From 464377e03ab3cca3d0fd556eea2e3c2147a393fb Mon Sep 17 00:00:00 2001 From: jyelon Date: Thu, 26 Feb 2026 16:18:11 -0500 Subject: [PATCH] Add artifacts to list --- .gitignore | 1 + Artifacts-Game-Arena.md | 93 +++++++++++++++++++++++++++++------------ 2 files changed, 68 insertions(+), 26 deletions(-) create mode 100644 .gitignore diff --git a/.gitignore b/.gitignore new file mode 100644 index 0000000..2d19fc7 --- /dev/null +++ b/.gitignore @@ -0,0 +1 @@ +*.html diff --git a/Artifacts-Game-Arena.md b/Artifacts-Game-Arena.md index ddb3569..b13b243 100644 --- a/Artifacts-Game-Arena.md +++ b/Artifacts-Game-Arena.md @@ -17,12 +17,16 @@ object is visible under the ice. Breaking the ice reveals a magical light. Adjacent to the pond is a cave filled with magical darkness that can't be dispelled. The light from the pond cuts through it. At the back of the cave system is an -artifact. +artifact: **Invisibility** — You are invisible while you +carry this staff, to all nonmagical forms of sight. ## The Bell Tower A crumbling stone tower with a bell at the top. Ringing the -bell causes a compartment to open, revealing an artifact. +bell causes a compartment to open, revealing an artifact: +**Counterspell** — 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. Once rung, the bell keeps ringing loudly for 3 minutes. ## The Hedge Maze @@ -34,7 +38,8 @@ throughout the maze are statue body parts. The statue's hands have matching fingerprints, but the fingers are curled inward. Assemble the statue and it animates, places its finger on the plate, and opens the door, revealing an -artifact. +artifact: **Blinking** — Every round, as a bonus action, you +can teleport up to 20 feet. ## The Hot Springs @@ -43,7 +48,8 @@ water is warm and pleasant. At the bottom of the pools are tunnels connected to a central chamber. The tunnels are quite long: getting there and back without water breathing is not feasible. The chamber has an artifact on a raised -dais. +dais: **Protection from Energies** — You have resistance to +acid, cold, fire, lightning, and thunder. ## The Windmill @@ -57,7 +63,10 @@ can also do it by brute force: make a STR check DC25. Up to three people can shove at the same time: if they do, make up to three DC25 checks, and if any of them succeed, the windmill turns. When it turns, a mechanism reveals an -artifact. +artifact: **Haste** — 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 Campfire @@ -72,9 +81,10 @@ fire resistance. A grove of fruit trees. One tree is much larger than the rest, with an artifact lodged high in its branches (about -40ft up). The trunk is smooth and branchless for the first -20ft — climbing requires a DC 15 Athletics check or creative -problem-solving. +40ft up): **Healing** — Every round, at the start of your +turn, you gain 6 hit points. The trunk is smooth and +branchless for the first 20ft — climbing requires a DC 15 +Athletics check or creative problem-solving. ## The Graveyard @@ -112,7 +122,9 @@ stone statues frozen mid-dance. Play music and they come alive and dance in pairs — but one statue has no partner. Dance with the partnerless statue: Performance check DC 20. Get the steps right and your feet press a series of buttons -on the ground, causing a pedestal to rise with an artifact. +on the ground, causing a pedestal to rise with an artifact: +**Fire Shield** — When somebody hits you with a melee +attack, they take 3D8 fire damage. ## The Underground Lake @@ -120,12 +132,13 @@ A cavern filled with water. Swimming in the water are all manner of aggressive fish. The ceiling and walls are dripping with water and algae and is quite slimy, even "spider climb" won't make you stick. On the far bank are a -bunch of aggressive crabs. Beyond the crabs is a short -passage leading to a dais with an artifact. The PCs will -have to decide whether to cross in the water (requires -dealing with the fish), or crossing by some other means -which may avoid the fish, and whether to send the whole -party or just part of it. +bunch of aggressive crabs. The PCs will have to decide +whether to cross in the water (requires dealing with the +fish), or crossing by some other means which may avoid the +fish, and whether to send the whole party or just part of +it. Beyond the crabs is a short passage leading to a dais +with an artifact: **Stoneskin** — You have resistance to +bludgeoning, piercing, and slashing. > Swarm of Razor Fish (3 swarms in the lake) > @@ -160,7 +173,10 @@ It's impervious to weapons. A handle on the wall releases a flood of ice-cold water directly onto the glass. Heat the glass (fire magic, torches, etc.) then hit it with the cold