recursal/Fanatic-Fandom huggingface dataset:
Spectral

## Spectral Short Sword

*Artifact (Short Sword), Legendary (requires attunement)*

**Price:** Priceless

**Damage:** 1d6 piercing

**Critical:** 1d8 piercing

**Hands:** 1

Traits

* **Finesse:** You can use your Dexterity modifier instead of Strength for attack rolls and damage rolls using this weapon.
* **Versatile:** This weapon can be used with one or two hands. A damage value in parentheses appears with the property—the damage when the weapon is used with two hands to make a melee attack.

### Special Ability

* The Spectral Short Sword has been imbued with ancient and potent spectral magic, granting it the ability to phase in and out of the material plane. When you make a successful attack with the Spectral Short Sword, you can use a bonus action to activate its spectral ability. While activated, the sword becomes fully spectral, allowing it to bypass resistance to non-magical attacks and gain a +3 bonus to attack and damage rolls for the duration of your turn. In addition, any undead creature struck by the sword must make a DC 18 Constitution saving throw or be banished to the ethereal plane until the end of their next turn. You can use this spectral ability a number of times equal to your Charisma modifier (minimum of 1). The ability recharges after a long rest.

***Appearance*:** The Spectral Short Sword's blade is a shimmering, semi-transparent entity that seems to defy the laws of both the material and ethereal planes. Its hilt is adorned with intricate engravings that pulse with spectral energy. When the spectral ability is activated, the blade transforms into an otherworldly form, emitting a brilliant radiance that burns with both arcane power and ethereal might.

***Origin*:** The Spectral Short Sword is believed to have been forged by an ancient order of celestial artisans, imbuing it with the essence of the cosmos itself. Legends speak of the blade being a manifestation of a forgotten constellation, bestowed upon mortal realms to safeguard against the forces that seek to disturb the balance between worlds.

The Spectral Short Sword is a rare and legendary artifact of immense power, capable of channeling both spectral and celestial energies. Its ability to banish undead foes to the ethereal plane and its devastating combat prowess make it a coveted weapon for those who champion the cause of cosmic harmony and seek to maintain equilibrium across dimensions.
Steam-Powered Proton Pack

"Busting Makes me Feel Good"

**Item Level:** 10

**Price:** 3,000 gp

**Usage:** 1 charge per use

**Description:** The Steam-Powered Proton Pack is a remarkable invention that harnesses both steam-powered technology and arcane energy to create a device capable of capturing and containing spectral entities. This steampunk-inspired backpack is adorned with gears, pressure gauges, and steam vents, giving it a unique and captivating appearance.

**Activation:** *Frequency:* Once per round

**Effect:** When activated, the Steam-Powered Proton Pack releases a controlled burst of arcane energy and steam, forming a powerful energy stream that can be used to wrangle and subdue spectral creatures.

### Mechanics:

* **Capture Stream:** As a ranged touch attack, you can fire a stream of energy from the Proton Pack at a spectral creature within 30 feet. This attack deals 2d6 force damage on a hit and allows you to attempt a Grapple check against the target using your Athletics skill. If successful, the spectral creature is considered Grappled and Restrained. You must maintain concentration to keep the creature restrained.
	+ **Critical Hit:** Upon a critical hit you deal 4d6 damage and regain 1 charge.
* **Steam Charge:** The Steam-Powered Proton Pack has a steam pressure chamber that holds 10 charges. Using an action, you can release a concentrated burst of steam, using a charge and granting you a +2 on the next Capture Stream attack roll you make.
* **Ectoplasmic Containment:** Once a spectral creature is successfully restrained using the Capture Stream, you can use the Steam-Powered Proton Pack to attempt to contain it. As a full-round action, make an Athletics check against the spectral creature's Fortitude DC. If you succeed, the creature is pulled into a specialized containment unit within the backpack, rendering it immobilized and unable to take actions. The containment lasts for 12 hours, after which the spectral creature is released.
Undead Steed

## Undead Steed (Skeletal Horse)

**Creature Level:** 5 **Size:** Large **Alignment:** Neutral Evil **Type:** Undead

**Perception:** +10; darkvision **Languages:** Common (understands, but cannot speak)

### Skills:

* Athletics: +15
* Acrobatics: +10

**Str** +5, **Dex** +2**, Con** —, **Int** -4, **Wis** +0, **Cha** -2

**AC:** 22; **Fort** +16, **Ref** +12, **Will** +8; negative damage 5, mental, poison, sleep

**HP:** 80; **Immunities:** death effects, disease, paralyzed, poison, unconscious

**Speed:** 60 feet; **Melee:** Hoof +17 (1d8+7 bludgeoning plus 1d6 negative, agile)

### Undead Traits:

* The undead steed is an undead creature.
* It doesn't require air, food, drink, or sleep.

**Dark Vision:** The undead steed can see perfectly in darkness and dim light up to 60 feet.

**Negative Healing:** The undead steed is damaged by positive damage and healed by negative damage.

**Unholy Bond:** The undead steed is bound to the will of the Red Ribbon Dread Knight, obeying their commands without question.

**Aura of Dread:** The mere presence of the undead steed adds to the aura of dread that surrounds the Red Ribbon Dread Knight. Its eerie, spectral appearance and relentless determination on the battlefield intensify the fear and despair that the Red Ribbon Army seeks to instill in its enemies.

