
If your weapon was not a dagger or sword of some kind, nothing happens. Go back. If your weapon was a dagger or sword, roll two dice to see what happens to it. Each sword or dagger may be inserted once only.
2- Your sword is now a magic flying sword. It will fight any monster for you just as if you were carrying it, only it will fight by itself. You may fight with a different weapon at the same time. On the first combat turn, it fights the monster far away so he cannot get any hits on you the initial round.
3- Your sword is now a magic sword. Double the number of dice you get to roll.
4- Your sword melts. It is gone.
5- Your sword is the same as before, but if it touches a vampire or bat, the vampire or bat is instantly destroyed. (If you meet any wandering blood bats in this dungeon, you have automatically defeated them if you are carrying this.)
6- Your sword is cursed. Subtract 4 from every future combat roll.
7- You get an additional 5 adds for your sword when fighting.
8- Temporary magic: for the very next combat turn only, add 20 adds to your first combat roll.
9- Your sword is now a magic defensive sword. It will take three hits for you every combat turn.
10-Your sword is now a glowing sword. Your sword shines so brightly, any monster is partly blinded and loses one of his combat dice. Also it lights your path as well as an ordinary torch (not needed in this dungeon, but handy in other people's dungeons.) Disadvantage: it makes it very hard to hide or not be noticed, when you have a brightly glowing sword!
11- Your sword is now a singing sword. Every combat turn (after combat) roll one die. If you roll a 6, the sound scares away one monster.
12- Magically poisoned sword. After you get any hits on a monster, it will lose 5 from its monster rating on each subsequent combat turn until it is dead.
This is Room Seven. After you have rolled once for each sword or dagger you have (if you wish to) you must return.