recursal/Fanatic-Fandom huggingface dataset:
Blood-Infused Dagger

**Item Level:** 7

**Price:** 200 gp

**Usage:** Held in 1 hand

**Bulk:** L

**Damage:** 1d6 P

**Critical:** Bleed 1d6

**Hands:** 1

**Group:** Dagger

**Traits:** Agile, Finesse, Knife, Magic

The Blood-Infused Dagger is a sinister-looking dagger with a blackened hilt adorned with crimson runes. Its blade appears to be perpetually stained with a dark, red liquid that never seems to dry. When the dagger pierces a target, it draws blood and transfers it to the wielder, granting them a source of dark power.

### Powers and Properties:

1. **Blood Drinker:** When the Blood-Infused Dagger deals damage to a living creature, it draws blood from the target. The wielder gains temporary hit points equal to half the damage dealt, representing the stolen life force. These temporary hit points last for 1 minute.
2. **Bleed Effect:** On a critical hit, the Blood-Infused Dagger inflicts additional bleeding damage. The target takes an extra 1d6 bleed damage each round until they receive magical healing or succeed on a DC 15 flat check.
3. **Dark Thirst:** The dagger instills a dark craving for blood in its wielder. The more blood the wielder collects using the dagger, the stronger the thirst becomes. Over time, this craving may lead to moral dilemmas and ethical challenges.

### Drawbacks:

1. **Bloodlust:** The wielder of the Blood-Infused Dagger may become increasingly addicted to the sensation of stealing life force and drawing blood. This can lead to reckless behavior in combat and a disregard for the well-being of others.
2. **Tainted Soul:** Prolonged use of the dagger can lead to a gradual corruption of the wielder's soul, pushing them toward darker alignments and moral decay. This corruption may affect their interactions with NPCs and party members.
3. **Dark Reputation:** The dagger's use leaves behind a grisly and macabre reputation. NPCs may react negatively to those who openly wield it, viewing them as sinister or malevolent individuals.

### Discovery and History:

The origins of the Blood-Infused Dagger are unclear, but it is rumored to have been forged by a cursed blacksmith who sought to gain power over life and death. Its history is marked by stories of violence and dark rituals.

### Adventure Hooks:

1. The PCs come across the Blood-Infused Dagger in the possession of a notorious vampire hunter, who has been using it to gain the upper hand against undead foes. They must decide whether to assist or confront the hunter.
2. A cult of blood mages seeks to obtain the dagger's power to further their dark rituals and necromantic experiments. The PCs are tasked with preventing the cult's nefarious plans.
3. A character in the party becomes intrigued by the dagger's power and is tempted to use it for personal gain, leading to moral conflicts and potential consequences within the group.
Morrie's Dagger of Thievery

*Weapon (Dagger), Rare (requires attunement)*

* **Sly Strike:** On a critical hit, the target must succeed on a DC 18 Will save or be flat-footed until the end of its next turn as the dagger weaves illusions that momentarily befuddle the senses.

### Enchantments:

1. **Subtle Larceny:** The dagger grants its wielder a +2 item bonus to Stealth checks. Additionally, once per day, the wielder can cast *invisibility* on themselves, activating the effect as a single-action command word.
2. **Lockpick's Friend:** The dagger can be used as a masterwork thieves' tools, providing a +2 item bonus to Thievery checks. Once per day, the wielder can use the dagger to cast *knock* on a locked object as if using a 3rd-level spell.

### Construction Requirements:

Crafting Morrie's Dagger of Thievery demands a lockpick crafted from the finest mithral, a rare shadow essence from the Plane of Shadows, and the essence of a skilled rogue's sneaky expertise. The cost of construction is 3,200 gold pieces.

### Appearance:

Morrie's Dagger of Thievery is a sleek and finely crafted dagger with a slender, enchanted blade. The hilt is adorned with a small, ornate lockpick made from mithral, seamlessly integrated into the design. The blade itself seems to shimmer with a subtle shadowy essence, hinting at the magical larcenous properties it possesses.

When activated, the dagger releases a faint, ethereal mist that briefly cloaks the blade in a translucent veil. This visual effect hints at the stealthy and illusionary enchantments woven into the dagger.

Morrie's Dagger of Thievery is more than a mere weapon; it's a tool for the cunning rogue or sneaky adventurer who values finesse, subtlety, and the art of theft. With its magical abilities, it becomes an invaluable asset for those who tread the shadows and seek to outwit their adversaries.
Elixir of Nightshade

**Item Level:** 7

**Price:** 200 gp

**Bulk:** L

**Usage:** Held in 1 hand

**Activate:** [Interact]

This dark, viscous elixir is derived from a blend of rare herbs, including the deadly nightshade plant (Atropa belladonna). When consumed, it grants both heightened sensory perception and a connection to the spirit world. However, its use comes at a price, as it opens the door to malevolent entities and dark forces.

### Effect:

When you consume a dose of the Elixir of Nightshade, you gain the following benefits for 1 hour:

* You gain a +2 item bonus to Perception and Occultism checks.
* You can use the "Spiritual Awareness" action. This action allows you to perceive and communicate with spirits, ghosts, and other supernatural entities. The effectiveness of this action is subject to the GM's discretion, depending on the specific circumstances of the encounter.

