recursal/Fanatic-Fandom huggingface dataset:
Constable Report - Oliver Parker

*Case Number: MN-78245*

### Incident Details:

On Tember 1, 1945, the Minus Constable Department was alerted to the discovery of the body of Oliver Parker, aged 12, within the heart of Minus, the bustling capital of Pneumanor. The circumstances surrounding his tragic demise are under thorough investigation.

### Autopsy Findings:

Preliminary autopsy results have revealed that Oliver Parker's body bore numerous marks and injuries, indicating a sustained period of torture. The nature of the wounds suggests a deliberate and prolonged attack, inflicting significant suffering on the young victim. The full extent of the injuries is still under examination as the investigation continues.

### Investigation Ongoing:

The Minus Constable Department has launched a comprehensive investigation to uncover the circumstances leading to the untimely death of Oliver Parker. Law enforcement officials are tirelessly working to identify and apprehend those responsible for this heinous act.

### Exoneration of Parental Involvement:

It has been determined, following a thorough investigation, that Oliver Parker's father is not connected to the tragic events leading to his son's demise. The department has cleared him of any suspicion, and the focus remains on identifying other potential leads and suspects.

Residents of Minus are urged to come forward with any information that might aid in the investigation. Any leads or details, regardless of how insignificant they may seem, could prove pivotal in uncovering the truth and bringing the perpetrators to justice.

The department is dedicated to pursuing all available leads and employing all resources necessary to ensure a swift and thorough resolution to this tragic case. Regular updates will be provided to the public as the investigation progresses, ensuring transparency and a commitment to justice for Oliver Parker.

*Respectfully submitted,*

*Constable Abigail H. Young*

*Minus Constable Department*
Orb Gauntlet

**Item Type:** Wrist-Mounted Gauntlet

**Price:** 15,000 GP

**Item Level:** 10

**Hands:** 1

**Activation:** Interact

### Properties:

* **Orb Holder:** The Orb Gauntlet is designed to securely hold and harness the power of the Seven Orbs. It has seven small receptacles, each specifically shaped to fit one of the magical orbs. The orbs can be securely attached and detached as a single action.
* **Versatile Control:** The wearer can control the activated orbs with mental commands, allowing them to utilize the powers of the orbs without physically touching them. This includes activating and deactivating individual orbs or combinations of orbs.
* **Quick Attachment:** The Orb Gauntlet allows for a swift attachment of the orbs, enabling the wearer to quickly switch between different combinations of magical properties during combat or other situations.
* **Stable Fusion:** While attached to the Orb Gauntlet, the orbs are stable and do not interfere with each other's magic. This feature prevents unintended interactions between the orbs' powers and ensures the wearer can fully harness their potential.
* **Imbued Defense:** The gauntlet provides a +1 item bonus to saving throws against spells and effects related to the manipulation of time, mind, nature, balance, energy, conflict, and death, reflecting its connection to the Seven Orbs.

**Usage:** The wearer activates or deactivates the powers of the Seven Orbs by interacting with the Orb Gauntlet. The mental commands for controlling the orbs are intuitive for the wearer and require only conscious thought.

### Description:

The Orb Gauntlet is an intricately crafted wrist-mounted device designed to hold and harness the power of the Seven Orbs. Made from a combination of enchanted metals and crystalline components, the gauntlet's design complements the ancient and mystical nature of the orbs it holds.

Seven small receptacles, each uniquely shaped to accommodate a specific magical orb, adorn the gauntlet. The wearer can securely attach and detach the orbs with ease, allowing for quick changes in strategy. The gauntlet provides a stable fusion, ensuring the orbs can work in harmony without interference.

The versatility of the Orb Gauntlet allows the wearer to control the activated orbs with mental commands, providing a seamless and intuitive experience. This feature enables the wearer to tap into the specific magical properties of the orbs, individually or in combination, offering a wide range of possibilities.

As a defensive measure, the Orb Gauntlet imbues the wearer with added resilience against spells and effects related to the Seven Orbs' domains, reinforcing the symbiotic relationship between the gauntlet and the ancient sources of magic it holds. Legends tell of legendary mages and heroes who, wielding the Orb Gauntlet, have harnessed the combined might of the Seven Orbs to shape the fate of worlds.
Lanris' Longbow

**Weapon Type**: Longbow

**Price:** 18,000 GP

**Item Level:** 9

**Bulk:** 1

**Hands:** 2

**Damage:** 1d8 Piercing

**Critical:** Deadly d10, Propulsive, or Volley 30 feet

### Properties:

* **Keen Eyes:** Lanris' Longbow is crafted with exceptional precision, granting a +2 item bonus to Perception checks made to locate hidden creatures or objects at a distance.
* **Marksmanship (3/Day):** As a free action, the wielder can activate the Marksmanship ability. For the next minute, their attacks with Lanris' Longbow gain a +1 item bonus to attack rolls and deal an additional 1d6 precision damage on a successful hit.
* **Lanris' Precision:** When the wielder scores a critical hit with Lanris' Longbow, they can choose to deal additional damage equal to the weapon's item bonus to Perception checks to locate hidden creatures or objects.

### Description:

Lanris' Longbow is a masterpiece of elven craftsmanship, elegantly designed with a polished wooden frame and silver accents. Elven runes of accuracy and focus adorn the bowstring. The weapon seems to hum with an almost musical resonance when drawn, resonating with the keen eyes and steady hands of its wielder.

