Add artifacts to list
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*.html
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@@ -17,12 +17,16 @@ object is visible under the ice. Breaking the ice reveals a
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magical light. Adjacent to the pond is a cave filled with
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magical darkness that can't be dispelled. The light from the
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pond cuts through it. At the back of the cave system is an
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artifact.
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artifact: **Invisibility** — You are invisible while you
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carry this staff, to all nonmagical forms of sight.
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## The Bell Tower
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A crumbling stone tower with a bell at the top. Ringing the
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bell causes a compartment to open, revealing an artifact.
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bell causes a compartment to open, revealing an artifact:
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**Counterspell** — As a reaction, you may block a spell. If
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the spell is 3rd level or lower, it is blocked. If it is 4th
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level or higher, you must roll 10 + level on an INT check.
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Once rung, the bell keeps ringing loudly for 3 minutes.
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## The Hedge Maze
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@@ -34,7 +38,8 @@ throughout the maze are statue body parts. The statue's
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hands have matching fingerprints, but the fingers are curled
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inward. Assemble the statue and it animates, places its
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finger on the plate, and opens the door, revealing an
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artifact.
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artifact: **Blinking** — Every round, as a bonus action, you
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can teleport up to 20 feet.
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## The Hot Springs
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@@ -43,7 +48,8 @@ water is warm and pleasant. At the bottom of the pools are
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tunnels connected to a central chamber. The tunnels are
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quite long: getting there and back without water breathing
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is not feasible. The chamber has an artifact on a raised
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dais.
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dais: **Protection from Energies** — You have resistance to
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acid, cold, fire, lightning, and thunder.
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## The Windmill
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@@ -57,7 +63,10 @@ can also do it by brute force: make a STR check DC25. Up to
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three people can shove at the same time: if they do, make up
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to three DC25 checks, and if any of them succeed, the
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windmill turns. When it turns, a mechanism reveals an
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artifact.
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artifact: **Haste** — Your speed is doubled, you gain a +2
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bonus to AC, you have advantage on DEX saving throws, and
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you gain an additional attack per turn (one standard attack
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with one weapon).
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## The Campfire
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@@ -72,9 +81,10 @@ fire resistance.
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A grove of fruit trees. One tree is much larger than the
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rest, with an artifact lodged high in its branches (about
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40ft up). The trunk is smooth and branchless for the first
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20ft — climbing requires a DC 15 Athletics check or creative
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problem-solving.
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40ft up): **Healing** — Every round, at the start of your
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turn, you gain 6 hit points. The trunk is smooth and
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branchless for the first 20ft — climbing requires a DC 15
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Athletics check or creative problem-solving.
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## The Graveyard
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@@ -112,7 +122,9 @@ stone statues frozen mid-dance. Play music and they come
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alive and dance in pairs — but one statue has no partner.
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Dance with the partnerless statue: Performance check DC 20.
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Get the steps right and your feet press a series of buttons
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on the ground, causing a pedestal to rise with an artifact.
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on the ground, causing a pedestal to rise with an artifact:
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**Fire Shield** — When somebody hits you with a melee
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attack, they take 3D8 fire damage.
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## The Underground Lake
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@@ -120,12 +132,13 @@ A cavern filled with water. Swimming in the water are all
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manner of aggressive fish. The ceiling and walls are
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dripping with water and algae and is quite slimy, even
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"spider climb" won't make you stick. On the far bank are a
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bunch of aggressive crabs. Beyond the crabs is a short
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passage leading to a dais with an artifact. The PCs will
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have to decide whether to cross in the water (requires
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dealing with the fish), or crossing by some other means
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which may avoid the fish, and whether to send the whole
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party or just part of it.
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bunch of aggressive crabs. The PCs will have to decide
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whether to cross in the water (requires dealing with the
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fish), or crossing by some other means which may avoid the
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fish, and whether to send the whole party or just part of
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it. Beyond the crabs is a short passage leading to a dais
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with an artifact: **Stoneskin** — You have resistance to
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bludgeoning, piercing, and slashing.
