Lots of work on the artifacts game.

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# The Ten Artifacts # The Ten Artifacts
All artifacts are six-foot-tall staves, each topped with a different symbol. All artifacts are six-foot-tall staves, each topped with a different symbol. Each has a powerful defensive spell.
Each is magically enchanted to inconvenience the bearer in a different way. 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 ## Fire Shield
everyone in the vicinity. Stealth is impossible while carrying this
staff.
## 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 You have resistance to bludgeoning, piercing, and slashing.
movement through the air. They will probably need to be dragged
around by their teammates.
## 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 ## Counterspell
the arena. There is no hiding with this one.
## 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, You are invisible while you carry this staff, to all
imposing disadvantage on DEX saves and attack rolls. On the bright nonmagical forms of sight.
side, you can't be forced to drop it.
## 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 ## Healing
within 10 feet are pulled toward it. Allies in metal armor have
trouble staying away from the carrier.
## 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 You can see everything in a 500 foot radius, even if your
they say comes out at full volume and must be truthful. No secret line of sight is blocked, even if the thing is invisible.
plans while carrying this staff. 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.

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@@ -4,7 +4,7 @@ This repository contains a Planescape D&D 5e campaign being documented for publi
## Repository Structure ## Repository Structure
- **`Deck of Many Things.md`** — The main campaign document (~160 pages). This is the publication manuscript. - **`Deck-of-Many-Things.md`** — The main campaign document (~160 pages). This is the publication manuscript.
- **Everything else** — Working notes, scribbles, and reference material for the campaign's current state of play. Not part of the publication. - **Everything else** — Working notes, scribbles, and reference material for the campaign's current state of play. Not part of the publication.
## Setting ## Setting
@@ -46,9 +46,9 @@ The campaign is set in **Sigil** (the City of Doors) and surrounding Planescape
- **Character/NPC files** — `crow.md`, `kekele.md`, `sasuko.md`, `Reggie Drum, 4th Level Fighter.md` - **Character/NPC files** — `crow.md`, `kekele.md`, `sasuko.md`, `Reggie Drum, 4th Level Fighter.md`
- **Session prep** — `Next Session.md`, `Rennick_s Messages_.md` - **Session prep** — `Next Session.md`, `Rennick_s Messages_.md`
- **Location/encounter files** — `The Punching Bag.md` (Rackle's story), `Fraternity Forms.md` (bureaucratic props), `shops.md` (magic item shop inventories) - **Location/encounter files** — `The Punching Bag.md` (Rackle's story), `Fraternity-Forms.md` (bureaucratic props), `shops.md` (magic item shop inventories)
- **Stat blocks** — `Creature Stat Blocks.md` (ants, Pig, Sisters, etc.) - **Stat blocks** — `Creature Stat Blocks.md` (ants, Pig, Sisters, etc.)
- **Visual assets** — `cards/` and `faded/` (Deck card images), `Scrolls/` (prop scrolls as SVG/PDF), `dungeon-map.svg/png`, `Steel Door.png`, `Elar Mossbrow.webp` - **Visual assets** — `cards/` and `faded/` (Deck card images), `Scrolls/` (prop scrolls as SVG/PDF), `dungeon-map.svg/png`, `Steel-Door.png`, `Elar-Mossbrow.webp`
- **Docx files** — Word versions of several markdown files - **Docx files** — Word versions of several markdown files
## How to Help ## How to Help

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# Kekele - Aaracokra Battle Master Fighter (Level 5) # Chen Lifen and Kekele
When the PCs start researching Crow, tout Rico Sparks will
(on his own initiative) show up and say, "I found somebody
who fought Crow and survived." That person is Kekele.
But first, a little back-story. About eight years ago, Crow
acquired his fourth orb. Here's how it happened:
At the time, there was a powerful Eladrin wizard named Chen
Lifen, who specialized in movement spells. She was
exceptional, she could cast spells like spider climb, leap,
and the like with very little effort. She had her race's
natural ability to misty step, and she knew a variety of
other teleportation spells as well. She had a variety of
feats that allowed her extra spell slots for these movement
spells. She was just an extraordinary movement mage.
Crow captured Chen Lifen, extracted her life force, and
discarded her corpse. He then spent the next five years
working to transmute that life force into an orb. His new
orb is now capable of casting a wide variety of movement
spells.
