The Alexandrian

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Dungeons of Castle Blackmoor - First Fantasy Campaign (Judges Guild)

This is the point where we take all of the procedures we’ve discussed up to this point and put them into practice in order to generate a dungeon key.

In order to make full use of this material, you’ll need copies of the Blackmoor Dungeon maps. The maps from the First Fantasy Campaign are ideal, but those from Zeitgeist Games’ Dungeons of Castle Blackmoor are adequate, despite introducing a number of new errors. (The most notable of which was that the cartographer didn’t understand how Arneson indicated secret doors on his maps, so missed several of them and turned the rest into normal doors.) The Zeitgeist Games release does have the advantage of currently being available on DriveThruRPG.

Even without the Blackmoor maps, however, it should be noted that these procedures can be used with any dungeon (particularly those designed along megadungeon lines), even one of your own! So you could grab Undermountain or the Castle of the Mad Archmage or Rappan Athuk and go to town. Or pull out the graph paper and get to work. You wouldn’t be the first, but you would join the same heady tradition as Greg Svenson’s Tonisborg, Richard Snider’s Baronies, and Gygax’s Greyhawk.

There are four versions of the key available for download as Microsoft Word files:

Blank TemplateGlendower TemplateSeed 1Seed 2

COLLECTED ZIP FILE

THE KEYS

BLANK TEMPLATE: This file is a blank template for stocking the dungeons of Castle Blackmoor. It includes the first seven levels, with a table including spots for Protection Points, Creatures, and Treasure/Notes. When I stocked the dungeon, I did three passes:

  1. Check each room for habitation and, if so, generate Protection Points.
  2. Go back to each room with a Protection Point budget and generate creatures.
  3. Make treasure tests for all of the rooms.

It stops at Level 7 because that’s where Arneson’s guidance for protection point budgets stopped. I’m not certain whether it makes more sense to continue increasing the point values at higher levels or allow them to plateau at 50 x 1d10, and I figured putting the current material into play might help elucidate the matter. (So we’ll see where that leads us the in future.)

GLENDOWER TEMPLATE: I’m referring to this format as a Glendower template because it’s modeled after the presentation of the Glendower Dungeon in the First Fantasy Campaign:

As I described in Reactions OD&D: The Arnesonian Dungeon, I found this particular format fascinating because the combination of treasure + protection point budget creates a specific tactical “shape” for the dungeon, but allows the GM to completely reinvent the dungeon on-the-fly each time they run it: This time you spend the protection point budget on goblins and ogres and the Glendower Dungeons are an outpost of the Goblin King. Next time you spend them on Nazgul and it’s a wraith-infested ruin haunted by the ancient nobles who once ruled its halls. The next time it’s infested with giant spiders. And so forth.

A Glendower template can also allow the GM to more precisely indicate what the inhabited areas of “interest” are in a dungeon while still providing an ample opportunity for random generation to create spontaneity in actual play. (That is not the case here; this Glendower template of the Blackmoor dungeons was randomly generated.)

SEED 1: This was the result of me fully stocking the Blackmoor dungeon levels. This is the version of the dungeon that I’ve been running (and which it looks like I’ll be continuing to run for awhile longer as an open table).

SEED 2: To demonstrate the flexibility of the system, I started over and started a second seed of the entire dungeon. (This took about 45 minutes to do all seven levels.) Perhaps the most notable take-away, in my opinion, is how the same stocking procedure can create radically different versions of the same dungeon.

For example, in the Seed 1 version of the dungeon I generated only one encounter (featuring 23 hobbits) on Level 1 and Level 2 was also sparsely inhabited. In Seed 2, however, the upper level is filled with hostile fey (including an attack force in the very first room!) and Level 2 is crawling with bad guys. In play, entering the Seed 1 version of the dungeon was a slow, tense build as empty corridors rolled out behind the party. The Seed 2 dungeon, on the other hand, would be an immediate meatgrinder.

OBSERVATIONS FROM STOCKING

What have I learned from actually putting these stocking procedures into practice?

Primarily that the system starts breaking down for me around Level 5. There are two interlinked problems.