### Drawbacks:

The Elixir of Nightshade carries significant risks:

* You become immune to fear effects during the elixir's duration but are vulnerable to effects that target creatures with heightened senses, such as certain spells or supernatural abilities.
* After the elixir's effects wear off, you must succeed on a DC 20 Will saving throw or suffer from vivid and disturbing hallucinations for 1d4 hours. During this time, you are frightened 2 and take a -2 penalty to all skill checks.
* Subsequent use of the Elixir of Nightshade within a 24-hour period increases the DC of the Will saving throw by +2 for each additional dose. Addiction to the elixir is a real and dangerous possibility.

### Crafting Elixir of Nightshade:

Crafting the Elixir of Nightshade requires proficiency in Alchemical Crafting. To craft a dose of the elixir, you need the following ingredients: nightshade extract, rare herbs, alchemical reagents, and a ritual involving the invocation of spirits. The crafting DC is 20, and the cost is 150 gp for materials.

### Additional Notes:

* The Elixir of Nightshade adds a touch of the supernatural to your campaign, providing both beneficial effects and drawbacks.
* The elixir's use allows for interactions with spirits and the supernatural, which can be a significant plot element in the story.
* The risk of addiction and the vivid hallucinations serve as deterrents, encouraging players to carefully consider when and how they use the elixir.
Robert's Hard Hat of Building

*Wondrous Item, Rare*

Robert's Hard Hat of Building is a magical headpiece designed for skilled craftsmen and engineers. This sturdy hard hat enhances the wearer's abilities in construction and engineering tasks, making it an indispensable tool for those who shape the world with their hands.

### Traits:

* **Magical:** The hard hat is imbued with magical properties that aid in construction and craftsmanship.

### Enchantments:

1. **Master Craftsman's Insight:** The wearer gains a +2 item bonus to Crafting and Engineering checks.
2. **Mason's Precision:** Once per day, the hard hat allows the wearer to reroll a failed Crafting or Engineering check. The wearer must accept the result of the second roll.
3. **Architect's Vision:** While wearing the hard hat, the wearer can visualize and mentally project blueprints and schematics. This grants a +2 circumstance bonus to checks related to planning or designing structures.

### Construction Requirements:

Creating Robert's Hard Hat of Building requires the heartwood of an ancient oak that witnessed the construction of mighty structures, a master craftsman's toolset, and a fragment of a blueprint from a renowned architectural marvel. The cost of construction is 3,000 gold pieces.

### Appearance:

Robert's Hard Hat of Building appears as a standard construction hard hat, made from a durable and lightweight material. However, upon closer inspection, intricate runes and symbols associated with craftsmanship are etched into the hat's surface, revealing its magical nature. The hat adjusts comfortably to fit any head size, making it suitable for a variety of wearers.

When worn, the hard hat emanates a faint aura of industrious energy, and its color subtly changes based on the wearer's current focus—shifting to a warm bronze when crafting, a cool silver when designing, and a vibrant gold when successfully completing complex engineering tasks. It becomes a symbol of dedication to the art of construction and a testament to the wearer's commitment to building a better world.
Laudanum

**Item Level:** 1

**Price:** 3 gp

**Bulk:** L

**Usage:** Held in 1 hand

**Activate:** [Interact]

This small glass vial contains a potent tincture of opium, used for its pain-relieving and calming properties. Laudanum is often prescribed by physicians for various medical conditions but can be misused for its euphoric effects.

### Effect:

When you consume a dose of laudanum, you gain the following benefits for 1 hour:

* You gain a +2 item bonus to saving throws against fear effects and mind-affecting effects.
* You gain temporary Hit Points equal to your level.
* You become immune to the fatigued condition during this time.

### Overdose:

If you consume more than one dose of laudanum within a 24-hour period, you must succeed on a DC 17 Fortitude saving throw or become addicted to the substance. If you fail this saving throw, you take a -2 penalty to your saving throws against addiction on subsequent uses of laudanum.

### Crafting Laudanum:

Laudanum can be crafted using the Alchemical Crafting skill. To craft a dose of laudanum, you need the following ingredients: opium poppy extract, alcohol, and water. The crafting DC is 15, and the cost is 2 gp for materials.

### Additional Notes:

* Laudanum can be a valuable item, providing temporary relief from fear and mind-affecting effects.
* The overdose mechanic introduces a risk factor, discouraging excessive use and highlighting the potential dangers of addiction.
* The crafting option allows characters proficient in Alchemical Crafting to create their own laudanum, adding depth to the game's economy and world-building.
Red Ribbon Scout

**CR:** 2

**Ancestry and Heritage:** Undead

**Background:** Scout

**Class:** Fighter

**Alignment:** Neutral Evil

**Size:** Medium

**Speed:** 25 ft.

**Languages:** Common, Necril

**Class DC:** 17

**Hit Points (HP):** 24 (Toughness Feat)

**Armor Class (AC):** 18

* **Point Blank Shot:** +1 attack and damage with ranged attacks within 30 feet.

### Attacks:

* **Melee:** +6 to hit, 1d8+3 slashing damage (longsword).
* **Ranged:** +5 to hit, 1d8+2 piercing damage (shortbow).

### Equipment:

* Longsword
* Shortbow
* Arrows (20)
* Leather Armor
* Tattered Shroud
* Red Bandages
* Coin Pouch (25 gp)

### Special Abilities:

* **Undead Traits:** As described previously.