The Undead Steed is a loyal and fearsome companion, serving as both a means of transportation and a formidable combatant on the battlefield when ridden by the Red Ribbon Dread Knight. Its speed, durability, and the negative damage it inflicts make it a potent asset in the army's relentless pursuit of power and conquest.
The Crimson Candle

**Item Level:** 5

**Price:** 100 gp

**Bulk:** L

**Usage:** Held in 1 hand

**Activate:** [Interact]

The Crimson Candle is a finely crafted candle made from rare crimson wax. When lit, it emits a blood-red flame and releases an alluring, hypnotic scent that draws the attention of both the living and the supernatural.

### Effects:

When the Crimson Candle is lit, it produces the following effects:

1. **Seductive Aura:** The candle casts an enchanting aura in a 30-foot radius. Creatures within this radius must succeed on a DC 17 Will saving throw or become fascinated for as long as they remain in the aura and for 1d4 rounds afterward. The fascination effect ends if the candle is extinguished or if the affected creature is attacked or subjected to an obvious threat.
2. **Supernatural Attraction:** The Crimson Candle also has the power to attract supernatural entities, including spirits and otherworldly beings. While lit, it grants a +2 item bonus to Diplomacy checks made to interact with such entities.
3. **Visions of the Past:** When gazing into the flame of the Crimson Candle, a character may attempt a DC 20 Occultism check to receive a brief, cryptic vision of a past event related to the candle's history. These visions can provide clues or insights into the item's origin and significance.

### Drawbacks:

The Crimson Candle is not without its risks and limitations:

1. **Compulsive Fascination:** The fascination effect can lead to compulsive behavior, making affected creatures reluctant to leave the candle's presence, even if it endangers them or goes against their best interests.
2. **Supernatural Interest:** The candle's supernatural attraction may draw the attention of malevolent spirits or entities, potentially leading to unwanted encounters or consequences.
3. **Limited Duration:** The candle burns for 1 hour before extinguishing naturally. It can be relit, but each relighting consumes a portion of its wax, eventually depleting it.

### Crafting the Crimson Candle:

Creating a Crimson Candle requires proficiency in Alchemical Crafting. The crafting process involves rare crimson wax, alchemical reagents, and a ritual that imbues the candle with its mesmerizing properties. The crafting DC is 22, and the cost is 75 gp for materials.

### Additional Notes:

* The Crimson Candle can be a valuable tool for characters who seek to charm or negotiate with both mundane and supernatural beings.
* It can serve as a plot device, with the visions of the past providing clues to unraveling a mystery or quest.
* The candle's drawbacks add complexity to its use and can lead to unexpected and dramatic encounters in your campaign.
Yulong's Covenant

A covenant we shall cut here today. Between you and me.

I will make you great in the land. Your name will never be forgotten. Many will see you and fear. I will bless you and this land. As long as you dwell in the land it will be prosperous. Wherever you go the land will be prosperous.

Wherever you go I shall be with you. I will be your lord and you will be my people. If your deeds please me then I will bless you, but woe to you if you displease me. For my wrath will come upon you and I shall curse you. You and the generations after you. Your children and your grandchildren to the third generation.

Wherever you go you shall speak my name. You will make known whom you serve and who blesses you. In your great deeds I will not be forgotten for I am the one who is blessing you.

I will be with you and I will give you my pearl. A piece of me that you shall carry. Only one of you shall carry my pearl. So that I might be with you and you with me. On the seventh day you shall place a droplet of water upon my pearl. On this day you shall call out to me and if I am willing I will answer you. The one who carries my pearl will be my mouth. You will be the mouth of Yulong. To that one I will speak and that one shall speak for me.

The mouth of Yulong shall take two of you to be their assistants. You will be my breath. The breath of Yulong is both great and terrible, For it gives both life and death. Council you will give in matters of the mouth. The breath of Yulong May speak to Yulong through the pearl but never speaks for Yulong. Only the mouth may speak for me.

Another one among you shall make a record of this. This one will be my scribe and shall keep a record of my blessings and of the deeds you will accomplish in my name. Through this record others may witness the greatness of Yulong and of his people. By this record will others follow Yulong.

And yet two shall be my claws. And when my enemies shall come against me I shall use my claws to strike them down. Deadly indeed are the claws of Yulong. The claws of Yulong will lead armies, for where the claws point the armies will conquer.

Last shall be my heart. The heart of Yulong is rich indeed. For the heart of Yulong desires treasure. Great treasures you will have and keep and divide among the others. Not a copper will be spent without my heart’s say so. For not even the mouth can say what the heart desires. And the claws can not grasp unless the heart relents.

This shall be my covenant that we cut today. This is the covenant of Yulong and the seven swords.
Storys

Step into the boundless realm of 'Other World' where tales of wonder and enchantment await. In this captivating anthology, immerse yourself in stories that shape the very fabric of imagination. From epic quests to poignant journeys of the heart, each story is a gateway to a different reality, where heroes rise, villains fall, and the impossible becomes possible. 'Other World' invites you to explore the limitless horizons of storytelling, where every page is a portal to new dimensions and unforgettable adventures. Get ready to be transported to realms beyond your wildest dreams in this collection that weaves magic, mystery, and emotion into narratives that will stay with you long after the final page.