First, it feels weird for most of the Group III creatures to appear in small hordes. Getting results like 6 Balrogs or 5 Dragons feels weird. I’ve decided to roll with it and see how that develops in actual play, but one option to explore in the future would be tweaking the procedures to favor one “Big Boss” with minions generated from the Group I or Group II tables. However…

Second, regardless, the increased point values at the lower levels fund huge numbers of bad guys. Results like “50 Nazguls” or “Giant, Basilisk, 8 Nazguls, 11 Ogres” or “23 Ents” are quite common.

This is inherent to Arneson’s stocking method, but the maps of Castle Blackmoor don’t adjust to reflect the nature of the encounters being generated: The rooms on the lower levels remain tiny and cramped.

Based on Arneson’s surviving key of the lower levels, this doesn’t seem to have bothered him: For example, he keys 250 dwarves into a 10′ x 40′ long space. Or 60 ogres into a 10′ x 10′ room.

For the moment, I’ve decided to play it as it lies, simply letting the keyed results stand as they were generated. If my players manage to delve down to those lower levels, it’s possible that I will discover (or create) some method of play that makes sense of these sorts of encounters. Given my predilection for complex, multi-room tactical scenarios, for example, it probably wouldn’t be difficult to interpret large hordes in one room as actually spilling out into neighboring chambers. Another option would be to interpret such entries as actually suggesting that the keyed room is merely the entrance to some sub-level of the dungeon. You can find a suggestion of that in my Seed 1 notes:

Castle Blackmoor - Level 4 - Area 13

Level 4, Area 13: 56 Elf/Fairy – crystal ball; they must live beyond a magic portal in this dead end

Perhaps I’ll grab a few random Dyson Logos maps and have them on hand and simply use them as necessary. To fit them into the tight geography of the Blackmoor dungeons may be a trifle difficult, but extradimensional portals and long inter-level passages that locate the sub-level somewhere else or drop down/up at steep angles to connect with the wider tunnel systems around Blackmoor can simplify the difficulties.

Upon reflection, I actually quite like this “outpost entrance” model: Use a handful of the indicated creatures as a “door guard” of sorts and then use the remaining creatures indicated to stock the sub-level / micro-dungeon behind the outpost entrance. In this model, the lower levels of the dungeon would fall naturally into armed enclaves linked to the central dungeon topography. (This also feeds well into my personal vision of the dungeon as a place where materiel both Ancient and Evil wells up from the depths. These outposts become literal wells from which strange and eldritch things emerge into the dungeon core.)

But I digress.

More generally, I would note that the problem here is not necessarily with the strength of the encounters generated, but rather with the fact that the maps weren’t drawn to reflect the results the stocking procedure was generating. If you were using these same procedures to stock your own dungeons, the problem can be trivially resolved by mapping accordingly.

USING MINIMALIST KEYS IN PLAY

Running a dungeon using a minimalist key is, of course, an act of improvisation: You take scraps of information, throw them into the cauldron of your imagination, and you see what comes spilling out. As you do this over time, the details you’re creating will begin interacting with each other and creating new details.

In some cases, a story will come spilling out of the key as you’re rolling it up. For example, look at Level 4 of Seed 1:

The dice got in a rut and filled the entire north side of this level with Fighting-Men. This section of the dungeon also features a number of connections to the wider network of tunnels which surrounds the Castle Blackmoor dungeons. These tunnels, in turn, feature a number of exits to the surface. Putting these facts together, it’s easy to “see” that these fighting-men are actually bandits, staging their raids out of this hideout.

Or look at Level 6 in Seed 2: Here the dice pumped out 70+ Nazgul. I don’t know exactly what those Nazgul are doing down there, but the entire level — let’s call it Wraith Hall — will be heavily influenced in terms of visuals and content by their domination here.

More ideas will come into focus once play begins. For example, as I mentioned before, on Level 1 of the dungeon I had only generated a single encounter featuring 23 hobbits in Area 6:

Castle Blackmoor - Hobbit Warrens

It became clear to me that this must mean that this entire corner of the first level must actually be a hobbit warren! If the PCs ever go over there, they’ll find round doors and curved tunnels that — if they’re human — are rather too small for comfort. What are the hobbits doing down here? Well, they were first met as the result of a random encounter roll, so I decided that they must be patrolling the upper levels of the dungeon for Baron Fant, keeping them clear of dangers. (Which is, of course, why the upper two levels are, in this version of the dungeon, relatively unpopulated.) Which is why the PCs met Sir Alcestis, a brave hobbit knight dressed in blue livery, and his crew of hobbit wardens.