## Description:

The Red Ribbon Scout is a lesser member of the Red Ribbon Army, characterized by their lower power level compared to the advanced soldiers. Cloaked in tattered, spectral shrouds, these scouts move with a degree of stealth and agility, making them well-suited for reconnaissance and ambushes.

Their eyes, devoid of life, peer out from beneath their shrouds with an eerie, malevolent gleam. The emblem of the skeletal hand clutching a bloodied sword marks them as members of the dreaded army.

Red Ribbon Scouts are proficient combatants, but their combat abilities are not as formidable as those of their higher-ranking counterparts. They wield longswords and shortbows with reasonable skill, making them versatile on the battlefield.

What sets them apart is their ability to move stealthily and silently, allowing them to serve as scouts and ambushers. They are often the first to engage in reconnaissance missions or to strike from the shadows when the Red Ribbon Army decides to launch an attack.

Though they lack the immunities and combat prowess of advanced soldiers, Red Ribbon Scouts are still relentless and unyielding in their commitment to the malevolent cause of the Red Ribbon Army. They are a haunting presence on the battlefield and a reminder that the forces of necromancy can manifest in various forms, each posing its own unique threat.
Crimson Fever

A virulent and deadly disease that swept through communities like a relentless wildfire, leaving devastation in its wake. Its origins shrouded in mystery, Crimson Fever manifested with high fever, severe fatigue, and a distinctive crimson rash that covered the body. As it progressed, victims experienced respiratory distress and organ failure, often succumbing within a matter of days. The disease had a profound impact on affected families and communities, leaving grief and despair in its wake.

Efforts to combat Crimson Fever were met with limited success, as its rapid transmission and high mortality rate challenged medical practitioners and healers alike. In many regions, the disease left a lasting mark on the collective memory, becoming a cautionary tale of the fragility of life and the relentless nature of unseen threats. In the annals of history, Crimson Fever remains a somber reminder of the vulnerability of societies and the enduring struggle against epidemics.
Morrie's Dagger of Greater Thievery

*Weapon (Dagger), Very Rare (requires attunement)*

### Traits:

* **Magical:** Morrie's Dagger of Greater Thievery is a magical weapon with potent enchantments.
* **Sly Strike:** On a critical hit, the target must succeed on a DC 20 Will save or be flat-footed until the end of its next turn as the dagger weaves illusions that confound the senses.

### Enchantments:

1. **Subtle Larceny:** The dagger grants its wielder a +3 item bonus to Stealth checks. Additionally, once per day, the wielder can cast *invisibility* on themselves, activating the effect as a single-action command word.
2. **Lockpick's Friend:** The dagger can be used as masterwork thieves' tools, providing a +3 item bonus to Thievery checks. Once per day, the wielder can use the dagger to cast *knock* on a locked object as if using a 4th-level spell.
3. **Shadow's Embrace:** When the dagger is unsheathed, it envelops the wielder in a dim, shadowy aura. The wielder gains a +2 circumstance bonus to Stealth checks and a +1 circumstance bonus to Deception checks while holding the dagger.
4. **Vanishing Act:** Once per day, the wielder can speak a command word to activate Vanishing Act. For the next minute, the wielder gains the effects of the *greater invisibility* spell, allowing them to move undetected and strike with advantage.

### Construction Requirements:

Crafting Morrie's Dagger of Greater Thievery requires a lockpick made from rare shadow mithral, a shadow gem infused with the essence of the Plane of Shadows, and the skillful touch of a master rogue. The cost of construction is 8,000 gold pieces.

### Appearance:

Morrie's Dagger of Greater Thievery retains the sleek design of its predecessor but with additional enhancements that emphasize its greater magical prowess. The blade, now crafted from shadow mithral, seems to absorb and reflect ambient light in a mesmerizing dance. The ornate lockpick embedded in the hilt sparkles with a subtle, otherworldly radiance.

When activated, the dagger releases a more pronounced ethereal mist, shrouding the entire blade and hilt in a dim, swirling aura of shadows. The wielder, when holding the dagger, appears subtly blurred as if standing at the edge of perception.

Morrie's Dagger of Greater Thievery is the epitome of finesse and clandestine prowess, an instrument for those who master the art of thievery and stealth. With its enhanced enchantments, it becomes a formidable tool for the cunning rogue seeking to vanish from sight and unlock the secrets hidden in the shadows.
Ethereal Lantern

**Item Level:** 7 **Price:** 350 gp **Bulk:** L

### Description:

The Ethereal Lantern is a beautifully crafted lantern made of silver and adorned with sapphire gemstones. It emits a faint, otherworldly blue light that seems to dance and flicker like ghostly flames. This lantern is designed to allow its user to see into the Ethereal Plane.

### Activation:

To activate the Ethereal Lantern, the user must speak a command word and then hold it aloft. The command word is "Ethereum."

### Effect:

When the Ethereal Lantern is activated, it allows the user to perceive and interact with creatures and objects that exist in the Ethereal Plane. While holding the lantern, the user can see into the Ethereal Plane as if it were an overlapping dimension with the Material Plane.

The lantern's light reveals hidden spirits, ethereal creatures, and objects in the Material Plane that have a strong connection to the Ethereal Plane. This ability can be invaluable for detecting hidden traps, secret doors, or even engaging with ethereal entities that may be otherwise invisible or intangible.

