Add artifacts to list

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2026-02-26 16:18:11 -05:00
parent b069d9c060
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2 changed files with 68 additions and 26 deletions

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@@ -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 light. Adjacent to the pond is a cave filled with
magical darkness that can't be dispelled. The light from the magical darkness that can't be dispelled. The light from the
pond cuts through it. At the back of the cave system is an 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 ## The Bell Tower
A crumbling stone tower with a bell at the top. Ringing the 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. Once rung, the bell keeps ringing loudly for 3 minutes.
## The Hedge Maze ## 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 hands have matching fingerprints, but the fingers are curled
inward. Assemble the statue and it animates, places its inward. Assemble the statue and it animates, places its
finger on the plate, and opens the door, revealing an 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 ## 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 tunnels connected to a central chamber. The tunnels are
quite long: getting there and back without water breathing quite long: getting there and back without water breathing
is not feasible. The chamber has an artifact on a raised 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 ## 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 three people can shove at the same time: if they do, make up
to three DC25 checks, and if any of them succeed, the to three DC25 checks, and if any of them succeed, the
windmill turns. When it turns, a mechanism reveals an 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 ## The Campfire
@@ -72,9 +81,10 @@ fire resistance.
A grove of fruit trees. One tree is much larger than the A grove of fruit trees. One tree is much larger than the
rest, with an artifact lodged high in its branches (about rest, with an artifact lodged high in its branches (about
40ft up). The trunk is smooth and branchless for the first 40ft up): **Healing** — Every round, at the start of your
20ft — climbing requires a DC 15 Athletics check or creative turn, you gain 6 hit points. The trunk is smooth and
problem-solving. branchless for the first 20ft — climbing requires a DC 15
Athletics check or creative problem-solving.
## The Graveyard ## 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. alive and dance in pairs — but one statue has no partner.
Dance with the partnerless statue: Performance check DC 20. Dance with the partnerless statue: Performance check DC 20.
Get the steps right and your feet press a series of buttons 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 ## 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 manner of aggressive fish. The ceiling and walls are
dripping with water and algae and is quite slimy, even dripping with water and algae and is quite slimy, even
"spider climb" won't make you stick. On the far bank are a "spider climb" won't make you stick. On the far bank are a
bunch of aggressive crabs. Beyond the crabs is a short bunch of aggressive crabs. The PCs will have to decide
passage leading to a dais with an artifact. The PCs will whether to cross in the water (requires dealing with the
have to decide whether to cross in the water (requires fish), or crossing by some other means which may avoid the
dealing with the fish), or crossing by some other means fish, and whether to send the whole party or just part of
which may avoid the fish, and whether to send the whole it. Beyond the crabs is a short passage leading to a dais
party or just part of it. with an artifact: **Stoneskin** — You have resistance to
bludgeoning, piercing, and slashing.
> Swarm of Razor Fish (3 swarms in the lake) > 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 flood of ice-cold water directly onto the glass. Heat the
glass (fire magic, torches, etc.) then hit it with the cold glass (fire magic, torches, etc.) then hit it with the cold
water — the thermal shock cracks it. A few cycles and it 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 ## 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 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 lever. The whole party must climb onto it — it takes their
combined weight to depress it, causing a compartment in the 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 # Empty Biomes
## The Meadow (above ground) ## 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) > 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) ## 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) > 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) ## 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 > 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) ## 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) ## 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) > 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) ## 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) ## 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 > Skeleton
> >
@@ -258,9 +294,14 @@ A cavern littered with old bones. Skeletons occasionally animate — one or two
## The Echo Hall (below ground) ## 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) ## 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.