Half All OD&D’s Magic Swords Suffer Cruel Fate

SWORDS: Among magic weaponry swords alone possess certain human (and superhuman) attributes, Swords have an alignment (Lawful, Neutral, or Chaotic), an Intelligence factor, and an egoism rating (as well as an optional determination of the their origin/purpose)” (Monsters & Treasure, 27).

It’s a little known fact that all magic swords in D&D’s original edition are intelligent. In 1974, we determine a magic sword’s intelligence with a d12 roll. An intelligence of 7 or higher grants the sword an increasing number of primary and extraordinary powers and the ability to communicate.

A roll of 1 to 6, however, gives us a sword with intelligence yet unendowed with any powers or any means to communicate. It is also denied an ego, for “Only those swords [with an] Intelligence of 7 or more will have an Egoism rating” (29). Such a sword may signal its condition only to characters of a differing alignment, who take damage from a touch.

Magic Swords Intelligence Table from D&D (1974), Monsters & Treasure, 28

Maybe the co-creators did not intend to manufacturer such an item. An asterisk denotes that “Although the sword cannot communicate it will endow its user with the powers it has, but these will have to be discovered by the user” (28), while the Mental Powers column makes it clear the sword has “None endowed.” Perhaps “the powers it has” refers to the sword’s magic powers, such as has a sword +1, +2 vs. Lycanthropes or a sword +2, Charm Person Ability?

As written, if we obey the dice, half all OD&D’s magic swords suffer this fate. Considering that it is usual for a magic sword to have been created in some long ago time and that such weapons tend to be nigh indestructible, we might say it is a fate worse than death.

In B/X D&D, Moldvay, Cook, Marsh save magic swords from this cruelty by replacing the straight up d12 roll for intelligence with a d20 table. A sword is intelligent on a result of 15 or higher. A 14 or less results in a null intelligence score.

Hekselannen

Here I sketch a few details in broad strokes. I’m saving a rumor table for the final article, which pulls previous articles together into a campaign background.

Reading Map

This is the seventh article of a series outlining a B/X D&D campaign inspired by an old map.

G. FILL IN IMPORTANT DETAILS AND POINTS OF INTEREST.

Names

In the May 1999 Dungeoncraft installment (Dragon #259), Ray Winninger addresses the naming of people and places in our imagined settings. He suggests several pointers for coming up with appropriate appellations, one of which is to borrow from existing languages. “Remember this number: 400,” Winninger writes:

“That’s the Dewey Decimal Classification number for language. If you go to your local public library and browse around the 430s through about the 490s, you’ll find plenty of foreign-language dictionaries, each of which can be mined for good names.”

Being of the old school, we remember the number as well as the Dewey Decimal System and public libraries, still proud bastions of knowledge and learning. Today, though, no foray to base town is required. Online dictionaries and interactive translators put entire lexicons at our disposal.

We already covered noble titles in “Thirteen Graves.” In “Monstrous Denizens of the Pale Moor,” I made reference to a few names, which I noted on the map (reproduced above). These are examples of the system’s loose application. As source languages for this region, I lean on Frisian, Dutch, German, and Old High German, though other languages are not excluded.

Emden: Many historical names on the map are serviceable for our purpose. Seems to me that Emden (city) and Emder (county) must be related to the Ems (river). Porting all three saves us some trouble. I don’t find any etymology for the root, which leaves us carte blanche to invent a fantastic meaning for “em.”

Broeckemeer: Embellished from Emmius’s map. Suitably suspicious.

Reidermark: The name for the territory now submerged beneath the bay is also lifted from the historical map. I change it from “land” to “mark” as it was, before the flood, a boundary province. At the time of the campaign, it is most often referred to as Lost Reidermark.

Dragons Watch Mountains: Here I resort to English. We came to know them in Wyrm Dawn as the Western Mountains. Throrgrmir dwarves refer to this range as Fjallaheim (mountain home, Old Norse). Since dragons heard rumors of wyrmlings creeping in the dwarven dungeon, these low peaks make convenient roosts within easy flight of the place the Age of Dragons is prophesied to begin.

Elding Wood and Ellriendi Forest: Both names are from the Valormr Campaign. Last summer’s game flew by in a fog of war, but I believe I pulled them somehow out of Old Norse.

Valhallan (misspelled on map): Settled by a warlike clan of religious zealots, the grave takes its name from the chief god’s great hall.

Hekselannen, “The Hex Lands”: “Hekse lannen” is Frisian for “witch lands.” I concatenate to arrive at the proper appellation of the Forsaken Peninsula. From there, simple word play gets the vulgar name.