This longbow was named after the elven archer Lanris, a legendary marksman who could hit the eye of a sparrow from a hundred paces. The bow is said to have been imbued with Lanris' own essence, carrying the spirit of precision and mastery over archery. It has become a coveted treasure for those who seek unparalleled accuracy and finesse in their ranged attacks.
Double Compressed Cobblestone

Made from 81 cobblestone

Double Compressed Cobblestone is part of the Extra Utilities 2 mod.

## Recipe

Double Compressed Cobblestone is crafted from 9 Compressed Cobblestone (for a total of 81 cobblestone).

## Uses

Double Compressed Cobblestone is both a building block, and a crafting component (most notably Triple Compressed Cobblestone, which, as is name implies, made with 9 Double Compressed Cobblestone. Other uses can be checked in JEI.
Cursed Locket of Lost Love

**Item Level:** 6

**Price:** 120 gp

**Usage:** Worn around the neck

**Activate:** [Interact]

**Resonance:** 1

The Cursed Locket of Lost Love is a finely crafted locket made of tarnished silver. It features an intricate design on the outside and contains a miniature portrait of a long-lost love within. When worn, it radiates an aura of melancholy and heartache.

### Powers and Properties:

1. **Visions of the Past:** When the wearer gazes upon the portrait within the locket, they are filled with bittersweet memories and vivid visions of their lost love. These visions can offer insights into their past relationship, providing clues or information relevant to the campaign's plot.
2. **Healing Tears:** When the wearer sheds tears while wearing the locket, the locket absorbs their sorrow and converts it into temporary hit points. The more emotional the tears, the more hit points are gained, up to a maximum of their character level in temporary hit points.
3. **Searing Longing:** The locket imbues the wearer with an unquenchable longing for their lost love. This longing grants them a +2 item bonus to Perception checks related to finding clues or information about their lost love.

### Drawbacks:

1. **Obsession:** The locket's power can lead to an unhealthy obsession with the past and the lost love. Characters may become fixated on discovering the truth behind their separation, potentially to the detriment of their current relationships and goals.
2. **Emotional Vulnerability:** The locket makes the wearer emotionally vulnerable. They are more susceptible to mind-affecting effects and fear effects while wearing it.
3. **Curse of the Past:** The locket's curse causes the wearer to suffer recurring nightmares related to their lost love, potentially causing fatigue and emotional distress upon waking.

### Discovery and History:

The Cursed Locket of Lost Love is believed to have been created by a tormented artist who sought to immortalize the memory of their beloved. Its history is filled with tales of lost romance, tragic separations, and unfulfilled desires.

### Adventure Hooks:

1. A distraught NPC asks the PCs for help in locating the Cursed Locket of Lost Love, believing that it holds the key to reuniting them with their lost partner.
2. The locket is discovered in a haunted manor, and its visions reveal a forgotten murder or betrayal that occurred in the past, sparking an investigation by the party.
3. A character in the party inherits the locket from a deceased family member and becomes increasingly obsessed with the past, leading to a quest to understand the locket's true history and the fate of their lost love.
Kawa'bonga Shellplate

**Item Type:** Worn Armor

**Price:** 8,000 GP

**Item Level:** 7

**Armor Class:** +1 AC (Turtle Shellplate)

**Strength:** 12

**Bulk:** 2

**Check:** Light

**Speed Penalty:** -5 feet

### Properties:

* **Shell Defense:** As a reaction, the wearer can retreat into the Kawa'bonga Shellplate, gaining a +2 circumstance bonus to AC until the start of their next turn. While in this defensive state, the wearer can't take reactions.
* **Aquamaster:** The Kawa'bonga Shellplate is adapted for aquatic environments. The wearer gains a +2 item bonus to Athletics checks related to swimming, and they can hold their breath for twice the normal duration.
* **Turtle's Resilience:** The Kawa'bonga Shellplate provides resistance to bludgeoning damage.

**Usage:** The Shell Defense ability is activated with a reaction, offering a brief but potent boost to the wearer's defenses. Aquamaster and Turtle's Resilience are passive properties that enhance the wearer's capabilities in aquatic environments and provide resistance against specific types of damage.

### Description:

The Kawa'bonga Shellplate is a distinctive and protective armor crafted from the shells of ancient turtles known for their resilience and adaptability. The armor's surface is adorned with intricate patterns reminiscent of ocean waves, paying homage to the creatures of the sea.

The Shell Defense ability allows the wearer to mimic the defensive strategy of the Kawa'bonga turtle, retracting into the shellplate for a momentary boost in protection. This defensive state provides a valuable advantage in the midst of combat, allowing the wearer to weather attacks with enhanced resilience.

Aquamaster reflects the turtle-inspired adaptability of the armor, offering improved swimming capabilities for the wearer. The intricate design of the Kawa'bonga Shellplate allows for smooth and efficient movement through aquatic environments.

Turtle's Resilience embodies the legendary toughness of the Kawa'bonga turtles. The shellplate grants resistance to bludgeoning damage, providing an additional layer of defense against attacks that seek to crush or pummel the wearer.

Wearing the Kawa'bonga Shellplate is not just donning armor; it's embracing the resilience of the ancient turtles and becoming a stalwart defender, both on land and in the depths of the ocean. Legends tell of warriors clad in Kawa'bonga Shellplate, standing resolute against the fiercest adversaries and embodying the indomitable spirit of the sea.
Orb of Umbra

## Orb of Umbra *Artifact (Orb), Legendary*

This obsidian orb exudes an aura of malevolent darkness and crackles with eldritch energy. The Orb of Umbra is a legendary artifact created by the infamous Dark Wizard and necromancer known as Umbra. It is a sinister and powerful tool that grants its bearer control over shadow and necromantic magic.