The lantern's light extends in a 30-foot radius, and the user can direct the light by pointing the lantern in a specific direction.

### Limitations:

* The Ethereal Lantern can be used for up to 10 minutes per day before it requires a short rest to regain its magical illumination.
* The lantern's light does not reveal creatures or objects that are solely in the Ethereal Plane; it only reveals those with a connection to both the Material and Ethereal Planes.
* The lantern does not grant the ability to physically interact with creatures or objects in the Ethereal Plane; it only allows for visual perception.

### Construction Requirements:

Crafting the Ethereal Lantern requires proficiency in Crafting (Artistry) and a DC 22 Crafting check. The materials needed include silver, sapphire gemstones, and a fragment of an ethereal creature's essence.

> The Ethereal Lantern can be a fascinating addition to your Pathfinder 2E campaign, enabling characters to explore hidden dimensions, uncover secrets, and interact with ethereal entities in a way that adds depth and intrigue to their adventures.
>
>
Adriel Trevisan

## Backstory:

Adriel and Zophiel Trevisan grew up in the castle court of Medanë. Their father being a Grand High Duke and mother being a Duchess. Their parents were very close to The King and Queen being the monarch's most trusted allies within the court.

After the mysterious death of The King and Queen, the Duke and Duchess looked over and helped raise The Princess Sarai. Adriel and Zophiel grew up as foster siblings to the Princess.

About ten years after the King and Queens death the  Trevisan were found dead in their bed. Though there were no wounds, some suspected poison.  The loss hit both of the Trevisan children hard as well as the Princess.

After his parents death Adriel joined The Order of the Dragon. A group of knights sworn to slay evil dragons and find and serve the few good ones. As a member of the order Adriel learns to be a skilled fighter in combat. He also learned to control his temper though also becoming a bit prudish. Which his sister continues to tease him about.

Also after Adriel’s parents died Adriel grew an attack toon to the Princess which was mutually returned. The two started a secret affair and though Adriel loves Sarai he would rather make their relationship official. Sarai also wants this but knows that Adriel has to make a name for himself so that the country would recognize him as their King.

On one occasion of making a name for himself Adriel and his sister went off to hunt a griffon who had been terrorizing a neighboring town. After learning the whereabouts of the beast nest the two siblings snuck towards it. Once upon it they discovered a single egg however there was no trace of the mother.

Adriel Was transfixed on the egg as Zophiel started searching the surroundings. Adriel was so enamored by the large egg that he did not hear the griffon approach until he was barely able to react. Drawing his sword Adriel was only able to swing a slash at the creature’s wing. The griffon angry at the wound and that it’s nest was being distributed lashed out at Adriel. The knight was able to dodge and block attacks but was also being backed into a corner.

About to give up hope Adriel was saved when his sister shot the griffon right between its eyes. The arrow sinking deep into the monster’s brain. Loving her brother and wanting what is best for him,  Zophiel thought up a story to tell to make it look as though Adriel killed the beast. Zophiel went home telling everyone that Adriel killed the Griffon. Though she kept the egg.

Adriel felt shamed by this and even told Sarai the true story. He has not claimed lordship because of his shame and he hates the sight of the egg. Sarahi, wanting to help her love, has decided to call upon Adriel and Zophiel as part of the seven who will go out and seek the favor of the Dragon Yulong.

## Two Truths and a Lie:

* Brother to Zophiel
* Slain a Griffon
* Bedded The Princess Sarai
Ornate Cane

*Held Item (Cane)*

**Item Level:** 8

**Price:** 180 gold pieces

**Bulk:** 1

**Hands:** 1

**Usage:** —

**Bulk:** 1

**Group:** Club

**Damage:** 1d4 bludgeoning

**Critical:** +2d6 precision damage on a critical hit (enhanced psychic damage)

**Special:** Lord Ebonshade's ornate cane is a sleek, ebony cane adorned with a crimson gem that enhances his psychic abilities. It serves as both a focus for his psychic powers and a formidable melee weapon. The cane deals 1d4 bludgeoning damage and inflicts +2d6 precision damage on a critical hit due to its enhanced psychic properties.
Inspector's Insightful Hat

***Item Level:*** 4

***Price:*** 120 gp

***Usage:*** Worn headwear

***Activate:*** Free action (command)

***Activation Frequency:*** Once per day

### Description:

The Inspector's Insightful Hat is a stylish yet practical headwear designed for keen-eyed investigators and inquisitive minds. Crafted with a blend of magical materials and expert craftsmanship, this hat aids its wearer in uncovering secrets and unraveling mysteries.

### Features:

The Inspector's Insightful Hat has the following features:

* ***Keen Perception:*** While wearing the Inspector's Insightful Hat, the wearer gains a +2 item bonus to Perception checks. In addition, they gain a +1 item bonus to Seek actions and checks to investigate or notice hidden objects or details.
* ***Detective's Insight:*** Once per day, the wearer can activate the hat to gain a flash of insight. This allows them to reroll a single Perception or Recall Knowledge check, using the higher result. The decision to use this ability must be made before knowing the outcome of the initial roll.
* ***Guided Intuition:*** The hat provides a limited form of guidance, granting the wearer a +1 item bonus to Intelligence-based skill checks, such as Decipher Writing, Identify Magic, or Society checks.