Later the PCs find the secret doors leading to Area 9:

Castle Blackmoor - Level 1 - Area 9

Checking my key I see that this area contains a magic sword (the N Sword), but not creatures. The odd shape of the rooms and the presence of the sword combine to create a creepy chamber with full-length mirrors on each of the three walls: Those looking into one of the mirrors will see themselves holding the sword in their hand.

What’s the sword look like? Well, I check the Sword Matrix and I see that the N Sword is an anti-lycanthropic blade. So I describe it as have a hilt of gray fur with a kind of “tassel” attached to it. (Why? No particular reason. It’s just the image that occurs to me.)

Finding the N Sword is particularly interesting in this specific context, however, because one of the PCs has been bitten by a lycanthrope earlier in the session. In rolling up its variable stats, I discover that it is only intelligent enough to communicate by “passing on gross emotions”, so when the PCs successfully extricate the sword from the puzzle of the three mirrors, I describe the “tassel” as curling up like the tail of an angry cat and pointing directly at the afflicted character. This ability to detect lycanthropes at a short range isn’t listed in the sword’s stat block, but it follows logically (and, more importantly, awesomely) from the creative chain we’ve been following to get to this point.

Next: Restocking the Dungeon

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Castle Blackmoor - Model Kit

The story goes that Dave Arneson’s Napoleonics players showed up for the game one week and discovered that Arneson had set up the model of a medieval castle on his ping-pong table. That evening they went on the first dungeoncrawl in history and the modern roleplaying game was born!

A great deal of confusion existed for a number of decades because Arneson had misremembered what model he had used. Thanks to Jeff Berry, we now know that the model Arneson had was Kibri model No. 37304, an N-Gauge model of Branzoll Castle. (A model which, not coincidentally, precisely matches the maps of Castle Blackmoor in the First Fantasy Campaign.) So not only do we know exactly what Castle Blackmoor looked like, it turns out that Kibri still manufactures this model kit! You can buy your own copy of Castle Blackmoor for $70-80!

CASTLE BLACKMOOR

  • The castle was built during the reign of Robert I, but a fortress has stood at this location throughout recorded history and the castle incorporates many of the underground galleries of the older structures. Moat was created 400 years ago by the wizard Pissaic during the great Ben-Hassock invasions.
  • The Coot Invasion began when the former Baron Wesley – now known as the Weasel – betrayed the Great Kingdom, lured the other local noblemen into Castle Blackmoor’s library, and slaughtered them. (“All that is really known is that they entered but never left and no trace of them was ever found.”) The Weasel now serves as loyal lieutenant to the Egg of Coot.
  • The current ruler of Blackmoor, Baron Fant, rose to that position by virtue of his actions during the Coot Invasion.
  • GM Note: See p. 21-23 of the First Fantasy Campaign for additional background material and maps.

EGG OF COOT

  • This all consuming personality lives off the egos of others to support his own ego.
  • At one time of humanoid appearance (or so historical records say), but his current appearance is uncertain – a huge mass of jointly operating cells, an undulating jelly, a thickly hided egg, pure energy, a lotus-eating man, a mass of living rock, etc.
  • Communications with the Egg are through either direct mental transmission or an Old World artifact in his throne room which allows him to transmit from his City-Palace.
  • His realm lies northeast of the castle, beyond the Wolf’s Head Pass (see First Fantasy Campaign, p. 18). [I imagine his City-Palace as a sort of cargo cult edifice of the Old World, with its peoples subjugated into a hive mind consciousness on the edge of the Egg’s vast, domineering mentality.]

FIRST SCENARIO

  • Soukup, a treacherous agent of the Egg of Coot, placed Baron Fant into a magical sleep and flees into the dungeons below the castle.
  • PCs are sent in pursuit.
  • GM Note: Baron Fant has actually been infected with vampirism. (Historically, he becomes the infamous Sir Fang.)

DESIGN NOTES

The scenario here is meant to be evocative of, but not a precise duplicate, of the First Dungeon Adventure as described by Greg Svenson. (The enemy agent Soukup is a transparent homage to Jim Soukup, who played the balrog in the original scenario.)