### Usage:

While holding the Orb of Umbra, the bearer gains the following abilities:

* **Umbral Grasp (1 Action):** Once per day, the bearer can use an action to project a tendril of darkness from the orb, which extends up to 30 feet. The tendril attempts to grapple a single creature within range, using the bearer's spell attack modifier. On a success, the target becomes immobilized and takes 2d8 negative damage. The bearer can spend additional actions on subsequent rounds to maintain the grapple and deal an additional 2d8 negative damage.
* **Shadow Cloak (2 Actions):** Once per day, the bearer can wrap themselves in an ethereal cloak of shadows, gaining concealment and resistance to all damage types. This effect lasts for 1 minute.
* **Soul Siphon (3 Actions):** Once per week, the bearer can use the orb's power to drain the life force from a creature within 60 feet. The target must succeed on a DC 22 Fortitude saving throw or take 6d10 negative damage and become drained 2. The bearer gains temporary Hit Points equal to half the damage dealt.
* **Umbral Desolation (2 Actions):** Once per week, the bearer can unleash a wave of necrotic energy in a 40-foot cone originating from the orb. All creatures in the area must attempt a DC 22 Fortitude saving throw, taking 8d6 negative damage and becoming enfeebled 2 on a failure, or half damage and enfeebled 1 on a success.

### Curse:

The malevolent nature of the Orb of Umbra slowly seeps into the bearer's soul, tainting their thoughts and actions with darkness. The bearer might become more obsessed with power and secrecy, and they could find themselves drawn to acts of cruelty and manipulation.

### Destruction:

To destroy the Orb of Umbra, the bearer must gather a group of powerful and benevolent spellcasters who channel their combined magic into a ritual of purification. This ritual requires them to bathe the orb in the light of the sun while reciting incantations that cleanse it of its dark taint. If successful, the orb will shatter into shards of obsidian, which can then be scattered across the lands to prevent its reconstruction.

The Orb of Umbra is a dangerous and malevolent artifact that embodies the dark arts of shadow and necromancy. Its abilities offer formidable options for controlling and manipulating enemies, making it a tempting source of power for those who seek to embrace the darker aspects of magic. However, its use comes at a cost, as the orb's curse threatens to consume the bearer's morality and lead them down a path of darkness.
Red Ribbon Dread Knight

**CR:** 10

**Ancestry and Heritage:** Undead

**Background:** Cavalier

**Class:** Fighter

**Alignment:** Neutral Evil

**Size:** Medium

**Speed:** 40 ft. (mounted)

**Languages:** Common, Necril

**Class DC:** 23

**Hit Points (HP):** 200 (Toughness Feat)

**Armor Class (AC):** 31

* **Cavalier's Charge:** Gain a bonus to damage and Critical Specialization effects when charging on a mount.

### Feats:

* **Toughness:** Increases HP by 1 per level.

* **Power Attack:** -1 attack for +3 damage with melee attacks.
* **Mounted Combat:** Gain bonuses to riding checks and the ability to make your mount take attacks for you.
* **Spirited Charge:** Doubles damage on a mounted charge attack.

### Attacks:

* **Melee:** +20 to hit, 2d6+9 slashing damage (greatsword).
* **Mounted Charge:** +23 to hit, 4d6+13 slashing damage (greatsword).

### Equipment:

* Masterwork Greatsword
* Full Plate Armor
* Dark, Enchanted Shroud
* Red Bandages
* Coin Pouch (1,000 gp)
* Undead Warhorse (Mounted Charge deals additional damage)

### Special Abilities:

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

## Description:

The Red Ribbon Dread Knight is a terrifying sight on the battlefield, a relentless force of death and destruction. Mounted on an undead warhorse, they are the ultimate cavalry within the Red Ribbon Army, striking fear into the hearts of their foes.

Cloaked in tattered, spectral shrouds, the dread knight's eyes, devoid of life, gaze out from beneath their shrouds with an eerie, commanding presence. The emblem of the skeletal hand clutching a bloodied sword marks them as high-ranking members of the dreaded army.

Red Ribbon Dread Knights are both expert combatants and skilled riders. They wield masterwork greatswords with devastating force, especially when charging on their undead warhorse. Their full plate armor provides unparalleled protection, and their dark, enchanted shroud enhances their supernatural abilities.

What truly sets them apart is their ability to lead charges with unmatched ferocity. Spirited Charge allows them to deal massive damage on a mounted charge attack, making them a formidable presence on any battlefield. They strike with such force that their enemies often crumble before them, broken and defeated.

In the presence of a Red Ribbon Dread Knight, fear and despair reign supreme. They are a symbol of the relentless and unyielding forces of necromancy, and their mounted charges are legendary for leaving devastation in their wake. They are a stark reminder of the dark and perilous forces that can be unleashed through necromancy, and their presence poses a significant challenge to those who would oppose the Red Ribbon Army.
Fedic

Castle Fedic is an enigmatic and imposing structure that dominates the desolate landscape of Fedic in the heart of mob-controlled territory within Noctis Terra. Situated south of the Noctis River and nestled east of the Nox River, this foreboding fortress is shrouded in mystery, with rumors suggesting that it is under the control of the feared Vampire Lord, Nicholas Vaughn. The castle's description paints a vivid picture:

* **Majestic Bleakness:** Castle Fedic stands tall amid the rocky and hilly terrain, casting an ominous shadow across the barren landscape. Its imposing presence is like a sentinel guarding over a desolate kingdom.
* **A Ruined King's Throne:** The castle's architecture evokes a sense of grandeur marred by the passage of time. Its dark, weathered stones bear the weight of history and power, reminiscent of a fallen monarch reigning over a realm in decline.
* **Mystery in Stone:** The true purpose and history of Castle Fedic are shrouded in secrecy. Its towering spires, imposing walls, and hidden chambers conceal untold secrets, making it a subject of both fear and fascination among the locals.
* **Barren Kingdom:** The surrounding landscape mirrors the castle's bleakness. Fedic's rocky and hilly terrain is devoid of lushness or prosperity, adding to the castle's sense of isolation and desolation.
* **Mob Territory:** Fedic's location within mob-controlled territory adds another layer of danger and intrigue to Castle Fedic. It stands as a symbol of power and control in a region where the criminal elite hold sway.
* **Nicholas Vaughn's Influence:** The presence of Vampire Lord Nicholas Vaughn, a feared figure known for his influence and ruthlessness, casts a long shadow over the castle. It is rumored that his dark machinations are tied to Castle Fedic's hidden depths.

In the heart of Fedic, Castle Fedic stands as a testament to the city's dark past and uncertain future. Its brooding presence serves as a constant reminder of the mysteries and dangers that lurk within the shadows of Noctis Terra.
Nightcrawler

*Large aberration, neutral evil*

**Perception:** +14; darkvision

**Languages:** Common, Undercommon

**Skills:** Acrobatics +15, Stealth +15

**Str** +4, **Dex** +5, **Con** +3, **Int** -2, **Wis** +2, **Cha** -3

**AC** 24; **Fort** +12, **Ref** +15, **Will** +10

**HP:** 120; **Immunities:** precision

**Speed:** 30 feet, *climb* 30 feet, *fly* 60 feet

**Melee:** jaws +17 (reach 10 feet), Damage 2d10+6 piercing plus Grab

**Melee:** fangs +17 (agile, reach 10 feet), Damage 2d6+6 piercing plus venom

**Ranged:** web +15 (range increment 30 feet), Damage 2d6+6 bludgeoning plus Web

**Divine Innate Spells:** DC 21; 5th darkness

* **Venom** (poison) The nightcrawler's fangs carry a potent venom. Saving Throw DC 21 Fortitude; Maximum Duration 6 rounds; Stage 1 1d6 poison and enfeebled 1 (1 round); Stage 2 1d8 poison and enfeebled 2 (1 round); Stage 3 1d12 poison and enfeebled 3 (1 round)
* **Web** The nightcrawler can cast a web up to 30 feet away. A creature hit by the web is immobilized and takes persistent bludgeoning damage. On its turn, the creature can attempt a DC 21 Acrobatics check to Escape, or a DC 21 Athletics check to Burst the web.
* **Pounce** The nightcrawler can Stride and make a Strike at the end of that movement.
* **Grab** The nightcrawler automatically Grabs a creature it hits with its jaws.
* **Flying Grab** If the nightcrawler uses Grab while flying, it doesn’t fall after Grabbing a creature until the end of its turn.
* **Swarm Manipulation** The nightcrawler can move through squares occupied by creatures larger than it without requiring additional movement.

### About the Nightcrawler:

Nightcrawlers are horrifying hybrid creatures that prowl the darkest corners of the world. With the head and wings of a bat atop a body and legs reminiscent of a spider, they are the embodiment of nightmares. Stealthy and adept at both climbing and flying, they hunt for prey both on the ground and from the skies.

Nightcrawlers are known for their ability to create and control webs, using them both to ensnare victims and to maneuver through their environment. Their venomous fangs deliver a potent poison that weakens and incapacitates their prey. Though solitary creatures, they are drawn to areas shrouded in darkness, making them formidable opponents for those who dare to challenge them.
Flaming Spear of Rashek

*Magic Weapon (Spear), Rare (requires attunement)*

**Price:** Not for sale

**Damage:** 1d6 piercing + 1d6 fire

**Special:** Thrown (Range 20/60), Versatile (1d8 piercing + 1d6 fire)

### Special Abilities

* **Fiery Assault:** The Flaming Spear of Rashek is wreathed in mystical flames. When you hit with an attack using this spear, it deals an additional 1d6 fire damage.
* **Blazing Throw:** When you make a ranged attack with this spear and hit, the target takes an additional 1d6 fire damage, and flammable objects hit by the attack catch fire if they aren't being worn or carried.
* **Inferno Burst (1/Day):** As an action, you can invoke the power of the spear to unleash a burst of searing flames. Each creature within a 15-foot cone must make a DC 15 Dexterity saving throw, taking 3d6 fire damage on a failed save, or half as much damage on a successful one. Objects in the area that aren't being worn or carried catch fire. The spear regains use of this ability at dawn.

***Appearance*:** The Flaming Spear of Rashek is a masterpiece of craftsmanship, its steel blade adorned with intricate engravings that seem to dance and flicker like flames. The spearhead is designed to resemble a stylized flame, with veins of orange and red running through the metal. When wielded, the spear is enveloped in a constant, controlled blaze that emanates a comforting warmth.

***Origin*:** The Flaming Spear of Rashek is said to be a relic forged by the ancient fire elemental lord Rashek, gifted to a champion who proved their valor and loyalty in a time of great need. Its creation involved the fusion of steel and elemental fire, imbuing the weapon with both physical and mystical properties. The spear has been passed down through generations, becoming a symbol of the connection between mortals and elemental forces.