Grave Subjects

Most human PCs hail from one of the thirteen graves and, as such, are subject to the landgrave and, if the landgrave swears fealty, to the herzog. We established earlier that the graves compete with each other for the Pale Moor’s resources. Persons of the adventuring class, then, are valued subjects, provided they agree to undertake the occasional quest for the hierarchy. A subject who is known to undertake quests for other landgraves is admonished or punished according to the quest’s importance and impact. Penalties range from a small fine to public execution.

A DM might introduce the idea of adventuring licenses—something akin to letters of marque—issued by the landgraves or the herzog, which grant a limited authority to act in the name of the issuer, usually to claim land and other resources.

Total Protonic Reversal

This might qualify as crossing the streams, but there’s definitely a very slim chance we’ll survive.

I think it fairly obvious that, when naming the Keep on the Pale Moor in the Valormr Campaign last year, I had in mind the most famous keep in D&D. Then, in “About the Reedition of Phenster’s,” I mentioned the resemblance of the fictional society’s “Great Halls of Pandemonium” to the Caves of Chaos.

I want to put the two ideas together. I don’t mean that we drop in the Keep and the Caves and be done with it. I mean that we reuse parts of Dungeon Module B2 that fit the scenario. I’m thinking specifically of the Keep map and the concept of the Caves.

The Keep on the Pale Moor

We reuse the map of the borderlands Keep (B2, 16), but the once great fortress, constructed as a staging area and supply point for the Chaos Armies, is now in ruins. Recently, its walls and gates have been crudely reconstructed by its current hobgoblin inhabitants.

Maybe the hobgoblins are aware of the “secret entrance to a long forgotten dungeon” from the cellar beneath area #16 (B2, 25). Or maybe they have reason to believe it exists but haven’t found it yet.

Either way, the key to lifting the Pale Moor curse lies at the bottom of the dungeon. Therefore, the Keep on the Pale Moor becomes the campaign’s initial focal point. The PCs must, first, defeat the hobgoblins and reclaim the keep before the Wraithwright can raise an undead army. Then, using the surface ruins as a base, they must defend the keep, while they descend into the dungeon to lift the curse before the Wraithwright, with his now-raised army, destroys the keep.

The Dungeon: The Great Halls of Pandemonium

After events play out at the keep, the campaign’s focal point shifts to a ruined city of the Greater Ones, taken over by demons, rebuilt in their chaotic fashion, and named by them Pandemonium, after the capital city on their home plane. The cyclopean ruins are now sunk beneath the mires of the Pale Moor.

Because events at the keep will have an impact, it’s too early to tell what the scenario might be when PCs arrive at the Great Halls. The vision, in general terms, is to apply some of the concepts of the Caves of Chaos:

  • Each “hall” is a small dungeon, most of them connected to adjacent halls.
  • A temple is dedicated to the demons who once lived there. Within the temple complex, evil priests work to call the demons back to the Great Halls.
  • The halls are densely populated with creatures of chaos, as the evil priests gather the chaotic horde to fill the ranks of the demonic legion.

To complicate matters, the Warlock abides in a nearby tower. To further his goals, the Warlock uses devils—or devils use the Warlock to further their own.

Evil Factions

There are two major villains in the campaign. Each leads a faction. The Wraithwright, aligned with demons and chaotic evil creatures, may sometimes work with—and sometimes work against—the Warlock, aligned with devils and lawful evil creatures. Departing from B/X rules as written, the remainder of this series assumes a five-point alignment system as in Holmes Basic. (See Demons and Devils and Alignments in “Monstrous Denizens of the Pale Moor.”)

Secret #10: It was not long after the Rending and events of Song of the World Dragon that demons came to the ruined city of the Greater Ones. They sought a powerful object constructed by the now extinct beings. They found it. I don’t know yet exactly what this object is, but its misuse provoked the destruction of the rebuilt demon city of Pandemonium and sent the demons back to their home plane. It’s possible that devils, jealous of the prize, were involved. It’s probable that recovering this artifact is a primary objective of either or both of our villains. There is no doubt, though, that it may eventually be found deep in the sediment beneath the shallow bay where lies Lost Reidermark.

Three Daggers for Protection

After sharing “A Dagger for Protection” in the D&D Basic Set (Holmes) Facebook group, an exchange of ideas with old-school gamer J. Sebastian Pagani yields two more magic daggers that fit the protection theme.

“Since it’s purpose is to help preserve the life of the low level wizard,” Pagani suggests, “what about allowing it to restore 4 hit points, at the cost of its enchantment.”

