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The Warblades - GM Binder
The Warblades - GM Binder
The Warblades - GM Binder
Artifacts | Warblade
4
Iselder's Betrayal (Vampires Vengeance)
Weapon (longsword), Legendary (requires attunement)
During Iselder's tenure within the realm of Muncaelo as a
living demigod vampire, he chose to abuse his newfound
fame by sacrificing his many vampiric followers, and turning
them into a powerful warblade for his own amusement. As a
final touch, he removed the true personality of the body he
had come to possess, and entrapped it within the blade, a
living bane to itself and its kind.
The blade is blood red runes covering it;s sides, and
vampiric features available. there is one blood red gem within
the pommel. Iselder's Betrayal is a +3 longsword, and deals
an extra 1d4 necrotic damage.
Properties. Iselder's Betrayal has the following properties:
Key. Iselder's Betrayal can be used as a key to access the
realm of Blood Haven, being required alongside profound
ritual to access the realm outside all others.
Hungry. The weapons magical properties only function if
it has been doused in fresh blood within the past 24
hours.
Sentience. Iselder's Betrayal is a sentient lawful evil
weapon with an Intelligence of 17, a Wisdom of 15, and a
Charisma of 18. It has hearing and normal vision out to a
range of 60 feet. The weapon communicates by telepathy to a
creature in physical contact with it.
Personality. Iselder's Betrayal contains the personality of
the vampire Lord Huiarnviu Kickshaw, who was entrapped
within the blade after the parasitic entity known as Iselder
took control of his body, and sacrificed many vampires to
forge it. The blade acts as a painful prison for Lord Kickshaw,
and he desires for nothing more than to be free of it, even at
the expense of his own life.
Warding Affect. While you are attuned to this blade,
creatures under the effect of vampirism cannot enter within
15 ft. Of you without your permission. A vampire that starts
its turn within 15 ft. Of you must make a DC 18 Constitution
saving throw or be hurled to the edge of the radius, take 3d8
force damage, and be knocked prone.
Draining Strikes. Whenever you land a successful strike
against a creature that isn't a construct or undead with this
weapon, you gain a number of hit points equal to the necrotic
damage you deal.
The Desecrated (Curse). You cannot enter consecrated
grounds while attuned to this blade. Whenever you stand
upon consecrated grounds, you take 3d8 radiant damage per
turn.
Credits
Created by Nicholas Hoar
Contributors: J. Zowan