Lots of work on the artifacts game.

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# The Ten Artifacts
All artifacts are six-foot-tall staves, each topped with a different symbol.
Each is magically enchanted to inconvenience the bearer in a different way.
All artifacts are six-foot-tall staves, each topped with a different symbol. Each has a powerful defensive spell.
Staves have written summaries right on them.
## Staff of the Songbird
## Protection from Energies
*Symbol: a perched songbird.*
You have resistance to acid, cold, fire, lightning, and
thunder.
The staff chirps loudly and constantly, attracting attention from
everyone in the vicinity. Stealth is impossible while carrying this
staff.
## Fire Shield
## Staff of Levitation
When somebody hits you with a melee attack, they take
3D8 fire damage.
*Symbol: a floating feather.*
## Stoneskin
The bearer hovers a few feet off the ground and cannot control their
movement through the air. They will probably need to be dragged
around by their teammates.
You have resistance to bludgeoning, piercing, and slashing.
## Staff of the Beacon
## Blinking
*Symbol: a blazing sun.*
Every round, as a bonus action, you can teleport
up to 20 feet.
The staff emits a brilliant column of light visible from anywhere in
the arena. There is no hiding with this one.
## Counterspell
## Staff of Frost
As a reaction, you may block a spell. If the spell
is 3rd level or lower, it is blocked. If it is 4th
level or higher, you must roll 10 + level on an INT
check.
*Symbol: a snowflake.*
## Invisibility
The bearer's hands freeze to the staff and they shiver uncontrollably,
imposing disadvantage on DEX saves and attack rolls. On the bright
side, you can't be forced to drop it.
You are invisible while you carry this staff, to all
nonmagical forms of sight.
## Staff of the Lodestone
## Haste
*Symbol: a horseshoe magnet.*
Your speed is doubled, you gain a +2 bonus to AC,
you have advantage on DEX saving throws, and you gain
an additional attack per turn (one standard attack
with one weapon).
The staff is powerfully magnetic. Metal weapons, armor, and shields
within 10 feet are pulled toward it. Allies in metal armor have
trouble staying away from the carrier.
## Healing
## Staff of Honesty
Every round, at the start of your turn, you gain 6 hit
points.
*Symbol: an open eye.*
## All-Seeing
The bearer cannot lie, whisper, or use nonverbal signals. Everything
they say comes out at full volume and must be truthful. No secret
plans while carrying this staff.
You can see everything in a 500 foot radius, even if your
line of sight is blocked, even if the thing is invisible.
This does not allow you to see underground.
## Staff of Tangling
## Gigantism
*Symbol: a twisted vine.*
Your size and height are tripled. You gain temporary hit
points equal to your max hit points. Your damage with
strength based attacks is doubled. Your movement speed
is doubled.
Roots and vines constantly sprout from the base of the staff, making
the ground around the bearer difficult terrain for everyone, including
allies.
## Staff of Shrinking
*Symbol: a tiny figure.*
The bearer shrinks to 2 feet tall, but the staff remains full size.
A tiny person dragging an enormous staff.
## Staff of Stench
*Symbol: a skunk.*
The staff emits an overwhelming smell. Anyone within 10 feet must
make a CON save each round or be nauseated (disadvantage on attacks).
This affects allies too.
## Staff of Laughter
*Symbol: a grinning jester.*
The bearer and everyone within 15 feet must save against uncontrollable
laughter each round. Failed saves waste your action. The perfect
counter to a well-organized team.