That power, put into its own item, gives us the Dagger of Sacrifice.

Pagani’s inspiration for the other dagger comes from Argentine literature. In Leopoldo Lugones’s historical novel La guerra gaucha (1905), a threat, directed at whoever might attack its possessor, is engraved on a gaucho’s knife blade.

Quien á mi dueño ofendiere
De mí la venganza espere;

A gaucho is a brave, free-spirited, and rebellious horseman of the pampas. His lifestyle is the theme of Gaucho literature, the epitome of which is the epic poem El Gaucho Martín Fierro by José Hernández.

Martín Fierro, the character, became a symbol of the gaucho spirit, and the poem, published in two parts (1872, 1879), remains a celebrated cultural icon. Hernández is held in high esteem by generations of Argentine writers.

In 1913, Lugones gave a lecture series, collected into El payador (1916), in which he canonizes the work Martín Fierro and depicts the gaucho culture. Detailing the habiliments of the gaucho, Lugones describes the horseman’s weapon as “a great hunting and fighting knife.” The blade often bore chivalric mottos. As an example, he cites the couplet from La guerra gaucha.

Pagani read the couplet quoted in an essay by another Argentine writer, possibly Jorge Luis Borges. Pagani was struck by the essayist’s reaction to the engraved motto: “He was moved that the blade was speaking in the first person, as if it had a life of its own.” Hence, the inspiration for the Dagger of Vengeance.

Inspired in my turn, I stormed around the gray matter for inscriptions on the other daggers, which I include below with brief commentary.

The Dagger of Protection is copied from the earlier article.

New Magic Items

Phrases set off below a dagger’s description may be engraved upon the blade.

Dagger of Sacrifice — a dagger +2. When the possessor reaches 0 hit points, the dagger restores 1 to 4 hit points. It can so save the possessor’s life one time only. Then it becomes a dagger +1 forever after with no other power.

now i am become life the restorer of weal

Fangled from a line in the Bhagavad Gita, which Robert Oppenheimer called to mind on witnessing the first nuclear weapons test: “Now I am become death, the destroyer of worlds.”

Dagger of Protection — as a dagger +1 in combat. It is paired with a steel sheath. Only while sheathed does the dagger protect the carrier, adding +1 to armor class and saving throws. Also called a “mageblade.”

to wield or protect

Brainstorming protection quotes got me the 23rd psalm and the LAPD motto. I find the motto more malleable.

Dagger of Vengeance — a dagger +1. If the possessor, whether wielding the weapon or not, is slain by an attacker, the dagger becomes animated and attacks the slayer. Treat the dagger as the same class and level as the slain. It has an armor class of 2. When the animated dagger is hit, or when its vengeance is served, it falls to the ground.

whoever offends my master let him expect my vengeance

Lugones’s couplet translated but otherwise unadulterated.

Engraved Couplet - Leopoldo Lugones - El payador 1916
The motto appeared earlier in Lugones’s historical novel La guerra gaucha. The author recalls the couplet in El payador, shown here. Lugones precedes the inscription with a note that the engraved mottos were “in rough handwriting and worse spelling.”

“A Dagger For Protection”

Magic-users — humans who elect to become magic-users must not wear armor and can carry only a dagger for protection” (Holmes, 6).

Reading Holmes on a Sunday morning—as one does—gave me an idea for a magic item.

Though we might say one carries a weapon “for protection,” it really doesn’t protect us so much as it should harm an aggressor. I thought, what if…?

New Magic Item

Dagger of Protection — as a dagger +1 in combat. It is paired with a steel sheath. Only while sheathed does the dagger protect the carrier, adding +1 to armor class and saving throws. Also called a “mageblade.”

Valormr Concludes on Three Tables

A year ago, due to the current world situation, I had the opportunity to rent a small apartment on the beach at a monthly rate that fit a nomad’s budget. It’s equipped with all the necessities in two rooms with a view on the sea, a constant breeze, and three tables of various sizes. With an eye on the tables and knowing that human contact should be limited for the coming months, I rekindled the decade-old idea to play a solo wargames campaign.

Valormr, like Wyrm Dawn from which it spawned, informs the upcoming B/X campaign.

The strategic movement map is laid out on the first table. When opposing forces meet, battles are fought on the second. The third table is reserved for the Throrgrmir Citadel, where take place the opening and closing engagements: the dragon’s assault on the Citadel and its storming by the Forces of Law.

No table for dinning remains to me, but who needs to eat when you can play wargames?

Forces of Law Execute a Plan
Forces of Law Execute a Plan.

