and from a rc ing electricity. Opponents in non-

has perhaps changed many hands in the years metallic armor must be struck for this power

since. to work. Once called, the blow counts as one

Celestial Fury is a katana of excellent con- usage of shoclcing blow, whether or not it suc-

struction- a flexible but unbreakable blade of ceeds.

razor sharpness, a hilt covered with comfortable Lightning St rike: Once a day, Celestial Fury

leatber, and a huge pearl fixed at ils end. The may release a lightning bolt at a target within

magical characters for celeslial fury are inscribed 240 yards, causing IOd6 points of damage.

on the blade, which glows pale violet and crack- Flig ht: This power operates for four hours per

les with electricity when drawn (5-rool radius day, at MV 18 and Maneuverab ility Class B.

illumination). The sword is sheathed in a scab· Celestial Fury is a sentient weapon (Intelli-

bard of dragon hide, the slate-gray scales of gence 12, Ego 9) of chaotic-neutral alignment. It

which constantly flash with streaks of silver, blue communicates its desires through semi-empathy.

and violet. Its thoughts revo lve around causing foul weather

Only chaotic-good, chaotic-neutral, or chaotic- and mindless exhibitions of power. It also seeks

evil individuals may safely handle Celestial Fury; vengeance against the descendants of Daimyo

others receive an electrical shock for 9 points of Hoshi and Chigatta.

damage each round they touch it. On compatibly Ch a inswor d
aligned characters, Celestial Fury bestows com-

plete immunity to a ll forms of lightning- mun- XPValue: 1,500 G PVa lue: 12,500

dane and magical- and protects the user and all DItAooN Magazine 112

possessions from wetness due to fog or rainfall The chaillsword is a huge, unique, two-handed

(even during a hurricane) but nOI immersion. sword that has the special purpose of slaying tre·

Each time Celestial Fury is drawn, thunder and ants. This weapon was created by a very secretive

lightning explode from the scabbard, causing wizard named J ufe Bairo, who did the wo rk

everyone within 10 feet to save vs. wands twice- under the commission of an evil warrior named

once to prevent blindness for Id4 rounds, the sec- Regene tir. Apparen tly, Regenetir has a great

Jr------------------------------------~""
1350

hatred o f trcants ; the source of his anger is aroWld the blade of the sword and through a hollow

unknown (the bards didn't do a very good job of spot at the top of the hilt, allowing it to rotate in a

recording this story). continuous loop. The user, of course, loses all

Regenetir, though ce rtainly over 50 now, still chances to surprise foes.

actively hunts for treants. Recently, in fact , sCertain im perfections found in th e
Regenetir came upon a treant and several druids
chainsword operation may plague the wielder.

at a place where man y forest paths meet. A First, when the weapon is cutting through a tre-

slaughter ensued. Because of the human casual- ant, the chainsword has a 10"10 chance to become

ties, the incident has become very famous and is jammed in place. The motion spell continues to

called the Nexus Chainsword Massacre. operate, but since the toothed band can no longer

The chainsword iuel f is somewhat unus ual , move, the entire sword is swung about. A Strength

though it lacks decoration. About the edge of the check must be made on I d20 to hold onto the

blade is a series of small me tal teeth set on a sword and withdraw the blade. If the roll fails , the

metal loop. An addi tional handle is mounted on chainsword tears itself from the user's grasp and

the side of the weapon to aid in balancing it while is stuck, requiring a bend bars/lift gates roll to

the chainsword 's toothed band is running. The free it. If the user manages to hold the jammed

weapon is 6-foot-long and weighs 25 pounds gpo weapon, the sword makes a sav ing throw vs.

When it was created, it cost 12,500 gp and too k crushing blow (as ha rd metal with its magical

55 days of labor. Th e construction o f the attack bonus as a savi ng throw bonus); failure

chainsword, in addition to its enchantme nt, also indicates that the toothed band snaps, is flung

required the research and development of a new from the weapon, a nd is either lost in the sur-

spell that Jufe called motion. This research cost rounding area or hurled at the wielder for 2d8

an additional 5,000 gp and took an undetermined points of damage (50% chance for either result).

amoWlt of time. of Charm Person
Any being struck by the chainsword while it is

"turned off" lakes normal damage from a magical XP Value: 250 GP Value: 2,500

sword. If the toothed band is activated with the DtnIClEONS & DRAGONS Expert Rules Set

command word (04Gettum !" ), an additio nalld6 This sword can cast charm person (1 st-level wiz-

points of damage is done by the rotating teet h. If ard spell) on command, up to three times a week.

used against an opponent wearing anoor, the oppo- The effects are the same as the spell.

nent's armor must save vS. crushing blow or be Chopping
reduced one step in value; magical armor failing

this save loses I point of enchantment or I special XP Value: 800 G P Value: 4,000

ability. If a treant is struck by this weapon, the DRAGON Magazine 179

rotating teeth are automatically activated, and the This +2 weapon does I point of structural dam-

treant must save vs. petrification or be sawed in age ifused on an i nanimate object , cuttin g

half and s lain. Only t reants a re s ubject to this through wood and stone equally well. It destroys

destructive effect. If the toothed band is activated, an opponent's shield, irso commanded before the

the user must hold the weapon by the hilt and by attack is ro lled, if the s word hits the target's

the secondary handle on the sword 's blade in order Armor Class; no damage is done to the victim,

to control it. Special attacks made without the use but the shield must save VS. crushing blow. Other-

of the secondary handle are at - 2 on attack rolls. wise, it is merely a StI'Ord +2.

Details of t he motion spe ll pro pelling the Clamorour
chainsword have been kept secret by Jufe, though

spies have found it is a 5th-level spell which creates XP Val ue: 4,000 GP Value: 20,000

instantaneous velocity to affect the movement of an Hall of Heroes

object If cast on the wheels of a wagon, for exam- Piergeiron, ''The Paladinson,'" wields Clamorour,

ple, a motion spell "..o uld allow the wheels to move a holy avenger, the sword of hi s father, and

independently of outside forces (such as horses or though he prefers diplomacy to battle, he fights

downh ill slopes). Without permanency, the motiOIl wit h the knowledge that he is blessed by his god.

spell lasts only one tum per level of the caster, but of Cleaving
during that time it may be turned on and off at the

caster's command . This spell was cast upon the XPValue: 10,000 GPValue: 50,000

toothed band of the chainsword and made perma- The Throne of Bloodstone

nent. Whe n the chainsword is activated by com- This lethal blade, swung by Glyphimhor, a power-

mand or by striking a treant, the motion s pell fullieUlenant in the Lower Planes, causes double

causes the toothed band to rotate at a tremendous damage on an attack roll of 18 , 19, or 20. The

speed and with great noise. The toothed band wraps sword requires a Strength of I &100 or greater to usc.

""/r------------------------------------.~
1351



r

Colada

XP Va lue: 400 GP Value: 2,000

D UNGEONS & D RAGONS Master Set

Colada was the sword of the hero EI Cid. It is the

equivalent of a holy avenger +5.

ofeold

XP Value: 800 G P Value: 4,000

Greyhawk

In addition to a +2 bonus VS. creatures of fiery

origin, this weapon scores triple damage when-

ever a 20 is rolled. It is able to dispel a waif a/fire

and gives its user the same protection as a ring of

fire resistance.

Companion

XPValue: 1,400 GPValue: 30,000

Old Empires

This long sword +3 currently belongs to Furifax,

a tall half-elf fighte r. He also calls the blade My

Brother ofArms.

Corgon 's Breath

See Hearl a/Slone, below.

CorellOR 's

XP Value: 6,000 GP Value: 30,000

Mon Sler Mythology of Cowardice

The avatar wields a long sword +5 that causes XP Value: 2,000 GP Value: 10,000

4d 10 points of damage per round 10 anyone else DRAGON Magazine 91

holding it (double that for goblinoids). Developed by certain gods of mischief, notably

Loki, this weapon is a magical sword +5 with a

C o r t hali s pommel formed in the shape of an animal, mon-

XP Val ue: 12,000 G P Value: 60,000 ster, or human head. The sword is capable of

PoLVItEDRON Newszine 76 speech, with a minimum Intelligence of 14 and

Corthalis is a brilliant, si lver-bladed sword +2. s pecial abilit ies as determined by the charts

However, in the hands of a woman with a Cha- unde r Sword, Special. Thi s wonderful weapon,

risma of 17 or mo re, it is +5. The neutral good however, has also been infused with a cowardl y

blade can speak Common, Elvish, Dwa rvish and perso nality. The fir st time il is swung at an

Orcish. However, it prefers to speak only to beau- opponent in combat , the sword 's head-shaped

tiful women. The sword's special abilities become pommel shrieks in terror and cries for help. The

known only to women who wield it. Twice a day noise attracts all wandering monsters within a

the sword can shoot lightning equal to a lightning 120-foot radiu s. The sword continues to ye ll

bolt spell cast at 9th-level. In addition, the sword and cry for 2d6 turns unless a silence spell is

can detect evil and de/ecl lies each four times a cast upon it.

,,"y. The sword will 1'11so 1'Itlempi i0 avoid combat ,

tw ist ing in the user's hands. The ho lder must

Co u r t a in make a successful open doors roll at the stan of

XPValue: 12,000 G PValue: 120,000 every combat round, or else the sword twists out

DuNGEONS & D RAGONS MaSler Sel of the user's grasp and fall s to the floor, still

Co ur/oin, known also as The Shari Sword, was shrieking. If the user can hold onto the weapon, it

used by Ogier the Dane, a Paladin o r Charl e- may be wielded normally during that round, with

magne (who, known as Holger Danskc, is the folk all appropriate bonuses to attack and damage.

hero or Denmark) . The smith Munifi ca n took Some of these swords are so timid that even

three yea rs to make Courtain. Thi s sword com- being brought within sighting distance of a non-

bines the power of a holy avenger +4, a vorpal human monster causes them to stan shrieking.

blade, and a s'word ofsharpness. Though these swords are nOt cursed to remai n

»"with a particular owner, they are often regarded
/r------------------------------------~,

1352

as 100 valuable 10 dispose of (how many s'n-'Ords Half1ing, Fire Giant, Gold Dragon, and High Elf.

+5 does one find?) and arc usually kepI despite Crysomer S special purpose is 10 defeat chaos.

their disadvantages. Whcn used against a chaOlic opponent, a success-

Cr usader ful attack forces the victim to save vs. spell
(including Wisdom adjustment, if applicable) or

XPValue: 6,000 GP Value: 30,000 be paralyzed for Id4 rounds.

The Mines of Bloodstom: As soon as Crysomer is lOuched by a paladin,

Crusader, a long sword +5, holy avenger, pro- it informs the paladin of its name and abilities,

vides 50% MR in a 5-foot radius, dispel magic at in the order listed above, at the rate of one bit of

17th levd in a 5-foot radius, + 10 damage vs. information per round. This may be pertinent if

chaotic evil opponents. If a tanar'n is slain with thc paladin needs to use certain abilities of the

Crusader, the sword gains fo llowing special pow- sword quickly (for ex.ample, to teleport out from

ers: heal once a day, strength once per day when within a lu rker or trapper). Remember that a

lighting evil opponents, charm person on contact character's ToPS (Total Personality Strength) is

once per day. The sword will dis integrate a Intelligence + Charisma + Level. Note the ToPS

lanar'ri on a natural (unmodified) 20. It is tele- of Crysomer (Intelligence+Ego) is 55; it usually

pathiC wi th its owner, and can commune with the cont rols all but the mos t powerful paladins.

minor deity Lalibela once a week . The sword 's However, its behavior and preferences aTe for

Ego and Intelligence are 17. The sword will howl the ideals of the paladin. It is ex.tremel y lawful

in anguish if the wielder runs from a tanar'ri. On and good, and to lerates no nonsense from

the second instance of cowardice in the face of a chaotics. If Crysomer assumes control, it relies

tanar'ri, the sword will instantly teleport away, on the user for Wisdom and counts on its own

leaving its owner behind. Intelligence. Where applicable, the user there-

Crysomer afte r in troduces him self or her self by both
names. In other words, if a paladin named Athel-

XP Val ue: 4,000 GP Value: 20,000 s ta was using Crysomer, as an example, she

Doc's Isl and would introduce herself as "We are Athe lsta

When uscd by a law f ul good nonpaladin, Crysomer, paladin."

Crysomer wi ll not reveal its true identi ty, but Though onen misinterpreted .:.:; tIn: usc of the

seems, by all tests, to be an unintelligent long royal or edi torial "we," it is literally an intro-

sword +2. If touched by a crearure not of lawful ducllon to the two life forces merged into one

alignment, or one not good, it waits until it is used being. Needless to say, Crysomer does not

in combat, at which time it shocks the user fo r allow any other magical sword to be used by its

3d8 points of electrical damage (no saving throw, paladin, rcgardless of the results of the compar-

no resistances a pply unless of div ine origin). ison between personality strengths. It does not

When wielded by a paladin, the sword bestows object 10 the use of other magi cal ilems or

50% magic resista nce in a 5-foot radius (auto- . weapons.

matic unless commanded otherwise), on com- Crysomer uses the regeneration and teleport

mand it can dispel magic in a 5-foot radius, as if a abilities as commanded or as needed, bul does

wizard of the paladin's level, does + 10 damage not use the latter voluntarily unless the situation

vs. chaotic evil opponents (instead of +5, auto- is desparatc. It demands that il be decorated

matically). once per month. If not appeased, it withholds

Its other abilit ies and properties include an abilities until satisfied (unless the user faithfully

alignment of lawful good, (as a holy a\'Cnger), an promises to "feed" it as soon as possible). It

Intelligence of 17. and an Ego of 38. It can detect only accepts emeralds, rubies, or diamonds as

evil with a 20-foot range on command, detect deco ratio ns, and of a minimum value of 5,000

shifling rooms and walls with a lO-foot range on gp per mont h. The gems cu rrently on its hill

command, detect magic with a IO-foot range on total 50,000 gp in value.

command, detect invisibility with a 20-foot rangc Crysomer was forged in the distan t past. and,

on command, read languages on command or as one of the Great Legendary Swords, it leads

voluntarily. read magic on command or voluntar- young paladins on the road to fame and fortune.

ily, has telepathy with user, regenerates user I hit Once it has a paladin under its control, it does not

point per turn (automatic), and can teleport with needlessly endanger the character. However, it

user once per day (OM rolls normally, as the 5th- does occasionally wear out the users jflhey are

level wizard spell, but Crysomer adjusts Ihe roll not up to the epic tasks il sets before them.

by 5%, and the Initiative modifier for aClivalion

is +I- a maximum weight of 600 pounds can be "..
carried). This s","'Ord can speak Common, Dwarf,

}

1353

------------~-~ .~~--------~ --------.----------._-

, Sword. Cuprumbanc r

when it is used against an opponent in combat it
reduces its user's attack rolls by - 2. Only by care-
ful observation can this lowering be detected. All
damage scored is reduced by 2 points, but never
below a I in any event. The sword will always
force the character to employ it against enemies,
appearing in the character's hand. It can be gotten
rid of only by means of limited wish or wish.

XPValue: - Cursed II

GP Value: 400

DUNGEON MASTER Guide

This sword performs in all respects as a weapon
+ 1, but when its wielder is faced by an enemy,
the sword will weld itself to the character's hand

and force him to fight unt il the enemy or the
w ielder is s lain . After that, the possessor can
loose, but never rid himself of the cursed sword.

No matter what is done, it will appear in hand
whenever an opponent is faced . The character can
be freed o f the weapon only by a remove curse
spell.

C ursed Berserker

XP Value: - GP Value: 900

Cuprumbane DUNGEON MASTER Guide

XPValuc: 700 G PValue: 2,500 This perfonns by every test, save that of the heat
of batt le, as a +2 magical sword of some sort.
However, in actual baltl e its wielder w ill go

DRAGON Magazine 99 berserk, attacking the nearest creature and contin-
This is a sword +2, a bronze dragon slayer. It uing to fig hl until dead or until no living thing
can detect precious metals (type and amount) remains within 60 feet. The sword has a +2 bonus
within a 20-foot radius and detect secret doors and otherwise acts as a cursed sword + I . The pos-
within a IO-foot radius. It has the ability to speak sessor of a cursed berserker sword can be rid of it

the blue dragon tongue as well as Common. It has only if it is exorcised via a remove curse spell or
an Intelligence of 14, an Ego of7, and an align- wish.
ment of neutral evil. This sword, often called
Cuprnmbane, is greedy, hateful, and probably has Cutter
concerns for its master only insofar as its own
XP Value: 2,000 GP Value: 10,000

interests are concerned. The sword's abilities are Sabre River
killing bronze dragons and finding the iT loot,
however well hidden it might be. It speaks the CUller is a sabre +5 with a lawful good align-
blue dragon language so that it can communicate ment. It has an Intelligence of 12 with the ability
with them and find their most hated enemies, the
bronze dragons. Whenever Cllprumbane gets to speak common. The sword has the following
within one mile of a bronze dragon, it tells the abilities:
wielder where the dragon can be found. If the
wielde r does nol immediately head to destroy the The sabre ca n attack by itself and move
through the air as if flying.
The sabre can locate all secret doors within 10
feet up to three times a day.

creature, the sword tries to overthrow the host's The sab re can read magical writings and
body. The wielder must roll a save vs. spell every scrolls.
10 rounds (one turn) whi le within the one-mile
dragon detection radius. The wielder can in fli ct 4 times the normal
damage for Id lOrounds once per day.

XPValue: - Cursed The sword can detect all types of gems within
60 feet by pointing itself in that direction.
GP Value: 600 Cutter s real name is Erbas, adopted son of

DUNGEON M ASTER Guide Karse. As an infant, he was found on the banks of

This is a sword that gives off a magical aura and the river. Cutter is really the polymorphed sabre
performs well against targets in practice, but of the Alphatian general. created by the lighrning

>OM

/r------------------------------------,~

1354

Sword of Dancing,

that cut the sabre in two. CUlter is unaware of his caffy. It has an Intelligence of 17 and an Ego of

true nature. He does not know he is a sabre. 10. The sword has other powers determined by

As a boy, Culler has the same abilities as the theDM.

sword, with a few alterations. He can move and This weapon's principle drawback is a curse

attack by himself, but only on foot and with his that causes blood lust in the wielder. Also, as with

fists or a handheld weapon, he cannot do extra many objects of powerful evil, the item gradually

damage. Cutter can find secret doors as the sabre preoccupies its owner's mind. The wielder even-

can. However, he doesn't always think to tell his tually grows paranoid, obsessed with the sword,

friends what he sees. When they are not looking, and knows no peace if the sword is taken away.

he might pass through the secret door. Cutter can Dale
read magic and detect gem~ ju.~t a.~ the ~wnrd can

XP Val ue: 900 G P Value: 4,500

of Cymrych Hugh Adventures in BLACKMOOR

XP Value: 8,000 GP Value: 40,000 Willem of the Heath (also known as the Blue
Rider) was a legendary warrior who wielded a
Hall of Heroes

Tristan wields the sword ofCymrych Hugh, a sword of blue flame and rode an incomparable

long sword first used by his ances tor to defeat blue-black stallion. The weapon legends speak of

Kazgaroth and found the line of the high kings. it as a sword + 1, that flames on command. In

When he found it, its hilt was wrapped in old, dull essence, this is the equivalent to a sword + I ,

leather, and it rode in a scabbard of dull, brown flame longue.

leather. The blade, however, is silver, and it shines of Dancing
with a light all its own. The blade is emblazoned

with a crest and molto in the Old Script. Accord- XP Value: 4,400 GP Value: 22,000

ing 10 the "Ballad of Cymrych Hugh," Ihe sword DUNGEON M ASTER Guide

was forged by dwarf smiths from metal forged by On the first round of melee this weapon is +1, on

the goddess herself. This sword is a fong sword the second +2, on the third +3, and on the fourth

+4. It has a special purpose of defeating Kaz- it is +4. On the fifth round, it drops back to + 1

garoth. Its special purpose power is to cause fear and the cycle begins again. In addition, after four

in its target for Id4 rounds. It can detecl evil in a rounds of melee its wielder can opt to allow it to

20-foot radius and communicates by empathy. Its "dance."

Intelligence is 12, and its Ego 13. If Kazgaroth is Dancing consists of loosing the sword on any

within 360 feet of the sword, and the wielder round (after the first) when its bonus is + I. The

touches the sword by the hilt, a successful saving . sword then fights on its own at the same level of

throw vs. spell must be made or the character is experience as its wielder. After four rounds of

compelled to seek out the monster and do baltle. dancing, the sword returns to ils wielder, who

Cyrie's must hold it (and use it) for four rounds before it
can dance again. In other words, it is loosed to

XPValue: 4,000 GP Value: 20,000 dance for four rounds, going from + I 10 +4, and

Waterdeep must then be held by its wielder at a + I state and

Although it resembles a short sword ofdancing physically used for four successive rounds of

+2, this chaotic evil weapon is intelligent and has combat.

powers almost on the level of an artifact. Its ori- When dancing, the sword will leave its owner's

gin and purpose remain a mystery. hand and may travel up to 30 feet away. At the

If directed to parry, the sword hurls back any end of its fourth round of solo combat, it will

weapon it contacts, regardless of weapon velocity move to its possessor's hand automatically. Note
or wielder'~ stren gth. that the e!ancing swo re! cannOI be physically hit,
although certain magical attacks such as a fire-
The sword has vampiric abilities. On any

killing blow, the sword can drain all the blood and ball, lightning bolt, or transmute metaf to wood

life energy of its victim. This causes the sword to spell could affect it.

glow a bright rose red. Iflhe sword has not Finally, remember that the dancing sword

drained a victim in 24 hours, it gradually wanes figh ts alone at the same level (and class) as its

in color. possessor-if a 4th-level fighler, the sword fights

Ifit desires, the blade can release drained life alone exactly the same; if a 7th-level thief is the

energy to heal or revive its wielder (but no one wielder, the sword will so fight when dancing.

else). It cannot be forced to do this. The sword Relieved of his weapon for four melee rounds,

also keeps the wielder comfortable in extreme the possessor may act in virtually any manner-

heat and cold. resting, discharging missiles, drawing another

The sword can speak with its user telepathi- weapon and engaging in hand-to-hand combat-

SSt)

/r--------------------------------------,~

1355

-

"Sword. Oancing SWQrd ofSronzc r

as long as he or she remains within 30 feel of the Deep Sashelas's
sword. If further than 30 feet from the weapon, it
falls lifeless to the ground and is a +1 weapon XP Value: 3,000 GPValue: 16,000
when again grasped.
Monster Mythology
Bards can release a sword ofdancing on any
round in which its plus isn't a I. Blades (a bard The avatar's long sword + 4 inflicts double dam-
kit) of 5th level or higher can release the weapon
after the first round; it will fight on its own for a age on sahuagin and ixitxachitl and can create a

number of rounds equal to the blade's level before 20-HO lightning bolt once a day.
returning for onc round.
De fe nd e r

XP Value: 3,000 GPValue: 15,000

DUNGEON MASTER Guide

This weapon gives its wielder the option of using

Dancing Sword of Bronze all, some, or none of its +4 bonus in defense

XP Value: 4,800 GP Value: 35,000 (improving Armor Class) against any opponent

Legends & Lore using a handheld weapon , such as a dagger,

This ancient weapon appears to be a tarnished mace, spear (not hurled), or sword. For example,

sword of bronze. If w ielded by a being with a the wielder can, on the first round of battle, opt to

Strength of at least 18, however, its true nalure use the sword as +2 and save the olher 2 bonus

becomes apparent, It no longer looks corroded, faclnTs to be added to Armor C lass. This can be
and performs as a s word of dancing + I as
done each round. Note that there is also a

descr ibed in the DMG. When held by its owner, defender + 5 . Th is is identica l to the +4 sword

the dancing s word of bronze has the ability to w ith I ex tra bonus point.

shoot a 30-point lightning bolt once per round. If

its owner is killed, or m oves more than 30 feet Desert Blade

away from it, th e sword vanis hes, o nl y to reap- XPValue: 3,000 GPValue: 20,000

pear in its corroded form years later in some Land of Fate

farme r 's field. In the hand of any being with a This weapon is similar to the sun blade save that it

Strenglh of less than 18, the sword appears 10 be is a great scimitar and requires both hands to wield.

nothing more than a corroded, - I weapon of Optional: Roll on the table below to find the type

bronze. of Genie affected by the sword.