It should be noted that it has become fairly apparent that the scenario described by Svenson is not, in fact, “the first dungeon adventure in history of Dungeons & Dragons.” (Although it is very possible that he’s unintentionally conflating details from different sessions.) I strongly suspect that the scenario hook that Svenson describes — the Bad Guys have done something to Baron Fant and fled into the dungeons — is, in fact, the event in which Fant was transformed into Sir Fang (the first vampire in the history of Dungeons & Dragons), which is why that’s reflected in my selected scenario hook here.

(In the real world, Dave Fant — Baron Fant’s player — had taken a job and needed to withdraw from playing in the campaign, as described in this interview. Arneson apparently came up with the idea of turning him into a vampire.)

DUNGEON FEATURES – ON THE MAP

Stairs: All stairs are circular (though not drawn that way). 20 to 30 feet between levels.

Secret Doors (Thin Wall): Anywhere there is a “thin wall” between areas.

Devil Fountains (Black Dots): Made of black, glass-like material with ruby eyes, gold horns, silver accoutrements. They spew out sulfuric acid. They are highly magical. Attempts to molest them will cause a great howling of sound and earth tremors, followed by the entire area collapsing into ruin.

Fire Pits (Crosshatch): Deep flue-like chimneys that go into the deepest parts of the dungeon to connect with the great lava pit beneath the castle (level 25). There is always a low railing (2 to 3 feet) around them. Often marked with religious images, etc.

Note: The famed Orcian Way does not yet exist. It’s also likely that the tunnels on Level 1 were not yet collapsed.

DUNGEON FEATURES – OTHER FEATURES

Castle Blackmoor - A Dungeon Door

Catacombs: Honeycombing the hill that Blackmoor Castle has always stood upon are a series of tunnels and galleries which have been used for a number of purposes throughout history.

The Tombs: Area used for the final resting places of Blackmoor nobility and distinguished warriors. Haunted.

The Gallery of the Undead: Used during the Plague of the Undead as their headquarters and temple to perform their unholy rites.

Dungeons & Torture Chamber: Used by various sadistic Dukes or Barons of the past. Torture chamber is lost; it was sealed up at some point in the past.

Wizard’s Pit: Former ruler of Blackmoor’s Attendant Wizard practiced his arts here. Workshop was destroyed some 500 years ago due to the nature of his research. Wizard was imprisoned here when it was sealed up.

The Black Pit: An area of noxious fumes and bottomless pools caused by some natural phenomena where it is, of course, rumored that a gate to Hades is located.

Sealed Treasure Vaults: Sections filled with treasure and then sealed up (to hide it from those besieging the castle; or, more recently, by delvers hoping to return for it).

DESIGN NOTES

Although it was not my goal to attempt to “recreate” Arneson’s original dungeon key, I did want to tap into his creative palette. So I sucked the material here out of the First Fantasy Campaign to both understand his conception of the sorts of sub-complexes the dungeon would contain (catacombs, tombs, wizard laboratories, etc.). For my own utility, I’m also planning to print out a copy of 101 Curious Items to supplement my description of the dungeon.

Next: The Dungeon Key

IN THE SHADOW OF THE SPIRE

Session 15C: The Taint of Ghul

Ranthir suspected that the temple they had explored was a tainted place. It was also possible that some of the items they had taken from the Labyrinth were tainted themselves…

When I created the Western Lands setting for my first 3rd Edition campaign, there was a Lovecraftian element I wanted to include and I decided to try modeling that element with a Call of Cthulhu-inspired Call of Cthulhu - ChaosiumSanity mechanic.

Quick verdict here: This doesn’t work with D&D.

First, the D&D milieu already incorporates Lovecraftian elements, but does so through a distinct literary tradition descending from the sword and sorcery tales of Robert E. Howard and Clark Ashton Smith.

Second, D&D is an intensely and inherently violent game. Call of Cthulhu’s Sanity is calibrated to model the reaction to such violence realistically (with psychological devastation), but, once again, D&D’s treatment of violence is heroic and legendary in character.

It’s just a complete mismatch. I scrapped the Sanity rules.

Nonetheless, there was this aspect of the setting that I felt needed to pop mechanically in order to properly emphasize that it very specifically wasn’t just a traditional part of D&D’s kitchen sink of fantasy. This other order of beings that wasn’t just a different breed of monsters, but something inimical to the very fabric of reality itself.