## Shannon's Tales:

"Delve into the enchanting world of 'Shannon's Tales,' where imagination knows no bounds. Join young Shannon on her extraordinary adventures as she journeys through magical realms, unravels ancient mysteries, and befriends mystical creatures. From ancient forests to hidden underwater kingdoms, Shannon's courage, curiosity, and unwavering spirit guide her through challenges and discoveries that will capture the hearts of readers young and old. 'Shannon's Tales' is a captivating collection of stories that ignite the imagination and remind us of the magic that exists within and around us."

## The Kelsier's Adventures:

"Join the intrepid crew of The Kelsier as they embark on a series of daring adventures across the cosmos. Led by the fearless Captain Rose Piper, this eclectic group of individuals, including the resourceful mechanic Stance Dawntreader, the inspiring bard Samantha Goodsong, the enigmatic Bhaosz, and others, navigates treacherous rifts, unravels cosmic mysteries, and faces otherworldly challenges that test their bonds and courage. Through peril and triumph, they uncover the secrets of the Echoing Expanse, a realm where echoes of past, present, and future intertwine, shaping their destinies in ways they could never imagine. Prepare for a journey of action, intrigue, and friendship that transcends time and space in 'The Kelsier's Adventures.'"
Witches' Hat

*Worn Item (headwear)*

**Item Level:** 4

**Price:** 40 gp

**Usage:** Worn

**Bulk:** Light

This iconic pointy hat, with its dark, mystical aura, is the favored headwear of witches and spellcasters of all kinds. The Witches' Hat not only provides a sense of style but also enhances a wearer's magical abilities. When you wear this hat, you gain a +1 item bonus to your Arcana and Occultism checks.

**Activation: I**nteract

### Effect:

Once per day, when you activate the Witches' Hat by performing an Interact action as part of casting a spell, you can extend the range of the spell by 30 feet. The spell's area, targets, and other effects are still determined as if you were at the original location, but you can cast it from a greater distance.

### Construction:

The Witches' Hat is crafted with an uncanny blend of esoteric symbols and magical materials, carefully stitched and enchanted by skilled artisans and spellcasters.

Whether you're a witch brewing potions, a wizard casting spells, or any kind of spellcaster delving into the arcane arts, this hat adds an air of mystery and power to your presence. Its distinct design and enchantments make it a must-have accessory for those who seek to command the forces of magic with style and grace.
The Good The Bad and the Magical

You are a nobody. You are desperate and you are down to your last coins. Maybe all your family died and left you destitute. Maybe it was a life full of gambling or whoring. Maybe is was just a life full of bad luck. Whatever it is, you have been given one last chance to make things right. Go to the Dead Lands and make for yourself a new life.

Welcome to The Dead Lands. Some call it a lawless land, some a land of endless opportunities and still others a land overflowing with wealth.

## Campaign:

**Platform:** First Edition

**Starting Level:** 1

**Ability Score Points:** 20 point buy

**Race:** Any (Within Reason)

**Class:** Any (Although Gunslinger and Investigator would work best).

**Hit Points:** Average

**Starting Wealth:** 175 Gold

**Starting Free Feat:** Exotic Weapon Proficiency (Firearms)
Spectral Disruptor

***Item Type:*** Magic Wrist Device

***Level:*** 6

***Price:*** 1800 gp

***Hands:*** 1

### *Description:*

The spectral disruptor is a marvel of magical engineering, a fusion of clockwork precision and arcane mastery. Its design incorporates an ethereal containment chamber that captures and concentrates spectral energies, allowing the wearer to harness and manipulate them. When activated, the disruptor releases a controlled burst of disruptive energy that temporarily affects the spectral properties of its target, making it more vulnerable to physical attacks.

This intricate wrist device resembles a small, finely crafted bracer with an array of gears, crystals, and arcane symbols etched onto its surface. The spectral disruptor is designed to harness and manipulate ethereal energies, making it a potent tool for those who seek to combat the supernatural.

### Usage:

As a single-action command, the wearer can activate the spectral disruptor, causing it to emit a faint humming sound as it charges with mystical energy. Once charged, the wearer can release the stored energy as a ranged touch attack against a spectral or incorporeal target within 30 feet. On a successful hit, the disruptor deals 2d6 force damage and disrupts the target's spectral form, making it partially corporeal for a brief moment. The target takes a -2 circumstance penalty to AC and Reflex saves until the end of its next turn.

**Activation:** Single-action command

**Frequency:** Once per day

### Effect:

Ranged touch attack against a spectral or incorporeal target within 30 feet. On a hit, the target takes 2d6 force damage and suffers a -2 circumstance penalty to AC and Reflex saves until the end of its next turn.

**Craft Requirements:** Craft Magic Item, ghost touch weapon rune

**Construction:** Crafting a spectral disruptor requires a successful Craft (Arcana) check. The DC is 24, and the crafting cost is 900 gp.
The Fight Before Christmas

Santa

'Twas the eve of Christmas, in lands far and wide, Krampus was plotting, with malevolence as his guide. Elves in the workshop waited in dread, For St. Nicholas' arrival, their hearts filled with hope, it is said.

The Claus twins nestled in slumber serene, Dreaming of sugar-plums, a festive scene. When Krampus and his goons broke down the door, Seizing the twins, leaving chaos galore.