### Craftsmanship:

The Inspector's Insightful Hat is crafted by skilled artisans who infuse the hat with magical properties during its creation. The materials used in its construction include fine fabrics, rare inks, and a small enchanted gemstone.

***Crafting Requirements:*** *Feats:* Craft Wondrous Item *Skills:* Craft (magical) DC 20, Arcana DC 15 *Materials:* Fine fabrics, rare inks, enchanted gemstone, and a dash of powdered diamond.
History

## The Multiverse:

The **multiverse** (or **meta-universe**) is the hypothetical set of possible universes, including the universe in which we live. Together, these universes comprise everything that exists: the entirety of space, time, matter, energy, and the physical laws and constants that describe them. The various universes within the multiverse are called "parallel universes", "other universes", or "alternative universes".

### Parallel Convergence:

Travel from one universe to a parallel universe could result in Parallel convergence.

### The Space Between Worlds:

The space between each parallel universe is often referred to as "The Abyss."

### The Way Station:

A sanctuary where the Elders can go and regenerate after their body has been destroyed.

An Elder are ineradicable resilient and posses great power, often learning deep divine magic. As immortals Elders cannot die per say though their current body can be destroyed. When an Elder's body is destroyed their spirit and soul passes to The Way Station (Sometimes just called The Way). The Way Station is a special realm with in the Astral Plane where the Elders can recover their strength, energy, memories as well as form a new body. Once they have recovered then they can return to the Material Plane.

## People and Organizations:

* King Minus Dardanus
* Lady Persephone Dardanus
* Shannon Walker

## Prophecies:

**Prophecy** involves a process in which one or more messages are allegedly communicated by a God. Such messages typically involve inspiration, interpretation, or revelation of divine will concerning the prophet's social world and events to come.
Golden Thorn Pick

*Weapon (pickaxe), uncommon*

**Category:** Martial Melee

**Damage:** 1d8 piercing (Critical: 1d12 piercing)

**Item Level:** 9

**Price:** 350 gp

**Weapon Type:** Pick

**Hands:** 1

**Bulk:** 1

**Traits:** Versatile S, Magical, Ghost-Touched, Bane (Undead)

**Usage:** Held in 1 hand

### Special:

When used against ghosts, zombies, vampires, or werewolves, the Golden Thorn Pick gains additional properties:

* It deals an additional 2d6 damage due to the Bane (Undead) property.
* It can be charged to deal an additional 2d8 damage as a reaction when striking an undead creature.
* It allows the wielder to see and interact with ethereal and incorporeal entities.
* When striking an undead foe, it forces the target to make a Fortitude saving throw (DC 21) or be stunned for one round.

### Description:

This meticulously crafted pickaxe is enchanted with golden thorns and vines, making it a valuable tool for hunters and adventurers who face undead threats. Its magical properties help in detecting and defeating supernatural entities such as ghosts, zombies, vampires, and werewolves. It allows the wielder to pierce the veil between planes and disrupt the resonances of the undead, making it an indispensable asset for those who stand against the unnatural. At level 9, the Golden Thorn Pick's capabilities are further enhanced to aid in combating undead threats.
Armor of the Dragon God

**Item Type:** Worn Armor

**Price:** Priceless

**Item Level:** 20

**Armor Class:** +4 AC (Armor of the Dragon God)

**Strength:** 18

**Bulk:** 3

**Check:** -2

**Speed Penalty:** -10 feet

### Properties:

* **Dragonlord's Resilience:** The Armor of the Dragon God grants its wearer resistance to acid, cold, electricity, fire, and sonic damage.
* **Dragonlord's Might:** Once per day, the wearer can unleash the Dragonlord's Might. For the next minute, they gain a +4 item bonus to attack rolls, damage rolls, and a breath weapon. The breath weapon deals 12d10 damage in a 60-foot cone (Reflex DC 34 for half).
* **Dragonlord's Flight:** As an action, the wearer can activate the Dragonlord's Flight, gaining a fly speed of 60 feet for 1 hour.
* **Primordial Scale:** The Armor of the Dragon God adapts its appearance based on the wearer's draconic ancestry, reflecting the unique scales and coloration of the dragon god.

**Usage:** Dragonlord's Might and Dragonlord's Flight are activated with specific actions, providing the wearer with powerful offensive and mobility options. Dragonlord's Resilience and Primordial Scale are passive properties that enhance the wearer's defenses and reflect their draconic heritage.

### Description:

The Armor of the Dragon God is a mythical artifact, said to be forged in the heart of a dragon god's lair by ancient smiths of unparalleled skill. The armor resonates with the power of draconic might, making its wearer akin to a dragon lord on the battlefield.

Dragonlord's Resilience imbues the wearer with resistance to the elemental forces associated with dragons—acid, cold, electricity, fire, and sonic damage. The armor becomes a bastion against the very elements that dragons wield.

Dragonlord's Might allows the wearer to channel the immense power of the Dragon God. Once per day, they can unleash a devastating breath weapon and enhance their combat capabilities, becoming a force to be reckoned with on the battlefield.

Dragonlord's Flight enables the wearer to take to the skies with the grace of a dragon. The flight granted by the armor allows for unparalleled mobility, enabling the wearer to navigate the battlefield with ease.