When Unearthed Arcana came out, it included its own set of Call of Cthulhu-derived Sanity mechanics. I briefly incorporated those into my house rules document, but they never really made it into play. It was still clear to me that they weren’t going to work.

Unearthed Arcana - Wizards of the CoastUnearthed Arcana, however, also included a separate mechanic referred to as Taint. This was much closer to what I wanted: Something that infected certain locations, objects, and characters. Something that basically allowed me to “tag” certain aspects of the game world and say, “This is bad mojo. This is Mordor. This is the broken symmetry. This is the singularity beyond which your perception of the world is cracked.”

And it basically worked. I found the rules from Unearthed Arcana a trifle overwrought, so I streamlined and simplified them when I incorporated them into my house rules, and they were brought fully online in the campaign immediately preceding In the Shadow of the Spire.

Later, Monte Cook published a sourcebook called Chaositech detailing a sort of steampunk-ish technology driven by chaotic energies. I thought the idea was really cool and wanted to incorporate it into the existing technomantic arts of my campaign world even before chaositech turned out to be an integral part of Cook’s Ptolus setting.

Chaositech - Malhavoc PressChaositech, however, featured another overwrought system for the mutations and other effects suffered by characters wielding it. I realized that I could rip that whole set of mechanics out and basically plug in the Taint mechanics that were already part of my campaign.

Here, too, the taint worked: It created fear in the places where D&D characters typically don’t feel fear. And, in the case of chaositech, it created a clear and definite distinction which made it clear that these strange, technomantic machines weren’t just a simple substitute for magical items. They were something different. They were something other.

If anything, taint has proved a little too effective in the campaign: I thought there would some dabbling with chaositech. But the PCs want absolutely nothing to do with taint. In the current session they are only beginning to comprehend its jeopardy, but you’ll shortly see that the moment they identify something as tainted, they will immediately take steps to dispose of it.

Although that, too, would ultimately prove to have fascinating consequences.

Ptolus - In the Shadow of the Spire

IN THE SHADOW OF THE SPIRE

SESSION 15C: THE TAINT OF GHUL

January 12th, 2008
The 6th Day of Kadal in the 790th Year of the Seyrunian Dynasty

MORNING SICKNESS

The next morning, Tee woke up early and was struck almost instantly by a wave of dizziness and nausea. She felt sick in both body and soul.

She woke Dominic, but he wasn’t able to find anything wrong with her. So she decided to cross Delver’s Square to St. Gustav’s Chapel and speak with Brother Fabitor. But, like Dominic, he wasn’t able to find anything wrong with her. She seemed perfectly healthy.

Frustrated and confused, Tee returned to the Ghostly Minstrel in time to join the others for breakfast. When she described what she was feeling, however, Ranthir suddenly spoke up: “Actually, now that you mention it, I haven’t been feeling well since we were exploring that strange temple yesterday.”

“And you didn’t say anything?” Tee was aghast.

“I didn’t think it was of import.”

Now they were all worried. Was the temple the ultimate source of Tee’s illness, as well? And, if so, would they all succumb to it eventually? And how bad would it get?

“It’s not a physical illness and it’s associated with Ghul’s Labyrinth,” Tee said. “Maybe somebody else has run into this before.”

“I could check at the Delver’s Guild Library,” Ranthir suggested.

“Good idea,” Tee said. “I’m supposed to be meeting with Mand Scheben at the Temple of Asche this morning. So I’ll meet up with you here for lunch? See what you’ve found?”

A CONVERSATION WITH MAND

When Tee reached the Temple of Asche, the priests took her directly to Mand’s office.

Mand SchebenTee had thought it was going to be difficult to explain what was troubling her, but she quickly found that she was gushing information: She told him all about the deal she had made with Malkeen (a detail that not even her comrades knew about) and then went on to describe her encounter with Malkeen the previous morning. This led her into an explanation of who Dullin was and how she had ended up sending him a note (although here, at least, she curtailed the explanation in much the same way she had with Malkeen himself).

Mand was concerned. Malkeen was dangerous, and he was certain that Lord Zavere had never meant for them to attract that kind of attention. He promised Tee that he would bring the matter up with Zavere as soon as possible.