On the lawn, in sacks, they were cruelly bound, Taken away without a single sound. To Krampus' hideout, they vanished like a flash, The twins' fate uncertain, wrapped in dark ash.

Santa, alerted, rushed with a clatter, To the twins' room, concerned for the matter. Under his breath, he murmured a hiss, "Somebody's just earned a spot on my naughty list."

A team assembled, weapons gleamed bright, Santa offered the best, for a fierce fight. A Reindeer and sleigh stood ready and steady, Santa pointed North, his gaze firm and ready.

A pipe held in teeth, smoke wreathed 'round his head, A plan formed in his mind, vengeance to be spread. "To Krampus' lair, atop the mountain so tall, Ring his neck, skin him alive, deck his evil hall."

"To the sleigh, to the sky!" Santa's command, His team took to the air, united and grand. They flew like a thistle, through the night they did race, To confront Krampus and end his dark chase.

As they soared away, Santa exclaimed with delight,

"MERRY CHRISTMAS TO ALL, AND TO ALL A GOOD FIGHT!"

## Character Creation:

You work for Santa and are commissioned to go find his children and rescue them from Krampus.

### Starting Wealth:

Magic Items given by Santa to the Party:

* Rudolph

* Silver Bells

* Mistletoe
Yulong

## Yulong's History:

Yulong is very old and was born when El created the world in the beginning.

Yulong and his sister Shulong were birthed when The Elder Tree sank His roots deep in the ocean and brought forth creatures of the deep. This makes the two Shen Dragons a little bit older then the other dragons that were born of the air and of the land.

Yulong and Shulong were one and loved each other greatly. Together the Shens blessed the creation with rain and dew. They were almost never apart, contently contorting themselves in knots. They mated and they produced offspring, their offspring are the Esoteric Dragons, Khala, Scitalis and Vishap.

### The Great Separation:

For a millennia the two Shen Dragons were at peace and unity. At some point Zer-el made contact with the two Shen dragons and though Yulong was not enticed by the demon's words Shulong was left with a seed of seduction. That seed planed and grew.

The mind of Shulong was slowly twisted and for lengths of time she separated herself from her beloved and met with Zer-el in secret. Zer-el promises captivated and enticed Shulong and she was absorbed into Zer-el's will.

Although Yulong tried to talk since into Shulong she could not be brought back to her senses. She loosed herself from Yulong and separated from him forever. And Yulong was alone.

This greatly wounded Yulong's spirit and for some time he lamented. Great was his sadness and lost that he flooded the world. It was then that Imanu'el, Kar-el and the seven virtuous were able to comfort Yulong. It was Eleusis, knowing of great pain herself help heal Yulong's spirit.

### Yulong Deified:

After the consoling Yulong was again alone and Yulong traveled the world. He found a lonely lake in the land of Sarino. The lake was small but of a deep magic as it was near The Pillars of Eternity. There Yulong thought and slept until humans came to visit him. There they praised and worshiped Yulong and Yulong grew in strength and power.

For hundreds of years the people worshiped Yulong and Yulong blessed them. Until one day the people turned back to worshiping the Creator. A storm blew up inside Yulong and he struck them down with lighting and thunder.

Again Yulong was alone.
Wookalar Warrior

*Medium humanoid (wookalar), neutral*

**Perception:** +10; darkvision

**Languages:** Common, Wookalar

**Skills:** Athletics +15, Survival +10

**Str** +5**, Dex** +2, **Con** +4, **Int** -2, **Wis** +2, **Cha** -1

**AC** 24; **Fort** +18, **Ref** +10, **Will** +10

**HP** 90; **Weaknesses** Cold Iron 5

**Speed:** 30 feet

Melee tusks +16 (agile, reach 10 feet), Damage 2d10+7 piercing

**Melee:** greatsword +16 (forceful, reach 10 feet), Damage 2d12+7 slashing

**Melee:** gore +16 (agile, reach 10 feet), Damage 2d6+7 piercing plus Improved Grab

**Ranged:** javelin +12 (range increment 30 feet), Damage 1d8+5 piercing

### Special Ferocious Charge

**Savage Attacker** (ancestry) Whenever you roll a success on an attack roll for a melee Strike, you get a critical success instead. If you roll a failure, you get a success instead.

### About the Wookalar Warrior:

Wookalar Warriors are fierce and imposing figures, embodying the strength and primal aggression of their species. These pig-like humanoids are known for their brute force and combat prowess, making them formidable opponents on the battlefield. Their powerful tusks and greatswords can cleave through enemies, and their ferocious charge ability allows them to close distances with astonishing speed.

The Wookalar Warriors' affinity for their ancestral heritage is evident in their skills and feats. They inherit the Savage Attacker and Ferocious Charge abilities, which reflect their relentless combat style and penchant for aggressive charges that catch foes off-guard. Their resistance to cold iron reflects a vulnerability to this material, indicating their link to the spiritual and natural world.

A Wookalar Warrior's appearance is as fearsome as their abilities. With their imposing tusks, coarse skin, and rugged attire, they stand out as symbols of strength and power. Their role in battles is a representation of their deep connection to the land, as they fight to protect their territory and their way of life.
Zydrate

**Name:** Zydrate

**Price:** 50 gp

**Bulk:** L

**Item Level:** -

**Category:** Alchemical, Consumable, Drug

**Usage:** 1 dose

**Activate:** 1 minute (Interact)

### Description:

Zydrate is a potent blue-colored alchemical substance that comes in a little glass vial. Known for its pain-relieving properties, it provides a temporary boost to the user's pain tolerance upon consumption. However, it also induces a slight dulled perception and reflexes for the duration of its effects.