Legends tell of warriors wielding the Flaming Spear of Rashek to defend their lands from frost giants, marauding dragons, and other threats. The fiery enchantments not only add devastating power to the weapon's strikes but also allow its wielder to command fire in combat, creating blazing displays of might that inspire allies and strike fear into enemies.
Blazekid

A fairly sad Blazekid.

Blazekids are intelligent entities entirely made of flame. They are a natural rival to the Torrid.

## Appearance

Blazekids come in all colors, excluding brown and black. On average, they grow to a height of 7 feet and weigh 2 tons. Their immense weight comes from their pure obsidian heart, which is the source of the flame. Their facial features are made by decolorations on their heads, though they lack "noses".

## Behavior

Ironically, Blazekids are normally cool-headed, only becoming enraged if provoked intensely. In the event that they lose their temper, a Blazekid begins burning much hotter and larger, turning white and growing to up to 12 feet tall if they stay angry for an extended period of time. However, this greatly exhausts their core's lifetime, burning at twenty times the normal speed. A Blazekid may go its entire life without experiencing this phenomenon, dubbed as "Full Burn". If they don't, they burn for up to six hundred and sixty six years.

## Culture

Blazekids are a scientific race, constantly searching for the reason they are here. Some believe in a "god" creature, others believe they were put into motion by an alien race, and yet others believe there is no creator. However, seemingly all Blazekids believe that once they burn out, they are split among their brethren's cores, living in them and prolonging their lives.

Blazekids follow a Capitalist Dictatorship government, which is surprisingly effective. Leaders are elected after death. An election is an incredibly important event for Blazekids, with nearly everyone voting when the time comes. Assassinations are extremely rare, but when they occur, they are devastating.
Daguerreotype

## Daguerreotype (Wondrous Item)

**Item Level:** 4

**Price:** 80 gp **Bulk:** L

### Description:

The Daguerreotype is a small, finely crafted metal frame that contains a miniature, enchanted mirror. When activated, it captures a brief moment in time, creating a magical image that can be viewed at any later time.

### Activation:

To use the Daguerreotype, the user must speak a command word and aim it at a subject or scene. The command word is "Memora," and the user must have a clear line of sight to the subject.

### Effect:

Upon activation, the Daguerreotype captures an image of the subject or scene as it appears at that exact moment, creating a magically preserved image on a small, rectangular glass plate within the frame. The image remains stored until the user chooses to view it.

#### Viewing the Image:

To view the captured image, the user must speak the command word "Recall" while looking at the Daguerreotype. The image then appears as a magically illuminated scene within the frame. The image is static and does not change over time.

#### Limitations:

1. **Single Use:** Each use of the Daguerreotype captures a single image. To capture a new image, the previous one must be erased.
2. **Limited Range:** The Daguerreotype can capture subjects or scenes within a 30-foot range of the user.
3. **No Sound or Motion:** The captured image is purely visual and does not include sound or motion. It's a snapshot of a moment in time.

### Construction Requirements:

Crafting the Daguerreotype requires proficiency in Crafting (Artistry) and a DC 20 Crafting check. The materials needed include a small mirror, a piece of enchanted glass, and a vial of magical ink.

> **Note:** The Game Master can determine the potential uses and limitations of the Daguerreotype in their campaign, such as its role in investigations, storytelling, or recording important events.
>
>
Bethany Dawkins

Detective Dawkins

## Appearance:

Cherry blonde, curly hair awkwardly hangs over a full, cheerful face. Clear bluish green eyes, set graciously within their sockets, watch attentively over the city they've protected for so long.

A gunshot left a mark across her left cheek , Smooth skin handsomely compliments her nose and and leaves a bittersweet memory of her past.

The is the face of Bethany Dawkins, a true detective among catfolk. She stands high among others, despite her subtle frame.

There's something bewildering about her, perhaps it's her company or perhaps it's simply her warmth. But nonetheless, people tend to treat her like family, while helping her out in any way they can.

## Traits and Personality:

It takes a while to get to know Bethany Dawkins, but above else know that she's independent and confident. Of course she's also empathetic, good-natured and helpful, but they're often slightly tainted by a mindset of being deceitful as well.

Her independence though, this is what she's so well-liked for. Friends frequently count on this and her humbleness when they're in need of support.

Nobody's perfect of course and Bethany has less pleasant traits too. Her desperation and disrespectful nature cause plenty of grievances and beyond what people are willing to deal with.

Fortunately her confidence assures this isn't the case very often.
Constable Report - Sophia Nguyen

*Case Number: PC-74521*

### Incident Details:

On the morning of Av 10, 1945, the Port Caspian law enforcement department was alerted to the distressing discovery of the deceased body of Sophia Nguyen. The circumstances surrounding her tragic demise bear striking similarities to the case of Jacob Barnes, prompting ongoing collaborative efforts with the Ruby Harbor law enforcement authorities to explore potential connections and pursue comprehensive leads.

### Preliminary Examination Findings:

Initial examinations of Sophia Nguyen's body revealed marked resemblances to the injuries sustained by Jacob Barnes, indicating the potential involvement of a similar perpetrator or modus operandi. The nature of the injuries suggests the occurrence of a struggle prior to her untimely demise. The investigation is actively pursuing leads to establish a conclusive cause of death and determine the precise sequence of events leading up to the discovery of her body.