Danci ng Sword of Lightning Roll Ge nie Type

XPValue: 4,500 G P Value: 32,000 I Djinni

Gods, Demigods, & Heroes 2 0'0
3 Efreeti
A dancing sword oflightning behaves as a danc- 4 Marid
ing sword except Ihal il shoots one lighming bolt
Dragonbait's Holy Avenger
°from its tip per turn that does 3d I points of dam-

age.

XP Value: 4,000 G P Value: 20,000

Darius's Curse of the Awre Bonds

XP Va lue: 800 GP Value: 4,000 This oddl y shaped sword + 5 was Dragonbait 's

The Lost City chief weapon during his adventures with Alias. It
This is a sword + I that can cast a light spell on has a wide, top-heavy blade with jagged teeth and

command with a glow of 30-foot-radius. This a short hand le. It functions in the same manner as
power can be used three times a day, and func- the holy avenger sword, providing a magic resis-
tions as though cast at the 12th level. tance of50% in a 5-foot radius, dispelling magic

Dea t h-t o-Mo ns te r s °at the .~ame level a .~ the wielde r, and inflicting

XPValue: 3,000 G P Value : 15,000 + I points of damage to chaotic evil opponents.
To all others, it functions as a sword + 2. Humans

POLYH EDRON Newszine 76 in particular find this swo rd diffi cult to wield,
This bastard sword + 5 ( Int IS, Ego 14 ) has a
lawful good alignment. Primary abilities: detect and as such are - 2 with it, regardless of its mag i-
mogic /0' radius , detect slo pin g pa ssage
cal bonus, un t il proficiency with the weapon
(technically a "saurial broad sword") is gained.

10'radius and detect traps in a 10' rad ius . Special Dragon Claws
power- it paralyzes vict ims fo r I d4 rounds

(unless they save vs. paralyzation). Special pur- XP Value: 10,000 G P Value: 50,000

pose- slay nonhuman monsters. The sword Mad Monkey vs. the Dragon Claw

speaks fluent Common. The dragon claws are an evil artifact that mayor

may not have a malicious will of their own. Their

ssn

/r------------------------------------~~
1356

origin is unknown. They are a pair of hooked will not strike dragons of the same alignment. For

swords, golde n in color and extremel y s ha rp, example, if a red sword had a lawful good align-
ment, it would not strike gold dragons.
inflicting Idl 0 points of damage each- save vs.

crushing blow on a 2. of Dragon Slayin g
The greatest power of the dragon claw swords
XP Value: 900 GP Value: 4,500
is to produce two more swords, which are then
GREYIlJo,WK
linked ba ck to the original swords and their
owner. The holder of the original dragon claws Detennine what type of dragon this sword is pri-
marily meant to be used against (it is +2 against
can see what the holders of the lesser swords can
see, direct their ac tions, and, using the dragon all other types), and when il hits such a dragon it
claw school of fighting, pull hit points from other
holders of lesser swords to heal wo unds ( the does 4dlO points o f damage. Ro ll 2dl2 on the

holde r of the o riginal swords can never lose hit table below.
points in this fashion) . The lesser swords infl ict
only Id8 points of damage. The fiend Lung Jua is Roll Dragon Type Ro ll Dragon Type
the holder of the original dragon claws. ,.14 Green
02 Amethyst
03 Black 15 Mercury

04 Blue Mist
,.17 Rod
Dragon Crippler 05 Brass
18 Sapphire
XP Value: 600 GP Value: 3,000 o. Bronze

Dragon Knight 07 Brown Shadow

This Sli'Ord +2 has an additional + I bonus against 08 Cloud 20 Silver

, all evil dragons. 09 Copper 21 Steel

Dragon Slayer 10 Crystal 22 Topu

XPValue: 1,200 GPValue: 6,000 " lkep 23 White
24 Yellow
12 Emerald
DuNoEON M ASTER Guide 13 Gold

This sword has a +4 bonus against any sort of

true dragon. It inflicts triple damage against one Drain Life Energy

sort of d ragon (3d12+4). No te thai an unusual XPValue: 2,000 GPValue: 10,000

sword with intelligence and alignment cannot be DUNGEONS & DIUoOONS Expert Rules Set

made to s lay dragons of the same alignment. When this sword hilS, it drains one life level or

Determine the dragon type (excluding un ique Hit Die (like a spectre) on command, in addition

ones like Tiamal and Bahamut) by rolling IdIO. 10 normal damage. The sword can drain only

, •Black (CE) Id4+4 levels, after Ihat il becomes a nonnal mag-

Roll Dragon Roll Dragon ical sword + I .
Gold (LG)
2 Blue (LE) 7 Green (LE) Draxalon, Defender of
Red (CE) Feminine Virtue
3 Brass (CG) 8 Silver (LG)
White (CE) XP Value: 2,000 G PValue: 11,000
•4 Bronze (LG)
PoLYHEORON Newszine 76
5 Copper (CG) 0

Draxalon is a sword +3 thai allows ils female

In a Drago nl ance Ca mpaign: Dragon slayer wielder to cast haste upon hersel f once per day.
swords are extremely rare on Ansalon. If the DM
rolls a dragon slayer on the treasure charts, he or The sword does no t allow itself to be used by a
she should rerall. If dragon slayer comes up wit h
the next roll, keep the item. male; those who try discover that they cannot lift

the blade. Draxalon was created 200 years ago by

the wizard Erie! for her sister, the fi ghler Diana.

Diana wielded it for many years before she disap-

Dr ago nslayer peared while adventuring in. the ruins of Myth

XP Value: 900 GP Value: 4,500 Drannor.

PoLYHEORON Newszinc 16

The re are as many va rieties to these swords as Dreamsinger

there are dragons. The weapons deal out 3d 12 XPValue: 3,000 GPValue: 18,000

points of damage against dragons, and Id lO Howl From the North

points of damage to all othe r creatures. Each is Dreamsinger is a neutrally aligned weapon cre-

treated as a sword +2, +4 vs. a particular type of aled fo r bards. It has a white steel blade, a plat-

dragon. For example, a blue sword would be +4 inum filigree crosspiece, and a pommel sel with

on attack and damage rolls against blue dragons. f ine moonstones. In the hands of anyone other

In addition, each sword has an alignment, and than a barbarian ba rd, it is simply a magical

"")r------------------------------------.~

1357

~---------------- .-~ ----------------------

r

sword +I . In the hands of a barbarian bard, it is a Durandan
+3 weapon thaI also confers a - I bonus to the AC
and a +I bonus to all saving throws. There is one XP Value: 16.400 G P Value: 82.000
exception to this: The wielder of Dreamsinger
has a - I penalty to saving throws vs. illusions and OUNGEONS & DRAGoNs Master Set
mind-affecting spells because of the strange men-
Ial effects of the weapon. Durandan (or Durandal. Durandana, or the

Dreomsinger allows a barbarian bard to cast Inflexible) was the Sword of Roland, given him
spells from it. The spells ESP and augury arc
usable once per day each, and divination can be by Charlemagne. It once belonged to Hector, the
used once per week. The answers and information
gained by the bard through the use ofthese spells noble chieftain prominent in the fall of Tray. This
should always be conveyed in a metaphor, simile,
or allegory of some kind. sword combines the powers of a vorpal blade and

The special purpose of Dreams/flger is to find a sword a/sharpness +3.
the other Blades of Corusk (The Edge. Harmo-
nizer, Greenswathe, and Slalker), and this should Dyerwaen
be interpreted fair ly strictl y by the OM . Dream-
XPValue: 1,200 C P Value: 6,000
singer should be close to another blade, or close
to someone o r something that has information DAAGON Magazine 188

about the Blades 0/ Corusk, for its special pur- Also known as the Forester's Friend, this unique

pose powers to operate. .....'Capon was forged by the gray elves of old Myth
Dreamsinger has a vicio us, special purpose
Drannor as the first men began to fill the Oale-
power. It launches a IO- footfirespear of intense
lands. It was given to Torek Craybeard, the leader
buming power in any combat situation related to
its special purpose. Thisfirespear is treated as a of the new human settlement, as a token of
missile thrown by the wielder of the blade for
friendship between the two races. When Torek
attack ro ll purposes ( maximum ra nge of 80
yards). A successful strike inflicts 6d 10 points of died childless, he willed Dyerwaen to his nephew

damage. No saving throw is allowed, but magic l ireen. who bore it proudly until his disappear-

res istance (against 20th-level magic) applies, and ance on a hunting trip six winters later.
half damage is sustained by a c reature that is
The sword surfaced briefl y 12 winters ago in
under the influence of a resist fire spell, a ring 0/
the hands of a goblin raidi ng party The goblins
fi re resistance, o r similar protection. Thefires-
pear can be launched twice a day. c lashed with p assing adventu rers and were

When the firespear is launched from dream- defeated; Dyerwaer was taken to Cormyr to be
singer, a wave of sound ripp les radiates o ut to a
60-foot radius from it wit h a fa int antip honal sold at auctio n. Stolen by thieves en route. it has

sound. This produces an effect equivalent to a not been seen since.
prayer spe ll affec ting the sword's user and the
Dyerwaen is a f ine steel broad sword with a
party positively a nd enem ies negatively in the
area of effect. This lasts for Id6+6 rou nds. rose etched along the length of the blade; its hilt

This special purpose power isn't communi- is tightly wound with green velvet. It has a +2

cated to the wielder initially. Dreamsinger makes attack bonus, but no bonuses on damage. The
it known only when its specia l purpose is fi rst
aroused. weapon sheds light (up to a 10-foot radius), and

Dreul/lsjnger has an Intelligence of 14, com- glows at the user's will.
municates in its own special way (dreaming), and
In a forest setting, Dyerwaen 's bearer is cam-
has an Ego of 12.
ouflaged so as to be 90'10 invisible when mOlion-

less , nor does he or she leave any trace when

travel ing through such an environment. In addi-

tion, if the sword is suspended from a rope. the

blade always points to true norlh. The wielder is

entitled to use the Trac king and Weather Sense

proficiencies at a +2 bonus on ability checks.

A few spell effects can be used by the wielder

of D verwaen as well. Invisibility to animals can

be invoked at will. or speak with plants as a 7th-

level priest once a day. These powers require only

a command word and have IlI1 initiative modifier

of +3.

Fina lly, elves a nd wood land c reatures of

good alignme nt rega rd the sword bea rer as

Du gmaren Brightmantle's though his or he r Charisma were 1 point higher,

Broad Sword 10 a maximum of 18. Dyerwaen is itself chaotic

XPValuc: 2.500 GPValuc: 12.500 good, although it has never displayed any sign

Monster Mythology of intelligence.

The avatar employs a broad sword +4 that can

cast/eeblemind twice a day.

5511

1358

of the Ebon Flame Ebonb a ne

XPVa lue: 4,000 GPValue: 20,000 XPValue: 3,000 G P Value: 18,000

Mordenkainen's FanlaStic Ad~nture DuNGEON Magazine 31

This long sword +2/+4 vs. lawful good align. Ebonbane was c rafted of a special cursed iron

menl, is evil, usable by all evi l a lignments. It is brought into the world from another plane. In its

not intelligent, allhough it can communicate plane o f origin, the metal was far less powcrful

through empathy. It has no ego at all. The sword's than it is in Ravenloft. Like all evil things drawn

face and edge have many small, black flickering into Rave nloft by the Dark Powers, Ebonbane S

flames upo n it, though these do not radiate power has been greatly enhanced. The following

warmth. When used in combat, the sword bursts sinformation details Ebonbane abilities when in

into black flame, which runs from pommel to tip Ravenloft.

bUI docs not affcct thc wieldcr in any way. Any Ebonbane.s blade is a deep, jet-ebony ilmI hilll

victim hit by the sword must make a saving throw been sel with runes of purest evil. These act as

vs. wands or be burned for IdlO points of dam- symbols (of whatever type Ebonbane wishes);

age in a dd ition to normal sword damage plus each symbol can be activated once per day. This
weapon has all the powers of a vorpal sword +4
magic a nd Strength bonuses, if any. A person

burned by the sword calc hes fire, taking I d4 and aflame tongue, as well as the ability to move

add itional points per round until the fire is extin- about on its own (MV 9) and attack by an innate

guished. The burning v ictim makes another sav- fonn of levitation (at human height).

ing throw each round; if the save is successful, Ebonbane has an Inte lligence and Ego of 17, is

the flame is extinguished. The ebon flame cannot chaotic evil, a nd can commu nica te wi th both

be doused by any no nmagical means, includi ng speech and te lepathy. It can attack once per round

v.ater. with a THACO of 10, inflicting a base IdS points

When unsheathed and held, this weapon gives of damage. Anyone who tries to attack Ebonhane

the wielder infravision with a 9O·foot range. The discovers that it is AC - 10 and can be ha rmed

wielder is a lso harder to surprise, and receives only by magical spells and +3 or better weapons.

IdS for surprise checks instead of the usual I d6. Any successful spell or weapon attack against it

Each S'II-'Ord ofthe ebon flame comes complete scores I point of damage (regardless of what that

with a curse detennined individuall y by the OM. attac k would no rm ally infl ict). After 10 hits are

Nor mall y, the curse of the sword cons ists ·of inflicted, Ebonbane must make a saving throw

attack penalties when fighting some type of crea· appropriate fo r the type of a ttack. If the sword

ture or alignment. For example, one sword might fails its throw, it breaks up and is destroyed. If it
be -3 against lawful evil creatures while anothe r makes the saving throw, it is unharmed, and an
might be -3 against fie nds. Creatures named in additional 10 hits must be scored before it must
the curse of t he sword will become instantly
save again. Multiple attacks from a single source
aware of it when they come wi th in 60 fee t of it. (like a volley of magic missiles) count as only a
single attack in fighting Ebonhane.
There is a base 50"10 chance that these beings will
Ebonbane controls the weather about Shadow-
attack the sword wielder because of thi s weak- born Manor, gene rati ng any effect the OM
desires, hom lightning to wind stonns. It can also
ness, even if they had been neutrally d isposed command blades (any sword or dagger, including
artifacts) to animate and at1ac k people (THACO
origina ll y.
In add ition to the above limitation, the sword

inflicts Id4 fewer poinls of damage than normal

agains t creatures of water and fire, such as ser· 10, damage by weapon type); innate powers of
pents, mermen, elementals, fi sh, dragons, and such swords function (such as vorpal or life steal·
salamanders. All fires started by the sword will ing powers), but triggered powers do not (sunn:ry

bum for only o ne ro und and then automatically or wish-casting powers). Like a ll the domain
extinguish. lords of Ra vcnloft, £uunbune is the absolute
master of all that transpires in its own domain. If
It is t ho ugh t that several va ri et ies of these it wants the walls of the manor ho use to bleed,
they bleed; if it wishes pillars of stone to rise out
swords were made by some great artificer for all
align ments. If researched by the player charac- of the earth, they rise.
ters, the history surrounding their placement in Each round that a person grasps Ebonbanes
the Flanaess will be scarce and unreliable, sug-
gesting instead that the swords might be more h ilt and attempts to wield it in combat, the
likely found in the outer realms. " We apon s vs. C haracters" rules in the DMG
should be consultcd. If the wielder is dominated
by Ebonbane , his or her spirit is instantl y con-
sumed a nd Ebonbane controls the former PC 's

body (this does not happen to those struck by the

,,~

/r------------------------------------.~

1359

F

~Swr;.rd. Ebonbane II

blade). Resurrection of the PC is now impossible. purest evil. These runes have many powers, all
Such a body acts like a zombie, O-Ievel human described later; they seem to glow with an eerie
black aura.
under the control of the sword (death follows in
ld6+ 1 days). If the PC is not dominated, the The macabre lore that surrounds the origins of
weapon is a I'orpal blade and flame tongue . Ebonbane begins, curiously enough, with a tale
of justice and devotion to the holy cause of truth.
Being 3n unnatural creature, £bonbol1e sus- Centuries ago, there lived a young woman named
tains itself by drawing off lhe life energies ofliv- Kateri Shadowborn. Her parents were wealthy,
ing creatures in its domain. All animal life has but they were humble and j ust people. Much of
their money went to the betterment of life for all
perished around Shadowborn Manor as a result. those who dwelled in their lands.
Nonmagical healing cannot take place; spells,
psionic s, or magical items mu st be used to As Kateri grew from a little girl into a young
recover from wounds suffered here. woman , she began to fee l an emptiness in her
hean. For all the good that she and her ancestors
Ebonba ne II had done, there was something missing. By the
time she had reached her midteens, Kateri Shad-
XPValuc: 3,000 GPVa luc: 18,000 owborn knew what it was that she needed.

Darklords From that time on, she vowed to follow the
holy path of the paladin . No longer would the
Not all of Ravcnloft's foul lards are living or Shadowborn name be sim ply associated with
kindness and mercy; now it would be synony-
once-liv ing things. One, at least, is fashioned mous with justice and holy vengeance. As the
years passed, Kateri Shadowborn fought evil on
from cold metal and even colder darkness. Manu- every front. She singl e handedly drove back
hordes of marauders and destroyed nests of evil
fac tured in a forge of foulest evil, the enchanted that threatened the ....."CIl-being of her church.

sword £bonbane has repeatedly proven its right Despite her prowess, Kateri Shadowbom was
as vulnerable to time as any mortal. Eventually
to a domain in the Demiplane of Dread. she was forced to lay down the holy sword that
had served her for so many years. Having had
Physically, Ebonban e appears as a slender- no time in her busy life for romance, courtship,
or motherhood, she planned to live out her
bladed, long sword. Its hilt has been cast from a aUlUmn years peacefully. From her home in the
ancestral Shadowborn Manor, she would over-
single piece of silver that, mysteriously, never see the family wealth and its allocation s to
charity. In the end, when she died, she planned
seems to tarnish. Although ornate, Ebonbane's to turn all of her fa mily's possessions over to
the church. The Shadowborn name would die
pommel has no special powers or abilities. with her, but the good that it had done would
live on for decades.
Its blade is fashioned from a st range, al ien
Such a quiet end to a warrior's life was not to
metal that was brought to the Prime Material be, however. In her day, Kateri had made many
enemies. While most of those who had opposed
Plane from another dimension. Along its length, her church and its teachings had been destroyed
or converted, there were others who plaited
the keen blade is set with foul-looking runes of revenge.

One such group, a band of evil priests in the
serviee of a dark deity whose name is besl unspo-
ken, decided that Lady Shadowborn had to die.
Further, as an example to all who opposed their
dark designs, she had to die horribly and in some
way that would destroy her much-vaunted faith.

Over the course of scveral months, they began
to fashion an evil magical weapon: the sword that
was 10 be called Ebonbane. When the final dark
rune was set upon the blade, an evil being from
the Outer Planes was imprisoned in the weapon.
Much to the surprise of the sword's creators, how-

ml

1360

~~............................................................II'

/r------------------------------------.~

I ~l

- -....... .. ----~-----:

",SWord. Ebonbane II r

ever, the spells that they had woven to control the the loss of its own freedom.
extradimensional entity were woefully inade- Curiously, Ebonbane has never been able to
quate. When they cast the last component of this
grasp the full meaning of what has happened to it.

mystical enchantment upon Ebonbane, thcy It believes that il has been imprisoned by some

found its power turned back upon them. Now trick of Lady Shadowborn. Even if confronted

they were slaves of the prcsence they had with absolute proof that it is imprisoned in a spe-
attempted to contain. cial demiplane full of evil creatures, Ebonbane
would not believe this. In fact, the odds are good
One aspect of the magical spell easl on Ebon-

bane did succeed, however. Although the sword thaI anyone who dares to confront it with such

was free-willed, it still had become gripped with infonnation would die horribly.

an uller hatred for Lady Shadowborn and all her In addition to its own rage over having been

works. The weapon quickly began to plan her imprisoned in Ravenloft, Ebonbane finds that it

destruction. has not been wholly successful in its attempt to
Ebonbane arrangcd to be found by a monk slay Lady Shadowborn. The paladin, now in the
for m of a geist, remains a part of her ancestral
from a monastery near the Shadowborn estate. home and, thus, of Ebonbane'S domain.
As soon as the unsuspecting holy man reached
out to touch the weapon, Ebonbane struck. Ebonba ne has tried many times to drive Lady
Lashing out with its titanic will, it utterly Shadowborn from its land, but it has always

destroyed the monk's vital life energies and failed. The vital faith and religious strength that

took over his body. guided her through her life as a paladin still serve

With the body of the monk nothing more her in death. So long as Lady Shadowborn's pure

than a puppet under the control of the evil faith remains unshaken, she seems to be able to

Ebonbane , the swo rd instructed the monk to resist Ebonbane's powers.

carry it to Shadowborn Manor. When the monk From time to time, when certain signs are

was received by Lady Shadowborn, he right and the stars are in their proper positions,
explai ned that the workers at the monastery had Lady Shadowborn is able to reach out o f

found this sword and wanted her advice on what Ravenloft and draw in persons who are directly
to do with it. When Lady Shadowborn saw thc related to her. Thus, in addition to serving as a
unholy weapon, her natural ability to sense evil thorn in the darklord's side, Lady Shadowborn

warned her of the treachery. has sought to destroy it several times. While she

The bailIe that follov.--cd was magnificent. With has been no more successful at defeating it than

every ounce of faith that she could muster, the it has been at breaking he r spirit , these occa-

aging paladin fought off the influences oflhe sional attacks have only served to remind £bon-
weapon. Time and time again, Ihe animated bane that it is not the absolute master of all that

sword tried to run Lady Shadowborn through, but takes place in its domain. Ebo nba ne has

always hcr holy sword turned it aside. In the end, destroyed every group of heroes that Lady
however, EbOllbane was too much for her. Calling Shadowborn has been able to call into Ravenloft
on all the power of the dark dimension that had to battle it. With eaeh defeat it feels the faith of

spawned ii, EbOllballe delivered a final titanic its enemy slipping a little bit.

blow that shattered Lady Shadowborn's holy Lady Shadowborn has learned that Ebonbane

avenger. can be destroyed only by those who can gather
As the bailIe had raged on, Ehonballe was together four "keys" and use them against the evil
blade. Each of these magical components is
unaware that it was drawing the attention of

Ravenloft's dark powers. With each iota of based upon one of the four elements and has a

fiendish energy that it drew from the evil plane of special significance. The key of earth, for exam-

its birth. it increased their interest in it. Finally. as ple. is symbolic of the metal from which Ebon-
the last stroke of this dcadly artifact took the life bane was fashioned, and the key of fire represents

of Kateri Shadowborn, the Mists engulfed the the evil flames that forged its body into ils current

estatc. shape. Ebonbane is unaware that these elemental
When EbOllballc, thrilled with the victory that components even exi sl, let alone that it can be
destroyed by them. Thus, it is possible that a
it had won, tried to leave the grounds. it found

that it could not. At every turn, it was confronted group of heroes drawn into the domain by Lady

by an impassable stone wall. II was imprisoned in Shadowborn may one day be able 10 assemble

the Dcmiplane of Dread. these keys and use them against Ebonbane. With

Ebonbane has found its time in Ra vcn loft each fai lure, however, the power of Ebol/bane

uttcrly unbearable. It knows that its powers here becomes stronger and the faith of Lady Shadow-

are a hundred times what they were in the outside born diminishes. lf she is \0 be freed from the
world, but it fee ls that this is no consolation for curse of an eternal battle of wills with Ebonballl!,

sm

/r----------------------------------~~

1362

...