After leaving Mand’s office, Tee felt twisted up inside: She wasn’t sure if she’d done the right thing. She certainly wasn’t happy with all the information that had spilled out of her. But it was what it was. She’d have to live with it.

THE SHADOW OF TAINT

Tee returned to the Ghostly Minstrel. About an hour later, Ranthir came back, as well.

The news wasn’t good: Based on the description of their symptoms and the events surrounding it, Ranthir suspected that they were suffering from a phenomenon known as “taint”. Taint was a perversion of the natural order – a corruption so profound it warped the very nature of reality. It was a manifestation of extreme evil or chaos concentrated into a single creature, artifact, ritual, location, or act.

Ranthir suspected that the temple they had explored was a tainted place. It was also possible that some of the items they had taken from the Labyrinth were tainted themselves (which would explain why Tee didn’t begin manifesting symptoms until hours later).

“How can we know for sure?” Tee asked.

“Certain divination spells – particularly those which can detect the presence evil or chaos – can detect the taint,” Ranthir said.

Dominic said that he would be able to pray for such divinations in the morning, but Tee wasn’t willing to wait. She marched them all straight back to the Temple of Asche.

Mand was surprised to see that Tee had come back so quickly, but when he heard the situation he quickly summoned in one of the other priests and had him perform the appropriate rites.

These confirmed their fears: Tee and Ranthir had been touched by the taint, which clung to them like a miasma. In addition, several of the objects that Tee carried proved to be tainted themselves – specifically the two cube-like hunks of metal; the small box of metallic discs (specifically the discs themselves); the glass sphere filled with blackish liquid; and the twenty arrows of milky-white glass.

Mand Scheben knew that there were holy rites that could cleanse the taint out of them, but they would be expensive – even with the favored status in which the Temple of Asche held them. (There were lesser rites that wouldn’t be so expensive – but they would leave some residue of the taint behind.)

In fact, the only way they could afford the more expensive rituals would be with the money they were going to get for the gemstones Tee had consigned to Edarth’s the day before. They hadn’t been paid for that consignment yet, but they would be soon enough. Tee asked Mand if the proper rites could be prepared for the next day. Mand agreed.

Tee also asked him if the church would be willing to take the tainted objects from them. But at this Mand balked: He would have to consult with the elders of the church before agreeing to such a thing. Tee was frustrated by this – “You’re a church! That’s what you’re supposed to do!” – but really had no choice in the matter.

NEXT CAMPAIGN JOURNAL

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Excalibur's Sheath & Queen Morgana - Howard Pyle

Magic Swords are, universally, intelligent creatures. Possible explanations (some, all, or none of which might be true):

  • Prisons for higher-dimensional beings.
  • The matrix through which higher-dimensional beings communicate with the material world, and enact their will through mortal wielders.
  • The personality storage devices which preserve the personalities of the Ancients; or perhaps the crew of some interdimensional / interplanetary vessel.
  • Ancient artificial intelligence processing cores.

Arneson describes them as both the “Magic Swords of Mythology” and as “an entire family of magic swords”. The Swords comprised “most of the early magical artifacts,” with Arneson placing the statistics for each on an individual card.

Side: d8: Good 1-4, Neutral 5-6, or Evil 7-8

  • Sword will refuse to use its abilities for those on a different side.
  • Inflicts 2d6 damage on those serving the opposing side.

Intelligence: 1d12 + double the sword’s Intelligence modifier

  • Can be used for intelligence tests.
  • Swords will generally respect those with Intelligence equal to or greater than their own, but will tend to consider themselves in charge when wielded by lesser intellects.
  • Communication: No Communication 1-3, Pass on Gross Emotions 4-7, Speak 8-10, Telepathy 11+

Egotism: 1d12

  • Reflects the sword’s self-interest.
  • Make Egotism checks for things like: Leading wielder past better weapons, into greater dangers, demanding a share of the loot, payments made towards its interests (nicer scabbard, etc.), being captured by a character more likely to let it achieve its aims.

Powers:

  • Magical Bonus: To attack and damage rolls.
  • Damage Multiplier: Versus one or more monster types.
  • Ability Bonus: Applies to wielder’s Strength and/or Intelligence scores.
  • Special Values: Generally spell-like abilities, except for those listed below.
  • Magic Spells: A list of spells the sword can cast. This requires the wielder to use their action. They can cast a number of spells per day as indicated.