Primordial Scale, a manifestation of the armor's connection to the dragon god, adapts its appearance based on the wearer's draconic ancestry. The scales reflect the unique coloration and characteristics of the dragon god's lineage, making each set of Armor of the Dragon God a unique and awe-inspiring work of art.

Legends speak of mighty heroes and dragonlords who, clad in the Armor of the Dragon God, became the living embodiment of draconic power. The armor is a symbol of mastery over the primal forces of dragons and an artifact that echoes the majesty of the dragon gods themselves.
Spirit Box

**Item Level:** 5

**Price:** 300 gp **Type:** Wondrous Item

### Description:

The Spirit Box is a small, ornate wooden box adorned with intricate carvings of ethereal figures and mystical symbols. It is designed to allow communication with spirits and ghosts.

### Activation:

To use the Spirit Box, the wielder must spend 10 minutes in meditation while holding the box and focusing on the spirit they wish to contact. This meditation can be done once per day.

### Effect:

Once the meditation is complete, the user can attempt to communicate with a spirit or ghost within 60 feet. The spirit or ghost can choose to respond or remain silent. The user can ask questions and engage in a conversation with the spirit.

However, the effectiveness of communication may vary depending on the spirit's disposition and willingness to interact. Hostile or unwilling spirits may refuse to respond or provide cryptic answers. Friendly or helpful spirits are more likely to provide useful information.

The Spirit Box also grants a +2 bonus to diplomacy checks when interacting with spirits, ghosts, or creatures from the ethereal plane.

### Construction Requirements:

Crafting the Spirit Box requires proficiency in Occultism and a DC 20 Crafting check. The materials needed include rare herbs, enchanted ink, and a piece of ectoplasm from a ghost.

> **Note:** The Game Master has discretion over the specifics of spirit interactions and the information obtained using the Spirit Box, ensuring it fits the campaign's narrative and balance.
>
>
Zer'el Cultist "Crow"

*Medium humanoid (human), neutral evil*

**Perception:** +5

**Languages:** Common

**Skills:** Deception +8, Occultism +6

**Str** +1, **Dex** +2, **Con** +1, **Int** +0, **Wis** +1, **Cha** +4

**AC** 16; **Fort** +6, **Ref** +5, **Will** +8

**HP:** 24; **Immunities:** disease

**Speed:** 25 feet

**Melee:** dagger +5 (agile, finesse, versatile S), Damage 1d6+1 piercing

**Ranged:** dart +5 (range increment 20 feet), Damage 1d4+1 piercing

**Divine Prepared Spells:** (1st level) 3 **Focus Points**; DC 16

**Focus Spells** (1st level) Call to Arms

**Occult Rituals** (1st level) Corpse Fleet (requires Zer'el Cultist "Crow" to have an appropriate ritual book)

### About the Zer'el Cultist "Crow":

Zer'el Cultist "Crows" are the entry-level members of the sinister cult, zealously devoted to the dark deity Zer'el. These individuals are initiated into the cult's twisted beliefs and practices, participating in rituals that harness occult powers to spread corruption and fear. Crows are responsible for carrying out various tasks assigned by higher-ranking cultists, proving their loyalty and dedication to ascend within the cult's hierarchical ranks.

Wearing pelage doctor masks that conceal their identities, Zer'el Cultist "Crows" possess an air of unsettling mystery. They are skilled in deception, using their charms to recruit new members and manipulate those who dare to question their motives. With a focus on Occultism, they have an understanding of forbidden lore and dark rituals that grant them supernatural abilities.

In combat, Zer'el Cultist "Crows" wield daggers and darts with precision, attacking with agility and finesse. They possess divine spells that allow them to summon allies and bolster their combat capabilities, showcasing their connection to the deity they worship. Their reliance on Focus Points and Focus Spells demonstrates their dedication to the cult's teachings.

When encountered, Zer'el Cultist "Crows" serve as formidable foes, skilled in both combat and manipulation. Their ability to cast rituals adds a layer of unpredictability, making them versatile opponents who can engage in both direct confrontation and subtle schemes. As the lower rung of the cult's hierarchy, they represent the dark underbelly of a society manipulated by sinister forces.
Tiff's Character Sheet

## Theophania Windrider

Elf witch 5 (Advanced Player's Guide 95, Dark Archive, Lost Omens Character Guide, Secrets of Magic)

CG, Medium, Elf, Humanoid

**Heritage:** seer elf

**Background:** otherworldly mission

**Perception:** +9 (+11 to initiative); low-light vision

**Languages:** Common, Draconic, Elven, Gnomish, Goblin, Sylvan

**Skills:** Acrobatics +10, Arcana +11, Crafting +11, Diplomacy +11, Medicine +12, Nature +9, Occultism +13, Religion +9, Stealth +10

**Str** 10 (+0), **Dex** 16 (+3), **Con** 8 (-1), **Int** 19 (+4), **Wis** 14 (+2), **Cha** 18 (+4)

**Items:** explorer’s clothing, sickle, sling (20 sling bullets), staff, backpack, bedroll, chalk (10), flint and steel, hat of disguise, healer's gloves, material component pouch, rations (1 week) (2), rope (foot) (50), soap, torch (5), waterskin, familiar, money, purse (270 gp)

Otherwordly Mission - Ask For Orders Once per adventure, you can ask the voice you believe to be a deity for orders and get some kind of instruction—you never get any kind of explanation, simply a command to go somewhere or do something. Following those commands isn’t always safe, but it’s usually interesting.