- -- '-

it must happen soon. in ils domain and cause them to attack nearby
Alt hough Ebonbane is as much a thinking characte rs or creatures. Th ese weapons strike
with a THACO of 10 and inflict their normal dam-
creature as an y of Ravenloft's other lords, it is age with each successful strike. Magical abilities
wholly inorganic and, as such, difficult to quan· inherenl in the weapon, such as those of a mrpal
tify in game terms. The following conventions blade or a sword oJlife stcaling, function nor-
should suffice for encounters with the dreaded mally, while those requiring a trigger by the
EOOnbane. wielder, as is the case with the sunray power of a
sun blade, do not work, fhol/bane greally enjoys
Ebonbane: AL Chaotic Evil; Str N/A, Dex turning a party's own weapons against its mem-
NlA, Con N/A, Int 17, Wis 17, Cha 15,AC bers and will often hold back on more lethal
- 10; MV Q; LevellHD nla; hp nla; THACO attacks in order to satisfy its taste for this vicari-
10;AT I; Ego 17; Dmg IdS; SA See text; ous hacking away at victims.
SD Sec tex t; MR Nil.
£bonballl! is able to dominate those who
Long before its imprisonment in Ravenlofi, wield it in accordance wit h the normal rules for
Ebonbane was both powerful and intelligent. intelligent weapons in the DMG. When it takes
Infused with a cruel and c unning intelligence by control of the person wielding it, fbol/balle
its creators, it could communicate telepathically instantly destroys ils holder's spirit. What
or by speech with anyone who held it. If wielded remains of the living body of someone who has
in combat, il acled as a +4 weapon. When not in lost such a duel of wills with fhol/balle is noth-
the hand of a warrior, however, EOOnbane was far ing more than a husk. The body remains alive
from helpless. It could move about via an innale for a few days (a week at most) and then simply
form of levitation and strike on its own. co llapses and dies. While the body lives , it
obeys fbonbane's commands and, in game
As is often the case, however, EOOnbane found tenns, aclS much like a zombie.
Ihat ils t ra nsfo rmation inlO a darklord g reatl y
increased its abilities. Like all the lords of Since it is an unna tural creature, Ebollbal/c
Ravenloft's domains, Ebonoone is now an almost survives by drawing otTthe life energies of living
unstoppable force. creatures that enter its domain. Because of this,
nonmagical healing does not take place in or
The runes on EOOnbone's blade are powerful around Shadowborn Manor. The natural recuper-
and unholy, SO much so that they act as symbols ative powers normally associated with living
of whatever type it wishes. It can invoke each creatures are drawn off by this dreadful sword
manne r of symbol but once pf;r day, however, so and serve to satisfy its dark hunger.
some measure of protect ion against this attack
fonn can be had by careful record keeping on the The Edge
part oflhose exploring ils domain.
XI' Va lue: 3,200 G P Value: 16.000
Ebonbane is a +4 weapon able to move about
and attack at will via its own levitation ability. Howl From the Nonh
Since coming 10 Ravenloft, however, Ebonbane
has also acquired the powers of a vorpol sword The Edge is the most unusual-looking sword of
and aflame /Dlrgue.
the five Blades oJCorllsk. It is a bastard sword
Although Ebo nballe 's domain (Shadowborn
Manor and its grounds) is small, its power there is whose blade is made from grayish steel. Its edge
virtua lly abso lute. For exa mple. the weather
arou nd the mano r is wholly under its control. It never dulls or nicks. Attempts at sharpening and
can change a peaceful spring day into a freezing
ice Slorm. This power exlenrl_~ to th e point of con- honing its edge are fruitl ess. It is said The Edge is
trolling day o r night, the phase of the moon, and
similar effects. Thus, fOOnbane could cause Ihe so sharp that it spli ls hairs with the slightest
sun 10 s land hig h in the sky, as if at noon, for
hours on end on ly to have il s uddenly plunge touch.
beneath the horizon whe n a party of adventu rers
nears the manor itself. The hilt of the sword is covered in soil suede

Another of fbonbane's more dangerous pow- leather, giving the sword a comforta ble fec I. Jut-
ers is the abi lity to anima te blades. No sword or
dagger is safe from the evil powers of fOOl/baile, ting from the pommel. three blackened dagge rs
not even holy avengers or ani facts like the sword
oJKas or the might y Exculibur. At will, fbol/- point outward like venomous fangs. These dag-
bulle can animate any and all s....'Ords and daggers
gers can be commanded to fly from the pommel

as though th ey were {",-rlIl'S oJaccul'llC)1+2. An

attack roll is required, as though firing an arrow.

All three daggers can be shOI in one round if the

wielder so chooses.

The daggers slreak to their target . If they hit,

the opponent must roll a successful saving throw

vs. poison with a - 2 penalty o r die instantly. The

daggers can be shot off while the fighter strikes

wi th the sword ; the command is a single word

,, ~

/r------------------------------------.~

1363

,Sword off..frocti Slaying r

(The Edge informs its wielder of the command Elkhorn 's
word). After firing, the daggers must be retrieved
and placed in the pommel. Should the fi ghter lose XP Value: 500 GP Val ue: 2,500
two of the daggers , the remaining dagger no
The Shady Dragon Inn
longer has the capacity to fly on command. (The
daggers are poisonous only when they are com- sElkhorn sword +1 is set with a huge ruby that
manded to fly from the pommel; o therwise they
are daggers +1.) glows when he is within 25 feet of gold.

This sword was especially made for a pure Elqillar
fighte r's ha nds. In this case, paladi ns, rangers,
XP Value: 2,000 GPValue: 10,000
and all other fighter subclasses a re excluded. In
the g rasp ofa fi g hter, The Edge is a bas tard DRAGON Magazine 188
sword +J. Should any o ther character class use
this sword, it serves as only a bastard sword +1 Also known as the sword of many faces , this
with no other benefits.
unique blade has been difficult to trace but is at
The Edge gives the fightcr who possesses it a
unique ability. Should the character roll a natural least 700 winters old. Although some scholars
18 through 20 on an attack roll , the sword slices
maintain that it was forged by the elves to spy
through wha tever was in its way. If the opponent
was parry ing wi th a weapon , The Edge s lices upon the activities of young and rising races, it is
through the weapon as though it was lard. (lfthe
weapon attacked is magical in nature, the weapon probably the work ofa Calishite illusionist named
is required to ro ll a successful saving throw vs.
disintegration wit h a - 3 penalty, otherwise it per- Akhi r Ahad, who was forced to excel in sorcery
manently loses a plus or a special ability--deter-
mined randomly by the OM. This drain co ntinues by the power of his political e nemies. Legend
wit h each addit ional high-quality hi t until the
repo rts that he constructed the weapon to help
weapon is destroyed.)
If armor is struck with an 18 to 20 anack roll, him escape numerous assassins. Eventuall y, the

the armor must ro ll a s uccessful item saving night rogues caught him, but not before he had
throw vs. disin tegration with a - 3 penalty or lose
I point of magical bonus o r special ability- passed the blade on to his most trusted body-
de te rmined by the OM o r ra ndom ly. When the
guard, whose name has escaped the record books.
annor is no longer magical, it is da maged. penal-
izing the AC it gives by one point. When the AC The laner used it to such effect that it is impossi-
of the armo r is reduced to 10, it is completely
ble to locate it with certainty until some 300 win-
useless.
The Edge has an al ignment of chaotic neutral, ters la ter, when it appea red at an auction in

possesses an Intelligence of 16 and an Ego of 12 . Watcrdeep. A number of murders ensued, and the
Tire Edge has the abi lity to find Harmonizer, the
fifth Blade of Corllsk. The Edge, whe n held by sword was again lost.
the blade-stops, points toward Harmonizer. This
works only when the blade is within 1,000 feet of Its most recent wielder is said to be an assassin
Harmonizer .
who cal ls himself"Thc Rider in Whi te." He is a

well-educated individual with an excellent repu-

tation, working artfully rathe r than with cruelty.

Many of the little governments surroundin g the

Inner Sea have at o ne time or another hired him

to remove undesirables, the victims often (though

by no means always) being of evil alignment.

Elqllillar can change its shape to become any

type o f sword, scimitar, o r dagge r, though it's

always +I on attack and damage rolls. Such a trans-

formation occurs whenever the wielder desires

anot her weapon to appear, and it takes less than a

round to complete. Multicolored runes spelling out

its name appear on the blade regardless of its cur-

rent shape or any efforts to conceal them.

Elqllillar's maste r may al te r his o r he r own

sha pe as though wearing a hat of disguise ; this

of Efreeti Slaying requires that the sword be kept on the person.

XPVa lue: 900 GP Value: 4,500 though it needn't actually be held (it can be in its

Creature Catalogue scabbard ). Furthennore, the bearer is protected as

The mighty leader of the Bro therhood of Sun though by a ring ofmind shielding, although in

Brothers is rumored to wield a glorious sword of this case Efqllillar must be firmly grasped in the

efreeri slaying that instantly ki lls all efreeti with a hand. Finally, whenever this weapon touches (or

successful strike (and a subsequent failed saving stri kes in combat) a creature in other than its nat-

throw vs. spell on the part of the effeeti ). ural form , £Iqlli/lar returns the target to its true

shape . T here is no savi ng throw agai nst this

effect. Thus a gold dragon, a shape-changed wiz-

ard, a vampire , a polymorphed g riffon, or a

do pplegange r might a ll be induced to assume

their nonnal appearances at a touch.

/r------------------------------------,~

1364

Elven attack and damage bonuses are onl y + 1. In the
hand of a true ne utra l characte r, the sword
XP V~lu e: 400 GP Value: 2.000 receives special combat modifiers according to
the opponent's alignment:
The Elves of Alfheim

This blade is made from enchanted oakwood

treated with the sap ofa Tree of Life. It is as light

as a short sword but as long as a normal sword (or Attack Damage

a broad sword) and harder and sharper than steel. Opponent's Alignment Bonus Bonus

The damage done by this weapon is ld6+ ] and Lawful neutral, chaotic neutral +1 ++2,
Neutral good, neutral evil +2
it counts as a magic weapon, thou gh not as a Lawful good, chaotic good +3 .+.6.
Lawful evil, chaotic evil +3
weapon with pl uses. Thus. it can affect lycan-

thropes, gargoyles, and spectres or any other

monSler that can be affected only by magic weap-

ons, but it does not affect monsters thaI must be Each time an opponent of an elltreme align-

struck with a +1 weapon or better. ment is struck, the creature must make a saving
throw vs. spell or be disi nteg rated. Against true
Elven II
neutral opponents the sword receives o nl y the
XPValue: 400 G P Value: 2,000
bonuses of a long sword +J.

DRAGON QUEST Game

Thi s mag ical blade looks like any other sword Eve r s t r i k i n g

until it is used in combat. Then, the blade gleams XPValue: 800 GPValue: 1,000

with a magical blue light. and the sword becomes DRAOON Magazine 91

as light and easy to use as a dagger. Anyone who A n everstriking sword always hilS an intended

uses thi s sword in combat adds a + 1 bonus to target unless an impossible blow is attemp ted,

auack and damage rolls. This is a medium weapon like striking at a charactcr who is oul of range.

(Size M; Omg Id8+ 1). This weapon has no attack or damage bonuses,

b ut a peculiar thing happe ns play when suc h a

E mp e r o r 's sword is used in combat.

XPValue: 19,400 CPVal ue: 97,900 If the sword is swung at an opponent and the

Legend... & Lore d ie roll ind icates a miss, the n the wielder o r the

This samurai swo rd is a sword 0/ dan cing , life sword loses a number of hit points equal to the

stealing, and sharpness +5, but it becomes a difference between the failed attack roll and the

cursed berserker sword in the hands of anyo ne number needed to hit the target- and the sword

but a member of the Imperial fami ly. does hit, in effect using the wielder's own energy

to guide the attack home. This energy drain is fell

Enchanted Sword of Sylaire as a sudden, sharp pain coupled with a feeling of

XPValue: 1,200 GP Value: 6.000 exhaustion.

Castle Amber If the sword is used agains t a creature that

The enchanted sword o/Sylaire is a sword +31+5 can only be hi t by magical weapo ns, it drains an

vs. undead. Its purpose is 10 s lay und ead and it extra set of hit points fo r every "plus" normally

automati ca ll y kills any undead it hits on an required to hit such a monster- double the

unmodified roll of 18 or better. It can a lso detect amount agai nst a creature hit only by + 1 weap-

evil and detect invis ible and gives Ihe user the ons, three times the amount against a creature

abili ty to fly (as the spell) for up to three turns hit only by +2 weapons, and so fort h. Regard-

three times a day. less of the number of hi t points needed to make

a successful attack, this sword always does only

Equalizer of Gran March normal damage fo r whatever type of sword it is,

XP Value: 10,000 GP Value: 50,000 with a da ma ge bonus for Strength add ed if

GREYHAWK Adventures app licable.

Also known as the sword a/neutrality. this si l- Any character who uses this sword once in

ver long sword is a too l for the balanc ing powcrs combat is cursed to a lways draw the sword in any

of the universe. Its creator desired that it be used further combat, and will ignore all other weapons

to equal ize (or, more acc uratel y, to terminate) carried in favo r of th is one. This curse can only

the ex tremes of nature, s hifting the universe be removed by a wish or a remove curse spell, and

closer to the true neutral alignment. Onl y a char- the sword must be discarded immediately after

acter of true neut ral alignment can full y use this that.

sword . In th e hands of s uch a cha ra c te r, the

wea pon is treated as a +3 weapon when deter-

mining what can be hit by it , even though its

,~,

/r------------------------------------.~

1365

r

Evil Wyrmslaye r

XP Value: 1.200 GP Val ue: 6,000

PoLYItEDRO~ Newszinc 16

Thi ss"'onl +2. +5 I's. el.jf male dmgOlrs. makes

its wielder immune to the effects of dragons' fea r

aura. II confers a +5 bonus 10 all saving throws

against the breath of evi l dragons.

Evit hyan's Blade

XPValue: 2.200 GPVal ue: 11,000

DRAGON Magazine 188

Evith va n was a high elf hero of old. no less a

skilled wizard than a warrior. It is widely held

that he fashioned this sword hi mself, nearly 1,000

years ago in ancient Myth Dmnnor, then used il

to f ight the drow in t he Underdark. When his

lime came to pass over the sea to Evermeet, he

gave the weapon to his apprentice, Calthalyon. In

turn. the you ng e lf used il to g reat effect and

eventually handed it to another. This changing of

the guard lasted for several hundred winters. until

one elf met a premature fale and the blade was

lost.

II reappeared in Hiltsfar 70 years ago in the

possession of a novice thief, who had somehow

stumbled upon the weapon. He was poisoned in

less than a week: although he survived the sword

was taken and has not been seen in the years Sword in the Stone that was given 10 the Lady of

since. the Lake upon the death of Anhur. King of all the

The long sword has a well-balanced steel blade, Britons. In the unlikely event that this unique arti-

the haft being ofmithral and set with a small emer- fact is ever found in a campaign, it is a + 10 (to

ald. The sword is normally of +3 enchantment. attack and damage), lawful good weapon. A holy

When used against the drow, however, it becomes avenger, Excalibur has allihe other holy avenger

+5. On a nat ural 20, the blade drains 2d4 Constitu- abilities. It te lepathically bonds with a lawful

tion points in addilion from a dark elf, unless a sav- good paladin (and only a paladin) of at least 7th

ing throw vs. spell is made. The lost points can be level- £xcalibur and the character becoming a

regained at a rate of I poinl per day of complete single being during combat. It will not permit any

rest. Any clfwho loses all Constitution points to the other character, even of lawful good alignment, to

blade will die. The draw are aware of this and fear pick it up-the hilt slips OUi of the hand as if it

the weapon accordingly; they must make a morale we re greased. If a character of evil aJignmenl so
scheck whenever they are confronted by Evith)'an
much as touches the scabbard, he or she must

Blade. save vs. paralyzation, or be frozen to the spot for

2dlO rounds. (A second touch by the same char-

Excalibur acte r results in death, no saving throw allowed.)

XP Val ue: 8,000 GP Value: 80,000 Upon the death of ilS paladin, a geas is placed on

D EITIES & D EMIGODS Cyclopedia Ihe paladin's companions (or, if the warrior died

King Arthu r wields the sword £:.::calibur, a +5 alone, its next nonevi l discove rer- if not a pal-

lawful good Sll'orJ ofshwpness, whose scabbard adi n) to return the sword to the Lady of the Lake.

preve nts him from being cut by any aUack. In this case it will permit itself to be carried, and

Thrusting and slashing attacks against Arthur do even to be used in the defense of its retum, by any

half damage (from the force of the blow). and lawful good c harac ter (but fu nctions as a holy

bludgeoning attacks do full damage. avenger +5). If the party does not have a nother

lawful good character, one will have to be found .

Excalibu r II In that case, unti l such a person is found, £xcal-

XP Val ue: 20,000 GP Va lue: 200,000 ibur will permit itself to be carried, ifnecessary

New Item even wielded as a broad sworJ +3, by any char-

Al so kn own in Old French as £scalibor , and acter of good alignment. "..
occasiona lly as Cafibar, this is the legendary

Jr--------------------------------------~~

1366

Excalibur III wielded by the great paladin Nord in his single-

XP Value: 8,000 GP Value: 80,000 handed destruction of the Citadel of Conjurers. It

Legends & Lon: is written that he overthrew succubi and glabrezu

Given to Arthur by the Lady in the Lake in return "beyond number" with his sword Fiendbulle, and

for a favor to be named later, Excalibur is the caused Ihe summoned fiend-l ord N'dulu 10 flee

magical sword that gave Arthur the power to unite from this pl ane. Fiendba ll e earned its namc in

the kingdoms of Britain. Its origins are as misty this batt le, but its whe reabouts now are not

as the location of Ava lon, but it is clear that the known. Nord disappeared shortly after the fall of

weapon was forged by some supernatural being the citadel, and "not a stone of his keep remained

in orde r 10 assist wo rt hy kings in defending when the sun rose that morn ing" (or SO wrote the

Britain. Excalibllr is a sword ojsharpness +5 that sages).

can only be wielded by a lawful good warrior of With Fiel1dball e in hand, a war rior is rendered

18 Strength or greater. Jfstolen, taken by treach- immune to all enchantment and charm spells cast

ery. or lifted in an evi l cause, Excalibur wi ll by fiends, and gains a +3 bonus on saving throws

break upon contact wilh another weapon. It can vs. other magica l attacks by fien ds (tanar'ri,

only be me nded by ret urni ng all of the pieces to baatezu, and yugo loths). The user become s

the Lady of the Lake, and she will only mend it un usually alert, and can only be surprised on a

for a wort hy king, such as Arthur. Id 12 chance.

As valuable as Excalibllr itself is the sword 's Fiendbane glows with a cold, blue tight (equal

scabbard, which prevents blood from flowing from to a light spell in effect) whe n brought within 60

its "'Carer's wounds. Anyone wearing the scabbard fee t of one of the listed fiends above, and emits

suffers damage only from bludgeoning, magic, fire, no light at any other time. It can cause afiends'

and other forms of nonculling attacks. The scab- amulet to shatter at a touch (amulet must save vs.

bard functions onl y for a lawful good wearer. disintegration). The weapon is a sword with a +3

Farrinae attack and damage bonus normally. rising to +5
when used against fiendkind. Only good-aligned

XPValue: 3,000 G P Va lue: 15,000 fighters may use this -.veapen: it falls immediately

PoLYHEDRON Newszine 16 from the grasp of anyone else who tries to seize

This is II special drago n sl ayer. Farrinae is an it. Naturall y, thi s sword has earned the utter

intelligent (Int 15, Ego 10) female sword, chaotic haired of all fiend s and can be identified at a

good by alignment. She is able to communicate glance by any of them. Anyone using this sword

verbally in Common, Dwarf and the languages of ga in s the ins tant and permanent wrath of all

all good dragons. Created to slay evi l dragons, fie nds who see him or her, and they will commu-

she is + 1 vs. all opponents, but +3 vs. evil nicate the sword 's location and ownership to all

dragons. Farrinae docs double damage to green their fellows.

and blue dragons, can detect all dragons in a 150- Final Word
foot radius, bestows a +2 bonus to her wielder's

savi ng throw vs. dragon breath, and gives her XPVal ue: 10.000 G PValue: 50.000

wiel der a +4 Charisma bonus wi th respec t to Unearthed Arcana

dragonkind. Final Word swords are very rare items--<mly nine

of these blades arc known to ex ist. Each is pat-

Fate's Promise terned after the legendary broad sword Fragarach

XPValue: 4,000 G P Value: 20,000 (which means "final word" in the tongue of the

t992 Fantasy Collector Card t34 ancient Oeridians). Each of these weapons is

Shalandain recovered this highly magical and Intel- thought to have a differi ng alignment, but in all

ligent sword from Ihe wreckage ofa ncogi mindspi- ot her respects each is alike . If a creature of an
al ignment diffe rent from th at o f the sword
sder. The sword, named Fate Promise, grants a

magic resistance of 50010 in a 5-foot radius, dispels attempts to wield it in battle, the weapon has no

magic in a 5-foot radius, and grants a bonus of 10 bonuses. In the hands of a creature of like align-

additional points of damage upon chaot ic evil ment, the sword becomes a blade +3 that always

opponents. In addition, Fale s Promise can cast strikes last in any round, but which will strike
unerringly and do damage to any opponent that
strength once a day and heal twice a day.

struck at the wielder earlier in the same round,

Ficndba ne regardless of whether the opponent successfully

XP Value: 4,000 G P Value: 20,000 hit the wielder, up to the wielder's available num-

D RAGON Magazine 91 ber of attacks per round. (Of cou rse, since the

Legend s peaks of a great, multicolored blade wea pon is a blade +3, oppone nts immune to

whose origin has been forgotten , but which was weapons ofl ess than +4 value cannot be harmed.)

""/r--------------------------------------.~

1367

r

Each ofthesc swords has a gem of 10,000 gp
value set in its pommel, and each gcm is different
in type from all the others. Each sv.'Ord also bears
a name ; the nin e appe llati ons are Answerer,
Backllllker, Conc/llder, Las/quip, Rebuller,
Rep/ier, Re/or/er, Sea/her, and Sf/lle/eher.

fi nder

XPValue: 2,000 G PValue: 10,000

Gatewa), 10 RAVENS BLU FF'"'. ~ Living Cit)'

Finder is the sv.'Qrd used by a 9th-lcvel paladin, a

human male named Tordon Sureblade. who cur-

rently scrves as Lord Chancellor for Ihe City of

Rave ns Bluff. The blade is a long sll'ol"(l +3 wilh

an Inlel1igcncc of 12, and Ego of 4. a lawful good

alignmcnl. It is semi-empalhic. II can delcc l

secret doors within a 5-fool radius.

Fionnghuala's

XPVa lue: 2,700 GPVa lue: 13,500

Monstet" M)'thology

Fionnghuala 's avatar wields a long sword +4 tha t

can heal her once a day.

f ist of Od in

XP Value: 900 G P Value: 4,500

DItAOON Magazine 99

A gia nt slaycr, this sword is + 1 agai nstllll crea- +2, with an additional +2 against all creatures of

tures, +3 against gian ts. chaotic evil alignment. Its blade is treated to be

evcrbright; it cannot mst, tarnish, or be stained or

flamberge harmed by ac id, blood, nam es, or other s ub-

XP Value: 3,600 GI> Value: 18,000 stances.

DUI'I(lEONS & DRAGONS Master ScI Whenever any spell is cast on someone holding

Flambe"'ge. or Floberge (meaning "flame CUller") the drawn blade, there is a 10% chance tha t the

was the sword ofChar1cmagne. In game Icmls, it spell is reflected back on its source. This effect

is Ihe equivale nt ofaj1mne lOngue +3. can hap pen regardless of the will of the sword

Flame Blade wielder. All electrical attacks and magic missiles
cast at the sword-wielder are absorbed harmlessly

XPValue: 2,000 GP Value: 9.000 by the sword, and used to recha rge its powers.

PoLVtlEOKON Newsl'.ine 47 In the hands of a chaotic good being, the sword

Thi s sword +1 has a black hilt and a ru by blade blazes constant ly with blue-white flame s while

thaI glow with an inner light akin to filel·jefire. In drawn. The flames give light cqual to aJaeriefire,

battle, the glow calls up flam es that do an addi- but the wielder does not incur the standard com-

tionalld6 points ofdamagc ( ld8to cold-using or bat disadvantages of that spell. The flames cannot

cold-dwelling creatures). The sword also acts as a be quelled except by breaking the blade. They are

ring oj wurm/h. illusory, and cannot heat or ignite anything.

Wheneve r thc flame is drawn by a chaot ic

f lame of the Nort h good being. and any chaotic evil creature comes

XP Value: 1.000 GP Value: 5,000 within 20 feet o f lhe sword, the sword-wielder

~ Ruins ofUndemlOllntain hcars an inner voice, endlessly chanting, "'Strike!