### Collaborative Investigation:

In light of the geographical proximity of Port Caspian to Ruby Harbor and the notable similarities in the circumstances of the two incidents, the Port Caspian law enforcement department has established a close partnership with the Ruby Harbor authorities to coordinate efforts and share relevant information. This collaborative approach aims to facilitate a comprehensive examination of potential connections and discern any underlying patterns that may shed light on the unfolding investigation.

### Mortician's Assessment:

The local mortician involved in the examination of Sophia Nguyen's remains has speculated that her essence, encompassing her magical and psychic abilities as well as her life force, may have been drained. However, definitive evidence to support this assertion remains challenging to ascertain and necessitates further investigation and analysis.

The Port Caspian law enforcement department remains dedicated to uncovering the truth behind Sophia Nguyen's tragic passing and is committed to diligent and exhaustive efforts to apprehend those responsible. The department urges the community to come forward with any pertinent information or leads that could aid in resolving this case and ensuring the safety and security of the region's residents.

*Respectfully submitted,*

*Constable Jason D. Carter*

*Port Caspian Law Enforcement Department*
Rise of the Eleusinian

You have been approached by a maiden, she is petite, and at first timid and seems to have a heavy burden. She is kind, beautiful and careful in her speech. She tells you her name is **Ellie**, and that she is in need of your service.

She tells you to search out and offer aid to Lord **Minus Dardanus** and his wife **Lady Persephone**. The two have just suffered a great loss, their newborn daughter was kidnapped by a rival lord, **Baron Colet**. They are in need of your help to find and recover their daughter.

Ellie has offered you 50 gp for this service, promising fame and fortune in the future.

### Themes:

* Will deal with loss
* Will deal with trauma
* Will deal with finding hope and perseverance
* Will deal with true friendship
* Will deal with building a kingdom

### Ancestries:

Goblin, Hobgoblin, Orc, Ratfolk, Lizardfolk and the like would not work well in this setting. The closer to Human and Elf would fit in nicely.
Pumpkin Head

## Pumpkin Head (CR 7)

*Medium Plant (Harvest of Souls)*

**Perception:** +6

**Languages:** Common

**Skills:** Crafting +10

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

**Items:** Clothing or Suit of Armor, Pumpkin (Jack-o'-Lantern)

**AC:** 16; **Fortitude:** +8; **Reflex:** +7; **Will:** +6

**HP:** 60; **Weaknesses:** Fire 5

**Speed:** 25 feet

### Melee:

* **Vine Slam** (reach 5 feet) +12 (agile, finesse, reach), Damage 2d6+4 bludgeoning plus Grab

### Ranged:

* **Pumpkin Bomb (**thrown 20 feet) +8 (thrown), Damage 2d8+2 bludgeoning plus 1d6 fire and 1d4 persistent fire damage (DC 18 basic Reflex save)

### Special Abilities:

* **Jack-o'-Lantern Glow:** The Pumpkin Head's Jack-o'-Lantern emits an eerie, flickering light, providing bright illumination in a 20-foot radius and dim illumination for an additional 20 feet. Creatures exposed to this light must succeed at a DC 16 Will save or become frightened 1. On a critical failure, they become frightened 2. This is a visual, fear, and emotion effect.
* **Pumpkin Bomb:** As a ranged attack, the Pumpkin Head can hurl its own Jack-o'-Lantern as a volatile pumpkin bomb. On a hit, it deals both bludgeoning and fire damage, and the target takes 1d4 persistent fire damage unless they succeed at a DC 18 basic Reflex save to extinguish the flames.
* **Vine Grapple:** When the Pumpkin Head hits with its Vine Slam, it can attempt to Grab the target automatically without needing an additional action.

### Strangling Grasp:

The vines within the Pumpkin Head's body are skilled at restraining foes. If the Pumpkin Head Grabs a creature, that creature takes 2d6 bludgeoning damage at the start of its turn. Additionally, the DC to Escape the Grab is increased by 2.

### About Pumpkin Heads in the Harvest of Souls:

Pumpkin Heads are eerie creatures that come to life during the Harvest of Souls season. They are known for their peculiar appearance, with a Jack-o'-Lantern serving as their head and a body formed from twisting vines that fill clothing or armor. These entities are mischievous and often appear in haunted houses, corn mazes, and spooky forests.

Pumpkin Heads are particularly fond of hurling their Jack-o'-Lanterns as explosive pumpkin bombs to startle and scatter intruders. Their Jack-o'-Lantern Glow has an unsettling effect on those who gaze upon it, inducing fear and unease.

Adventurers encountering Pumpkin Heads during their Harvest of Souls escapades should exercise caution, as these creatures are known for their tricks and surprises, making them a fitting addition to any spooky encounter during this season of souls.

## Variants:

* Pumpkin Head Seedling (CR 5)
* Sam, The Pumpkin Lord (CR 15)
Raven’s Head

## Hammer Raven's Head

*Rare Warhammer*

***Category:*** Items

***Damage:*** 1d8 bludgeoning

***Properties:*** Versatile (1d10), Thrown (20/60)

### Special Abilities

* **Raven's Fury:** When you score a critical hit with Hammer Raven's Head, the hammer releases a burst of dark energy, dealing an additional 2d6 necrotic damage to the target. Additionally, you regain hit points equal to half the necrotic damage dealt by this ability.
* **Soulbound Connection:** As an action, you can channel your own life force into Hammer Raven's Head, imbuing it with your essence. Until the end of your next turn, you gain a bonus to attack and damage rolls with the warhammer equal to your Constitution modifier. Once you use this ability, you can't use it again until you finish a long rest.