## --------------------

**AC** 20; **Fort** +8; **Ref** +10; **Will** +11

**HP** 31

## --------------------

**Speed:** 30 feet

**Melee [1]** sickle +10 (agile, finesse, trip), Damage 1d4 S

**Melee [1]** staff +7 (two-hand (1d8)), Damage 1d4 B

**Ranged [1]** sling +10 (propulsive, range increment 50 feet, reload 1), Damage 1d6 B

**Occult Witch Spells:** DC 21, attack +11; 3rd familiar's face[APG], haste 2nd dispel magic, mirror image, restoration 1st mage armor, magic missile, pet cache[APG] Cantrips (3rd) chill touch, mage hand, phase bolt[DA], prestidigitation, telekinetic projectile

**Focus Spells:** 2 Focus Points, DC 21; 3rd Phase Familiar, Shroud of Night, Veil of Dreams

**Ancestry Feats:** Elven Instincts[LOCG], Elven Verve[LOCG]

**Class Feats:** Basic Lesson[APG], Cauldron[APG]

**Skill Feats:** Robust Recovery, Root Magic[APG], Seasoned[APG]

**Other Abilities:** familiar, lesson of dream

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Seven Swords Of Sarai

Yulong and the Seven Swords

Set four thousand years before the Main events of The Pneumanor Chronicles. You are a sell sword set on a path for adventure to become the next great hero and your into name in legend.

Princess **Sarai Sherriden** of **The Thrice-Tenth Kingdom** has summoned aid. The Kingdom is experiencing a horrible drought and Princess Sarai is desperate for help. Her advisors have told her of an ancient dragon by the name of **Yulong**. It is said that Yulong possess great power over water and can even control the weather. The Princess plans on sending a group of seven to find the Dragon Yulong. This group will travel to **The Pillars of the Flying Serpent** and seek aid from the ancient dragon.

## Character Creation:

* **Starting Lever:** 5
* **Starting Gold:** 10,500 gp

* **Point Buy for Abilities:**20
* **Number of players:**4
* Because you are one of the Seven Swords you must have a sword of some type. If your class dose not left you have one you may take Martial Weapon Proficiency as a free feat. You may take Exotic Weapon Proficiency as a free feat instead of MWP if that fits your character better.
* You can be a Sell-sword, a Knight, or an Ambassador from a neighboring Kingdom. Though you are not a **Great Hero** yet, you have made a name for yourself.
* This Adventure will feature Dungeon Crawling, Tomb Raiding, Artifact Hunting, Dragon Slaying and Fame Finding.
* House Rules
Signum Crucis

"Crux"

Signum Crucis, often simply called "Crux," is a remarkable demi-human known for his Tengu lineage and investigative prowess. His past is marked by a significant role in investigating war crimes during the tumultuous era of Harmony's Struggle, a conflict that pitted the Coos (Witches) against the Panacea Knights. Despite the war's challenges, Crux's dedication to uncovering the truth led him to join The Society of the Golden Thorn after its conclusion.

As an investigator, Crux possesses a sharp and calculating mind, honed through years of examining evidence and pursuing justice. His avian features, including a beak-like nose and keen, observant eyes, provide him with a unique perspective on the world around him. Whether it's deciphering complex puzzles or tracking elusive prey, Crux's talents make him a valuable asset in the realm of paranormal investigations.

Joining forces with Veloris and the Golden Thorn, Crux brings his investigative acumen to the team's endeavors. His experience in uncovering wartime secrets and his natural curiosity make him a formidable member of the group as they confront and unravel the mysteries of the supernatural world.

## Appearance:

Crux's appearance combines his avian features with elements that reflect his profession as an investigator. Here's a detailed description:

* **Avian Head:** Crux's head features a unique blend of humanoid and avian characteristics. His nose resembles a beak, similar to the distinctive visage of the Revan species. This avian-like head sets him apart and adds a touch of intrigue to his appearance.
* **Wardrobe:** Crux typically dresses in practical yet stylish attire suited for investigations. He may often be seen wearing a tailored coat, which not only adds a professional and refined touch to his appearance but also provides ample pockets to carry the tools of his trade.
* **Fedora**: A classic investigator's accessory, Crux often tops off his ensemble with a fedora. This stylish hat not only serves as a distinctive fashion choice but also shields him from the elements while he conducts his work.
* **Distinguishing Accessories:** As a seasoned investigator, Crux may carry various accessories that aid him in his detective work. These could include items like a magnifying glass, notepads, writing implements, and other tools to gather and analyze evidence.

Overall, Crux's appearance is a harmonious blend of his avian lineage, which gives him a unique and captivating visage, and his role as an investigator, which is reflected in his choice of clothing and accessories. This combination of features makes him an enigmatic and memorable figure in the world of paranormal investigations.
Wyrmblade, Fang of Dominion

**Level:** 20

**Price:** Not for sale

**Bulk:** 1

**Category:** Martial Melee Weapon

**Group:** Sword

**Hands:** 1

**Damage:** 3d12 slashing

**Critical:** Deadly 1d12

**Bulk:** L

**Usage:** 1-handed

### Traits:

* **Dragon's Bane:** This weapon deals an additional 2d6 damage against dragons.
* **Commanding Presence:** While wielding Wyrmblade, you gain a +2 circumstance bonus to Intimidation checks against dragons. Additionally, dragons are less likely to attack you without provocation.
* **Dominion's Might:** Once per day, you can channel the power of the Dragonlord through Wyrmblade, granting you a +4 status bonus to attack rolls and a +4 status bonus to damage rolls for 1 minute. This ability can only be used in combat and requires a free action to activate.