Ifany being of an alignment other tha n chaotic Strike! Stri ke!" This effect occurs rega rdless of

good touches the sword, it seems to spi t blue fire any magical defenses that cloak or confuse the

and the being takes 3d4 points of electrical dam- reading of true ali gnme nt ; the sword infall ibly

age. Arter its init ial contact damage, the sword detects the presence of chaotic evil beings within

docs no morc harm to nonchnotic good beings, its mnge. The sword has no intelligence, ego, or

but in thci r hands it is - 3 on all attack and dam- coercive powers beyond ils verbal imploring.

age rolls. "..
Fit/me oj/he Nor/h is a steel/It"(/-hllluJed S'f1Ion/

/r----------------------------------,~

1368

Flame Tongue tap into its greater powers. The blade is currently
on display in the Capital ofShou Lung. The float-
XP Val ue: 900 GP Value: 4,500
sing blade alignment is lawful-good.
DvNoEON M"m;RGuide

This is a sword + I, +2 vs. regenerating creatures,

+ 3 vs. cold-using,jlammable, or avian crealllres, Flying Scimitar ofTusmit

+4 vs. undead. It sheds light when its possessor XP Value: 8,000 GP Value: 40,000

speaks a comma nd word or phrase. When act i- GREVIIAWK Adventures

\'3ted, Flame Tongue S fire illuminates the area as Forged in preparation for a possible war against

brightl y as a torch. The flame from this swo rd Ekbir, this enchanted weapon is used only by the

easi ly ignites oil , burns webs, o r sets fire to Pasha's most trusted war-ministers. When used in

paper, parchment, and dry wood. Cold-using combat it gains +3 on anack and damage. It can

creatures arc those whose attack mode involves also be thrown (minimum range: 10 feet, maxi-

cold ( ice toads, white dragons, winler wolves, mum: 30 feet) . When thrown, the scimi tar spins

yeti, and the [ike). like a razor-edged prope ller and strikes as a

sword a/sharpness. [t returns to the th rowe r's

Flames on Command hand the nex t round. Anyone else who attempts to

XPValuc: 1,200 GPValue: 6,000 catch the flying sword must make a saving throw

DUNGEONS& DRAGONS Expen Rules Set vs. death magic or lose the member. There is no

This sword blazes with flames when commanded effect on the weapon's flight.

by its user. It remains flaming until commanded

to go out. While flaming, it gives a bonus of +2 Foeba ne

on attack rolls against trolls, pegasi, hippog rifTs, XPValue: 7,000 GPValue: 35,000

and rocs; a +3 bonus agai nst treants and undead The Ruillll of Myth Dranroor

monste rs. Damage from this sword is treated as This is the legendary blade borne by Fflar, Cap-

fire damage (for example, trolls cannot regene r- tain of Myth Drannor. It lies somewhere in the

ate damage inflicted by it). It will cast light and rubble of Myth Drannor's streets, and is active (it

burn as if a torch (when used against a web, for animates and attacks. when touched). One of six

examp le ) blades crafted by the Archmage Demron, th is

Fla min g sblade is somet imes known as Demron bane, _

because a thief used it to kill him.

XP Value: 1,200 GP Value: 6,000 Foebane is a one-handed ha~·tard sword +4. In

Steading of me Hill Giant Chief addition to its base damage of ld8+4 (ldI2+4 vs.

Having a chaotic alignment ofeither good or neu- L-size or larger creatures), it "burns" the life or

tral, an Intelligence of 10, and an Ego of 12, this unlife energy of certain targets so as to deal an

sword detects gems, including kind and number; additional Id8 points ofdamage to all undead crea-

communicates by empathy. tures, all beings not native to the Prime Material

Flaming n Plane, and all creatures of evil alignment. It glows

with a flickering blue flame whenever drawn; the

XPValue: 1,000 GPValue: 5,000 light is bright enough to be used to read.

Steading or tile Hill Giant Chief Foebane's +4 bonus a pplies not only to its

This sword is neutral in alignment with either a damage and attack rolls, but also to any saving

good or lawful bent, and Intelligence and Ego of th rows made by anyo ne holding it drawn. It

6; it also has the powers ofajlame longue sword. refl ects back magic cast at it or at its wielder-

each round, roll Id8. If hostile magical item dis-

Floating Bl ade of Shin Lu charges or spell effects are of a level lower than

XP Value: 8,000 GP Value: 40,000 the roll , they a re renected back 100% at the

Kana-Tur source. If higher, they have normal effects. If of

lbe famou sjloating blade a/Shin LII is one of a the same number, both sword-wielder and source

matched pair of swords, forged on the day of the a re affected, for half damage or resu lts ( if the

tWO half-b rothers' (Shin Lu and Sh in Ginsen) nature of the spell makes this impossible, a "wild

birth . The second sword is known as the shim- magic" effect occurs instead).

mering blade a/Shin Ginsen. The weapon is a Faehane and any creatures touchi ng it (up to a

sword +3 in the butterfly-tipped Shou style, and maximum of eight) are affected as if by a feather

has the fo llowing powers: vorpal blade. IlI ck fall spell, and when grasped and ordered, the

blade, casts illusion and chorm 3 times each day. blade can jum p itself and up to three beings

However, in the presence of the matching blade, touching it, twice a day.

the sword becomes a mere magical blade (with Once a day, Foeban e can "drink" life force ,

only its bonuses to attack and damage), unable to when g rasped and o rdered. After this power is

,~,

)

1369

",Sword. Focfinder r

activated, the nex t successful attack made by the Frey's Two-Handed

blade docs do uble normal damage- and these XPValue: 3,000 G PValue: 15,000

doubled hi t points are gained by the bl ade- DEITIES & DEMtGODS Cyclopedia

wielder as healing hit points. The blade-wielder Frey's two· handed sword +4 d~ 2dl0 points of

can't gain extra hit points in Ih is way, and the damage each strike on all creatures but giants; it

blade can 't create zombies, o r drain more h it does 1Od I0 points to fire giants, and 5d 10 to all

points than a target has (if 0 is reachcd, the targe t other giants.

dies, and is not made undead). Frey's Two-Handed U
Foebane can be commanded to gua rd when-

ever its owner is touching it. If the owner ceases XPVai ue: 3,000 G P Value: 15,000

to tou ch it a fter the order is given, the blade DRAOON Maguil"lC 110

re mains vigilant- and if the next entity to physi. Frey possesses an ice·blue two· handed Sv.-oro +4

cally touch the blade is not the owner, the blade that s trikes for 2d I0 points of damage (w ith

emits a ve ry loud singin g sound as it animates bonuses for Strength and the magical plus of the

and auacks that entity, levitating about at M V FI weapon added). The sword causes 6d I0 points o f

24 (A), T HACO 6. Consider the blade to have 77 damage (plus bonuses) against an y true giant

hit points when it is striking by itself. The blade (gianlkin excluded). Against any fire g iant other

attacks the entity until it docs 20 points of dam· than Surtur himself, any successful blow wi th the

age, the entity dies, or its owner reclaims it. This weapon (only if it is being used by Frey) kills out-

powe r was typically used to guard against the right; there is no saving throw. Those not of neu-

theft of the blade from a sleeping owner. tral good alignment are unable 10 grasp the s....,ord,

Lastly, the blade was intended for use by wa r- even if their characters' a lignments are temporar-

riors. If wielded by a figh ter, paladin, or ra nger, ily altered through the use of magic.

all strikes are at I point higher than nonnallevel; Freya's Frost Brand
if wielded by any other class of c haracter, they

strike at - I point. XPValue: 2,000 GPValuc: 10,000

Foefin de r DRACiON Maga7.ine 110
Though she prefers to use magic and her special

XP Value: 500 GP Value: 2.500 abilities, Freya uses alrost brand +3 in haule if

DRAGON Magazine 99 neccssary. The sword cha rms all mo rta ls within

This sword + / has the ability to detect evil con- 20 feet (saving throw al -3 applicable if ha ndled

stantly. by a mortal). Those of chaOlic good alignment are

Forseti's the only ones who can evcn touch this sword.

XP Value: 10,000 GP Val ue: 70,000

Legends & Lore of Friendshi p

When the avatar swings his sword at a being who XPVa)ue: 3,000 GPValuc: 15,000

has spoke n a lie within the last seve n days, it Tales of the Lance

never misses. Otherwise, the weapon functions as During the Dwarfgale Wars, Caramon proposed a

a S'of,-ord ofsharpness +5. conteslto bring the two quarreling factions o f hill

Forester's Friend dwarves and plainsmen together. Carnmon raiscd
a tall wooden post in a sea of mud, placing the

See Dyerwaen, above. Axe of Brotherhood and the Sword of Friendship

Fragarac h at the top. Whoever climbed Ihe post could claim

these as prizes. There was a catch, of course. Not

See The Answerer, above. only was the post greased, but Caramon had the

Frey's contest rigged so that the dwarves and men had to
work together to reach the prizes. The Sword of

XP Val ue: 3,000 GPValue: 15,000 Friendship has a +3 bonus on attack and damage

Gods, Demigods. & Heroes rolls.

sThis sword slays fire g iants as fleimdall Sv.-ord Frost Brand

slays frost giants. Against olher giants, it merely

adds +5 to damage. It has no bonus on attack rolls. XPValue: 900 GPValuc: 4,500

Frey's II DuNGIDN MASTEl!; Guide
Thi s is a sword +3frost brand, +6 vs .fire-

XPValue: 1,000 GPValue : 5,000 USing/dwelling creatures. This sword always pro-

Legends & Lore vides a +3 bonus. The +6 bo nus takes effect

Any being struck by the avatar's sword must save agains t c realUres that usc fire o r live in fiery

vs. spell or lose all desire to fight. e nvi ronme nts. The weapon does not s hed any

B16

/r------------------------------------,~

1370

" rSword. Genies'lJan(

light, except when the air temperature is below who must also touch the blade. The teleportation
O(DG) F. It does give special benefits against fire, is to another known location within a sphere. but
for its wielder is protected as if wearing a ring of not from one sph cre to another (up to four
fire resistance. The frosI brand sword also has a charges).
50% chance of elltinguishing any fire into which
its blade is thrust. This power extends to a 10-foot Each charge equals one spell, called forth by
rad ius- inc ludi ng a W{lll offire but ellcludin g mental command of the wiclder, who is always
fireball, meteor swarm, orflame strikes. aware of what the sword can do, at least in rough
physical terms, and how many charges it has
Ga l a nti (magical ability is not required to use the sword's
gem propenies).
XP Value: 400 G P Value: 2.000
Recharginggemswords is known to involve the
Ad\'Cn!ures in Bl.ACKMOOII. casting of the spell s they hold, but the process
(and associated spells) remai n secret. Characters
Marcovic, the Duke of Bomo, carries a sword + I will have to research this their own. The OM may
also wish to devise other gem cut/spell combina-
named Ga/anli, but the weapon lacks special tions.

po...,'ers,

Ge msword

XP Va]ue: 4,000 G P Value: 20,000 Genie Slayer

Los! Ships XP Value: 900 G PValuc: 4,500

These very rare, ancien t swords were devised by DRAGON Magazine 179

the earl iest spacefaring elves. Ovcr the ages, the This sword +2 acts as a +4 weapon when used

secret of mak ing and repai ring them has been against any genic. Funher. it inflicts double dam-

lost. Only the Arcane and certain arch mages age (doubling any damage bonus as welt) when

know how to recharge them. used agai nst one o f the following genie types

Gems words are +4 weapons of electric-blue (roll Id4):
metal (a very fine sort of steel), Slim and bejew-

elled, with ornately twisted and curled hilts, they Roll Genie
are beautiful to behold, prized by all spacefarcrs. I Djinni

Gemswords constantl y gather light energy from 2 Dao
nearby sources. and, once a day (a 144-lurn 3 Efrecti

period of time), can be commanded to make a 4 Marid
power stri kes. A power strike requires an attack
roll. Upon hitting, it deals I hull point of damage The s.....'Ord infl icts double damage against the
to a ship, or 3d4 points of damage to an individ- common and noble versions of the particular
ual. (Ifthe attack roll fails, the blade flashes with genies. Othe'r types of genies (inc luding jann.
light , loosing its stored energy harm lessly.) A gen, and tasked genies) are only altacked with a
being struck by the sword must roll a save vs. +4 bonus to attack and damage rolls.
breath weapon or be confused (as the 4th-level
wizard spell) for 12 rounds. Genies ' Bane

Each such sword has several show gems (gem- XP Value: 600 C P Value: 3,000

stones that are onl y decorative, although they DRAGON Magazine 179
may be very valuable), but it may also have one, These swords grant a + I combat bonus to attack
two, or three power stones. These blue-green and damage rolls. It also grants a + 2 against any
gems are able to hold magical energy within genielike creatu res, including gen, common
them. Identifiable by their cut, they can hold the genies, tasked genies, noble genies. and jann.

following spells: Genies' Ba ne II
Ca bot hon: Regenerate when grasped and
XP Value G P Value
ordered, as the 7th-level priest spell, but affecting
on ly one creature touching the blade (up to 7 Dao: 700 3,500
charges).
Djinn: 700 3,500
Crown cut: Lightning bo/t from the tip of the
Efreet: 700 3.500
blade, as the 3rd-level wizard spell, with a ra nge
of222 feet and dealing 7d6 points of damage (up Marid: 700 3.500

to 3 charges); D RAGON Magazine 179
Squ are cut : Te/eport without errQr when
These weapons grant a +2 bonus in combat, but

provide an additional + 1 to allack and damage

grasped and ordered, affecting the sv,'Ord wielder rolls against one specific genie type (dao, marid,
and up to two other be ings of med ium size or efreet, or djinn). They may affect both common
less, or one large size being plus the wielder. and and noble versions of these types, but thcy affect

,,~

/r------------------------------------.~
1371

,Sword. Genieblight r

all other genies, even other genies of the same Githyanki Silver
elemental type, with the weapon's standard attack
and damage bonus. XPValue GPValue

Knight: 2,000 10,000

Leader: 12,000 60,000

Genieblight Outer Planes Me Appendix

XP Value: 600 GP Value: 3,000 Githyanki knights of 7th level and above always

Land ofFatc carry a silver sword- a two-handed sword +3

These swords may be of any type. They grant a that, ifused astrally, has a 5% chance per hit of

+ I combat bonus to attack and damage rolls, and cutting an opponent's silver cord, but mind barred

grant a +2 against any of the geniekind, including individuals are immune.

common genies, tasked genies, noble genies, A supreme leader of a lair will carry a special

jann, and even gens. si!ver swo,.d +5, with all the abilities ofa vorpal

weapon that also affects mind barred individuals.

Geniescourge Githyanki never willingly allow a silver sword

XPValue: 800 GPValue: 4,000 to fall into the hands of a nongithyanki. If a spe-

Land of Fate cial silver sword should fall into someone's

These weapons grant a +2 bonus in combat, but hands, very powerful ra iding parti es will be

provide a +) to attack and damage rolls against formed to recover the sword. Failure to recover

specific geniekind (dao, marid, efreeti or djinni). one of these highly prized weapons surely means

They may affect both common and noble ver- instant death to all the githyanki involved at the

sions, but affect all other genies, and even other hands of their merciless lich-queen.

genies of the same elemental type, as simply +2.

Glorius

Giant Slayer XP Value: 5,000 GPValue: 25,000

XP Value: 900 GP Value: 4,500 DUNGEONS & D RAGONS Master Set

DUNGEONMASTER Guide GJorius, the sword used by the hero Oliver, broke

This provides a +) bonus vs. any giant, giant kin, nine swords made by the famed smiths Ansias,

etlin, ogre mage, or titan. Against any of the true Galas, and Munifican. It is a sword ofsharpness

giants (hill, stone, fros t, fire, cloud, storm) the +4. Every time the user strikes an opponent,

S\\-urd causes double damage (2d 12+3). rolling exactly what is needed to strike, the user's

In Kars-Tur: This sword affects all new giants weapon must roll a saving throw vs. crushing

introduced in this set and in the AL-QAOIM - blow or be snapped. (Magical weapons gain a

MONSTROUS COMPENDlUM* Appendix, gaining an savi ng throw bonus equa l to the ir magical

additional +2 attack bonus against them. enchantment.)

of Giant Slaying Goblinvolent

XP Value: 900 GP Value: 4,500 XPValue: 400 GPValue: 2,000

Steading ofme Hill Giant Chief The Knight of Newts

This ne utral good sword is unique, with Intelli- The bonuses of this magical sword apply to both

gence of 14 and an Ego of8 . The sword speaks attack and damage rolls. The sword causes Id8+1

Hill, Stone, and Frost Giant in addition to Com- points of damage to all targets, except for gob-

mon. It detects enemies, but the sword has no other lins, in which case damage is Jd8+2 points.

powers. It has a +2 damage bonus, +4 vs. giants.

of the Golden Gulf

of the Giants XP Value: )00 GP Value: 1,500

XPValue: 10,000 GPValue: 50,000 Land of Fate
This magical cutlass is a favorite weapon of cor-
L<:g"",lI; & Lor"
sairs and other sea travelers. In addition to pro-
When Beowulf followed Grendel's mother into

her watery lair, he found his own sword wo uld viding a combat bonus, the sword al lows the

not injure her. Fortunately, the glowing sword of wielder to surv ive underwater as if under the

the giants happened 10 be hanging on Ihe wall effects of a water breathing spell as long as the
where he could seize it. This sword accomplished
cutlass is in hand.

what his own could not, and he slew the fierce

ogress. It is not known what laler became of the Golembane

sword. The sword of the giants is a vorpoJ sword XP Value: 4()() GP Value: 2,000

+ 5 that glows with a constant golden light. In Mordenkainen's Fantastic Adventure

addition, it acts as a ring offree action and allows Against a golem, this weapon gains a +3 auack

its possessor to breathe water. bonus and inflicts 3dlO points of damage per
559t

~r------------------------------------,~

1372

Sword Guardian Blader

strike, plus any other bonuses applicable. It is 4- 11 and 12- 33 points of damage to a small or

otherwise a normal long sword +I. human size target.

A druid picking up Greenswathe instantly has

Gram the feeling that this weapon has fu rther latent

XP Value: 1,500 G PValue: 7,000 powers that are currently unknown.

DUNGEONS & DRAGONS Master Set Gregory's Holy Avenger

Gram (German for grief) was anothe r famous

sword of Siegfried. This weapon is the equivalent XP Value: 4,000 GP Value: 20,000

to a sword ofnine lives stealing +3. 1993 Collector Card 357

Grankhul's The holy avenger long sword +5 in Gregory's
possession is known as Thrivaenstel, which

XPValue: 2,000 GP Value: 10,000 means Truth's Right Arm in an ancient tongue. As

Monster Mythology with all holy avengers, in a paladin's hands Thri-

Grankhul 's avatar wields a long sword +3 that vaenstel generates 50% magic resistance in a 5-

strikes its victim dumb for Id4+2 rounds unless a foot radius, dispels magic within the same radius

saving throw vs. spell is made. at a level equal to the paladin's, and allows the

Graz'zt's paladin to inflict 10 extra points of damage per
successful strike against chaotic evil opponents.

XPValue: 3,500 GPValue: 17,500 Tn any other person's hands, ThrivaenSfel merely

MonSler Manual II functions as a long sword +2.

Graz'zt no rmally employs a huge, wavy-bladed Grinthane
sword (equal to a bastard sword) that drips acid

on command. The acid inflicts an addit ional XPValue: 3,600 GPValue: 18,000

Id4+4 points of damage. Those who own nonliv- PoLYHEDRON Newn ine 76

ing materials must make a saving throw vs. acid This is a sword +5 defender, with a finely carved

if Graz'zt strikes with a natural 20 on his attack jade pommel. The elvish runes along the blade
roiL say, Go for the Green Heart, hinting at its special

Greenswathe purpose to slay green dragons. In the hands of an
elf, the blade is +5 on attack rolls and confers a

XP Value: 4,000 GP Value: 20,000 +5 bonus to Armor Class. It grants its wielder a

Howl From the North + 5 saving th row bonus against green dragon
Greens'>l"Othe is a strange-looking weapon, arcane breath. Its other abilities are: detect green dragons

and almost alien. It appears to be made of gold, in a I-mile radius, detect prec ious metals in a

but it is as hard as adamanti te. Peculiar 120-foot radius and detect gems in a 120-foot

arabesques and signs are etched into the blade radius. It speaks Elf, Common , and Green

and decorate the handle. It has a single emerald Dragon.

set into the pommel. In the hands of all other creatures, it functions

Greenswathe is a neutrally aligned weapon as a normal sword. Grinthane enjoys verbatly

designed for a druid. In the hands of anyone else, abusing its victims, especially if those victims are

it is simply a scimitar +1. In the hands of a druid, green dragons. Immediately on sighting a green

it is a +3 weapon that also confers bonuses of - I dragon, the sword begins yelling insults in Green

10 Ihe character's AC and + I to all saving throws. Dragon.

A druid who possesses Greenswathe is allowed to Guardian Blade
cast one additional spell per day in each level he

is capable of casting, with the proviso that the XP Value: 1,600 GP Value: 8,000

extra spell comes from the plant or animal sphere. The Assassin's Knot

Greenswathe has no special purpose , but it The chief fu nction of a guardian blade is to lie

does have a special attack form usable once a with a sleeping character and warn of approach-

day- the armor- piercing strike. On command, ing danger. It can detect enemies like a wand of

Green swathe simply sweeps in an arc through enemy detection within a 20-foot sphere. Upon

armor as if it did nOI exist. A target is treated as detecting an enemy, the guardian flashes a single

having no armor, though any magical bonuses are burst of light, telepathically alerts its owner, and

still counted. For example, striking at a target in goes out. This power can be used once a day, and
plate mail +3 that would normally have an AC of operates continuously fo r a period of up to six

0, Greenswathe attacks as if striking at a target hours. It may be used while the character is

with AC 7 (AC 10, - 3 for the magical bonus). In awake and moving, but once used, it cannot func-

addition, if the strike is successful, Greenswathe tion again for 24 hours.

inflicts Id3 times the usual damage- between

""/r------------------------------------,~

1373

.

,Swocd. Ha.chiman's (

Hachiman's almost as if in eager anticipation of slaying one of
the creatures. Against orckind in battle, the blade
XPValue: 10,000 G PValue: 50,000 confers a +4 combat bonus, and any successful

Legends & Lore hi ts ca use double damage to orcs and orogs.

Hachiman's avatar wields a sword ofsharpness Harpo uses the weapon to kill the 1,00 I orcs nec-
essary to re turn home an d reconcile with his
+5. father. Against all others, Orcslayer functions as
a magical s",'Ord +1.
Hades's

XP Value: 5,000 GP Value: 25,000

Legends & Lore

Opponents of 1·lades's avatar must save vs. death Hawksblade

magic or die when they are struck by his swurd. XP Value: 8,000 GP Value: 40,000

1992 Fantasy Collector Card 23

Harmonizer This senti ent weapon, wielded by Audrianna

XP Value: 3,000 GPValue: 15,000 Adayr, is aflaming long sword ofdancing +4. It

Howl From the North can ignite on command, the flame s causing an

Harmonizer is a sword espec ially made fo r additional ld6 points of damage to cold-based or

thieves. Ac ross its shiny sur face are etched undead creatures. In addition, it will perform

images of a wizard performing a ritual over five exactl y as a sword ofdancing, going from a +1

swords can be clearly seen. The wizard is wcaring weapon to a +4 weapon over four rounds, and

a white robe, and behind the wizard, a swirling attacki ng o n its own every other four round

mass of wind and earth coils eerily. period. Hawksblade can also delect evil in a 10-

In the hands of a thief, the sword is a neutrally foot radi us, cast cure light M-'Ounds three times a

aligned defemler {\I'o-handed sword +5, but in day, and cast cure critical wounds once a day.

any other hands, the sword is me rely a two-

handed sword + /. Its size and composition make Heart of Stone

the weapon look heavy and bulky, but it weighs XP Value: 5,000 GP Value: 25,000

the same as a standard dagger, making it a perfect DRMlO~ Magazine: 188

weapon for weaker thief characters. Also known as Corgon's Breath, lhis short sword

When this sword is first re tTleved, it scans the has an intricate silver blade with runes that spell

immediate area, determin ing who is a foc ~lIld Heart on one face and Stone on the other. 130th

who is a fr iend of the thief who possesses the the scabbard and the rather spanan pommel are

wea pon. O nce this has bee n determined, the made of black adamantitc.

sword waits unti l the frie nds are alone. At this This is a sword +3, though it cannot damage

moment, Harmonizer brin gs in to being exact creatures from the Elemen tal Plane of Eart h.

replicas of the characters. The newly arri ved Such elementals do not nonnal1y hann the bearer,

clones begin fighting the characters with the pre- however, unless provoked. On a natural 20, the

cision and skill of the chamcters. They also pos- target must save vs. petrification or be turned to

sess identical weapo ns and magical items. stone; the bearer saves vs. petrification at +1. The

Harmonizer does this in order to detennine the wielder may cast the following spells once a day:

wurth of its new wielder. meld into stone (doublc weight capacity), pass-

When battling another thief, a thief PC realizes wall , and SlOne tell. In addi tio n, any of these

one more bad side effect of the sword. It gives the spe ll s may be cast once eac h a week: contact

PC the same thieving and figh ting abilities as the other plane (Elemental Plane of Earth only),

opponent in order to even the battle. If the oppos- slOne /0 flesh, and slOneskin. All spells are cast at

ing thief is lesser in level, Harmonizer increases the 12th level.

the opposing thief's ability to match that of the

PC. If the thief puts the sword down to battle at Heartseeker

an advantage, the tactic works, but the thief and XPValue: 4,400 G P Value: 22,000

his companions must again fight their du plicates DRMlON Magazine 99

when the thief picks up the sword again. fleartseeker is a sword ofdancing.