Special Values

  • Puissance: All enemies must make morale check when sword is drawn.
  • Morale: Morale bonus equal to magical bonus to morale checks for those on wielder’s side; twice that to the wielder.

RANDOM SWORD TABLE

D6D6D6
1A11K21Blue
2B12L22Purple
3C13M23Green
4D14N24Gold
5E15O25Grey
6F16P26Black
7G17Q27Maroon
8H18R28Pink
9I19Red29Yellow
10J20White30New Sword!

DESIGN NOTES

Simply waving away Arneson’s lengthy treatment of magical swords would have certainly been the easiest approach here. But it was also clear to me that magic swords WERE a central element of Blackmoor, particularly in its earliest days. (Where, as Arneson wrote, they were most of the magical artifacts to be found.)

The treatment of magical swords in the First Fantasy Campaign, however, is a confusing one. Much of the material clearly dates to the earliest days of Blackmoor when Arneson was using a system derived from Chainmail and amalgamated with any number of now unknown other mechanics. There are also clear indications that this material has been very lightly revised to make it superficially “compatible” with the published version of D&D. (One location where the terms “Intelligence” and “Brains”, the latter the original Blackmoor character stat, is the most significant giveaway of this incomplete revision.)  There are also any number of typographical errors, most likely introduced when Arneson’s handwritten notes were set to print by Judges Guild.

In order to render this material usable in my Blackmoor game, therefore, I needed to (a) figure out at least roughly how these mechanics had originally been used; (b) interpret the written descriptions of the swords accordingly; and (c) convert the swords to a format that could be used in OD&D. In this work, I have to thank DH Boggs, whose analysis of the swords helped me figure out how the mechanics would have originally worked in Arneson’s game.

In terms of adapting the swords: I chose to halve the original bonuses to Strength, Intelligence, and Combat and to implement “Double Value” as a doubling of damage against certain targets. I also randomly generated OD&D spells where the original sword descriptions simply indicated, for example, “6 spells”. (I first determined the maximum level of spell the sword was capable of casting using a table from the FFC, then simply randomly rolled from there.) I have also reverted the “Law vs. Chaos” elements of the magic swords to “Good vs. Evil”, for reasons that I’ll explain at a later date.

SWORD MATRIX


A +3 sword of detect evil/magic, puissance

x2 Damage: Dragons, Balrogs, Ghosts, Elementals

Ability Bonus: Strength +1, Intelligence +1


B +2 sword of detect invisibility, charm dragons

x2 Damage: Trolls

Ability Bonus: Strength +2, Intelligence +1


C +2 sword of invisibility

x2 Damage: Werewolves

Ability Bonus: Strength +2, Intelligence +1


D +2 sword of detect evil/invisibility, invisibility

x2 Damage: Dragons, Goblins

x3 Damage: Ghosts

Ability Bonus: Strength +1, Intelligence +2


E +2 sword of invisibility

x2 Damage: Giants, Orcs, Werewolves

Ability Bonus: Strength +1, Intelligence +1


F +1 sword of paralysis

x2 Damage: Giants, Werewolves, Wizards, Wraiths

x3 Damage: Dragons

Ability Bonus: Strength +2, Intelligence +2


G +1 sword of detect magic, invisibility, paralysis, see in darkness

x2 Damage: Elementals, Ghosts, Goblins

Ability Bonus: Strength +2, Intelligence +2


H +1 sword of puissance

x2 Damage: Dragons, Ghouls, Wraiths

Ability Bonus: Strength +1, Intelligence +2


I +1 sword of puissance

x2 Damage: Elementals, Humans

x3 Damage: Pudding

Ability Bonus: Strength +2


J +2 sword of invisibility detection

x2 Damage: Goblins, Ogres, Orcs, Pudding

x3 Damage: Balrogs

Ability Bonus: Strength +2, Intelligence +1


K +1 sword of detect magic, paralysis, puissance, see in darkness

x2 Damage: Ents

Ability Bonus: Strength +2, Intelligence +1


L +2 sword of detect magic, paralysis, puissance

x2 Damage: Balrogs, Giants, Ghouls, Mortals, Ogre

x3 Damage: Humans


M +2 sword of detect evil, puissance, see in darkness

x2 Damage: Ghouls, Humans, Orcs

Ability Bonus: Strength +2, Intelligence +1


N +1 sword of detect magic

x2 Damage: Werewolves

Ability Bonus: Strength +1


O +1 sword of detect magic, paralysis, morale (x2)

