12 Magic Blades
1 - Throw this silver DAGGER in the air, its blade will always point north once on the ground.
2 - The pommel of this SHORT SWORD represents an owl’s head which hoots gently when the sun goes down. The sword is +1 during night, -1 during daytime.
3 - Stick this LONG SWORD in the ground and the gem encrusted in its pommel shines like a candle.
4 - This gleaming GLAIVE does variable damages, depending of the day. Roll 1d6 at the first combat of the day: 1 = 0, 2 = 1d4, 3 = 1d6, 4 = 1d8, 5 = 1d10, 6 = 1d12. Reroll every day.
5 - Three times per day, the magic mouth on this +1 LONG SWORD’s pommel sum up the last eight hours activities of his wielder. Loudly, in trash talk, with harsh comments.
6 - When ordered, this snickering SCIMITAR can do 1D10 more damage to your target and cause you to lose 1D6 points of wisdom for 1D4 days.
7- the gloomy song of this black TWO-HANDED SWORD in combat causes everyone in a 15’ radius but you to lose 1 AC.
8 - On the command word «Biggus!» this little ivory KNIFE becomes a long sword for 1d10 turns 3 times a day.
9 - When you hit one of your fellow adventurers with this shadish radiant KRISS, you gain as many hps than you did damage. Only 1 hp if he’s a hireling, though.
10 - This ever rusted SCRAMASAX loves your blood. Use it to scarify yourself (1-6 hp, your choice) and the blade will become +2 for a number of rounds equal to your loss
11 - The hysterical laugh of the Demon’s head that briefly appears on the pommel of this runes engraved FLAMBERGE when you roll a critical hit, makes everyone including you in a 15’ radius must pass a Save vs Paralysis or stay dazed for 1d6 rounds.
12 - The barbed blade of this FALCHION turns blue when rain’s coming.