Harpo's Orcslayer Heimdall 's

XPValue: 900 G P Value: 4,500 XPValue: 3,000 GPValue: 15,000

1992 Fantasy Collector Card 77 Legends & Lore

This magical blade belongs to Barpo Bogglinn. Hcimdall's avatar carries a yorpal sword +3/+5

He loves thi s sword, the chi e f weapon in his YS. frost giants.

unceasing war against orcs. When within 50 feet

of an orc or orog, the sword begins to quiver,

/r------------------------------------,~
1374

, S"'OTd, Hombladc,

Hel's weeks. Against an assassin, it does extra dam-

XP Value: 2,000 G P Value: 10,000 age-the assassin's level x 2 points of damage.

Legends & Lore When this weapon is a dagger of venom , it

Any being hit by the avatar's sword must save vs. poisons any victim on a natural roll of 20. Even if

death magic or contract a disease that causes 5 the saving throw vs. poison (at a -I penalty) is

points of damage each round until cured. successful, the victim is in such pain that all sub-

sequent attacks are made at a -4 penalty for the

" 0 Masubi's next ful1lurn. A paladin's normal saving throw

XP Value: 4,000 G P Value: 20,000 bonus becomes a -4 penalty against the venom of

Legends & Lore this weapon. The venom never needs to be

The avatar's sword is made of fire and does 10 rcnewed. The blade can detect good, cast protec-

extra points of fire damage when it hilS (but gets lion from good once a day, and summon a dao or

no Strength bonus). Struck target's armor must efrcet for one turn every two weeks. The user of

save VS, magical fire or be destroyed. the blade must concentrate upon controlling the

summoned monster, lest it turn upon him or her.

Hofud The nature of the blade varies in an unpre-

XP Value: 10,000 G P Value: 50,000 dictable fashion , but it never spends more than

Gods, Demigods, & Heroes three weeks in one form. It has an Intelligence of

This sword combines two abilities when wielded 17 and an Ego of 19. It attempts to slay all who

by the avatar of the bright god Heimdall. are not assassins or paladins.

• It slays frost giants with but a single hit.

• [t has vorpal blade ability with the absence of of Honor

the anlimagic circle. XPVa lue: 1,200 G PValue: 12,000

War Captain 's Companion

Holy This is an extremely rare short sword awarded

XP Valu e: 5,000 GP Va lue: 25,000 only to the bravest of commanders in the Wa navy

Greyhawk and army. It grants the bearer a +4 to all saves

As a holy sword +5, this weapon will display its against mind-altering and mind-controlling spells

true .....l)rth only in the hands of a paladin. Wielded and influences both magical and natural. For

by a paladin, it negates all spells (including example, the bearer gains the bonus to saves with

wands and staves) in a radius of 10 feet , thus respect to the confusion attack of an umber hulk,

making the paladin virtually magic-proof. ,he mind altering effects of alcohol, the effects of

a hypnosis spell , and so on. It does not affect

Holy Avenger psionic attacks, though it is itsel r immune to

XP Va lue: 4,000 GP Va lue: 20,000 psionic effects. The wakjzashi of honor has a

DUNGEON MJl.SfERGuide 12,000 gp value on the open market. In Wa, the

In the hands of any character other than a paladin, sale of these weapons is illegal, and punishable

this holy sword will perform only as a sword +2. by death. All swords ofhOllor have names.

In the hands of a paladin, however, it creates a

magic resistance of 50% in a 5-foot radius, d is- Hornblade

pels magic in a 5-foot radius at the level of magic XPVa lue 1,000 G PValue: 5,000

°use equal to the experience level of the paladin, DUNGEONMASTERGuide
This is a magical weapon with a sicklelike
and inflicts + I points of bonus damage upon
chaotic evil opponents. bla de resembling some sort of animal horn.

Horllbiades range in size from that of a knife to

Holy Revenger somewhat less than the length of a short sword.

XPValue: 3,500 G PValue: 15,000 Even a close inspection is 90% unlikely to

IMAG!NE Magazine 14 reveal it as anything other than a piece of horn,
This sword was made for a halfling assassin who ~ to I ~ feet in length, set in some sort of han-

disguised himself as a paladin for so long, he dle or grip. Ifmagic is detected, a hornblode

came to believe it. The blade altcrnates between radiates faintly of enchantment magic. How-

being a holy avenger and a dagger ofvenom. In ever, if the propcr pressure is applied in the cor-

either guise, it causes Id4+ I points or damage. rect spot, a curved blade of great strength and

As a holy avellger, it does +5 damage in the sharpness springs out.

hands of a paladin, has all the other holy avellger The small versions (knife and dagger size) are

abilities, and can detect invisible objects, cast a usually enchanted to + I or +2, and the largest

protection from evil once a day, detect traps, and version (scimitar size) commonly has a bonus of

summon a ki-rin for one turn once every two +2 or +3. Smaller hornblades can be thrown, and

~"

/r------------------------------------.~

1375

,Sword of Horus F

the bonus applies to both attack and damage rolls. I1bratha, Mistress of Battle
Any character class permitted to use sickle
XP Valuc: 1,500 GPValue: 7,500
weapons can use a hornblade. The possessor can
usc it with proficiency, providing he or she has DRAGON Magazine 74
proficiency with the appropriately sized weapon
(knife, dagger, or scimitar). Ilbratha is a bronze sword with a row of six

matched bloodstones SCI into the fuller orthe

blade along one side only. Each bloodstone is

worth 70 gold pieces; as an undamaged set of

of Horus stones, they m ight bring 500 to 600 gp if sold

XP Value: 18,600 G P Value: 93,000 shrewdly. IIbratha does not glow and bears no

legends & Lore inscriptions. It is +1 on attack and damage rolls,

Horus's avatar wields a sword of Horus in com- and, when grasped by a fighter of any alignment,

bat. This magical weapon acts as a sword +5. its powers are conununicated telepathically to the

holy avenger, but also has the special abilities of holder. This is a feature of its magical manufac-

a luck blade, defender, and vorpal sword. ture--it is not sentient.

IIbratha gains its name from its powers, which

Ice Claw are very useful in combat. When held (bare flesh

XP Value: 2,600 G P Value: 13,000 on the handgrip) and mentally ordered, IIbratha

DR AGON Magazine 188 can jump (as the spe ll ; one leap only) with its

This sword was forged by the dwarves of Citadel bearer three times a day, blink itself and its bearer

Adbar centuries ago to stem the onslaught of once a day, and create a mirror image of itselfand

dragons in the Ice Mounta ins. Their high king its bearer once a day. It also rings like struck

maintained the weapon in his personal armory chimes or tubular bclls when it touches magic;

and bestowed it on a select group of champions this includes spell effects from devices and physi-

for specific quests ; it had no exclusive wielder cal contact with enchanted items, but not physical

and was only seldom used. Dwarven tradition elTects (such as a stinking cloud or gust of wind)

holds that Ice Claw has slain at least one dragon caused by spell casting. This power is a warning

and three fiends during its colorful history, as only, and is in not a protection against magic.

well as many lesser foes. Ilbratha was created by unknown hands at the

One hero failed in his appointed task and lost behest of Azoun 1, long-dead king of Connyr. He

Ice Claw to treachery; he shaved his beard in bore it once into battle, at Ithmong in his war

shame, then left in exile to recover the blade. He with Tethyr, and then lost it in a storm that

died without success I 16 winters ago. wrecked his ship on the rocks of The Neck. The

The sword remained lost for the better part of sword was found by the rishers ofTeziir and sold

four decades before it eventually found its way to a rich merchant, Sevan of Amnwater. He took

into the hands of one Captain Farzahd of an it west on a caravan along the Trader's Road and

obscure mercenary company. When he later tried the river Chionthar to Scomubel, where he sold it

to force himself on an e lf maiden named to Phelas Urm, a merchant of Thentia. Phelas

Ulshanya, she slew him with sorcery and took the brought it overland through Connyr, where it was

sword for herself. She is still an active adventurer recognized in Arabel. Agents of King Azoun I

and travels across the Realms with the weapon. attempted to recover it, and slew Phelas, but in

Ice Claw is a unique short sword with a pol- the confusion the blade was either lost or stolen

ished off-white blade that is cool to the touch. by one of the agents.

The pommel is silver, twined with black adaman- Alilrace of it was lost until , 200 winters later,

tite thread and set with a large diamo nd (worth the sage Thallastam of Procampur was offered

5,000 gp). It is oflawful neutral alignment (Intel- the bladc for 1,500 gold pieces by a peddler from

ligence 17, Ego 20), communicates by speech (in a nearby town who seemed ignorant of its true

Common or Dwarf) or telepathy, and can read nature. Thatlastam brought the blade to Elminster

mundane and magical writing when touched to in Shadowdale, the only loremaster with an inter-

the script. est in swords whom he trusted.

This sword acts as afrost brand +3 with a spe- Elminster identified the blade from the writ-

cial purpose to defeat dragons of any alignment. ings of Azoun I (the old king's great-grandson

The wielder gains a +2 to all saving th rows and had just come to the throne), and Thallastam bore

takes - I point per die of damage sustained in it back toward Procampur by way ofTilver's Gap

combat against dragons (to a minimum of I point and Essembra. But he was never seen again, and

per die). Ice Claw's bearer is also immune to the did not reach Procampur. His ruined diary, staff,

aura offear surrounding some dragons. and a skeleton wcre fou nd some years later when

the Pool ofYeven in Battledale was dragged, but

the sword was never found. Elminster belicves it

~"

1376

...

is in the hands of brigands, or perhaps mercenar- sword 0/ Intercession, but it functions then as a

ies, who have not drawn the blade since, at least normal , nonmagical weapon. A character of the

not in battle near the Dales. same alignment as the sword may wield it as a +2

llncval's Broad Sword weapon. A character who worships the sword 's
patron deity may wield it as a sword +4, and in

XP Value: 2,200 GP Value: 11 ,000 addition gains a 5% magic resistance and a +2

Monster Mythology bonus on all saving throws so long as the sword is

His dreadful broad sword +3 c auses bleeding held or carried. Such a character is also able to

l'.'Ounds (lose Id4 points per round until a cure seri- commune wi th his or her deity once a week, ask-

QUS wounds or a higher-level healing spell is cast). ing one yes or no question at that time. The sword

I1yana does not work for those who have only converted
to their new alignment or religion within the last

XP Value: 3,500 GP Val ue: 17,500 year.

Dark of the Moon Ironfang
Gregor is a barrel-chested man with powerful

limbs and an arrogant, commanding manner. He XP Value: 6,000 GP Value: )0,000

has a thick beard and a heavy brow, and his eyes Children of the Night

burn like coals when he is angr y. Gregor is a Jacqueline's favored weapon is lroll/ang, her vor-

shape-changing werewolf, or loup du nair, and is pal sword. lron/ang was fashioned ages past from

lord of the domain o f Vorostokov. As a human, meteoric iron by the drow of Arak, from whom

Gregor wields a bastard sword +3 named Ilyana she stole it long ago. She is able to use this

(rcaver) two-handed. lIyana has the power to heal weapon even when ....'Caring the head of a wizard

its wielder once a day. or other character class which might normally he

Indra's Flaming unable to employ such a sword. This weapon
functions in all ways as described in the DMG.

XP Value: 8,000 G P Value: 40,000 Jacqueline has made it a practice to "harvest"

Legends & Lore new heads only with this blade.

Indra's avatar carries aJlaming sword +5 that is can

be used to ignite objects just as Flame Tonglle can. Jaysen's Magebanc

XP Value: 500 GP Value: 2,500

of Insanity 1992 Fantasy Collector Card 79

XP Value: 700 GPYalue: 3,500 sJaysell Magebane is a magical long sword that

DRAGON Magazine 91 provides a + 1 bonus in combat, and (despite its
name) a + 2 bonus vs. all users of magic. How-
These swords function as +1 weapons, they are

never Intelligent. On any modified attack roll of ever, the sword also acts as a magicallighlning

20 or better, the sword generates an energy field rod, and all area-of-elTect spells that encompass

around the blade that causes any nonpsionic crea- Jaysen concentrate on him. Savi ng throws suc-

ture struck to suffer an effect similar to that cessfully made by all other individuals reduce the

caused by a psionic blast attack, producing tem- damage to one quarter, while failure results in

porary confusion or insanity. Nonpsionic beings half damage. laysen must successfully save to

struck are affected as recorded in The Complele take full damage-a failed save means laysen

Psionics Handbook, the being's combined Wis- suffered +150% damage.

dom and Intelligence scores determining the

weapon's effects. Note that insane beings, those Joyeuse

with more than 6 Hit Di ce, and those who are XP Va lue: 1,200 GP Value: 6,000

immune to psionic attacks cannot he affected. D UNGEONS & D RAGONS Master Set

Ira psionic character is struck with Ihis sword Joyeuse ( French for joyous) is the great sword

an d a score of 20 or greater is achieved on the that Charlemagne wielded. It took the smith Gal-

aaack roll, the being suffers a pSionic blast attack las three years to forge this powerful weapon. It is

of 100 PSPs. The sword cannot be psionically a bastard sword +4 with the ability to cast a per-

attacked in retum. manent version of Cllrse (the reverse of bless).

of Intercession When an opponent is struek by this sword, a suc-
cessful saving throw vs. spell (at - 4) must be

XPValue: 1,000 G PValue: 5,000 made or the victim suffers a permanent - I to all

DRAGON Magazine 91 attack rolls and saving throws. To remove a single

This magical weapon is a holy (or unholy) sword - I penalty, the wielder must be subjected to a

that always has an alignment and a patron deity. A remove curse spe lL A remove curse is required

character of any different alignment may wield a for each - I curse inflicted by this sword.

''''/r------------------------------------~~

1377

,SWOrd. Justicer

Justicer wielded unde r the light of a gibbous or larger size
moon, it drains I energy level from any victim it
XP Value: 800 G P Value: 4,000 successfully hits. Each time that the sword drains
an energy level, Karali's life force is also altered
Adveotures io Blackmoor slightly, taking him ever closer to the final, true
form of a darkling.
Owned by the baron of Bramwald, Bram Tagus,

Justicer is a sword +2 with no extraordinary

powers.

Kabal ofKas

XP Value: 5,000 G P Value: 25,000 XP Value: 13,000 GP Value: 65,000

Fate of [sluS Eldritch Wizardry

Cymbelline's long sword is highly magical, a Another item connected with the legend of the

flame tongue +3 whose light is blinding white. lich Vecna is the sword of Kos, his onetime body-

The sword's name, Kabal , is a word from an guard . This sword is said to have a thi n, gray

archaic (and mostly forgotten) dialect of the Bak- blade of some metallic substance. Its powers are

lunish tongue. The word means fate, but with a only dimly hinted at by legend, but Kas was said

special twist: when someone "meets his or her to be the mightiest swordsman of his age.

fate" in a contest of anns, that is kabal. Kabal is a The sword has +3 bonus, +5 vs. undead and

unique weapon, created by Fate herself-sentient, fiends, and an Intelligence of 18 and Ego of 18. It

strictly neutral in alignment, with an Intelligence is an evil weapon, and if possible, it will control

of 20 and an Ego of 30. a ny fighter who picks it up and turn him evil.

The sword has the following powers: read lan- Additionally, it has the following abilities/penal-

guages, read magic, know alignment (once a ties:

day), energy drain (three times a day) , dete ct Water breathing

magic (once a turn), detect invisibility (once a User may become ethereal twice a day.

tum), charm person (three limes a day), telepathy Cause serious wound of double effect twice a

(once per turn), suggestion (twice a day), and day.

slow (twice a day with a - 3 penalty to saving As long as the user carries the artifact, the

throws). All these powers are similar to spells of character acts as a magic drainer. No magic

the same name, and operate ~I the 19l" level. di rected fit the ll~er ha~ any effect, an d the user

Kabal has a special purpose- to aid Istus in can use no magic. Any magic that touches any

her test of the character classes. The weapon part of the user's body permanently loses its

communicates telepathically. It will let no one but magical ability.

its current owner touch the sword. If a wizard User may restore one lost level (as a restora-

casts delect magic on the weapon , the caster tion spell) once per week (perhaps one drained

receives a fleeting imp ression of frightening from a nearby friendly PC).

power; then the connection is broken. If anyone ofKas U
else touches the hilt of the sword while its current

owner is alive, the weapon delivers 3dl2 points of XPValue: - GPVaiue: -

electrical damage. Book ofArtifacts

While this sword has a 6-foot blade and a 2-foot

Kaldair SWiftfoot's hilt, it can be easily wielded in both hands by any

XPValue: 5,000 GP Value: 25,000 warrior. The blade is rippled, with a vein of gold

Monster Mythology running down the center. The hilt is wrapped in

Kaldair carries a dancing short sword that para- red leather flecked with gold. The narrow quil-

lyzes even creatures no rmall y immune to para- Ions are of unicorn horn and capped with small,

lyzation (a nonnal save at -4 negates). black pearls; the basket surrounding the hilt is

fonned in the image of a leering, bearded face.

Kali's The history of Kas the Bloody Handed is irrev-

XP Value: 10,000 GP Value: 50,000 ocably linked to Lord Vecna, for his sword was

Legends & Lore created by Vecna's own ski lls. Kas was Vecna's
lieutenant, warlord, and assassin, and the sword
sAnyone hit by Kali s word mus t also save vs.

death magic or be killed. was his symbol of authority.

The sword is as evil as its maker, and it whis-

Karali 's Silver pered dreams of treachery to Kas un til finally,

XPValue: 3,000 G PValue: 15,000 blade in hand, he confronted his dread master.

1992 Fantasy Collector Card 242 The battle between the two of them was titanic,

Karali's magical short sword is a typical magical and both are said to have died in the end. All that

weapon +3 in most respects. However, when it is remained behind were the sword ofKas and the

~"

~~------------------------------------~~
1378

rSword, Kun.. The Daroom

hand and eye ofVecna. time the blade is thrust into a fire source, there is

Although Ihe sword is Ihoroughl y evil, PCs a 500;" chance of extinguishing it. Kirren's blade

may be allowed to use ii, but only for a short can also cast ice storm as an 8th-level wizard

period of time. Any appea ra nce of the sword of once a week. When used against all other crea-

Kas should be matched by the introduction of the tures, frostbrand is a +3 magical weapon.

hand and eye ofVecna as well, since the sword Kullervo's
exists to deslroy Vecna. Use of the artifact should

be built around that story. XPValue: 7,000 GPValuc: 35,000

The sword may be discovered by the adventur- Gods, Demigods, & Heroes

ers as a prelude to a campaign involving the hand Kuflervo :r sword provides a +3 on attacks and

and eye , as the owner of the sword becomes whe n it strikes it slays any figh ter (save vs. spell

obsessed with fin din g Vecna's artifacts. Thi s applicable) . The s word commun icates with

leads the party into the OM's planned adve nture Kullervo by talking.

for the hand and eye.

The sword is a lso the bane of the Cult of

Vecna, since the death ofVecna's followers indi-

rectly fulfill s the sword's goals. Thus, the sword

could lead the characters into a connict with the

cult ofVecna (which in tum leads to the hand and

",).

The sword ofKas is intelligent (Int 19, Ego 20)

and communicates telepathically, revea ling only

two random powers when first touched.

Co nst a nt Powers: T he sword acts as a

defender +6 (double damage to planar beings),

' ' .grants foresight, and defiles holy water within 30
Invoked Powers: Upon command, the sword

can shield (3/day) or bestow f ire giant Strength

(+4 to hi!, + 10 damage, I tum duration, 3/day).

Random Powers: The sword grants three abil-

ities from Table 1- 14: Immunity and two abili-

ties from Table 1- 15: Major Powers.

C urses: First, the sword innicts 2d20 damage

the first time it's louched. Second, all powers fail

when ii 's brought within 60 feel of Vecna or his

artifaclS-a faci of which the sword is not aware.

Third, the wielder risks artifact domination; the

sword 's goal is to destroy Vecna and his artifacts.

Finally. it must be quenched in blood once a day Kura, The Darkness
and tries to force its owner to do so. If successful .
the characte r is compelled to kill (even anot her XP Value! 5,000 GP Value: 35,000

member of the party). POLYHEI)RQN Newszine 82

Suggested Means of Destruction : This un ique onyx shard can be worn around the

The death ofVecna, now a demigod. neck o n a chain or at the belt as a netsuke. II is

The sword is hammered into a plowshare wi th smooth and curves slightly, looking almost like a
the cudgel ojSt. Cuthbert. miniature katana. If none of the shard's special

All memory of Kas must be wiped from Oerth. powers are being used, the onyx radiates an aura

Kirren 's Frostbrand of abjuration mag ic. The magic de tected is the
spell that locks Kura, an intelligent being from

XP Value: 2,000 GP Value: 10,000 the Negative Material Plane, into the stone. Kura

1992 Fantasy Collector Card 244 was tricked into the stone centuries ago by a

Kirren found Ihis magical sword wedged in the ninjalwu j en. Kura has two goals- to free itself

skeleton of a red dragon. It provides a +6 bonus and to assist anyone who makes use of the power

to attack rolls against fi re-using or dwelling crea- of darkness.

tures while prov iding protection to the wie lder as Kura has an affinity with ninja and will badger

a ring offire resistance . The blade does not glow any wearer into becoming a ninja. The stone will

unless the te mperature is below 0(00) F. A ny- not willingly serve nonrogues. Kura is by nature

""/r----------------------------------~~
1379

"".S.'O..~ .K.".,"."o.g.i."O.T.,.".rug.i........................................................."

temperamental and devious. Over the centuries It speaks eight languages, it is lawful neutral in
alignment, and it desires to return to its master, T.
that Ku ra has spent trapped in the shard (most of Deeous, as soon as possible. T hi s sword was
the time serving ninja) the creature has developed taken by a roc, held by a jub-jub bird for a time,
and then stolen by a bandersnatch. Ifit can gain
a strong distrust of humans. control of its current owner, it will do so, then
Kura is chaotic neutral and is treated as a ~"eapon begin shouting "Snickersnack! Snickersnack! I'll
cut your heads ofT if you don't take me back!" If
with an Intelligence of 14, an Ego of 10, and a per- the party attempts to retain this weapon, the DM
sonality of24. Kura speaks to its wielder by telepa- must remember that it will neve r, under any cir-
thy and has the following abilities, functioning as if cumstances, be a willing servant. It will always
cast by an 8th-level wu jen and usable once a day: seek to destroy those who wield it until such time
detect invisibility, darkness 15' radius, andjIy. In as it is brought back to its rightful owner. (Have it
addition, it can generate a blade ofNegatiw Plane shout in situations and reveal the presence of the
energy in the shape of any medium or small melee party, attempt mutiny or try to control the charac-
weapon. The blade is pitch black, effectively invis- ter holding it , and mis lead the party about its
ible in the dark, and has a +3 bonus to attack and powers whenever possible.)
damage rol1s on all targets except undead. When
used against undead, the item suffers a - I penalty
on attack and damage rolls.

Kusunogi no Tsurugi Lassiviren 's

(Grass Quelling) XPValue: 1,600 GPValue: 8,000

XP Value: 500 GP Value: 2,500 The Roguts ' Galltry

DRAGON Magazint 40 sLassiviren sword func ti ons as a sword +2.