***Appearance*:** Hammer Raven's Head is a formidable warhammer with a unique design that evokes the image of a raven in flight. The head of the hammer is crafted to resemble the outstretched wings of a raven, with intricate feather-like patterns engraved along its edges. The handle is made from a dark, polished wood, and the pommel features a carved raven's head with piercing red gemstone eyes. The warhammer exudes an aura of mystery and power, hinting at its necrotic abilities.

***History*:** Hammer Raven's Head is said to have been forged by a reclusive blacksmith who had a deep connection to the ethereal realm. Legends claim that the blacksmith was visited by a raven of extraordinary size and intelligence, which shared its knowledge of the necrotic arts and granted the blacksmith the ability to infuse its creations with dark energy.

Adventurers who wield Hammer Raven's Head are drawn to its potent necrotic abilities, using its Raven's Fury to unleash devastating critical strikes that drain the life force from their foes. The Soulbound Connection ability offers a temporary boost in combat effectiveness, allowing them to tap into their own vitality to enhance their attacks.

However, the warhammer's connection to necrotic forces is a double-edged sword, and some are cautious of wielding such a weapon. The choice to wield Hammer Raven's Head comes with the responsibility of harnessing its dark powers for the greater good, or risking succumbing to its malevolent influence.
Lionheart Gunblade

**Weapon Type:** Gunblade

**Price:** 15,000 GP

**Item Level:** 11

**Bulk:** 1

**Hands:** 1

**Damage:** 1d8 Piercing

**Critical:** Deadly d10, Firearm, Versatile S

**Range:** 30 feet

### Properties:

* **Versatile Mastery:** The Lionheart Gunblade can be used in melee combat as a sword or at range as a firearm. It counts as a master in both melee and ranged attacks.
* **Blazing Shot (3/Day):** As a free action, the wielder can infuse the Lionheart Gunblade with elemental fire energy for the next minute. Ranged attacks made during this time deal an additional 1d6 fire damage.
* **Lion's Roar (1/Day):** The wielder can unleash the Lion's Roar, a powerful sonic wave that affects all creatures in a 30-foot cone. Each affected creature must succeed on a DC 21 Fortitude save or be deafened for 1 minute.
* **Courageous Blade:** The Lionheart Gunblade is a symbol of courage and valor. The wielder gains a +2 item bonus to Will saves against fear effects.

### Description:

The Lionheart Gunblade is a fusion of martial prowess and fiery firepower, embodying the spirit of a lion-hearted warrior. Crafted with precision, this versatile weapon seamlessly transitions between melee strikes and ranged shots, allowing its wielder to dominate the battlefield.

The gunblade's blade is finely honed, featuring intricate engravings that evoke the image of a lion's mane. The hilt houses a concealed firearm mechanism, turning the Lionheart Gunblade into a deadly ranged weapon when needed. The roar of gunfire and the clash of steel echo in tandem as the lion-hearted warrior engages foes on multiple fronts.

Blazing Shot grants the wielder the ability to imbue their ranged attacks with elemental fire, adding a searing touch to their bullets. The Lion's Roar, a potent sonic ability, can be unleashed to disorient and deafen enemies in a cone, leaving them vulnerable to follow-up strikes.

The Lionheart Gunblade is not just a weapon; it is a symbol of courage and valor. The Courageous Blade property instills the wielder with resilience against fear, allowing them to stand unwavering in the face of intimidation.

Legends recount the tales of lion-hearted warriors who wielded the Lionheart Gunblade, their courage and skill with the weapon echoing through history as a testament to the indomitable spirit embodied by this extraordinary firearm-blade hybrid.
Scarlet's Character sheet

## Scarlet Vanewalker

Human cleric 7 (Advanced Player's Guide)

NG, Medium, Human, Humanoid

**Heritage** versatile human

**Background** refugee

**Perception** +15 (+16 to checks involving sight.)

**Languages** Common, Undercommon

**Skills** Acrobatics +12, Diplomacy +13, Graydirge Lore +9, Medicine +18, Religion +15, Society +10, Stealth +10

**Str** 10 (+0), **Dex** 14 (+2), **Con** 14 (+2), **Int** 10 (+0), **Wis** 19 (+4), **Cha** 18 (+4)

**Items** +1 shadow leather armor, steel shield, +1 disrupting striking scimitar, backpack, bedroll, boots of elvenkind, bracelet of dashing, caltrops (2), chalk (10), choker of elocution, flint and steel, goggles of night, greater hat of disguise, healer's gloves, lesser healing potion (3), rations (1 week) (2), religious symbol (wooden), rope (foot) (50), soap, torch (5), waterskin, purse (11 gp, 8 sp)

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

**AC** 23 (25 with shield raised); **Fort** +13; **Ref** +11; **Will** +15

**HP** 78

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

**Speed** 25 feet

**Melee [1]** +1 disrupting striking scimitar +12 (forceful, sweep, magical), Damage 2d6 S +1d6 Pos vs. undead

**Melee [1]** shield bash +9, Damage 1d4 B

**Divine Cleric Spells** DC 23, attack +13; 4th heal (5), holy cascade, remove curse 3rd bind undead, fireball, searing light 2nd calm emotions, restoration, see invisibility 1st burning hands, disrupting weapons, heal Cantrips (4th) chill touch, disrupt undead, divine lance, prestidigitation, stabilize

**Ancestry Feats** Clever Improviser, General Training

**Class Feats** Healing Hands, Holy Castigation, Turn Undead

**General Feats** Diehard, Shield Block, Untrained Improvisation

**Skill Feats** Advanced First Aid[APG], Battle Medicine, Continual Recovery, Courtly Graces, Group Impression, Robust Recovery, Streetwise