**Activation:** Free Action (Command)

### Properties:

* **Elemental Fury:** Choose an energy type (acid, cold, electricity, fire, or sonic) when you attune Wyrmblade. The weapon deals an additional 1d6 damage of the chosen type on a successful hit.

### Destruction:

Wyrmblade, Fang of Dominion, can only be destroyed by piercing the heart of an ancient red dragon with the weapon, a task easier said than done.

### Description:

Wyrmblade is a legendary sword forged from the scales and bones of mighty dragons. Its hilt is adorned with intricate designs depicting scenes of dragons in flight, and the blade itself gleams with an otherworldly radiance. When unsheathed, the weapon hums with the power of dominion over dragonkind.

### Lore:

Said to be forged in the heart of a dormant volcano by a master blacksmith touched by dragon magic, Wyrmblade is the Fang of Dominion, a weapon destined for the hand of the Dragonlord. Its power over dragons is both feared and respected, and its wielder is said to carry the burden of shaping the destiny of dragonkind and mortals alike. Legends tell of the sword being an instrument of both conquest and protection, a double-edged blade that reflects the dual nature of the Dragonlord's role.
The Time Stone

*Crystal Orb (Artifact)*

The Time Stone is a crystal orb of mesmerizing clarity, suffused with pulsating veins of iridescent energy that seem to ripple like the currents of time. Its presence is an embodiment of the enigmatic forces that shape the flow of moments, offering its wielder the ability to manipulate time itself.

### Abilities:

1. **Temporal Manipulation:** The Time Stone grants its wielder unparalleled control over time. Once per day, as a standard action, the wielder can activate the stone to manipulate the fabric of time. They can choose one of the following effects:
	* ***Haste*:** All allies within a certain radius gain the effects of the Haste spell for a duration of rounds.
	* ***Slow*:** All enemies within a certain radius are affected by the Slow spell for a duration of rounds.
	* ***Time Stop*:** The wielder can temporarily halt time for everyone except themselves, allowing them to act freely for a duration of rounds. During this time, they can move, take actions, and manipulate objects without interference from the frozen world around them.
2. **Chronomancer's Insight:** The wielder gains a profound understanding of the ebb and flow of time. They gain a bonus to initiative rolls and can react more swiftly to their surroundings. Additionally, they can spend a focus point to gain an extra reaction in a round.
3. **Temporal Rift**: Once per week, the wielder can open a temporal rift to a specific point in time that they have personally experienced. This allows them to revisit and interact with events from their past, making choices and influencing outcomes. However, the effects of their actions within the temporal rift do not alter their present reality; the experience is more like observing a vivid memory.
4. **Timeless Presence:** The wielder becomes partially detached from the constraints of time. They are immune to aging and any magical effects that manipulate age. Additionally, once per day, they can briefly step out of the current timeline, rendering themselves immune to all effects for a short duration.

### Curse:

***Temporal Dissonance*:** The manipulation of time comes at a cost. The wielder becomes more susceptible to the destabilizing forces they harness. Each time they use an ability granted by the Time Stone, they must make a Will save (DC determined by the GM). On a failure, they experience temporal dissonance, causing momentary confusion and disorientation. If they fail this saving throw too many times, they risk being temporarily lost in the time stream, reappearing moments later with no memory of their absence.

The Time Stone is a potent artifact that grants its wielder dominion over time's currents, allowing them to shape the course of events and rewrite history itself. However, the complexities of temporal manipulation come with their own challenges and dangers, making the wielder's journey one of profound power and profound responsibility.
Sword of Power

The Sword of Power is a weapon of legendary might, able to transform a skilled warrior into a nearly unstoppable force on the battlefield. Its attuned wielder must carefully balance the benefits of enhanced abilities with the potential dangers that come with possessing such a powerful artifact.

## Sword of Power

*Weapon (Any sword), Rare (requires attunement)*

**Price:** 5,000 gp

**Item Level:** 7

**Bulk:** 1

### Property:

When attuned to the Sword of Power, you gain a +2 item bonus to your Strength, Dexterity, and Constitution ability scores. These bonuses apply to checks and DCs based on those abilities, as well as any other calculations that are affected by them.

**Activation:** Command

**Frequency:** Once per minute

### Effect:

As a free action, you can command the Sword of Power to activate its enhancing properties. The enhancement lasts for 1 minute. During this time, you gain the following benefits:

* **Enhanced Physical Abilities:** You gain a +2 item bonus to your Strength, Dexterity, and Constitution ability scores.

**Deactivation:** You can dismiss the enhancement at any time as a free action.

**Drawback:** The Sword of Power's exceptional power draws attention from those who seek its might. Rumors of its existence might attract enemies with ambitions to possess it, leading to potential conflicts and challenges for the wielder.

### Crafting Requirements:

* **Crafting Feat:** Magical Crafting
* **Requirements:** 7th-level caster
* **Cost:** 2,500 gp
* **Crafting DC:** 25
* **Rarity:** Rare