Kekele is a survivor of the battle in which Crow captured
Chen Lifen. Kekele hates Crow with a passion. Chen Lifen
was a close friend, and now she's gone. Kekele wants
Crow dead, and is more than happy to help anyone who plans
to fight Crow. However, Kekele is also terrified of Crow,
so he'll give all the information you want, but he isn't
going to show up at the fight.
Kekele is living an a boarding house in the lower ward.
Feel free to give him additional background if needed.
Kekele starts with the following story.
He explains that he, Chen Lifen, and a rogue named Amadou
were an adventuring party. Eight years ago, they were
between jobs. To make some money on the side, Amadou and
Chen Lifen were working for a circus doing a unique
acrobatic routine that they had devised themselves. Kekele
watched the show.
After the performance, the three of them were leaving
together when Crow descended from the sky and landed in
front of the three of them.
Crow was wearing a black leather trench coat. Near him were
three twisting knots of magical energy. They glowed
faintly, you could see ribbons of energy spooling out of
them and being pulled back inside. They each hovered about
fifteen feet away from Crow.
Kekele says that Crow stiffly hobbled forward. Crow was
clearly having difficulty walking. He stood in front of
Chen Lifen, and spoke. When he spoke, his words were
slurred, as if he was having trouble speaking.
Crow looked straight at Chen Lifen, ignoring the other two.
He said, "I watched your performance today. You are
exceptional, you have the skills I need. You will be
coming with me."
Then, a beam of magic emerged from one of the orbs, hitting
Chen, and she was stunned. Crow then cast a spell,
levitating Chen, and Crow himself began rising into
the air, taking his orbs and Chen with him.
Kekele and Amadou immediately attacked. Amadou's
attack hit and drew blood, Kekele missed. Crow's orbs
reacted almost immediately, firing on Kekele and Amadou.
Crow said "that was unwise." He dropped Chen, who immediate
got to her feet. Crow landed on the ground. Then, one of
the orbs cast a protection spell on Crow: a transparent
spherical barrier.
Kekele didn't know what the barrier spell was, but he
says he did some research after the fact, and eventually
concluded that the barrier spell was "Otiluke's Resilient
Sphere."
After that, chaos broke out. The three orbs did battle
against Kekele, Amadou, and Chen. Crow stood passively
inside the sphere, just waiting.
At that time, there was an adventuring party consisting
of three members:
* Kekele - Aaracokra, Battle Master Fighter.
* Amadou - Air Genasi, Acrobat Circus Rogue.
* Chen - Eladrin, Wizard specialized in Movement Spells.
Chen was the star of the team. She was just exceptional
and led the team to many successes.
Crow captured Chen, ripped her soul out of her body,
and used her life energy to create a new orb. The
new orb is able to cast a variety of powerful movement
spells.
However, Chen and Amadou are gone. The PCs will be
having a conversation with the one remaining team member,
Kekele.
Kekele - Aaracokra Battle Master Fighter (Level 5)
**Race/Class:** Aaracokra Fighter (Battle Master) 5 **Race/Class:** Aaracokra Fighter (Battle Master) 5
**Size/Speed:** Medium | 25 ft., fly 50 ft. **Size/Speed:** Medium | 25 ft., fly 50 ft.

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# The Motley Menagerie
A traveling circus that wanders the Outlands and sometimes the Outer Planes. One of the competing teams in the Game of Artifacts.
## Bertha - Female Hill Giant Fighter LV6
The circus mom. Significantly more intelligent and wise than your average hill giant. Warm and caring, loves everyone in the circus and takes care of them all. Also a performer. Gives dangerous hugs.
> Bertha, Hill Giant, Fighter LV6.
>
> AC 15 (chain shirt, natural toughness). HP 85 (10d10+30). Speed 40 ft.\
> STR 20 (+5), DEX 8 (-1), CON 16 (+3), INT 12 (+1), WIS 14 (+2), CHA 14 (+2).\
> Saving Throws Str +8, Dex -1, Con +6, Int +1, Wis +2, Cha +2\
> Skills: Athletics +8, Perception +5.
>
> Large creature.\
> Second Wind: 1/short rest, bonus action, regain 1d10+6 HP.\
> Action Surge: 1/short rest, one additional action.
>
> Multiattack: (2 melee attacks):\
> Greatclub +8 to hit, reach 10 ft, 2d8+5 bludgeoning.\
> Hug +8 to hit, reach 5 ft, 1d6+5 bludgeoning and target is grappled (escape DC 16).
## Vinny the Spink - Oversized Ferret Creature Rogue LV5
An oversized ferret-like creature of some kind. Nobody knows what a "spink" is, and Vinny's only answer is, "if you don't know what it is, I can't help you."