### Effect:

Upon consumption, the user gains a +2 status bonus to Fortitude saves against pain effects for 1 hour. Simultaneously, the user suffers a -1 penalty to Perception checks and Reflex saves during this time.

**Crafting Requirements:** Alchemy Crafting, DC 20

**Ingredients:** 1 dose of blue pigment, 1 dose of painkiller herb, 1 dose of distilled essence of opium poppy.
Tabris

Zarre Durvet Takeshi

Elder of Obedience, mother of Kovach: The Doombringer and aunt to Tanya: the Peace Maker. She often worked behind the scenes but was instrumental in bringing down and binding Zer-el, though it came at a great cost.

## Backstory:

Being the Elder of Obedience sucks. Tabris found that out very quickly. It was Tabris, with her companion Morgenstren, The Elder of Resilience who would deal with much of the tribulations of the world.

## Appearance:

Blonde, curly hair almost fully covers a fresh, worried face. Bloodshot gray eyes, set beautifully within their sockets, watch heartily over the people they've felt disconnected from for so long.

Several moles are spread gracelessly across her whole face and and leaves a bittersweet memory of her fortunate looks.

The is the face of The Elder Tabris, a true leader among Caligni She stands elegantly among others, despite her lean frame.

There's something seductive about her, perhaps it's her friendly demeanor or perhaps it's simply her odd companions. But nonetheless, people tend to share local gossip with her, while trying to subtlely stare.

## Relationships:

* **Morgenstern - Virgil:** Tabris' companion Elder. She truly loved him once. When she found out he would Move On to help the world after her own son brought doom upon it, broke her heart. Though she found solace in Him finding happiness with Nuriel.
* **Kovach:** Zarre loved her son and truly tired to make him happy. Knowing what he would end up doing was a enormous burden upon her. She tried very hard to not show her son how she ached for him.
* **El'eusis:** Tabris is very loyal to the goddess.

## Traits and Personality:

Looks can be deceiving when it comes Tabris, but at the very least she's imaginative and creative. Of course she's also reliable, modest and charismatic, but they're often slightly tainted by a mindset of being cold as well.

Her imagination though, this is what she's so well-liked for. She is also liked for being reliable. There are many times when friends count on this and her charisma whenever they need assistance or help.

Nobody's perfect of course and Tabris has a range of flaws to deal with too. Her dominating nature and envy cause plenty of grievances, much to the annoyance of others.

Fortunately her reliablity shines brighter on most days.
The Dimension Sphere

### *Crystal Orb (Artifact)*

The Dimension Sphere is a captivating crystal orb that exudes an aura of endless possibilities, reflecting the intricate tapestry of reality's myriad dimensions within its depths. It grants its wielder the power to traverse through space and time, bridging the gaps between different planes and distant locations.

### Abilities:

1. **Dimensional Travel:** Once per day, as a standard action, the wielder can activate the Dimension Sphere to instantly transport themselves and a select number of willing creatures to a distant location they have personally visited before. This ability functions similarly to the Teleport spell, allowing the wielder to navigate their understanding of the world to guide their journey.
2. **Planar Gateway:** The wielder can open a rift to another plane of existence. Once per week, they can cast the Plane Shift spell without requiring any material components. The wielder can choose to bring along a select number of creatures with them through the planar rift.
3. **Interdimensional Sight:** The wielder's perception transcends the barriers of reality. They gain the ability to see into other dimensions, allowing them to perceive creatures, objects, and events that exist in adjacent planes. This ability grants the wielder insight into the presence of extraplanar beings and hidden extradimensional phenomena.
4. **Dimensional Nexus:** The wielder can create a temporary nexus point, bridging together multiple planes of existence. Once per month, they can cast the Gate spell, opening a portal that connects two distant planes. This portal can be used to facilitate trade, communication, or strategic movement between different worlds.

### Curse:

***Unraveled Threads*:** The manipulation of dimensions comes with the risk of destabilizing the fabric of reality. Each time the wielder uses an ability granted by the Dimension Sphere, they must make a Will save (DC determined by the GM). On a failure, they experience a temporary unraveling of their connection to reality, causing disorientation and disarray. Failing this saving throw repeatedly can lead to more severe consequences, such as becoming temporarily lost between dimensions or attracting the attention of extraplanar entities.

The Dimension Sphere bestows upon its wielder the extraordinary power to traverse the vast and intricate tapestry of existence. However, the risk of inadvertently unraveling the threads that bind reality together underscores the grave responsibility that comes with wielding such an artifact. The wielder must carefully navigate the complexities of interdimensional travel to preserve the delicate balance of the multiverse.
The Traveler

The Traveler, a mysterious and enigmatic being, stands as a celestial wanderer destined to traverse the vast tapestry of existence across numerous worlds and time itself. Endowed with extraordinary abilities, this ethereal figure serves a pivotal role in the intricate interconnectedness of Other World.