x2 Damage: Balrogs, Giants, Orcs, Trolls

Ability Bonus: Strength +1, Intelligence +1


P +1 sword of detect invisibility, see in darkness

x2 Damage: Mortals, Orcs, Werewolves

x3 Damage: Humans

Ability Bonus: Strength +2


Q +1 sword of detect magic, paralysis

x2 Damage: Ghosts, Goblins

Ability Bonus: Strength +1, Intelligence +1


R +2 sword of detect evil

x2 Damage: Elemental, Giants, Ogres, Werewolves

Ability Bonus: Strength +1, Intelligence +1

Magic Spells (2/day): charm person, light, read magic


RED +1 sword of detect invisibility/magic, morale, paralysis, puissance

x2 Damage: Elementals, Ghouls, Orcs, Trolls

Ability Bonus: Strength +3, Intelligence +2

Magic Spells (10/day): detect magic, hold portal, read magic, read languages, protection from evil, light, charm person, sleep

Note: Last owner was the Baron Wesley


WHITE (SILVER) +2 sword of detect invisibility/magic, puissance

x2 Damage: Mortals, Ogres, Orcs, Wraiths

x3 Damage: Dragons, Goblins

Ability Bonus: Strength +3, Intelligence +3

Magic Spells (11/day): continual light, detect invisible, detect magic, light, protection from evil, sleep


BLUE +3 sword of detect invisibility, invisibility, paralysis, puissance

x2 Damage: Balrogs, Ents, Ghouls, Giants, Goblins, Orcs

x3 Damage: Elementals, Wizards

Ability Bonus: Strength +2, Intelligence +3

Magic Spells (4/day): continual light, haste, hold portal, locate object, protection from evil, protection from normal missiles


PURPLE +2 sword of detect evil/magic, paralysis, see in darkness

x2 Damage: Balrogs, Ents, Giants

x3 Damage: Werebears

Ability Bonus: Strength +2, Intelligence +3

Magic Spells (5/day): detect evil, invisibility, knock, locate object, protection from evil, read languages


GREEN +3 sword of detect invisibility/magic, puissance

x2 Damage: Balrogs, Elementals, Goblins, Ogres, Orcs, Werebears, Werewolves

x3 Damage: Trolls

Ability Bonus: Strength +2, Intelligence +1


GOLD +1 sword of detect magic

x2 Damage: Elementals, Ents, Ghosts, Orcs

x3 Damage: Goblins

Ability Bonus: Strength +3, Intelligence +3

Magic Spells (6/day): Any 1st level spell


GREY +4 sword of morale, paralysis, see in darkness

x2 Damage: Balrogs, Ghouls, Giants, Goblins, Mortals, Pudding, Wraiths

Ability Bonus: Strength +3, Intelligence +3


BLACK +2 sword of detect invisibility, paralysis, puissance, see in darkness

x2 Damage: Ghosts, Ghouls, Ogres, Mortals

x3 Damage: Balrogs

Ability Bonus: Strength +5, Intelligence +3


MAROON +1 sword of detect invisibility, see in darkness

x2 Damage: Dragons, Ghosts, Giants, Goblins, Trolls

x3 Damage: Balrogs, Humans

Ability Bonus: Strength +3, Intelligence +3

Magic Spells (9/day): continual light, ESP, infravision, invisibility (10’), protection from evil (10’), read languages


PINK +2 sword of detect magic, morale, puissance, see in darkness

x2 Damage: Elementals, Ents, Ghosts, Giants, Ghouls, Trolls, Werebears, Werewolves, Wraiths

Ability Bonus: Strenght +2, Intelligence +2

Magic Spells (2/day): conjure elemental, hold person, fly, phantasmal forces, protection from normal missiles, teleport


YELLOW +2 sword of detect invisibility

x2 Damage: Elementals, Ogres, Wraiths

x3 Damage: Dragons, Giants

Ability Bonus: Strength +2, Intelligence +2

Magic Spells (8/day): detect evil, ESP, fly, locate object, phantasmal forces, read languages, sleep, slow


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