> Vinny the Spink, Rogue LV5 (Thief).
>
> AC 15 (studded leather). HP 38 (5d8+10). Speed 35 ft, climb 30 ft.\
> STR 10 (+0), DEX 18 (+4), CON 14 (+2), INT 12 (+1), WIS 10 (+0), CHA 14 (+2).\
> Saving Throws Str +0, Dex +7, Con +2, Int +4, Wis +0, Cha +2\
> Skills: Sleight of Hand +10, Stealth +10, Perception +3.
>
> Sneak Attack: +3d6 damage once per turn when has advantage or ally is adjacent.\
> Bonus action to Dash, Disengage, Hide, or Use an Object.\
> Uncanny Dodge: reaction to halve one attack's damage.\
> Keen Smell: advantage on Perception checks that rely on smell.
>
> Bite +7 to hit, reach 5 ft, 1d6+4 piercing.\
> Shortsword +7 to hit, reach 5 ft, 1d6+4 piercing.
## Handful - Male Grung Druid LV5
Clown. His whole act is that audience members who touch him start hallucinating mildly, which he finds hilarious. Speaks in the third person.
> Handful, Grung, Druid LV5 (Circle of Spores).
>
> AC 14 (leather armor, shield). HP 38 (5d8+10). Speed 25 ft, climb 25 ft.\
> STR 8 (-1), DEX 14 (+2), CON 14 (+2), INT 10 (+0), WIS 16 (+3), CHA 12 (+1).\
> Saving Throws Str -1, Dex +2, Con +2, Int +3, Wis +6, Cha +1\
> Skills: Perception +6.
>
> Toxic Skin (reaction): when hit by a melee attack, the attacker takes 2d6 poison damage (DC 14 Con save for half).\
> Standing Jump 25 ft, Long Jump 25 ft (no running start needed).
>
> Prepared Spells (DC 14, +6 to hit):\
> Cantrips: Poison Spray, Thorn Whip.\
> 1st (4 slots): Entangle, Healing Word, Faerie Fire.\
> 2nd (3 slots): Spike Growth, Hold Person.\
> 3rd (2 slots): Stinking Cloud.
## Mox - Male Kobold Cleric LV4
Trapeze artist and acrobat. Absurdly fearless for his size, launches himself from terrifying heights and always sticks the landing. Worships Bertha like a mother goddess. Priest of Lliira, goddess of joy and dance — he views acrobatics as a form of dancing.
> Mox, Kobold, Cleric LV4 (Trickery Domain).
>
> AC 15 (chain shirt, shield). HP 27 (4d8+4). Speed 30 ft.\
> STR 6 (-2), DEX 16 (+3), CON 12 (+1), INT 10 (+0), WIS 16 (+3), CHA 10 (+0).\
> Saving Throws Str -2, Dex +3, Con +1, Int +0, Wis +5, Cha +2\
> Skills: Acrobatics +5, Perception +5.
>
> Pack Tactics: advantage on attack rolls if an ally is within 5 ft of the target.\
> Channel Divinity (1/short rest): Invoke Duplicity — create illusory duplicate within 30 ft for 1 min, cast spells as though in its space.
>
> Prepared Spells (DC 13, +5 to hit):\
> Cantrips: Sacred Flame.\
> 1st (4 slots): Healing Word, Bless, Shield of Faith.\
> 2nd (3 slots): Mirror Image*, Spiritual Weapon.
>
## Della Voss - Female Tiefling
Fire-breather and knife-thrower. Eerily calm and precise — never flinches, never misses, never smiles during a performance. Off-stage she's a relentless gossip.
## Sable - Female Tabaxi
Contortionist and escape artist. Claims she can get out of anything — chains, cages, marriages, contracts, you name it. Has a gambling problem.
## Whistler - Male Kenku
Musician and sound-effects artist. Can reproduce any sound he's ever heard, which makes him a one-bird orchestra. Secretly the most dangerous fighter in the troupe.

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# The Rigus Anvils
A professional arena team sponsored by a wealthy patron in Rigus. Disciplined, uniformed, and the odds-on favorite to win the Game of Artifacts.
## Captain Drace - Male Hobgoblin Fighter LV6
Team captain. All business.
> Drace, Hobgoblin, Fighter LV6 (Battle Master).