## Role:

The Traveler's primary role is to journey across the expansive realms that span both diverse worlds and epochs. Tasked with the cosmic responsibility of navigating the ever-shifting landscapes of existence, the Traveler acts as a witness to the unfolding stories and events that shape the fabric of Other World. Whether crossing dimensions or threading through the annals of history, the Traveler's presence is an integral part of the grand tapestry of reality.

## Attributes:

Possessing the unique gift of traversing different dimensions and eras, the Traveler defies the limitations of conventional space and time. Their essence is woven with the threads of cosmic energy, allowing them to navigate the boundless expanse of Other World effortlessly. This ability grants the Traveler a panoramic view of the diverse landscapes, cultures, and civilizations that unfold across the realms, making them a living bridge between worlds.

## Influence:

The influence of the Traveler extends beyond mere exploration; they contribute significantly to the interconnectedness of Other World. By weaving through disparate realms, the Traveler becomes a conduit for the exchange of ideas, cultures, and knowledge. Their interactions with various civilizations serve as catalysts for growth, fostering unity and understanding among diverse peoples. The Traveler's journeys contribute to the ever-evolving narrative of Other World, leaving an indelible mark on the collective destiny of its inhabitants.

In the grand tapestry of Other World, the Traveler's footprints are not merely a transient presence but a profound force shaping the interconnected fate of realms. Their celestial odyssey spans the breadth of existence, leaving behind a trail of shared experiences, wisdom, and the unbreakable threads that bind the diverse corners of Other World into a harmonious whole.
Shadowsong Pike

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

### Traits:

* **Magical:** The Shadowsong Pike is a magical weapon with potent enchantments.
* **Umbral Strike:** On a critical hit, the target must succeed on a DC 16 Will save or be concealed for 1 round as shadows cling to them.

### Enchantments:

1. **Shadowstep:** The wielder gains a +2 circumstance bonus to Stealth checks in dim light or darkness, allowing them to move with an uncanny ability to blend into the shadows.
2. **Veil of Shadows:** Once per day, the wielder can envelop themselves in an area of magical darkness extending 10 feet around them for 1 minute, creating an effective cover.

### Construction Requirements:

Crafting the Shadowsong Pike requires a shadow essence collected from the Plane of Shadow, a piece of obsidian formed during a solar eclipse, and the essence of a deeper darkness spell. The cost of construction is 2,600 gold pieces.

### Appearance:

The Shadowsong Pike is an elegant and mysterious polearm that seems to draw power from the shadows. Its pikehead is crafted from a dark, polished metal that appears almost obsidian-like, absorbing and reflecting minimal light. Intricate eldritch symbols are engraved along the length of the haft, glowing with a faint, otherworldly luminescence.

When activated, the Shadowsong Pike seems to absorb ambient light, creating an area of dim light around it. The symbols along the haft emit a subtle, pulsating glow, enhancing the mysterious and enigmatic aura of the weapon.

During the execution of the Veil of Shadows ability, the Shadowsong Pike becomes engulfed in a deeper darkness, obscuring the wielder and creating an aura of magical shadow that shrouds them from view. The darkness is not just absence of light but a manifestation of the very essence of shadows.

The Shadowsong Pike is more than a weapon; it is a tool of stealth and surprise, allowing its wielder to strike from the shadows and move with an uncanny ability to avoid detection. It embodies the mysterious and elusive nature of darkness itself.
Temporal Edge

**Weapon Type:** Dagger

**Price:** 8,000 GP

**Item Level:** 9

**Bulk:** L

**Hands:** 1

**Damage:** 1d6 Piercing

**Critical:** Agile, Finesse, Versatile S

### Properties:

* **Temporal Distortion:** The Temporal Edge is imbued with the essence of time itself. Once per day, the wielder can activate Temporal Distortion as a reaction to a missed attack. This allows them to reroll the missed attack roll with a +2 circumstance bonus.
* **Sands of Acceleration:** On a critical hit, the Sands of Acceleration activate, slowing down time for the struck target. The target must succeed on a DC 21 Fortitude save or be slowed for 1 round.
* **Chrono-Quick Draw:** The wielder gains a +2 item bonus to Initiative checks when drawing the Temporal Edge in the first round of combat.

**Usage:** The Temporal Edge functions as a regular dagger in combat, but its magical properties can alter the flow of time, providing both offensive and defensive advantages.

### Description:

The Temporal Edge, often called the Dagger of Time, is a finely crafted dagger with an elegantly engraved hilt that seems to shimmer with an ethereal glow. Legends speak of a powerful temporal mage who, seeking to manipulate time itself, crafted this weapon to harness the essence of chronomancy.

The Temporal Distortion ability allows the wielder to rectify mistakes in combat, granting a chance to rewrite a missed strike. The Sands of Acceleration, triggered on critical hits, temporarily disrupt the normal flow of time for the target, hindering their movements.