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> Swarm of Razor Fish (3 swarms in the lake)
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>
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@@ -160,7 +173,10 @@ It's impervious to weapons. A handle on the wall releases a
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flood of ice-cold water directly onto the glass. Heat the
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glass (fire magic, torches, etc.) then hit it with the cold
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water — the thermal shock cracks it. A few cycles and it
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shatters, releasing the artifact.
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shatters, releasing the artifact: **All-Seeing** — You can
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see everything in a 500 foot radius, even if your line of
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sight is blocked, even if the thing is invisible. This does
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not allow you to see underground.
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## The Chasm
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@@ -175,13 +191,19 @@ down. Take 2d6 bludgeoning from the impact. Then you have to
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figure out how to get back up. On the far side is a huge
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lever. The whole party must climb onto it — it takes their
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combined weight to depress it, causing a compartment in the
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wall to open, revealing an artifact.
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wall to open, revealing an artifact: **Gigantism** — Your
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size and height are tripled. You gain temporary hit points
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equal to your max hit points. Your damage with strength
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based attacks is doubled. Your movement speed is doubled.
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Temporary hit points return after 1 minute of no combat.
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# Empty Biomes
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## The Meadow (above ground)
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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.
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A wide open grassy field with wildflowers. Good visibility
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in all directions — you can see other teams coming. A herd
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of elk graze here. They're not hostile unless provoked.
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> Elk (6 in the herd)
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>
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@@ -195,7 +217,10 @@ A wide open grassy field with wildflowers. Good visibility in all directions —
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## The Ruins (above ground)
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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.
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Crumbling stone walls and collapsed buildings. Good for
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hiding and ambushes. A few giant rats nest in the rubble.
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Among the ruins, crude stairs lead down to the Bone Pit —
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the entrance to the underground areas.
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> Giant Rat (4 in the ruins)
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>
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@@ -208,7 +233,9 @@ Crumbling stone walls and collapsed buildings. Good for hiding and ambushes. A f
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## The Bamboo Forest (above ground)
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Dense bamboo, 30ft tall. Hard to see more than 10ft in any direction. Paths crisscross through it. A territorial giant snake lives here.
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Dense bamboo, 30ft tall. Hard to see more than 10ft in any
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direction. Paths crisscross through it. A territorial giant
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snake lives here.
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> Giant Constrictor Snake
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>
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@@ -222,11 +249,16 @@ Dense bamboo, 30ft tall. Hard to see more than 10ft in any direction. Paths cris
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## The Swamp (above ground)
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Knee-deep murky water, twisted trees, thick fog. Difficult terrain throughout. Swarms of insects buzz everywhere — annoying but not dangerous.
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Knee-deep murky water, twisted trees, thick fog. Difficult
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terrain throughout. Swarms of insects buzz everywhere —
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annoying but not dangerous.
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## The Thornwood (above ground)
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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.
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A patch of dense, thorny bushes and gnarled trees. Moving
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through it without following the narrow paths costs 1d4
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piercing per round. A family of wild boars roots around in
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here.
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> Wild Boar (3 in the thornwood)
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>
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@@ -240,11 +272,15 @@ A patch of dense, thorny bushes and gnarled trees. Moving through it without fol
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## The Fungal Tunnel (below ground)
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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.
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A long winding tunnel carpeted with bioluminescent fungi.
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The air is thick with spores — CON save DC 10 each minute or
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sneeze loudly, giving away your position.
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## The Bone Pit (below ground)
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A cavern littered with old bones. Skeletons occasionally animate — one or two at a time, not a serious threat, just a nuisance.
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A cavern littered with old bones. Skeletons occasionally
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animate — one or two at a time, not a serious threat, just a
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nuisance.
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> Skeleton
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>
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@@ -258,9 +294,14 @@ A cavern littered with old bones. Skeletons occasionally animate — one or two
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## The Echo Hall (below ground)
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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.
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A long, high-ceilinged cavern where every sound echoes and
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amplifies. Whispers carry hundreds of feet. Useful for
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eavesdropping on other teams, but your own conversations
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carry just as far.
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## The Lava Tubes (below ground)
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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.
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A network of smooth, winding tunnels formed by ancient lava.
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Warm but not dangerous. Multiple exits make it a good
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shortcut between areas, but it's easy to get turned around.
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