Roll randomly for alignment. No Intelligence or However, every time it hits it drains 2 energy

Ego, and with an ordinary bonus, this is the best levels from the opponent. The victim is allowed

quality katana for a samurai. When the sword is a saving throw vs. spell, and if the save is suc-

drawn, it automatically casts a continua/light and cessful, the sword attempts to draw 2 energy lev-

all norma l fires within a 10-foot radius go out. els from its user. If the wiel der successfully

Magical fires are treated as though a dispel magic saves, no energy levels are losl and the sword

spell were cast by a 12lh-Ievel wizard. When the does its normal damage.

sword is drawn, the user is immune to all forms

of flame damage. In addition, the sword does Lawful

double damage to all vegetation or plant creatures See Woodho/d, below.

and allows the user to cut through thick brush and

tall grass with great ease or chop down trees as if Lemmikainen 's

it were a lumber axe. However, the sword was XP Value: 8,000 GP Value: 40,000

created from a dragon. No one (including the car- Gods, Demigods, & Heroes

rier) within a 50-foot radius of the sword can do This is a sword +5 with both sharpness and fl am-

any damage to dragons, and the sword itselfnever ing abilities combined.

does damage to dragons.

Life Saver

Lafarallinn 's XP Value: 5,000 GP Value: 25,000

XP Value: 6,800 GP Va lue: 34,000 POlYHEDRON Newszine 76

Tome of Magic A neutral good sword +2, a life saver blade con-

Lafarallinn's avatar wields a long sword +3 with tinuously detec ts evil and undead within a 30-

the property of wounding. foot radius. When the weapon is drawn, it grants

its wielder immunity 10 all energy-draining

Lancelin 's attacks. Once a week, the sword can emil a sun-

XPValue: 700 GP Value: 3,500 burst.

The Shady Dragon Inn Life Stealing

Lancelin Openhand wields a broad sword +11+3 XPValue: 5,000 GPValue: 25,000
vs. enchanted creatures.

Laprov DUNGEON MASTER Guide

XP Value: 15,000 G P Value: 75,000 This +2 weapon will eliminate I level of experi-

The Land Beyond the Magic Mi rror ence (or Hi t Die) and accompanying abilities
when it strikes any opponent on a natural roll of
This short sword is a vorpal blade. It has an Intel- 20. This function is the same as the level-draining
ability of certain undead creatures . The sword
ligence and an Ego of 14. Its abilities are detect
,.<Jwielder can gain as many hit poinls as an oppo-
magic, detect invisible object, and locate object.

/r------------------------------------~~

1380

rSword Mamlul; Sword ofObedimcc

ntnt loses to this function of the weapon, up to Luck Blade
the maxim um number of hit points the character
is allowed (only a character who has suffered loss XP Value: 1,000 G P Value: 5,000
orhit points can benefit from the function).
DuNGEO~ MASTER Guide
In Ra ve nlort : The swordsman must make a
powe rs check each time this weapon steals a life. This g ives its possessor a + J bonus to all saving

throws and has Jd4 + J wishes. The DM should

keep the number of wishes secret.

Life Taker Lydia's Broad sword

XPValue: 1,600 G P Value: 8,000 XP Va lue: 5,000 GPValue: 25,000

DRAGON Magazine 99 The Assassin '$ Knot

Life Taker is a nine-lil'es stealer. Lydia 's weapon o f choice is a broad sK"(}rd +)

with a n Intelligence of 15, an Ego of 5, and an

of Light alignment oflawful neu tral. It possesses empathy,

XPValue: 800 GP Value: 4,000 the ability to detect good. and the ability to detect

RarytheTrailOr evil.

This unique magical item is currently in posses-

sion of the rogue derv ish, Tolan Kai. It functions of Lyons

as a scimilar +4 but also can emit blinding light XP Value: 800 GP Value: 4,000

(t hree times a day, anyone within 20 feet must Assault on the Aerie of tile Slave Lords

successfull y save vs. spe ll or be blinded for 2d4 This legendary sword is an im'isiblesword +1.

rounds), and cure serious wounds (once a day). While sheathed, ils user is invisible (as the spell

invisibility) until he or she a ttac ks. When the

Lightning Blade sword is drawn the invis ibility e nds, but the

XPValue: 2,000 GPVa lue: 10.000 sword itself is always invisible.

PoI.VIIEORON Newwne 82

Only three of these swords are known to exist. Madoc's

Eac h is cra fted of s hining platinum inlaid with XP Value: 800 GP Value: 4,000

golden lig htning bolts runn ing down the sides. The Shady DmgOll Inn

Ten rounds after the blade has been drawn , or Madoc Gwynn wields a Sv.-ord + J with the ability
to locate objects three times a day.
upon the speaking of a command word, the sword

glows blue a nd can discharge a 7-di e ligh tn ing

boll once a round for up to the next seven rounds. M a lign

When not aglow, the sword gives a +4 bonus on XP Value: 3,600 G PValue: 18,000

attack and damage ro lls, and a +5 bonus when Book of Lairs, ISl Edition

used against wa te r- breathing creatures. On the Malign is a defender bastard sword + 4 th at

round during which the sword begins to g low, the causes 2d8+4 points of damage. It speaks Cloud

wielder suffers 2d6 points of electrical damage. Dragon, Faerie Dragon, Mist Dragon, Shadow

The wielde r suffers 2d6 points of damage each Drago n, Fomorian G iant , Firbolg, Verbeeg,

subsequent round until a lightning bolt is Marid, Quic kling, and Thri-kreen. It can speak

released. Once the blade has been drawn, it can- ve rball y and telepathically. [t detects traps at

not be sheathed until a lightning bolt is released. double distance and invisible objects at double

Locate Object distance. It can a lso chlll'm person. Its purpose
is to slay wizards; its Intelligence is 17 and its

XPValue: 800 GPVal ue: 4,000 Ego is 28.

DuNGEONS & DRAGONS Expen Rules Set Mamluk Sword of Obedience
Once a day. this sword may be used to locate

object up to 120 feet away in the same manner as XPValue: 700 G PValue: 3,500

the 2nd-level wizard spell. Dtv.oo~ Magazine 179

In addition to their magical bonuses, these weap-

of Luck ons also have additional powers over humanoid

XPValue: 1.000 GP Value: 5,000 c reatures (i ncl uding men, elves, dwarves,

POLYHEDRON Newszine 76 gnomes, goblinoid creatures, lycan thropes in

This elven sword is a (uck blade that at one time human fo rm, and g iants, but not c reatures who

held four wishes. Now the steel is colder and only are obviously nonhuman, such as lizard men, who

a singlc wish remains. T he sword's pommel is have tails). An individual s truck by a magical

engraved wilh a face that emits dull , haunting mam luk sword must ma ke a savi ng throw vs.

moans in battle. All opponents hearing the moans spell or be charmed, immediately surrendering to

must save vs. spell or flee in fear for Id4+ I turns. the victor in combat, providing that the individual

""/r------------------------------------,~
1381

-

,SwordofManunal Slaying F

wielding the sword is of a higher level or has cast against the wielder. To activate the ability
more Hil Dice than the victim. The effects or the that causes the spell to rebound against its caster,
spell are the same as those for charm person or the wielder of the sword must ro ll to hit AC 0,
charm monster. with no bonuses applied to the roll.

of Mammal Slaying Mantooth 11

XP Value: 900 GP Value: 4,500 XPValue: 2,700 GPValue: 13,500

moce of W.NKItM ... lI.m Tales of the Lance

This sword works as a standard non magica l Silvanesti legends tell of Ihis warrior's blade that

weapon when used against nonmammalian life could shaller enchantments and turn spells- the

form s. Against mammals, however, the sword true wizard's bane. It is known by many names:

gains a + 1 bonus. Against mammals of good Spellcleaver, Darlc.star, MageJOoi, and Mantooth .

al ignment. the sword gains an addit iona l +2 Folktales credit this blade with the undoing of tile

bonus to anack and damage rolls. sorceress Silvyana 500 years ago and the binding

When the mammals are intelligent enough 10 of the ogre mage Shri l. The sword's origin and

have an alignment, the bonus rises to a +3 if the purpose are unknown, as is its currentlccalion.

creature is of any good alignment. When the Mantooth last appeared in the treasury of Sil-

sword is around mammals, it vibrates, causing a vanos!.

sligh t humming noise. When a good·aJigned Mantooth is a long sword + 1(+2 vs. wizards

mammal is within 60 feet, the sword hums at a and magical creatures). It deflects a magical

h igher pitch, and actually begins pulling out of attack back on the attacker by rolling agai nst AC

the scabbard partially. The sword does not mind o(wi thout bonuses). The speUcaster may still

being used by a mammal, as long as another save to dodge the attack . Mantooth also may

mammal is being killed by il. If a week goes by sever magical barriers . RoUto hil AC O. Every

wi th no mammal blood on ils b lade, th e sword point of damage inflicted on the barrier causes a

wi ll actually incite a berserker rage until the 1% cumulative chance that the barrier will fall .

sword is coated with it.

This slightly intelligent sword does not appear Maroon

to be evil when detect evil is cast upon it. The XPValue: 1,400 GPValue: 14,500

sword is only antigood and antimammal. Adventures in BLACKMOOR

Also, the sword is similar to a sword ofsharp- Maroon is an extremely powerful, lawful good

ness in the fact that it causes the wound to bleed sword +2/ +3 vs. undead and dragons. It has an

profusely for I d4 rounds after that. This exces- Intelligence of J2 and an Ego of 5 and possesses

sive bleeding causes an additional point of dam- the powers see inviSible, detect evil, and detect

age for every round. Therefore, the total amount magic. It can also read magic and has the extraor·

of damage thi s sword does in combat is dinary powers of healing, levitation , and telepor-

Id8+3+Id4. tatioll. It speaks Dragon, Dwarf, Elf, Gnome, Ore

This magical sword is very rare, It is a com- and Pixie.

mon sight among lizardmen, who use Ihe blades

when fighting off the human infestations within Mayonaka's Silver Katana

their lands. Against lizard men, however, the (Tasogare)

sword aCls like a cursed sword - 3. This cursed XP Value: J,800 GPValue: 9,000

effeci occurs even if a nonmammalian creature is Chi ldren of the Night

wielding it. Mayonaka wields a keen silver katana that has

been in his family for generations. Oriental runes

Mantooth run down the side of the blade, naming it Tasog.

XP Value: 1,500 GPValue: 7,500 are or Twilight in the language of Mayonaka'$

Dragons ofTriumph homeland. The katana can be used either one- or

This potent sword looks like an ordinary long two-handed. As a one-handed weapon it does

sword +1. II is also known by the names Spell- IdlO points of damage against small or medium

scleaver, Darlc.slar, Caramon Sword, and Mage- size targets and Idl2 agains t large ones. As a

fool. It s abilities are primari ly directed at two-handed weapon it does 2d6 to both types of

countering magic. targets. T he katana is a medium weapon that

Mantooth gains a +2 bonus on attack and dam- weighs six pounds and has a speed factor of 4.

age rolls against wizards and enchanted crea- Tasogare is enchanted, giving it a +3 on all attack

tu res . The sword can possibly sever a magical and damage rolls. In addition, o nce a day it can

barrier- it has a I% chance per point of damage be used to cast a darlmess J5' radius spell. Any-

inflicted. Finally, it can be used to tu rn a spe ll one holding the sword 'can see normally in the

""

1382

rSword. Movanic Deva

area of darkness, which remains centered on the Moon Blade

lIo'Capon itself. Mayonaka's Strength bonus of +3 XPValue: 2,000 GPValue: 10,000

to attack and +7 to damage applies when using DUNGEON Magazine 25

Tosogare. This sword is the opposite of a sun blade. Regard-

Melio r less of the size of the moon blade, it can be
wielded as if it were a short sword with respect to

XP Value: 2,000 GP Value: 10,000 encumbrance, speed factor, and so on.

Book of Lairs. 1st Edi tion In nonnal combat, the pale yellow blade of the

Melior is a law ful good, two-handed sword +3 weapon is equal to a sword + I . Whe n used

that causes 1d \0+3 points of damage. It speaks against a creature of good alignment the bonus is

the following dragon tongues; Red, Black, Green, +2. Against paladins and good-aligned clerics,

White, Blue, and Dragon Turtle; it has speech and the sword scores double damage. All moon blades

telepathy. Melior detects precious metals, gems, are of evil alignment.

invisible objects and possesses x-ray vision (like Moon blades have a special moonbeam

a ring 0/x-ray vision). Its purpose is to slay non- power. Once a day, upon command, the blade

human monste rs. Its Intelligence and Ego are can be swung vigorously above the head, and it

both 17. will shed a soft , pale light similar to moonlight.

Meredin 's Luck Blade The light illuminates a 10-foot radi us around
the wielder and spreads outward at the rate of 5

XP Value: 1,000 GPValue: 5,000 feet per round for 10 rounds. When the swing-

1992 Fantasy CQllector Card 82 ing stops, the light fades to a dim glow that per-

This magical sword has so fa r helped Meredin sists for another turn before disappearing.

out of several very diffic ult scrapes. The blade Unlike the normal moonbeam spell, the sword's

confers a + I bonus to al l of Me redin's sav ing moonbeam power works equally well in day-

throws, and when all else seems to fai l, luck saves light or darkness. It can light a dark place or

Meredin. For instance, Meredin once found him- dim the sunshine. When used in daylight, the

self cornered by some thugs on the docks, and light in the area of effect is dimmed to that of

wished fo r them to disappear. At that instant, a pale moonlight or a dark night. This power is

large net full of freshly caught fish broke free of extremely helpful tu creatures unable to abide

ilS hoi!il and fell on top of the thugs, hiding them the sun. Those tha t normally fight with a

from his view. pe na lty in bright sunshine, such as goblins,

orcs, and kobolds, have all such penalties elimi-

Mi mung nated when fight ing in the moonbeam's area of

XPValue: 6,800 GP Value: 34,000 effect. (See also Sunblade.)

DUNGF.oNS & DRAGONS Master Set Mo r glay

Mimung, sword of the hero Wittich, was lent to

Siegfr ied fo r a time. It is the eq uiva lent of a XPValue: 1,000 GP Value: 5,000

sword a/wounding +2. DuNGEONS & DRAQONS Master Sct

Mitra's Sword of Light Morglay, also known as Big Ben, was the sword

of Sir Bevis. It is a sv.'Ord +I luck blade.

XPValue: 10,000 G P Value: 50,000

Legends & Lore Mova nic Deva

Mitra's avatar's sword a/light cuts throug h any XP Value: 2,000 GPValue: 9,000

armor as if the wearer's AC were no better than 5. Quler Planes MC Appendix

Monster Slayer Although they are often seen carrying a variety
of weapons, they most often employ a great

XP Value: 5,200 G P Value: 26,000 two-handed sword with which they can attack

POLYHEDRON Newszine 76 twice per round. The great enchanted blade is,

Monster Slayer is a bastard sword +5 (lnt 15, in all respec ts, equal to a sword + J flame

Ego 14, AL LG). The sword has the following lOngue. It does damage equal to a two-handed

abilities, powers, and purpose: sword (ldlO to S or M, 3d6 to L) with each

Prima r y ab il ities: Deleel magic 10' radius, strike. If a movanic deva forfeits one or both of

deleci sloping passages 10' radius, and detect its attacks, it can parry one strike per attack for-

Imps in a 10' rodius. feited. The parry is automat ically successful

Special power : Pamlyzes victims for Id4 rounds and requires no die roll. The parry can be used

(unless they save vs. paralyzation). against magical attacks, even spells that would

Special pu rpose: To slay nonh uman monsters. no rmally always hit.

The sword speaks fluent Common.

""/r------------------------------------,~
1383

-

r

Naesowen, Ghost Blade Mirabar. Ereskas died without issue, and Namara

XP Value: 800 G P Value: 4,000 was carefully preserved atop his tomb in the city.

POLYHEDRON Newszine 76 There it remained for 60 winters, until Mirabar

NaesolVell was forged in the Tower of Ergolh by was overrun and plundered in the Goblin Wars.

the power of Black Robe Wizards during Ihc days The goblin chieftain Nethaug seized the sword

when they were hunted, follow ing the Cataclysm. and bore it back to a ravine so deep in the moun-

The wizards summoned and trapped an evil spirit tains that the goblins, who were subsequently

withi n the blade to give it strength and additional almost eradicated from the No rth, still hold that

powers. Naesowcn is a lawful evi l sword +1, +2 ravine to this day.

liS. spel/casters and enchanted beings. At will, it The blade remained in goblin hands for almost

detects magic and invisibility, detects lies and 200 seasons, until a goblin named Ghaur was

casts know alig"mclI1. Three times a week, the slain by a band of adve nturers known as the Com-

sword can cast an unlimagic shell. In addition, pany of the Gryphon. The leader of the band, a

when wielded agai nst Wizard s of the White warrior called Flar r, gave the blade to Thulmar

Robe, it can cause confusion for 2d6 rounds. One-Eye of Port Llast in exchange for training

The sword speaks Common and Ancient Corn- some 80 winters ago.

1ll0n, verbally and telepathically. II can also read Thulmar bore the blade until his death in the

th ose languages, as well as read magic. Cold Winter, when it passed to the Mistress of

Port Liast, Stormraven the Proud Queen. Storm-

Nagelring raven , who rode and fought at the head of her

XPValue: 1,500 G PValue: 7,500 men, jet-black hair flowing wildly about, briefly

DuNOEONS & D RAOONS Master Set made Pon L1ast great. She is remembered fondly

Nage/ring, or nail.ring, was the sword of Dietrich by old warriors, and wi ll live long in fires ide

of Bern , a Ge rmanic hero . It is a sword + 5 tales. At length she married a fonner enemy, Parl-

defender. dulph o f Neverwinter, and gave Namara to her

son Rivenhelm.

Na mara Neversleep Rivenhelm became one of the greatest knights

XPValue: 2,000 GP Value: 10,000 and passed the blade on to Tamper Tencoin, an

DKAUUN Magazi ne 74 adventurer. Tencoin stood over the wounded

Namara is a finely forged sword +2 on attack knight in ballic with the mercenary company of

rolls, +4 on damage rolls. It glows with a pale, the Flaming Fi st fo r most of a day in a vain

mauve radiance when drawn and spit s white attempt to save Ri venhelm's life. The tiny band

sparks when it strikes other metal. On one side of held on ' till nightfall , when the mercenaries fell

the blade is etched in Common "Namara," and on back and drove in their tracking dogs to ravage

the other face "Never Sleep." The bearer may, at the wounded enemy. Ri venhelm handed Namara

will, evoke the sword's power to emanate silence to Tencoin in th e darkness a nd said " Thi s is

J5' radius. Neversleep is as heavy as a normal yours now." Leaving a trail of blood behind him,

weapon, but fl oats on top of any liquid (fresh Rivenhclm crawled forward 10 choke the life OUI

water, brine, oi l, wine). The sword has no align- of one dog and died under the jaws of half a

ment or sentience. dozen more.

Namara appears in many legends and taillales, Tencoin lost the blade when he was poisoned

but Ihe designation the "Neversleep Sword" in the Whistling Wizard Inn four winters ago. The

appears to be derived only from the inscription on poison made him mad for days , and when he

the blade and does not refer to any specific prop- returned to his senses, Na mara was gone. Elmin-

erty of the sword. Its origin is unknown: Namara ster, who saw the blade when Tencoin visited

appears to have existed for as long as lales have Shadowdale so me yea rs before this eve nt ,

survived, wielded by such mythic heroes as Elh believes it was stolen by local thieves and will

and Brensylthe Tal1. Even the most critical of soon turn up again. And when it does, Tamper

sages (Kumur the Skeptic, First Speaker of Ever- Tcncoin will eome looking for it.

snosIer) cannot detennine Namara probable time Neekar

or place of origi n, or find any references in the

tales of a world to a time " before Namara was XP Value: 1,000 GP Value: 5,000

forged." D RA(i()N Magazine 188

Within the last 500 years, Namara has been the Also known as the Sword of Tongues or the

blade of Serrus the Great, founder of Amn, and a Wo.terdha vian Diplomat, this unique blade first

blade borne there by his descendants for three appeared centuries ago in the treasury of a noble

genera tions. His fourth direct de scen dant , house of Waterdeep. It was lost in a duel to a rival

Ereskas, bore Na mo.ra nonh to found the eity of family, who in tum sold it a generation later when

~"
/'------------------------------------,~

1384

...

the family briefly fell from fortune. Both houses the darkness at ful1 speed for Id6+ 1 rounds. A
light spell cast at the sword negates all of its pow-
would doubtless pay a handsome sum for it s ers (except for its + 1 combat bonus) for one round
recovery.
per level of the caster, if the sword fails to save vs.
Neekar is a steel broad sword with a plain silo lightning (as hard metal). A continual light spell
vcr pommel and an ivory scabbard. It sheds no
negates the darkness power for twice as long, and
light and has no combat bonuses. If detect magic
is cast on ii, it radiates an aura of divination. II is the save against il is made at a -3 penalty.
of lawfu ll y neut ral alignment ( Intelligence 16,

Ego 10), communicates by speech, and can read
nonmugical writing.

Neekar s primary ability is its power to speak

in any language nalive to the Prime Material
Plane, a function derived from the complicated
use of a tongues spell in its creation. This is even
app licable to archaic or regional dialects. By th e
same token, it leis ils wielder read any text writ-
ten in those languages merely by touching the

blade to th e work (the sword reads whatever is
exposed to the blade's "sight"). No mouth or eyes

appear on the weapon; its sensory abilities are
pu rely magical in nature, so it can see in every
direction from its blade, and hear all that's said
within a 60-foot radius. It cann ot use telepathy,

even with its wielder.
The weapon was meant to be an inconspicuous

aide in politics and is a shrewd negotiator. It has a
history of participation in delicate trealies that it
is quite proud of, and the sword is often willing to

parley on behalf of its w ielder over even trivial
matters.

Nepanth

XP Value: 700 G P Value: 3,500

The Duchy ofTen

Kay Degern owns a sword +2 with the power to

charm person. He calls this sword Nepanth. Nig htwatch e r

X P Value: 2,400 GP Value: 12,000

of Night DItAOON Magazine 188

XP Va lue: 700 GPValue: 3,500 This uniq ue blade first appeared on the Sword

DRAGON Magazine 91 Coast nearly 200 years ago in the possession of a

Though some magical swords shed light, a sword grizzled old adventurer who claimed to have

oJlright, also known as a black sword, sheds dark- found it in an ancient ruin deep within the Great

ness. The sword's wielder determines the radius Desert, Anauroch. The old man gave it as a wed-

of the sphere ojdarkness g iven off by the sword; ding present to his eldest daughter's fiance, and

it can be from 5 feet to 25 feet, in 5-fool incre- si nce th en it has passed from father to son for

ments. Within Ihis radius, no creature bUllhe fo ur more ge nerations until a distant grandso n

sword's wielder is able 10 see and they suffer a-4 used it to payoff his gambling debls.

penalty on their attack rolls, as well as losing any Nighnl'atcl,er changed hands wit h bewildering

Annor Class bonuses for Dexterity. Infravision is frequency over the next 50 or 60 wi nters, show-

similarly useless within this radius. The sword's ing up all across the Realms. It was finally pur-

user sees normally and can use the sword as a + 1 chased by an eccent ri c adventu rer who met

weapon on attack and damage rolls. disaster in a battle with Irolls 30 years ago. It has

This sword can also cause fear in all creatures not been seen since.

wit hin the darkness who fai l a saving Ihrow vs. NigJuwutcher is a lo ng sword with a ve ry

spell (with Wisdom bonuses applicable). This fear sharp. black-adamantile blade with a silver pom-

power is generated at the wielder's unspoken com- mel, worked in ivory and set wi th a large, black

mand., and may be produced up to three limes a pearl (worth 500 gp). 11 is a +3 weapon th at radi-

day. Creatures affected by Jear move away from ates no light.

~"
/r----------------------------------~~

1385

-

(

The sword's bearer can see at night under an of Odin
open sky as well as if il were daylight. All magical
darkness within 30 feet of the blade is dispersed, XP Val ue: 3,500 GPValue: 17,500

though darkness of natural origin is unaffected, Legends & Lore
except as noted above. When planted firmly imo
the ground, Nigh/lwlIcher hums loudly if anyone During a banquet one day, a mysterious stranger
with inlent to hann its wielder approaches within
60 feel . This functions even ifthe thugs are con- (Odin in disguise) brought this gleaming sword to
cealed or invisible, though Astral and Ethereal crea-
tures cannot be sensed by the sword. the Volsung's hall and plunged il into a living

tree, saying that whoever could remove it could

have it. Only the hero Sigmund could pull it free.

He later used it to avenge a terrible wrong done to

his fami ly, then passed it on to his son, Sigurd.

Sigurd made good use of the weapon, using it to

Nightwind s lay the dragon Fafnir and rescue the va lkyrie

XPValue: 400 GPValue: 2.000 Brynhild from her imprisonment in a ring of fire.