Wielding the Temporal Edge grants the user an almost supernatural quickness, reflected in the Chrono-Quick Draw ability. Those who possess this magical dagger are said to hold a fragment of temporal power in their hands, making them both agile and formidable in the dance of combat. As with all artifacts tied to the fabric of time, the Dagger of Time is both a coveted treasure and a cautionary tale among those who delve into the mysteries of magic.
Tobin's Guide to Casting Spells Vol I

"In the symphony of magic, the first-level spells are the initial notes that compose the melody of a spellcaster's journey. Like a novice musician learning to pluck the strings of a lyre, you must attune your mind and spirit to the cadence of the arcane. As you embrace the incantations within, remember that each gesture, each syllable, weaves a thread of power that binds you to the very fabric of existence. May these spells guide your steps and illuminate the path toward mastery, for the realm of magic is vast and wondrous, awaiting your touch to shape its harmony." - Tobin's Guide to Casting Spells Vol I: First Level Spells, Introduction

## Tobin's Guide to Casting Spells Vol I: First Level Spells

This weathered spell book, embossed with an intricate crescent moon emblem, contains a collection of foundational spells meticulously curated by the renowned mage Tobin. Each page is adorned with annotations, diagrams, and cryptic notations that offer insights into the art of spellcasting. The spells within are tailored for novice casters seeking to grasp the fundamentals of magic.

### Cantrips:

1. Guidance: A divine touch imparts guidance, granting a +1 status bonus to a single skill check.
2. Mage Hand: Conjures a spectral hand that can manipulate objects from a distance.
3. Light: Illuminates an area, creating a glowing light source.

### 1st-Level Spells:

1. Magic Missile: Launches a dart of magical force that unerringly strikes a target.
2. Shield: Conjures a protective barrier of magical energy that absorbs blows.
3. Summon Animal: Conjures a small animal to aid the caster in various tasks.

### Spellbook Features:

* In-Depth Annotations: Each spell description includes Tobin's insightful annotations, offering tips for proper pronunciation, intricate gestures, and the nuances of each spell's mechanics.
* Casting Techniques: Tobin provides guidance on various casting techniques, from harnessing arcane energies to maintaining focus during incantations.
* Magical Insight: Interspersed between spell entries are Tobin's musings on the underlying principles of magic, encouraging readers to explore the philosophical and theoretical aspects of the arcane arts.
* Practical Exercises: Tobin includes practical exercises and challenges that allow aspiring spellcasters to test and refine their magical skills.

### Usage:

This spell book provides a +1 item bonus to checks made to decipher spells, prepare spells, and cast spells contained within its pages. The unique insights and guidance provided by Tobin's annotations grant the user a +1 circumstance bonus to Arcana checks to identify magical effects or determine the properties of magical items.

> Note: Tobin's Guide to Casting Spells Vol I is a resourceful spell book designed for players of Pathfinder 2nd Edition. It serves as an immersive tool to enhance roleplaying experiences, providing a sense of depth and authenticity to spellcasting characters. Gamemasters may choose to integrate this spell book into their campaigns to enrich the magical journey of their players.
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Shooting Starknife

*Weapon (Starknife), Uncommon*

**Price:** 25 gp

**Damage:** 1d4 piercing

**Critical:** 1d6 piercing

**Range:** 20 feet

**Hands:** 1

### Property

* The Shooting Starknife is a specialized variation of the traditional starknife designed for ranged combat. It is balanced for both melee and throwing, making it a versatile weapon choice for those who prefer a mix of ranged and close-quarters combat.

### Special Ability

* The Shooting Starknife has a unique mechanism that allows it to return to the wielder's hand after being thrown. When you make a ranged attack with the Shooting Starknife, you can use a free action to magically recall the starknife to your hand immediately after the attack is resolved. This recall ability works as long as the weapon is within range.

***Crafting Note*:** The creation of the Shooting Starknife involves carefully enchanting the starknife's blade and handle with arcane runes that facilitate the rapid return of the weapon. The enchantments are then attuned to the wielder's aura, allowing them to effortlessly summon the starknife back to their hand.

The Shooting Starknife offers a strategic advantage on the battlefield, allowing you to strike from a distance and then seamlessly transition into melee combat. With this weapon, you can engage enemies both near and far, adapting your tactics to the flow of battle and keeping your foes off balance.
Winter Falls Investigation

**Case File:** Winter Falls Investigation, Investigator's Report

**Subject:** The Mysterious Occurrences and Dark History of Winter Falls

### Investigator's Notes:

The investigation into the events at Winter Falls, led by the Society of the Golden Thorn, has unearthed a harrowing tale of dark secrets, supernatural occurrences, and a history riddled with tragedies spanning several decades. Our team, led by Veloris, has meticulously documented the progression of events, piecing together the unsettling narrative that has haunted this small town. The investigation uncovered the following key events and revelations:

1. **The Troubled History:**
	* The Ravenshaw family's tragedy, specifically Barnaby's mysterious death and the attempted execution of Samantha Ravenshaw as a witch, served as the catalyst for our involvement.
	* Previous incidents, such as the vampire attack in 1940 AE, the brutal murders in 1935 AE, the tragic disappearance of Karen Aylwood in 1915 AE, and the subsequent killings, all contributed to the dark history surrounding Winter Falls.
2. **Uncovering the Grimoire of Echoes:**
	* The discovery of the Grimoire of Echoes, linked to Elly Kedward's execution, shed light on the occult practices and the presence of dark forces within the town.
	* The investigation into the book's origins and its connection to John Keller, Karen Aylwood's disappearance, and the mysterious ritual of the past has provided a deeper understanding of the town's enigmatic past.
3. **Confronting the Supernatural:**
	* Encounters with the barghest and the malevolent forces behind the nightmares plaguing the town highlighted the supernatural threat faced by the residents of Winter Falls.
	* The discovery of the bones of Fredrick Korzha and the subsequent ceremony to put his spirit to rest proved vital in dispelling the nightmares that haunted the townspeople.
4. **Samantha's Reign of Terror:**
	* Unveiling Samantha Ravenshaw's involvement in orchestrating a vengeful plot, including the manipulation of Jonathan Bartlett and the brutal murders, culminated in a confrontation that led to her capture and the restoration of order in Winter Falls.