Moving overland, the Aeskrvald and Lanze armies are escorted by elves through the Ellriendi Forest to take up positions northeast of the Citadel, while Noerdenheim and Grallune move by sea to capture Port-of-Sands then the Keep on the Pale Moor, thereby cutting the Chaos Armies’ supply lines.

Battle of Throrgrmir
Battle of Throrgrmir.

The Chaos Armies routed from the field, Anax Archontas hops from his perch atop the Throrgrmir Citadel to deliver a tongue of fire into a formation of Grallune troops.

Meanwhile, an adventuring party gains the base of the Citadel, where they enter a secret tunnel. The adventurers must find their way through a dungeon, overcoming any obstacles, to enter the Citadel’s upperworks.

Ostanner ninjas move through woods to the base of the Citadel’s plateau. They are to scale the cliff and the ramparts to create a diversion as the adventuring party enters the Citadel to open the gates.

Zosimos Wields the Wyrmwyrd
Zosimos Wields the Wyrmwyrd.

A moment later, a strange wizard from south of the World Dragon Mountains confronts the dragon. With a device fashioned by the Throrgrmir dwarves, Zosimos banishes the would-be usurper from the Throrgrmir Valley. Anax Archontas’s bid to become the first emperor of the Age of Dragons ends with a few spoken words bolstered by the power of the Fates. The device ever after is called the Wyrmwyrd.

Hadewych Pretends to an Empire
Hadewych Pretends to an Empire.

The dragon is gone and with it the Chaos Armies’ raison d’être. But the dwarves below are starving, and the Forces of Law are diminished and weakened, while armies of kobolds, orcs, and gnolls arrive from the south, and the Wraithwright marches at the head of an undead legion from the north. Hadewych the Arbiter, with two regiments, a host of heroes, and the Citadel’s upperworks under her control, finds herself atop an empire ready for the taking.

Storming of the Citadel
Storming of the Citadel.

But the Forces of Law set up a catapult on the hill due south. It pelts the ramparts before Grallune forces march up the slope. As fighting erupts on the Stonesward, the adventuring party fights its way from the Greensward toward the gate, and, bursting through the door from below, dwarves cry vengeance and death to Throrgrmir’s enemies.

This is the Throrgrmir Empire, rich with gold and gems and treasures beyond imagining. If she wants it, Hadewych must fight for it.

Storming of the Citadel (Overhead)
Storming of the Citadel (Overhead).

 

The year on the beach draws to a close, as does the wargames campaign. I’ve kept a detailed record of events of Valormr, which, like Wyrm Dawn from which it spawned, informs the upcoming B/X campaign.

Lyngheid’s Prize

The dwarf-wyrm encounter I envisioned became an adventure, both in-game and in its setting up. More than two weeks later, I’ve played the scenario several times in the dwarven city arranged in beach stones on two tables in my small apartment.

I’m tempted to recount the event in dramatic detail, but I’m more eager to get back to the history’s main thread. So I will, instead, summarize here only details pertinent to the current campaign and to that which is to come.

Future adventurers read the inscription on the dwarven lords’ tomb
Future adventurers read the inscription on the dwarven lords’ tomb.

The dwarven lords pushed the primordial wyrm back to her lair in the Deepmost Caverns. Four dwarven lords of ten survived. They rescued two dwarfolk groups but not the third, which the wyrm ate.

Six dwarven lords and a dwarfolk group, in total the Throrgrmir dwarves lose seven populations, and the primordial wyrm can lay as many eggs.

One of the surviving dwarfolk was a pre-adolescent female named Lyngheid. The dwarven lords discovered the dwarfkin, wearing an overlarge mail shirt and armed with wooden sword, marching toward the source of recent screams, quickly-squelched, and escorted her to the nearest exit. Unknown to them, as soon as they were out of sight, Lyngheid sneaked back in.

The dwarfkin reappeared just in time to charge into the wyrm battle, stopping to pick up a sword, which lay next to the charred remains of its previous owner.

Lyngheid then squeezed into the melee and planted the sword in the wyrm’s nose. The wyrm fled with a sword +1, +3 vs. dragons stuck in her snout.

For her bravery and heroic deed, Lyngheid was made a hero and given honorary possession of the weapon.

“Lyngheid’s Prize” now lies in the wyrm’s treasure horde at the bottom of the Deepmost Caverns, where it gains intelligence and a distinct hatred for dragon kind.

Wyrm Dawn Campaign Map - The next age of the Throrgrmir civilization begins with the building of a tomb
Wyrm Dawn Campaign Map.
The next age of the Throrgrmir civilization begins with the building of a tomb.