The Shady Dragon Inn Unfortu nately, the sword seems to have been lost

Warduke, an evil warrior, named his sword + / after Sigurd 's death.

Nightwind since it is the first magical item he has The sword o/Odin is a dragon slayer, forged

ever found. The sword has no special powers, but by the dwarfs of Asgard for the purpose of slay-

was used in an attempt to overthrow Keiek, a ing red dragons. While the sword is normally a
kindly wizard-leader of a smallierrilory. War-
+3 weapon, agains t these terrible beasts it

duke also uses a nightmare as a mount. becomes a +5 weapon and does triple damage.

Nine Lives Stealer The sword 0/Odin also shields its bearer against

fire damage, whether normal o r magical. It can

XP Value: 1,600 GP Value: 8,000 only be wielded by one of lawful good alignment.

DuNGEON MASTER Guide

This always performs as a +2 weapon, but it also Odin'S

has the power to draw the life force from an XP Value: 3.500 G PValue: 17,500

opponent. It can do thi s nine times before the DEmES & DEMIGODS

ability is lost. A natural 20 must be scored on the sSigurd wields Odin sword, a dragon slayer

wielde r's attack roll for the sword to function . +4/+5 V$. ,."d dmgons . In addition to its normal

The victim is entitled to a saving throw vs. spell. magical bonus, it does triple damage to red

Ifi t succeeds, the sword does not function, no dragons and renders him immune to all magical

charge is used, and normal damage is determined. and mundane fire damage.

In Ravenloft: Each time this sword steals a

life, a Ravenloft powers check is required. ofOlynthos

XP Value: 4,000 GP Value: 20,000

Nine Steps Draining "The: Milenian Scepter

XPValue: 1,600 GPValue: 8,000 Emperor Olynthos was renowned for his skill in

GREYllAWK combat and at hletics and his willing ness to do

This weapon appears to be a typical +2 sword, but anything to win, The sword is yet another exam-
it also drains energy in progressive steps from I
to 9 on any hit of 20. Thus, on the first 20 scored ple of his hunger for victory. It was enchanted by
it will drain one level , the next, it drains two, and
so on unti l on the ninth 20 it drains nine levels. the wizards of the Academy of the Arcane, and
After that it reverts to a normal +2 sword and can
never be made anything else. presented to Emperor O lynthos many circles

(years) ago. It remains with Emperor Olynthos in

his sleep in a crypt beneath the Acropolis, where

Olynthos stand s as Ete rnal Guardian of the

Milenian Scepter.

Nomog-Geaya's Broad Sword The sword of O/ynthas is a short sword with a

XP Value: 7,200 GP Value: 36,000 well-honed, iron blade. The handle is also made

MOlIStcr Mythology of iron, wrapped with leather, and fashioned in

The ava tar's broad sword +3 has the property of the shape of an eagle's claw clutching a large

wounding. ruby (worth 7,500 gp). Wrinen along the blade in

Milenian seript are runes that translate 10: "We

Oberon 's call upon Palanarkan that this blade might bring

XPValue: 2,000 GPValue: 10,000 health and victory to our courageous Emperor

Monster Mythology Olynlhosl" Palarta rkan is the Immortal patron

This avatar's long s'....ord +J casts light or contin- within the Milenian Empire. By speaking aloud

ua/light as Oberon wills and once a day can pro.- the Immortal's name, it is possible to invoke the

ject a sunroy. sword 's healing power.

""

1386

......

Sword of lhe Plane,....

The sword has a weapon modifier of +4 on Peacemaker
attack and damage rolls. Once a day, it may be
commanded to hea l the wielder by the same XP Value: 800 G P Value: 4,000
amount of damage it inflicts on the next strike.
For example, if the wielder strikes an opponent Adventures in BLACKMOOR
for 10 points of damage (including all modifiers
for Strength and the sword 's +4 weapon modi- Peacemaker is simply a sword +2 owned by Pesh-
fier), the wielder recovers 10 lost hit points. The
user cannot gain more hit points than his or her wan Na Shepro, Baron of Dragonia.
nonnal maximum. The hit points are not perma-
nently lost by the victim, who may heal normally. Pereg rine 's

XPValue: 900 GPValue: 4,500

The Silady Dragon llUl

Peregrine the Hawk wields a sword +2 with the

ability to charm person twice a day as though

cast by an 8th-level priest.

Owen's

XP Value: 1,200 GPValue: 6,000 Phantom

The Shady Dragon [nn XP Value: 400 G PValue: 2,000

Owen the Powerful wields a special broad sword Ciliidren oftlle Nigllt

+1 that flames upon command. When com - Desmond's rapier, Phantom, gains a +1 bonus on

manded to flame a target, the sword unleashes a all attack and damage rolts, infl icting a total of

fireba ll of the size dictated by the user (up to 6 Id6+2 points of damage to Small or Human size

dice). The sword has 12 dice o(flreballs at its dis- foes, and Id8+2 points to larger ones.

posal each day, and the user has the ability to

specify the size of this fiery blast (from I to 6 Philippan

dice). XP Value: 600 GP Value: 3,000

DUNGEONS & DRAGONS Master Set

Paramel Philippan was the sword of Mark Antony, a mem-

XP Value: 2,000 GPValue: 10,000 ber of the Second Triumvirate of Rome (43 BC).

The Egg of tile Piloenix This is a sword + / /+2 vs. public officials.

Paramel is a sword of ne utra l good alignment

(usable by any good character). It speaks when Piercer

held but does not revea l anything about itse lf XP Value: 7,000 G P Value: 35,000

until a single individual is selected to be its per- DRAOON Magazine 99

manent owner. This long sword +3 has an Intelli- Piercer is a sword ofsharpness.

gence score of 14 , Ego of 9, a nd a Total

Personal ity Stre ngth (ToPS) of 23. It speaks Plak's

Common, Lammasu, and Salamander. It can XP Value: 900 GP Value: 4,500

detect magic in a 10-foot rad ius when com - Nigllt's Dark Terror

manded and can cast telekinesis (as if cast by a Plak , the goblin king of the Yellow-Fang Clan,

10th-level wizard) once a day. carries a sword +2 with the abi lity to cast cure

Please note that ToPS"" Int+C harisma+Levei; light wounds once per day. The command word

compare totals for determining control. However, "silmar" is engraved on the blade.

Paramel usually goes a long with the party 's

wishes-i t is neutral good. Remember that swords of the Planes

have Intelligence but no Wisdom, no spirit, and XP Value: 1,200 GP Value: 6,000

rarely possess a sou1. If traded between party mem- DUNGEON MASTER Guide

bers after an "owner" is selected, Pommel becomes Thi s magical weapon has a bonus of + I on the

sullen and refuses to cooperate for I week. Prime Material Plane , but on any Inner Plane

that bonus increases to +2. (The +2 bonus also

Partisan appl ies on the Prime Material Plane when the

XP Value: 3,500 GPVal ue: 17,500 wea pon is used against opponen ts from the

Book of Lairs, 1st Edition Inner Planes.) Similarly, when used on an Outer

Partisa n is a neutral scimitar +5 that causes Plane or against creatures from the Outer

Id8+5 points of damage. It speaks the following Planes, the swo rd becomes a +3 weapon.

tongues: Elf, Dwarf, Orc, Goblin, Halfling, Ogre, Finally, it operates as a +4 weapon on the Astral

Kobold, Hill and Storm GianI. It has speech and and Ethereal Planes or when used against oppo-

telepathy, detects shifting rooms, sloping pas- nents from those planes.

sages, and magic, and has telekinesis. Its purpose In Rave nlofl: Raven10ft is essentially'part of

is to cause paralysis. It has an Intelligence of 17 the Ethereal Plane; therefore, this sword has a +4

and an Ego of 19. bonus in the demiplane.

/r--------------------------------------.~

1387

-

,Sword, Poisonsword r

Poisonsword Red Robin

XPValue: 1,200 GPValue: 6,000 XP Value: 800 GP Value: 4,000

Mordenkainen's Fantastic Adventure Adventures in BL\CKMOOR

This 5Y.!-foot-long sword is wrought from crysta[- Red Robin, owned by Bascom Ungulian, Baron

encased iron. A greenish, viscous fluid oozes of Giendower, is a sword +2 with no special ben-

from its surface. This substance is poison. When efits or powers.

the user scores a hit, its victim takes 2d 12 points

of immediate damage and must make a saving Red Sabre

throw vs. poison or die. XPValue: 1,000 GP Value: 5,000

Porpherio's Legends & Lore
This sabre +3 casts an anlimagic shell that does

XP Value: 900 GP Value: 4,500 not limit the user's own spell abilities.

Beyond the Crystal Cave

This long su'Ord +2 can detect magic in a 10-foot Redeemer

radius. It has an Intelligence of 12 and an Ego of XP Val ue: 800 GP Val ue: 4,000

3. Dragons of Faith

Redeemer is actually Wyrmsballe, the lesser mate

Purta Blue's to Wyrm slayer, sword of Ki th Kanan. It is nor-

XPVa lue: 2,000 GPValue: 10,000 mally a sword +2, but it inflicts double damage to

The Duchy ofTen dragons and draconians and triples damage to
black and sea dragons. This sword cannot become
A lawful good sword +1, this blade has an Intel-

ligence 0[9, an Ego of 4, and the powers detect stuck when a Baaz draconian dies. T he DM

invisibility, delect evil, and find traps. should qu ietly record the extra damage against

the above monsters.

of Quickness Redeemer can also locale object three times a

XPValue: 1,600 GPValue: 8,000 day. If the user desires to find somet hing he

D UNGEON MASTER Guide knows well and if it is in range, the DM should

This is a special blade +2 that enables the wielder steer him in the right di rection. (See Wyrmsbane

to s trike first in every combat round. If the 1/ for more details).

wielder encounters someone with a similar

weapon (such as a scimitar ofspeed), both strike Rei Astran Sword of Enmity

simultaneously. XPValue: 750 GPValue: 3,750

GREYItAWK Adventures

of Rage This long sword was enchanted for a paladin

See SlOlIefisl, below. from the City of Rei Astra. The wea pon has a

normal bonus of +1 attack and damage in com-

bat. However, it also raises the wielder's attack

XPValue: 1,000 GP Va lue: 5,000 and damage rolls by an additional + 2 when

ugends & Lore used against racially hated opponents. Exam-
ples of those gaining the bonus inc lude: pal-
sAny being struck by Ratri sword must save vs.

paralyzation or be permanently blinded. adins against chaotic evil creatures, rangers

Red Death against giant-class creatures, barbarians against
wizards, elves against driders and drow elves,

XPValue: 3,000 G PVa lue: 15,000 and so on.

POLYHEDRON Newszine 65

Red Death is a bastard sword +4, with an Intelli- Ren 's Swo rd of Dancing

gence of 17 , Ego 22, and a lawful good align- XP Value: 4,400 GP Value: 22,000

ment. Its abilities (once a day) are telepathy, read ! 992 Fantasy CoHector Card 22

languages, detect magic, detect evil, strength, and This is a neutral weapon +2 both on attack and

heal. Red Death can speak Common and Elf. The damage rolls on all rounds. It forces the wielder

sword has a special purpose to defeat evil priests, to make it dance on any second round of com-

and its special purpose power is disintegrate three bat- the sword fights by itself for four rounds
and then teleporls back to the hand of the
stimes a day. Red Death current whereabouts are

a mystery. wielder for two more rounds. The wiel der can

verbally command the sword to switch adver-

saries at any time. The sword has an Intelligence

of 16, an Ego of8, and can read maps and lan-

guages of a nonmagical nature. It can also detect

S70l

/r------------------------------------~~

1388

secret doors, detect evil and good, and teleport Once a day the scimitar can cast the hissing

up to 600 pounds once a day. sallds s pell, as a 10th-leve l wizard . The sand

movement is controlled by pointing the tip of the

Reptili an Legionnaire weapon in the desired di rec tion. In add ition,

XPValue: 1,400 GPValue: 7,000 when the weapon is held, the wielder can at will

DUNGEON M"STER Guide pass without a visible trace across the desert like

This sword gives an additional +3 bonus against a troceless trovel spell.

such creatures as dinosaurs, dragons, hydras, Finally. the wielder is protected from the blind-

lizards, snakes, wyvems, and lizard men. ing effects or sand. This includes sand blown by

Retaliator the gentl e breeze to grains whirl ing about in

~ands torm s .

XP Value: 6,000 GP Value: 30,000 Although the identity of the individual who

Legends & Lore first developed this enchantment to create a scim-

Manannan macUr's avatar wields a sword called itar ofthe SOlids has been lost, a few sand mages

Retaliator that automatically slays his worst ene- in Zakhara have discovered that the use of the

mies, the fire giants, when he stri kes (no savi ng sand sword spell followed by other, secret incan-

throw). He can also call upon up to 100 HD wonh tations will turn steel scimitars inlo glass. Fur-

of undersea creatures to fight with him. The crea- ther, one or more glassteel spell s are cast upon

tures must be able to get to the scene of the battle the finished weapo n, as are enchanl an item and

under their own power, but once there, they fol- permanency spells.

low his commands to the letter. Sauvagin e

Retaliator U XP Value: 900 CP Value: 4,500

XPValue: 4,000 G P Value: 40,000 DuNGEONS & DRM;QN S Master Set

DRAGON Magazine 119 Sauvagille was another of Ogier's swords, also

Normally a + 1 weapon, The Retaliator is +5 'Is. made by Munirican. This weapon is a sword + I

any creature that has struck the wielder in physi- flame tongue.

cal combat within the last hour.

Savitri 's

Rutterkin Flatchet XP Value: 4, 100 GPVa lue: 27,500

XPValue: 800 GPValue: 4,000 Legends & Lore

Outer Planes MCAppendix sAny armor touched by Savitri fire sword must

The least tanar'ri, ruuerki ns, use a saw-toothed save 'Is. magical fire, or it falls off.

flatchet (broad-headed sword that is +1 damage Sca le Cleaver
'Is. unarmored opponents). The weapon weighs

three pounds, is Size L, has a speed factor of 4, XP Value: 600 GP Value: 3,000

and causes 2d411d6 points damage. PoLVftEDRON Newszine 76

of the Sands This weapon appears to be a skillfully crafted
long sword with intertwining symbols in the lan-

XP Va lue: 3,500 GP Val ue: 17,000 guage of the rare race of marsh-dwelling elves in

POI..yftEOIWN Newszine 90 the jungles ofChult. Those able to decipher the

When first gazing upon this weapon, most assume symbols can lell that the blade was crafted to aid

it is just an ornamental blade because the entire the elves in their long struggle against the lizard

weapon, including the hilt and quillons, is made men. Against beings wi th a na tural, scaly cover·

of glass. However, the glass has been magically ing, such as lizards, snakes, drngons, fish, and so

enhanced to make it as strong and durable as any nn, the weapon is a sword +5. In addition, it

sleel sword. The hi ll magically adjusts to the grants its wielder a magical bonus against foes

wielder's hand to provide a secure gri p. clad in armor made of natural scales. Against all

This +1 (or rarely +2) weapon can be used by other opponents, the sword is + I .

anyone proficient with scimitar. If the wielder has Sca les of Justice
the nonweapo n proficiency of display weapon

prowess, then du ring a successful display (profi- XP Value: 2,200 GP Value: 11 ,000

ciency check) a curtain of whirling sand 10 by 10 Hall of Heroes

by 5 feet can be made to appear up to 20 feel in Tard eth is unusually possess ive of hi s sword,

front of the blade. The curtain operates in all which he calls the Scales ofJustice. This intelli·

ways as a dust curtaill spell (from the Arabian gent blade, a long sword +3 (neutral good, INT

Adventures rulebook) except that it lasts for Id4 15, Ego 8, detectl rnps, Magic; heals onccJday.

rounds. Speaks Common), belonged to Alain, and wit-
sm

jr--------------------------------------,~

1389

-

(

nessed his death. The man and sword understand occurs, ro ll percenli le dice and refer to the fol-
each other well. Once, long ago, Tarde th became lowing table to determine the appropriate bonus:
mentally unstable as a result of difficulty in deal-
ing with gUilt over hi s brother's death. Fortu- Ro ll Type
nately, "Scales" recognized wha t was happeni ng, 0 1- 25 +1
and took contro l of its possessor. II prevented a 25-50 +2
major tragedy. Since the n, Tardeth has come to
rely on Scales as a sort of security blanket should 5 1-75 +3
such an event agai n occur. 76-90 +4
91--00 +5

Scaleba ne Scorbane

XP Value: 900 GP Value: 4,500 XP Value: 2,200 GP Value: 10,000

DRAGON Magazine 99 Blade of Vengeance

Scalebane is a sword +1, +4 vs. reptiles. Scarbane is a sword +2/ +4 vs. drago ns, tri ple

Schakh a damage vs. red dragons. It has an Intelligence of
II , an Ego of I I, and a tolal Personality of23. II

XPValue: 3,000 GPValue: 15,000 has a neutral good alignment.

The Temp le of Elemental Evil Scorbane ~ blade is inscribed with an enameled

This scimitar +1 has an alignment oflawful ncu- red dragon and the hilt is in the form ofa dragon's

tral and an Intelligence of 14 . It speaks Azer, head. At Scorbane's pommel, a magical green

Common, Dwarf and the language common to gem is clenched in the dragon's teeth. This gem

giants. It can detect gems wilhin a 5-foot radius, has the property of being able to c ure lighl

deteci secret doors within 5 feet , and detect traps wounds (as the spell) on the sword's owner only,

in II IO-foot radius. three times a day. In addi tion, Scorbane has the

Scimitar of Speed following powers:
Detect magic: 20-foot range, 3 times a day.

X P Va lue G P Va lu e Find t ra ps: 10-foot range, 3 times a day.

+ 1: 500 2,5 00 Find secret doors: IO-foot range, 3 times a

+2: 600 3,000 day.

+3: 700 3,5 00 Read magic: as the 1st-level wizard spell, at

+4: 800 4,000 will .

+5: 900 4 ,500 Im munity : To the c ha rm spells of red

DUNGEON MASTE R Gu ide dragons. This power is passed onlo the bearer

This is a magical weapon, usually of +2 bonus, of the sword.

that automatically grants its w ielder the first Languages: Common, Dragon, Elf

attack in a round, eve n though some magical Scorbane is proud of its abilities and expects

effect might have otherw ise slowed t he user's respect even from its owner. It will always seek to

s peed and reaction time. It also a llows mo re kill chaotic evi l and lawful evil dragons, subdu-

than o ne strike in some rounds, inc reasi ng the ing only if forced.

wielder's f igure for attacks per melee round by If Scorbane is found without a scabbard, it will

one place, so that ifone attack is normal , the ins ist that o ne be found or made for it as soon as

im proved fig ure is three a ttac ks e ve r y t wo possible. It always craves the fi nest gems for the

rounds, a nd ifth reel t wo is no rma l, then t he adornment of its scabbard and demands that other

improvement is to two attacks per rou nd. This magical swords, already owned, be discarded.

increase in attacks is cumulative with any other If its demands are denied, Scorba"e sulks and

bonu s a ttacks (s uch a s those provided by a is surly in its attitudes. Given the opportunity,

haste spell). Scorba"e will point o ut to others how niggardly

The order of attacks in the round is dete rmined its owner is, treating it as though it were nothing

normally after the wielder of the scimitar of more than a normal sword.

speed has made the f irs t attac k to begin activity However, if Scorbane is well treated, and the

in the ro und. It is possible, fo r instance, t hat a owner gives in to its de ma nds and fl a tters its

wielder entitled to three attacks in the round will ego, its vanity will be appeased and it becomes

attack o nce before any other actio n ta kes place, a willing tool, eager to aid its owner in any way

and then (be<:ause of poor initiative rolls or other possible.

factors) take the remaining two attacks at the very

end of the round.

There is a chance (25%) that the weapon will

have a bonus of something other than +2; if this

5716

~r------------------------------------~~
1390

Scourge of Regenerators with a mending spell.

XPValue: 900 GPValue: 4,500 Know alignment is placed on the sword by a

DUNGEON MISTER Guide limited wish and shocking grasp is added to the

This sword gives an additional +2 bonus to its mix. The wizard then casts invisibility and bathes

wielder even when the regenerating creature does the sword in a mixture of skulk spitlle and blink

so because of a magical device-such as a ring of dog blood. Fi nally, the w izard binds all the

regeneration . dweomers together with apermanency spell.

Serpent Slicer The resulting weapon varies its attack effec-
tiveness according to the lighting conditions. In

XP Value: 900 G P Value: 4,500 bright sunlight, the shadowsword is treated as a

PoLYHEDRON Newszinc 76 normal sword; in overcast conditions, it acts as a
Serpent slicers are made of a dull, gray metal and sword +1; in torchlight, it is +2; in darkness, +3.

have a caduceus engraved near the hilt. They have Once a day, the sword confers invisibility upon its

steel hilt guards with rubies embedded in them. user until he or she attacks.

The ser viceable hilts are of plain leather that The shadowsword is always of chaotic evil

appears to be well used. These swords are always alignment, as must be the wizard who constructs

found in a sheath of d ragon hide- the sword it, the weaponsmilh who forges it, and the person

prefers to be sheathed in dragon flesh . who wields it.

Serpent slicers are swords +1, +3 liS. dragons. Shalandain's Holy Avenger
The pommel glows in the presence of any dragon.

The sword bestows upon its wielder the ability to XP Val ue: 4,000 GP Value: 20,000

speak with any dragon. 1992 FanlaSY Colleclor Card 134

Sess'innek's Shalandain recovered this high ly magical and
intelligent sword from the wreckage of a neogi

XPValu e GPValue mindspider. The sword, named Fate s Promise,

Long Sword: 1,000 ',000 grants a magic resistance of 50% in as-foot
Two--Handed Sword: 3,000 radius, dispe ls magic in a 5-foot radius, and
15,000

MonSler Mythology grants a bonus of \0 additional points of damage

The avatar usually employs four long swords +2 upon chaotic evil opponents. In addition, Fates

wi th a two-handed sword +4 that can plane s hift Promise can cast s trength once a day and heal

(sword-wielder only) once a month and dispel twice a day.

magic in a 30-foot radius to a range of 120 feet 3 of Shame
times a day.

XP Value: 500 GP Value: 2,500

Seventh Blade Secrel$ of !he Lamp

XP Value: 7,000 G P Value: 35,000 This scimitar + / magically impugns the honor of

PoLYHEDIlON Newsrine 76 the opponent, upon command. The effect is the

In the hands of a woman with a C harisma of at same as a taunt spell, an opponent with an Intelli-

least 13, this fi ne blade operates as a long sword gence of2 or more will rush to physically attack the
+/ flame tongue. The sword can, at will, detect wielder, ignoring his or her own spells and ranged

evil, deteet magic, and detect invisible with a 30- attacks. The opponent is allowed a saving throw vs.
foot radius. Its extraordinary powers, which can be spell, which may have a bonus up to +4 if the oppo-

used twice a day, are X-ray vision and ESP. The nent serves a particularly charismatic leader.

scabbard functions as a rod ofvictory. Neither the Sh' arien, Sun Bl ade
sword nor the scabbard can function for males or

for women who have a Charisma ofless than 13. XP Value: 3,000 GP Value: 15,000

Shadowsword 1992 Fantasy Colleclor Card 20
Sh'arien is an intelligent bastard sword of chaotic

XPValue: 900 GPValue: 4,500 good alignment wielded by Ad Ra'kolth. When

1MA(;INE Magazine 12 wielded by someone who is proficient with either

This sword is made from the finest steel, infused the short sword or the bastard sword, Sh ' arien

with night hag's blood to darken the metal to a feels like a short sword (speed factor and encum-

deep, almost black, ebony. Once the blade has brance), yet causes damage as a bastard sword.

been forged, it is treated during construction as a The sun blade fu nctions as a weapon +2, but

+4 weapon. The wizard casts enchant an item, against creatures of the Negative Material Plane,

monster summoning IV to call a shadow, geas, it is +4. Once a day, Sh'arien can create a sunray,

and polymorph object, turning them into a hand- a 6O·foot globe of sunlight, potent against undead,

gri p for the sword. This is then joined to the blade which Sh'arien rabidly despises. m'

/'------------------------------------.~

1391

r

of Sharpness

XP Value: 7,000 GPValue: 35,000

DUNGEON MASTERGuide

This weapon is treated as +3 or beller for pur-

poses of who or what can be hit by it, even though

it gets only a + I bonus to allack and damage

rolls. Its power is great, however, for on a very

high attack roll, it will sever an extremity- arm,

lcg, tail, tentacle, whatever (but not head}-deter-

mined by random dice roll, considering only the

sword's bonus of + I:

Opponent is Modified Score
Normal/Armored to Se\'cr
Larger than human size 19-21
Solid metal or stone 20-21
21

A sword of sharpness will respond to its

wielde r 's desire with respect to the light it

sheds-none, a 5-foot circle of dim illumination,

a IS-foot light, or a 30-foot radius glow equal to a

light spell.