water — the thermal shock cracks it. A few cycles and it -shatters, releasing the artifact. +shatters, releasing the artifact: **All-Seeing** — 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. ## The Chasm @@ -175,13 +191,19 @@ down. Take 2d6 bludgeoning from the impact. Then you have to figure out how to get back up. On the far side is a huge lever. The whole party must climb onto it — it takes their combined weight to depress it, causing a compartment in the -wall to open, revealing an artifact. +wall to open, revealing an artifact: **Gigantism** — 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. +Temporary hit points return after 1 minute of no combat. # Empty Biomes ## The Meadow (above ground) -A wide open grassy field with wildflowers. Good visibility in all directions — you can see other teams coming. A herd of elk graze here. They're not hostile unless provoked. +A wide open grassy field with wildflowers. Good visibility +in all directions — you can see other teams coming. A herd +of elk graze here. They're not hostile unless provoked. > Elk (6 in the herd) > @@ -195,7 +217,10 @@ A wide open grassy field with wildflowers. Good visibility in all directions — ## The Ruins (above ground) -Crumbling stone walls and collapsed buildings. Good for hiding and ambushes. A few giant rats nest in the rubble. Among the ruins, crude stairs lead down to the Bone Pit — the entrance to the underground areas. +Crumbling stone walls and collapsed buildings. Good for +hiding and ambushes. A few giant rats nest in the rubble. +Among the ruins, crude stairs lead down to the Bone Pit — +the entrance to the underground areas. > Giant Rat (4 in the ruins) > @@ -208,7 +233,9 @@ Crumbling stone walls and collapsed buildings. Good for hiding and ambushes. A f ## The Bamboo Forest (above ground) -Dense bamboo, 30ft tall. Hard to see more than 10ft in any direction. Paths crisscross through it. A territorial giant snake lives here. +Dense bamboo, 30ft tall. Hard to see more than 10ft in any +direction. Paths crisscross through it. A territorial giant +snake lives here. > Giant Constrictor Snake > @@ -222,11 +249,16 @@ Dense bamboo, 30ft tall. Hard to see more than 10ft in any direction. Paths cris ## The Swamp (above ground) -Knee-deep murky water, twisted trees, thick fog. Difficult terrain throughout. Swarms of insects buzz everywhere — annoying but not dangerous. +Knee-deep murky water, twisted trees, thick fog. Difficult +terrain throughout. Swarms of insects buzz everywhere — +annoying but not dangerous. ## The Thornwood (above ground) -A patch of dense, thorny bushes and gnarled trees. Moving through it without following the narrow paths costs 1d4 piercing per round. A family of wild boars roots around in here. +A patch of dense, thorny bushes and gnarled trees. Moving +through it without following the narrow paths costs 1d4 +piercing per round. A family of wild boars roots around in +here. > Wild Boar (3 in the thornwood) > @@ -240,11 +272,15 @@ A patch of dense, thorny bushes and gnarled trees. Moving through it without fol ## The Fungal Tunnel (below ground) -A long winding tunnel carpeted with bioluminescent fungi. The air is thick with spores — CON save DC 10 each minute or sneeze loudly, giving away your position. +A long winding tunnel carpeted with bioluminescent fungi. +The air is thick with spores — CON save DC 10 each minute or +sneeze loudly, giving away your position. ## The Bone Pit (below ground) -A cavern littered with old bones. Skeletons occasionally animate — one or two at a time, not a serious threat, just a nuisance. +A cavern littered with old bones. Skeletons occasionally +animate — one or two at a time, not a serious threat, just a +nuisance. > Skeleton > @@ -258,9 +294,14 @@ A cavern littered with old bones. Skeletons occasionally animate — one or two ## The Echo Hall (below ground) -A long, high-ceilinged cavern where every sound echoes and amplifies. Whispers carry hundreds of feet. Useful for eavesdropping on other teams, but your own conversations carry just as far. +A long, high-ceilinged cavern where every sound echoes and +amplifies. Whispers carry hundreds of feet. Useful for +eavesdropping on other teams, but your own conversations +carry just as far. ## The Lava Tubes (below ground) -A network of smooth, winding tunnels formed by ancient lava. Warm but not dangerous. Multiple exits make it a good shortcut between areas, but it's easy to get turned around. +A network of smooth, winding tunnels formed by ancient lava. +Warm but not dangerous. Multiple exits make it a good +shortcut between areas, but it's easy to get turned around.