Item: Meloth's Lifedrinker

TypeWeapon
Level4
Rarity
Unique
Base ItemLongsword
CategoryMartial
GroupSword
Damage1d8 slashing
Price-
UsageHeld in one hand
PublicationThe Dead God's HandRemaster

Perception +11; precise darkvision 40 feet, imprecise hearing 30 feet

Communication telepathy (Azlanti, Chthonian, Common)

Skills Deception +13, Intimidation +11, Occultism +10, Religion +11

Int +2, Wis +3, Cha +5

Will +11


Meloth's Lifedrinker is a +1 longsword whose blade appears to be made of obsidian pitted with pocks and scars that, upon closer examination, are tiny images of screaming faces, their haunted visages twisted in pain and fear. It was once a much more powerful weapon, until Sarnax used it as a prison to contain the essence of its original wielder—a demon lord named Meloth. The magic that once granted the blade its power immediately transformed and refocused into the task of serving as a prison for the demon lord, leaving the sword a shadow of its prior glory and infusing it with an unnatural weight three times that of a typical longsword. Over the centuries, Meloth has become able to observe and manipulate the world around the blade

Meloth's ability to influence the world around him via illusions is limited to those events detailed in the adventure, but a PC who ends up carrying the cursed sword for an extended length of time (beyond the scope of this adventure) might find similar illusions manifesting to further torment them, their companions, and anyone around them. Even then, Meloth won't directly communicate with his wielder unless he's fused to them.

A character who holds Meloth's Lifedrinker must make a DC 18 Will save to resist Meloth's influence at the end of every round they continue to hold the weapon (one can safely—but awkwardly—transport Meloth's Lifedrinker by picking it up, moving, and then dropping it before ending oneʼs turn).


Critical Success The character is temporarily immune to Meloth's influence for 24 hours and can carry or wield the sword normally as a +1 longsword.

Success The character is unaffected by Meloth's influence this round.

Failure Meloth's Lifedrinker fuses with the character. As part of this bond, Meloth absorbs some of the character's life, reducing the character's maximum HP by 6 (to a minimum of 1) for as long as the character remains fused to the sword. Meloth now communicates with the fused character via telepathy—encouraging them through lies, coercion, and threats to commit more and more atrocities while seeking a way to somehow free him from this prison.

Critical Failure As failure, but it reduces the character's maximum HP by 12 (to a minimum of 1).


Trait Effects

Artifact: Items with this trait are artifacts. These magic items can't be crafted by normal means, and they can't be damaged by normal means. Artifacts are always rare or unique.

Cursed: An item with this trait is cursed to cause trouble for its owner. A curse isn’t detected when the item is identified, though a critical success reveals both the presence and exact nature of the curse. Cursed items can’t be discarded once they’ve been triggered or invested the first time. The item can be removed only if the curse is removed.

Divine: This magic comes from the divine tradition, drawing power from deities or similar sources. Anything with this trait is magical. A creature with this trait is primarily constituted of or has a strong connection to divine magic.

Intelligent: An item with this trait is intelligent and has its own will and personality, as well as several statistics that most items don’t have. Intelligent items can’t be crafted by normal means, and they are always rare or unique.

Versatile: A versatile weapon can be used to deal a different type of damage than its listed type. This trait indicates the alternate damage type. For instance, a piercing weapon with versatile S can deal piercing or slashing damage. You choose the damage type each time you attack.


Critical Specialisation Effects

Certain effects can grant you benefits when you make a Strike with certain weapons and get a critical success. This is called a critical specialisation effect. The exact effect depends on which weapon group your weapon belongs to, as listed below. You can always decide not to add the critical specialisation effect of your weapon.

Sword: The target is made off-balance by your attack, becoming off-guard until the start of your next turn.


Related Items

NameLevelRarityPriceDamage
Meloth's Lifedrinker (Level 7)7Unique-1d8
Kortos Diamond22Unique-1d8
Singing Sword5Rare-1d8
Azlanti Diamond8Unique-1d8
Four-Tiger Blade12Rare2000 gp1d8
Chalice of Justice14Uncommon4500 gp1d8
Spellcutter17Unique15000 gp1d8
Dreamcrusher4Rare80 gp1d8
Destiny Blade3Rare60 gp1d8
Smoking Sword3Common60 gp1d8
Cooperative Blade6Unique250 gp1d8
Longsword-Common1 gp1d8
Nexian Sealing Blade9Rare750 gp1d8
Fearcutter12Unique2000 gp1d6
Jian of Life's Duality13Uncommon3000 gp1d8
Searing Blade13Common2800 gp1d8
Nexian Sealing Blade (Greater)14Rare4000 gp1d8
Righteous Fury15Uncommon6000 gp1d8
Last Hope16Uncommon10000 gp1d8
Searing Blade (Greater)17Common13800 gp1d8