In conclusion, the investigation has revealed the pervasive influence of dark magic and vengeful spirits within Winter Falls, perpetuating a cycle of tragedy and malevolence that has haunted the town for generations. The intervention of the Golden Thorn has not only brought resolution to the town's tormented past but also ensured that the residents of Winter Falls can finally find peace, free from the shadows that have haunted their lives for so long.

Respectfully,

[Veloris - Team Leader]
Sir. Rodrick's Sword

*Item Level:* 9

*Price:* 550 gp

*Item Type:* Weapon, Magical, Sword

*Bulk:* 1

*Hands:* 1

*Group:* Versatile, Martial, Finesse

*Traits:* Evocation, Magical, Transmutation

## Description:

Sir Rodrick's Sword is an elegantly crafted longsword with a hilt adorned in intricate silver filigree and a blade that glimmers with a faint, ethereal glow. It emanates an aura of honor and duty, reflecting the noble lineage of its former owner, Sir Rodrick of Eldermoor.

## Abilities:

### Sword of Vengeance (Evocation):

This magical sword carries the lingering spirit of Sir Rodrick's unfulfilled oath. Whenever the wielder of Sir Rodrick's Sword critically fails an attack roll, they gain a +2 circumstance bonus to their next attack roll against the same target. This bonus increases to +4 if the target was responsible for a recent ally's death or betrayal.

### Versatile Edge (Transmutation):

The blade of Sir Rodrick's Sword can morph and shift its form according to the wielder's needs. Once per day as a free action, the wielder can choose to change the weapon's damage type to either slashing, piercing, or bludgeoning, allowing the sword to bypass certain resistances or exploit vulnerabilities.

### Swordsmanship of the Fallen (Evocation):

When the wielder critically hits a foe, the blade resonates with the restless spirit of Sir Rodrick, dealing an additional 2d6 force damage. If the target is an undead creature, this extra damage increases to 4d6.

## Activation:

The latent power within Sir Rodrick's Sword responds to the touch and intent of a skilled warrior. To activate its abilities, the wielder must focus their thoughts on either their righteous cause or the pursuit of retribution, invoking the spirit of Sir Rodrick's oath and the fallen.

## Adventure Hook:

Sir Rodrick's Sword has been lost to history for centuries, but rumors of its existence have recently resurfaced. A group of paladins seeks the blade to bolster their ranks against a rising tide of darkness. They beseech the adventurers to embark on a quest to locate the sword's resting place, facing trials of honor, courage, and sacrifice along the way. The paladins believe that with the blade in their possession, they can rekindle the flame of Sir Rodrick's legacy and inspire a new era of chivalry.
Zophiel's Bows - Celestial Arbiter

*Weapon (Composite Longbow), Legendary (requires attunement by a good-aligned character)*

### Traits:

* **Magical:** Zophiel's Bows are powerful, angelic weapons with divine enchantments.
* **Celestial Precision:** Attacks made with Zophiel's Bows are considered to have the good trait, dealing additional damage against creatures vulnerable to good-aligned attacks.

### Enchantments:

1. **Radiant Aegis:** The arrows shot from Zophiel's Bows emit a radiant glow, shedding bright light in a 20-foot radius and dim light for an additional 20 feet. Undead and evil creatures within this area have their concealment reduced by 50%.
2. **Heaven's Volley:** Once per day, the wielder can unleash Heaven's Volley, releasing a barrage of celestial arrows in a 30-foot cone. Each creature in the area must succeed on a DC 23 Reflex save or take damage as if struck by a single arrow. Undead and evil creatures suffer additional damage.
3. **Divine Harmony:** The wielder gains a +2 circumstance bonus to Diplomacy and Religion checks. Once per day, they can use the bow to cast *calm emotions* as a 5th-level spell.
4. **Angelic Guidance:** Zophiel's Bows grant the wielder advantage on Wisdom (Perception) checks made to detect hidden or invisible creatures. Once per day, the wielder can use the bow to cast *true seeing* for 1 minute.

### Construction Requirements:

Crafting Zophiel's Bows demands a sacred branch from the Tree of Celestial Light, a radiant diamond infused with angelic energy, and the essence of a celestial being. The cost of construction is beyond mortal reckoning and requires a quest to gather the sacred components.

### Appearance:

Zophiel's Bows - Celestial Arbiter is an awe-inspiring composite longbow crafted from the sacred wood of the Tree of Celestial Light. The limbs of the bow curve gracefully, resembling angelic wings, and the string is made from strands of ethereal light. The grip is adorned with celestial symbols that glow softly with divine energy.

When drawn, the bow emanates a radiant aura, and the arrows it fires leave trails of shimmering light in their wake. The celestial glow intensifies during the activation of special abilities, signaling the divine power channeled through the bow.

Zophiel's Bows - Celestial Arbiter is not merely a weapon; it is a conduit of heavenly energy, a symbol of righteousness, and a tool for champions of good to dispel darkness and bring forth the radiant light of the divine.