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Tuesday Magic Item – The Three Brothers’ Swords

27 June, 2017

Three of Swords“Watching the conflicts between our leaders, I am put to mind of the legend of the three brothers who all went to the same court wizard to get magic swords forged to allow them to seize the throne,” said Gollaon pouring himself another goblet of wine.

“That’s no legend,” replied Voddick after a drink of ale, “my great-uncle forged the swords that were used.  They all ended up cursed by the brothers fratricidal ambitions.”

“And these swords, the resembled each other, yes?”

“Yes.  Three identical blades except for the gems set in the hilts. “

“Not ruby, sapphire and emerald?”

“Yes, why?” Voddick glanced over at the senior captain’s sword.  “Ah.  This is not going to end well.”

The Three Brothers’ Swords

These fine swords were forged for a trio of royal brothers, each of whom thought that only he was the proper successor to the reigning monarch.  Each, separately, approached the court wizard for a weapon to make them king, the wizard agreed to all of their requests giving each an identical sword, except for the gems decorating the hilt.  The three brothers, as the wizard had hoped, ended up killing each other off allowing the lone daughter to inherit.  But the swords retain both the ambition and hatred of the others that led to them being made.

Each of the swords is a +2 long sword that gains the keen enhancement when used against the wielders or the agents of the wielder of one of the other swords.  The wielder gains a +4 competence bonus to Charisma-based skills when dealing with nobles and soldiers.

Each of the swords has an additional ability based on its original wielder:

  • Ruby, the eldest’s sword, who fancied himself a fine knight.  This sword gains the mighty cleaving enhancement when wielded from the back of a mount and the wielder gains a +4 competence bonus to ride checks in combat.
  • Emerald, the middle son’s sword, who thought he was the politician.  The wielder gains a +4 competence bonus to diplomacy and sense motive checks and a +2 resistance bonus to Will saves.
  • Sapphire, the youngest son’s sword, who wished to remake the kingdom.  The wielder gains the bonus to Charisma-based skills when trying to rally anyone to their cause and all of the wielder’s allies within 30′ gain a +1 morale bonus to attack rolls.

The swords are not intelligent but they are imbued with the ambition of their original owners and will wordlessly encourage their wielder to take any opportunity to advance them-self.  It rewards such with giving the wielder a +4 morale bonus to their next attack with the blade.  Conversely, it will punish any failure to ambitiously advance or to oppose the actions of its brother blades by withdrawing its magic and only being a masterwork sword until 1d4 rounds of combat have passed (or the wielder mollifies the blade by acceding to its desires).

Aura moderate transmutation; CL 10th
Slot none; Price 20,315; Weight 4 lbs
Construction Requirements
Craft Magical Arms and Armor, bestow curse, eagle’s splendor; Cost 10.000 + 315 for the long sword

For D&D 5E:

Weapon (long sword), very rare (requires attunement)

With each of the swords you gain a +2 bonus to attack and damage rolls made with this weapon. In addition, it scores a critical hit on a 19 or 20 when used against the wielders or the agents of the wielder of one of the other swords.  The wielder gains advantage with Charisma rolls when dealing with nobles and soldiers.

Each of the swords has an additional ability based on its original wielder:

  • Ruby, the eldest’s sword, who fancied himself a fine knight.  This sword gains the mighty cleaving enhancement when wielded from the back of a mount and the wielder gains advantage on roll to ride or control their mount in combat.
  • Emerald, the middle son’s sword, who thought he was the politician.  The wielder gains advantage when making persuasion and Insight rolls and a +1 bonus to Wisdom and Charisma saves.
  • Sapphire, the youngest son’s sword, who wished to remake the kingdom.  The wielder gains the bonus to Charisma rolls when trying to rally anyone to their cause and all of the wielder’s allies within 30′ gain a +1d4 bonus to attack on their first attack each combat.

The swords are not intelligent but they are imbued with the ambition of their original owners and will wordlessly encourage their wielder to take any opportunity to advance them-self.  It rewards such with giving the wielder advantage to their next attack roll with the blade.  Conversely, it will punish any failure to ambitiously advance or to oppose the actions of its brother blades by withdrawing its magic until 1d4 rounds of combat have passed (or the wielder mollifies the blade by acceding to its desires).

Notes: Inspired by Roll 9 on the Exotic Booty table for Motley Pirates over at From the Sorcerer’s Skull, it just seemed like a fun idea to run with.

Image from Wikimedia Commons and is in the Public Domain.

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One comment

  1. That’s great! I think these guys will replace that random result on the table in my game.



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