Shazze lli m

XP Value: 1,000 G P Value: 5,500

DRAGON Magazine 74
Shazzellim is a scimitar of rather poor quality

steel but with a keen edge. It has a crosspiece of It is not clear if the Harpers are anything more

iron that curves into a sct of rearing serpents. Its than a private club or fellowship at present,

grip is of leather, dyed red, but this may now although in the past they have acted in concert to

have been replaced. Shazzellim is neutral ev il, keep kingdo ms in the northern lands and in the

has an Intelligence of 16 and an Ego of 14, and Dalelands reduced in power, and on at least two
communicates by speech (Common, Thieves ' occasions have forcibly prevented the expansion
Cant , and Orc). It is +1 on attack rolls, can of farms and settlements into the elven woods.

detect magic in a 10-foot radius if the bearer The cause of Lauzoril's enmity toward the

wills it while wielding the sword unsheathed, Harpers is unknown.

and, in like manner, can locate object in a 30- Elminstcr saw Shazzellim when Ahlzul, a cap-

foot radius. It can a lso detect secret doors in a tain of the armies ofThay, brought it to Archen-

10-foot radius at the bearer's will, and read any dale to slay the ranger Dove. Mistakenly, Ahlzul
non magical language or map. It can heal its attacked the wrong woman , a knight named

bearer once a day, at the bearer's will , and has a Jasilmer, and was himself slain. Ahlzul 's men

special purpose-to slay bards. Any bard struck recovered Shazzellim and their captain's body, but

by Shazzellim is disintegrated unless the victim were later killed by men of Archendale over a
makes a successful save vs. spell. code-of-conduct dispute.

Shazzellim was created by (or at least created Shazzellim disappeared from view briefly, was
undcr the orders and with the assistance of) Lau- later identified by the sage Helavaster of Hillsfar

zoril of the Red Wizards of Thay, in order to when it was brought to that city by the caravan
destroy his primary enemies the Harpers. Little is master Lhemako Tarsakh, and subsequently

known of the Harpe rs; they consist of bards and a passed into the hands of Lhcmako's superior,

few rangers, their device is a silver moon and a Meer. The scimitar does not appear to have been
silver harp, they operate in the northern regions passed on to Meer's superiors in Zhentil Keep

on both sides of the Great Desert, and they are a (unless one or the lords of that city is hiding it
secret organization, rather than a band, tribe, or from his fellows for some reason), and it may

raee of people. Of the bards of great power, only have been stolen, hidden, or passed to another by
Mintiper is thought not to be a member, and of Meer before his disappearance. The blade's pre-
the high-level rangers, only Thulraven and sent whereabouts are unknown.

Estulphore are believed to be independent of the

Harpers. m.

/r----------------------------------~~
1392

Sword, Shichi 's Katan~

Shichi's Katana invaded the Seven Roses Monastery, intent on
killing Shichi and the monks who helped her. The
XP Value: 9,000 C P Value: 45,000 young monks fell easy prey to the talents of Hai
Clii's apostles, but the masters quickly eliminated
New hem the murderous force. The monks never laid hands
upon Hai Chi ; they left this honor for their com-
Shiehi No Ken, born of noble blood, stands in the panion, Shichi No Ken.

shadow of those who lived before her. Greatnes~ [n a fury of represscd feelings and horror,
Shiehi almost succumbed to the terror in her
she can never hope to duplicate augurs a life of hean when she saw her husband facing her with
the fury of a thousand deaths in his eyes. After
frustration and futility. Shichi No Ken realizes several strikes from his vicious hands, she rose to
her own defense. Using all the skills taught by the
she will never have her own individuality; people Master of the East Wind she defeated and killed
her husband.
who know her will always identify her by the
The Emperor's soldiers came soon thereafter to
accomplishments of her family- not her own. It investigate the scene. [n the proper manner. the
soldiers first asked permission from the Grand
has been a long, hard battle, but she thinks she Master of Flowers to enter. He, of course, allowed
them 10 enter, but the dclay allowed the other ini-
has conquered this anxiety---only time will tell. tiates to gather Shichi's belongings and create an
escape for her.
Rich, l)Qwerful, and aspiring for even more
The soldiers, however, were not there to arrest
honor for the family, Shichi No Ken 's parents her. The news of Hai Chi's deeds reached the ears
of his father and uncle (Emperor Po), and they
wanted her to be groomed and polished, made into had decided to put an end to Hai Chi's tyranny
using any means necessary. Since she performed
the perfect lady, Hoping Emperor Po's favorite the deed for them, they were saved the disgrace
of public execution. Emp'eror Po and Hai Chi's
nephew would become the nex t Emperor with the
father both owed Shichi No Ken a debt of grati-
passing of the elder, Shichi was introduced to the tude. Hai Chi's surviving apostles, however, still
search for her: it is belicvcd that more than 20 of
nephew, The couple fell in love and bonded in a them are still alive.

palace ritual seven months and seven days after his Shiehi No Ken was allowed to return to the
monastery, but she refused to stay. Instead she
parents publicly announced the betrothal. asked permission to become a "walking initiate."
The Grand Master of Flowers approved. As she left,
Once espoused, she and Hai Chi moved into a the Grand Master of Flowers gave Shiehi a daikyu
and a katana, which he had magically enchanted.
largc villa in the center of a small viUage owned by
As a monk of the Brotherhood of the Seven
Shichi No Ken's parents. The two were given the Roses, she must uphold peace and tranquility
above everything else; these are the greatesllaws.
honor of receiving 30'% of the taxes from the town Naivety is considcred a weakness, and she must
not allow herself to become 100 removed from the
as their personal income; all the while, the prop- world; to defeat her enemies, she must under·
stand thcm.
erty remained in the ownership of her parents.
Paladin by profession, way of life, and attitude.
After being married for two years, she begat a she does not consider herself a paladin, nor does
anyone call her Paladin. To call her Ihat would be
child, Hai Chi. To his dismay, the midwife lold incorrect. She is treated as a paladin by her deity,
Amalerasu, however, and is given the benefits and
him the firstborn child was a daughter, not a son penalties of that life. Her weapon of choice is the
katana, but she enjoys using martial arts in both
to carry his birth right. Blaming Shichi for this combat and mental discipline, as \>.ell a~ her daikyu.
She does not wear armor of any kind since this
abhorrent event, he beat the mother and murdered detracts from her ability to protect herself properly.

the child. Shichi s ka/(lna is a katana +3 with the ability
to detect evil. It can cast b(lnishmellt by touch
To this day the town people who witnessed the
S727
lamentable event say they saw nothing, but

rumors and tales of the incident traveled quickly

through the land until they reached the ears of

Shichi No Ken's father. A few days later, he res-

cued the young mother who was still clutching

her child-her long-dead child.

He took Shichi to the Sevcn Roses Monastery in

Pe Nok, a city by the coast, where the inquisitive

eyes and loathsome spies of her husband's family

could not find her. There, the monks healed her,

cared for her, helped her recover from the tragic

death of her child, and they taught her strength. [t is

unusual for a woman to be allowed in a monastery,

but where gender fails, money succeeds.

She began as a pupil of the Master of the East

Wind. Under his patient tutelage, she learned,

hoping one day to enact her dreams of revenge on

her husband. Unti l Shichi No Ken learned to van-

quish her anger, however, she was unable to

master the mental disciplines she needed. After

yea rs of methodical control, she learned the men-

tal disciplines.

Hai Chi's spies found Shichi after almost 10

years of searching. Hai Chi and 30 liegemen

/r------------------------------------.~

1393

",SWOfd. SlIimmmng Blade ofSllin Ginsen r

once a week, remO\'e curse three times a day, and by a ring o/shock resistance (+3 on saving
cast cure seriolls wounds o nce a day on anyone throws vs. electricity. - 2 per die of damage).
Finally, the bearer may cal/lightning twice daily
other than the owner. In addition, her katana has
if a storm is in the area.
all the functions of a paladin's holy sword, which
Shu's
projects a circle of power 30 feet in diameter
when the sword is unsheathed and held. The XP Value: 4,000 G P Value: 20,000
power dispels hostile magic of a level up to the
paladin's experience level. Legends & Lore

In combat, Shu's avatar employs a gleaming shon

Shiehi No Ken, 6t h-level Pa ladin: Str 18/96; sword +5. Anyone struck by this weapon must
Del( 17; Con 18; Int 15; Wis 18; C ha 17; AC 7;
THACO 15; hp 72; Alignment: LG; Languages: save vs. breath weapon or be caught up in a great
Wa, Sho u Lung, Common; Weapo n Proficlen-
des: katana, daikyu; Martia l A r ts: choke hold, wind and carried fro m the battle. Such persons
eagle claw, fl yi ng kick, missile defle<:tion, iro n-
skin, weapon catch; No nweapon Proflclencles: suffer 3d20 points of damage and are moved one
calligraphy, etiquette, horsemanship. music,
painting, poetry. mile away for each point inflicted.

Sif's

XPVaJue: 3,000 GP Value: 15,000

Legends & Lore

Her sward +3 renders her invulnerable to spells

Shimmer ing Blade of Shin Ginsen from the illusion/phantasm school.

XPYalue: 17,000 GPYalue: 51,000

Kanr.-Tur Silencer of Bodash

The infamous Shimmering Blade 0/Shin Ginsen XP Value: - GP Value: -

is one of a pair of matched S\\'Ords, forged on the Book of Artifacts

day of the two half-brothers' (Shin Lu and Shin The Silencer of Bodash is a mighty two-handed

Ginsen) birth. The o ther sword is kn own as the broad sword almost 7 feet in length. Its blade is

Floating Bladeo/Shin Lu. The weapon is a sword long and straight and made from an unidentifiable

+3 in the butterfly-tipped Shou style, and has the alloy of red metal harder than enchanted steel. The

following powers: vorpal blade, luck blade, illu- blade is diamond-shaped in cross-section and is

sion, and charm 3 t imes a day. However, in the unusuall y wide-nearly 7 inches at the hilt. The

prese nce of the matching blade, the sword only decoration appears on the crossguard-a red,

becomes a mere magical blade (with on ly the glowing rune of ancient design whose meaning is

bonuses to attack and damage in force), unable to now lost. The hilt is made of black, watered steel

tap into its g reater powers. The blades are c ur- and wrapped with braxat hide. The pommel is

rently on display in the Capitol ofT'u Lung. The crafted in the shape ofa serpent's skull.

sshimmering blade alignment is lawful evil. The sword appears to be too large and unwieldy

for any warrior short of a half-giant's stature, but

Sh ina -Ts u-Hiko's it is amazingly light and \\/ell-balanced. The mas-

XP Value: 5,000 GP Value: 25,000 sive blade is far lighter than a steel edge of the

Legends & ~ same size. This sword is usually only found on

Shina-Tsu- Hiko's avatar's sword slices through Athas.

any armo r as though the wearer's AC was never In the ancient wars that ravaged Athas, the city

better than 5. of 80dash was a great neutral power. Its armies

and magicians jealous ly guarded the lands of the

Shock Blade city-state while the rulers refused all o fTers of

XPVaJue: 1,200 GPValue: 6,000 alliance with the warring defilers and preservers.

DII.MlON Magazine t88 Eventually, the great de filer warlords decided to

There are perhaps a score or more of these magi- eliminate Bodas h, a nd a great host gathered to

cal weapons thro ughout the Realms. While o f destroy the c ity.

many different sizes, the swords are often identi- The leader of this host was a human defiler, a

fied by the large opals fitted to their hilts. warlord named lri kos, " the Left Hand of Rajaat."

A shock blade inflicts a bonus of 2 points of It was Irikos's ancie nt duty to destroy the race of

electrical damage (over and above its normal orcs, and when the last o rc was no more, he

bonus) on every str ike; metallic armor and turned to the conquest of all who did not stand

shields (even if magical) are discounted for attack with Rajaat's captains.

roll purposes, as the tiny arc of energy can hit its Irikos possessed a powerful weapon called The

target even though the sword itself may have Silencer. Using this weapo n, he and his host sys-

missed. In addition, the wielder is prote<:ted as if tematically destroyed the a rmies of Bodas h and

57] ]

Jr--------------------------------------,~

1194

rSword. Sitencer ofBodash

sackcd the city. Still, the last and most powerful extremely impressive array of offensi ve powers
sorcerers of l:Jodash managed to cast a mighty lends a fair amount of credence to these urgings,
spe ll of destruction aga inst the dcfiler warlord, and there arc few more powerful weapons to be
which blasted Irikos to ashes even as his hordes found anywhere on Athas. However, The Silencer
threw down Bodash with fire and sword. Only is a "double-edged sword."
The Silencer survived.
In dealing with Th e Silencer, the old adage of
About three Kings' Ages ago, a wandering " He who lives by Ihe s","'Ord, dies by the sword," is
adve nturer named Rimmon discovered the remarkably accurate. If a PC gets his or her hands
ancient weapo n in the heart of Bodash 's ruins. on the sword, allow the character to becom e
With it, s he led a band of heartless raiders and intoxicated with new-found power. With a weapon
rose to great p<M'Cr. Hov.'Cver, Rimmon dared too of this great might, a character could unite the
much. In her arrogance, she gathered a horde to raiders of the desert, tame the thri-kreen of the
attack Balic, but only s ucceeded in angering Hinterlands, or master the giants of the Silt Sea.
Andropinis himself. The sorcerer-king and his In timc, the character could rattle the golden
soldiers slaughtered Rimmon 's desert rabble , thrones of the sorcerer-kings themselves!
although it is recorded that the bandit-queen slew
a hundred half-giants with The Silencer before Yet one day it will come to an cnd.
she was killed herself. The sword was reporledly Like all the pctty warlo rds and bandit-kings
carried away by one of Rimmon's lieutenants, a who have previously owned The Silencer, the
wily el f who escaped 10 the wilderness. character eventually finds that he or she is con,
fronting an enemy beyond even the power of The
Ove r the yea rs, The Silencer has appeared in Silencer . The charac ter's empi re will then col-
the hands of a succession of slave tribes, raiders, lapse around his or her ears before the might of
and savages. Twelve years ago, it was recovered an angry soreerer-king-or the Dragon itself.
by a patrol of Tyrian soldiers from the lair of a Another campaign use for the sword lies in its
ficrce bandit and brought back to Kalak's annory. potential as a weapon for good. A great quest in
But with Ka lak's death, the sword dis:lppeared search of a weapon potent enough to assassinate a
again . It is thought that one of Kalak 's templars sorcerer-king might be built around the legendary
took the blade and fl ed into the desert. blade. Tracing the weapon's bloody trail across
the Tablelands and bringi ng it to bear against a
The Silencer is a powerful and evil we:lpon that villain could make a fine adventure.
deludes its owner with dreams of glorious con- Several of the sorcerer-kings in the Tyr region
ques t and righteous destruction. In fact , its know of this weapon and remember it from lrikos'
days. They reCOb'llizc the potent threat il poses and
act to take it for themselves or destroy it altogether.
The PC who holds the weapon is inviting the wrath
of the sorcerer-kings themselves!
Constant Po.....en: The Silencer ofBodosh is a
two-honded sword +5 that swings like a long
sword. The blade is incredibly sharp-it ignores
any nonmetal armor and passes through it with-
out resistance. (Targets wearing nonmetal armor
arc effectively AC 10, but may count magical
adjustments and Dexterity bonuses.) Tree trunks
and stone walls can be hacked through at a rate of
10 feet per round. The sword also provides a +2
Armor Class bonus to its owner.
In\'oked Po.....ers: By swinging the weapon in
great, horizontal sweeps, the wielder can effec-
tively attack all creat ures in a 10-foot circle. The
swords man su ffers a - 4 attack penalty when
assailing multiple targets this way, unless the
enemy is very tightl y packed (a sh ield-wall or
pikc formation) . If the wielder uses the blade in
such a reckless fashion, he or she must also make
attack rolls agains t any all ies within Ihe IO,foot
radius of the sword.
Three times a day, the sv.'Ofd can release a mam-

m,mOlh blast of pure force at any target up to 20 feet

/'------------------------------------.~

1395

",SwoolSinging r

away. This has the effect o f a 40-foot·square earth- to save vs. spell, they are subject to a suggestion
quake spell . Gates are sundered, walls collapse, from Ihe sword 's bearer. Anyone capable of using
small bui ldings are destroyed, and trees uprooted. a sword can use these swords, thou gh il is
When aimed at living creatures, a norma l attack rumored that some have been created with sen-
roll must be made (as iffirin g a missile weapon, tience and alignment, usually good.
and without the sword's magical bonus). Any crea-
ture hit suffcrs 5d 10 points ofdamage. Siva's Scimitar

Th ree times a day, the sword can proj ect a XP Val ue: 6,000 GP Value: 30,000
Tower of Iron Will psionic power for up to one
turn . Legends & Lore

RMndom Powers: The sword possesiei three Anyth ing h it by the avatar's scimita r must save
abili ties from Ta ble I - II : Enchantment/Charm,
and one ability from Table 1- 23: Protec:tion. vs. disintegration (items) or death magic (beings).

C urse: T he sword thrives on bloodlust. Eve ry Failure means the item or being has been disinte-
week, the character must save vs. death magic or
permanently lose I point of Wisdom. grated and cannot be reconstructed (raised or

The sword a lso inflicts artifacI possession, reincarnate d) .
secking to drive its owner to deeds of glory, con-
quest, and v io le nce. The owner may attempt to of Skewering
seize command of any group, of any size (the
bigge r, the better), and lead those forces agai nst XP Value: 3,000 GP Value: 15,000
any fo e. Worse s till , the possessed c harac te r
develops a fanatical hatred of those who would The Rogues Gallery
defy or imprison Rajaal.
This sword is lightweight and appears to be some-
Sugges ted Means of Destruction:
Melt The Silencer in the Dragon's breath. whal flim sy, bul it is a powerful magic weapon.
Break it on an anvil of meteoric iron.
Disso lve it in the foam of the sea ( suitable Although it has no bonuses to attack or damage and
only on Athas).
only does damage equal to a sho rt sword, it can

negate the bonuses given 10 magical armor. There-

fore plate mail + 4 would be treated as ifil were

Ar mor C lass 3 when determin ing whe ther this

weapon would score a hit It does not negate magi-

cal bonuses for attacks by other weapons on that

opponent, no r does it pe r manently cancel an y

bonuses. The sword may also strike any monster

not nonnally hit by nonmagic weapons.

Si nging

XPValue: 1,600 GPValue: 10,000 Slayer

The Magister XP Value: 40,000 GP Value: 200,000

It is rumored that these relatively recent additions Legends &. lore

10 the annories of the world were crealed for use by Slayer kills anything its blade touches (no saving

the Harpers. Certainly the primary attribute of the throw allowed). If used to kill for food, the meat

sword has to be created with some conniva nce of canno t be eaten- it has no nutritional val ue and

one or more bards. With their usual taciturnity, the is unpalatable.

Harpers are not taking any credit for them, and no

bard has actually been seen using one-though this Snakebane

may be more a factor of a dislike of competition XPValue: 1,000 GP Value: 5,000

than holding the sword in disfavor as a sword. DRAGON Magui ne 99

This is a silver bastard sword that s ings con- Snakebane is a sword + /, +4 vs. reptiles.

stantly, and lo udl y, while drawn. It is +3, but this

may be temporarily negated by magical silence. Snoop

While the song is hea rd, the bearer of thc sword is XP Value: 2,000 GP Value: 10,000

infused wi th a sense of confidence a nd excite - The Temple of Elemental Evil

ment, and never chec:ks morale. The song confers This long SM.'Ord + J has an alignment of NG and

upon the bearer im munity to charm, command, an Intel ligence of 13. It can communicate through

confusion,lear,friends , repulSion, scare, and e mpathy and can de tect in visible and detec t
magic, each to a I O-foot range.
suggestion . Emo tion cast o n the bearer only

evokes a rage res ult (focussed on the spellcaster).

The sword 's song can still shrie kers and negate Snow on the Mountain

the song e ffect o f harpies, but a bard can easily XPValue: 1,500 GPValue: 7,500

negate its powers by s inging a counterh armony. The Duchy often

The sword 's song can entrance intelligent c rea- Sher Yakub owns a silver neutral·good sword + 1

tures o f up to 2 Hit Dice (not including undead or named Snow on the Mountain . This weapon has

creatures from other planes). lfsuch creatures fa il ,,,.an Intelligence of g and an Ego of 5 and has the

/r--------------------------------------~~

1396

....

powers detect invisibility,flying, and healing. All
pcM'trs can be used once a day.

Sou lblade

XP Value: 3,000 G P Value: 15,000

The Astromundi Cluster

Soulblades are dreadful weapons, more feared

than any other handheld weapon in the Astra-

mundi Cluster. Carved from shadowstone, soul-

blades are similar in size to shon swords, though

each individual blade has a u nique design and
decorative pommel. Soulblades are +2 magical

y,-eapons and cause Id6+2/ 1d8+2 points of dam-

age, whether the blade resembles a shon sword or

asmall khopesh.

Created by special sunmagic rituals, these blades

always flicker with cold white flames. The flames

cause no additional damage to sun mages, but they

wi ll cause a loss of I d4 hit points to those who aTe
not sun mages. The flames can also destroy cloth or

nonme tallic armor with a successful strike; they

will engulf leather or padded armor (and any nor-

mal clothing, ropes, and the like) and consume it

within one round (magical clothing or annor gains

a saving throw against this effect.).

If exposed to sunlight, a sou/blade begins to

glow, its flames slowly turning red and brighten- Soulsee k e r
ing to the intensity of a light spell. A fte r three

rounds in direct sunlight, the wielder may fire a XP Valu r: 1.500 GP Val ue: 7.500

30-foot- long beam of fie ry energy that causes DRAGON Magazine 180

ldlO points of magical fire damage. The wizard From the volcanoes of the Great Sand Sea come

mUSt roll a melee attack as nonnal, but receives a large amounts of lava, some of which has large
+2 magical bonus to this roll. No natural or magi- chunks of obsidian in il. The de~rt nomads have

cal resistances to fire provide any defense against learned th e art of flint napping and ha ve used

this auack. After this energy discharge, the sword obsidian tips on their spears for centuries. Highly

returns to ilS normal, dark color with white skilled artisans are able to make large blades for

flames. Sou/blades can only release this stored daggers-Soulseeker is such a blade.

energy five times a day; after the fifth use it can- A war fought deep in the Underdark's caverns

not absorb any energy for 24 hours. resulted in the destruction of many of the evil

of Souls creatures involved. The remains of some of the
vilest fiends were melted into a magical lava

XP Value: 2,000 G PVa lu e: 10,000 flow, fanning an especiall y large hunk of obsid-

Halls of the High King ian. One of the great blade makers used this piece

The favored weapon of the evi l lyach ru Xvim, of obsidian to make Sou/seeker. The name is

this infamous sword is a giant scimitar + 3 that derived from the fact that the fiend's flesh in the

drains two life energy levels whenever it strikes a blade is constantly seeking a soul for itself. This

hVlng opponent (no saving throw). The truth of blade has killed many times and still seeks more

its origins is lost in conflict ing legends ; it is souls.

known to be much heavier than most humans can The blade traveled from the Great Sand Sea to

comfortably use in battle (weighing about 30 the trading cities. A blade C{)llector in Waterdeep

pounds) and is of lawful evil alignment. Crea- sent for the dagger, but SouJseeker never reached

tures of other alignments who touch the scimitar its destination because il was stolen from the

feel a sickenin g, w renching pain (- I on attack trading caravan. The last known rumor is that the

rolls and Dexterity ability score while in contact blade is in the hands of Waterdeep s black markct,

with the weapon). Further, they suffer a loss of perhaps having made its way to the city of Skull-

ld4 points per contact (or per round ofcontinu- port.

ous contact) if they are of any evil alignment, or a SOil/seeker has a 30-inch. glassy black obsid-

loss of I d 12 hp if they are not. ian blade that is approxima tely 4 inches wide at

S14l

/r------------------------------------~~

1397


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