**Other Abilities** anathema, deity, divine font, divine spellcasting, doctrine, first doctrine, second doctrine, third doctrine, warpriest

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free demo available at https://herolab.online

Pathfinder and associated marks and logos are trademarks of Paizo Inc., and are used under license.
Energy Vampire

(CR 8) *Medium Humanoid (Undead)*

**Alignment:** Chaotic Evil

**Perception:** +16

**Languages:** Common, Dark Whisper (a language of dark magic)

### Traits:

* **Undead:** The energy vampire is an undead creature, and it doesn't require air, food, drink, or sleep.
* **Energy Drain:** When the energy vampire damages a creature with its Life Drain attack, it gains temporary Hit Points equal to the damage dealt.

### Abilities:

* **AC:** 24; **Fortitude:** +12; **Reflex:** +14; **Will:** +18
* **HP:** 160
* **Speed:** 30 feet, Fly 40 feet (Perfect)

#### Ability Scores

* **Strength:** 10 (+0)
* **Dexterity:** 18 (+4)
* **Constitution:** — (Undead creatures typically lack a Constitution score)
* **Intelligence:** 16 (+3)
* **Wisdom:** 14 (+2)
* **Charisma:** 22 (+6)

### Attacks:

* **Life Drain (Touch) [Finesse]:** +18 vs. Fortitude; 4d8 negative energy damage, and the target is drained 1 (DC 24 Fortitude save to negate). The energy vampire gains temporary Hit Points equal to the damage dealt.
* **Energy Drain (Ranged) [Evocation, Negative]:** +16 vs. Reflex (DC = 17); 3d6 negative energy damage.

### Special Abilities:

* **Energy Siphon:** The energy vampire can siphon energy from creatures within a 60-foot radius. Once per round, as a free action, it can choose one creature within range. The chosen creature must succeed at a DC 24 Fortitude save or take 2d8 negative energy damage and become fatigued. The energy vampire gains temporary Hit Points equal to the damage dealt. This ability can target one creature per round and does not provoke attacks of opportunity.
* **Energy Conversion:** The energy vampire can convert the temporary Hit Points it gains from its Energy Drain and Energy Siphon abilities into a protective energy shield, granting it resistance to all energy types (fire, cold, electricity, acid, and sonic) equal to the number of temporary Hit Points converted. The energy shield lasts for 1 minute or until it is depleted.
* **Seductive Allure:** The energy vampire can use her irresistible charm to Fascinate a single target within 30 feet with a DC 24 Will save to resist. While fascinated, the target is vulnerable to the energy vampire's Energy Siphon ability.

### Skills:

* **Deception:** +20
* **Diplomacy:** +18
* **Stealth:** +20

### Weaknesses:

* **Repellent to Purity:** The energy vampire cannot enter consecrated or hallowed ground.

The Energy Vampire is a seductive and deadly creature, appearing as a beautiful woman who preys upon her victims by draining their life force. She has the ability to siphon energy from multiple targets at once and can convert that energy into a protective shield, making her a formidable foe. Her seductive allure also allows her to manipulate and incapacitate her prey before feeding on their life force.
Chrono-Engine Gadget

This intricate steampunk timepiece is a marvel of clockwork engineering, adorned with brass gears, cogs, and ornate filigree. The face of the timepiece is a transparent crystal, revealing a mesmerizing series of rotating gears that seem to move with a life of their own.

**Usage:** Worn or held.

**Activation:** Reaction or command.

**Effect:** When the wearer activates the Chrono-Engine Gadget, time around them seems to slow briefly. The user gains a +2 item bonus to Reflex saves until the start of their next turn as the timepiece provides a split-second advantage.

**Power Reservoir:** The Chrono-Engine Gadget has a limited number of charges, and it regains expended charges daily at dawn. It starts with 3 charges.

**Temporal Surge (1 Charge):** As a reaction, when the wearer fails a saving throw, they can expend a charge to reroll the saving throw.

**Temporal Stasis (2 Charges):** As a reaction, when the wearer is hit by a critical hit, they can expend 2 charges to reduce the damage taken from the critical hit by half.

**Temporal Mastery (3 Charges):** As a command, the wearer can expend 3 charges to gain advantage on all Dexterity-based checks, saving throws, and attack rolls for one minute as they seem to move with uncanny speed and precision.

**Overclock (Special):** If the wearer expends the last charge of the Chrono-Engine Gadget, they can attempt a DC 15 Arcana check. On a success, the timepiece gains 1 charge, but on a failure, it becomes temporarily unstable, and the wearer gains the Stunned condition for 1 round as they experience a temporal backlash.

### Crafting Requirements:

* **Clockwork Components:** 150 gp
* **Brass Gears:** 50 gp
* **Arcane Crystals:** 100 gp
* **Skilled Artisan's Fee:** 200 gp
* **Total Cost:** 500 gp

**Requirements:** The wearer must be attuned to the Chrono-Engine Gadget to benefit from its magical properties.

**About:** Crafted by the ingenious gnome artificer, Glim Gearspark, the Chrono-Engine Gadget is a blend of mechanical precision and magical ingenuity. It's said that Glim was inspired by the desire to control time itself, even if just for a fleeting moment. Adventurers lucky enough to acquire one of these rare timepieces find themselves better equipped to navigate the dangers of the world, gaining a brief advantage when it matters most.