>
> AC 18 (chain mail, shield). HP 58 (6d10+18). Speed 30 ft.\
> STR 18 (+4), DEX 12 (+1), CON 16 (+3), INT 12 (+1), WIS 14 (+2), CHA 10 (+0).\
> Saving Throws Str +7, Dex +1, Con +6, Int +1, Wis +2, Cha +0\
> Skills: Athletics +7, Perception +5, Intimidation +3.
>
> Martial Advantage: once per turn, +2d6 damage if ally is within 5 ft of target.\
> Second Wind: 1/short rest, bonus action, regain 1d10+6 HP.\
> Action Surge: 1/short rest, one additional action.\
> Maneuvers (4 times per day, use one of the following):\
> Trip Attack: add d8 to damage and target must make a STR save (DC 15) or be knocked prone.\
> Riposte (reaction): when a creature misses Drace, he attacks and adds d8 to damage.\
> Commander's Strike: Drace forgoes one attack to let an ally use their reaction to attack, adding d8 to the ally's damage.
>
> Multiattack (2 melee attacks):\
> Longsword +7 to hit, reach 5 ft, 1d8+4 slashing.\
> Javelin +7 to hit, range 30/120, 1d6+4 piercing.
## Vekk - Male Orc War Cleric LV5
The healer. Hits hard for a cleric.
> Vekk, Orc, Cleric LV5 (War Domain).
>
> AC 18 (chain mail, shield). HP 44 (5d8+15). Speed 30 ft.\
> STR 16 (+3), DEX 10 (+0), CON 16 (+3), INT 8 (-1), WIS 16 (+3), CHA 8 (-1).\
> Saving Throws Str +3, Dex +0, Con +3, Int -1, Wis +6, Cha +2\
> Skills: Perception +6.
>
> Aggressive: bonus action to move up to speed toward a hostile creature.\
> War Priest: 3/long rest, bonus action melee attack after Attack action.\
> Channel Divinity (1/short rest): Guided Strike — +10 to one attack roll.
>
> Prepared Spells (DC 14, +6 to hit):\
> Cantrips: Sacred Flame, Toll the Dead.\
> 1st (4 slots): Divine Favor*, Shield of Faith*, Healing Word, Bless.\
> 2nd (3 slots): Spiritual Weapon*, Magic Weapon*, Hold Person.\
> 3rd (2 slots): Crusader's Mantle*, Spirit Guardians.
>
> Warhammer +6 to hit, reach 5 ft, 1d8+3 bludgeoning.
## Stride - Female Githzerai Ranger LV5
Scout and ranged specialist.
> Stride, Githzerai, Ranger LV5 (Hunter).
>
> AC 16 (studded leather, DEX). HP 44 (5d10+10). Speed 30 ft.\
> STR 12 (+1), DEX 18 (+4), CON 14 (+2), INT 12 (+1), WIS 14 (+2), CHA 8 (-1).\
> Saving Throws Str +4, Dex +7, Con +2, Int +1, Wis +2, Cha -1\
> Skills: Perception +5, Stealth +7.
>
> Mental Discipline: advantage on saves vs charmed and frightened.\
> Colossus Slayer: once per turn, +1d8 damage to a creature below its HP max.\
> Extra Attack: two attacks per Attack action.
>
> Longbow +7 to hit, range 150/600, 1d8+4 piercing.\
> Shortsword +7 to hit, reach 5 ft, 1d6+4 piercing.
## Null - Warforged Wizard LV5
Tactical support. Speaks only when necessary.
> Null, Warforged, Wizard LV5 (War Magic).
>
> AC 16 (natural armor + DEX). HP 32 (5d6+10). Speed 30 ft.\
> STR 8 (-1), DEX 14 (+2), CON 14 (+2), INT 18 (+4), WIS 12 (+1), CHA 6 (-3).\
> Saving Throws Str -1, Dex +2, Con +2, Int +7, Wis +4, Cha -3\
> Skills: Arcana +7, Perception +4.
>
> Constructed Resilience: advantage on saves vs poison, resistance to poison damage, no need to eat/drink/sleep/breathe.\
> Arcane Deflection (reaction): +2 AC or +4 to saving throw, then can only cast cantrips next turn.\
> Tactical Wit: +4 to initiative.
>
> Prepared Spells (DC 15, +7 to hit):\
> Cantrips: Fire Bolt, Ray of Frost, Minor Illusion.\
> 1st (4 slots): Shield, Magic Missile, Grease.\
> 2nd (3 slots): Web, Shatter, Misty Step.\
> 3rd (2 slots): Fireball, Counterspell.