Working on the artifacts game
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@@ -57,6 +57,7 @@ This does not allow you to see underground.
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Your size and height are tripled. You gain temporary hit
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points equal to your max hit points. Your damage with
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strength based attacks is doubled. Your movement speed
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is doubled.
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is doubled. Temporary hit points return after 1 minute of
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no combat.
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Artifacts-Game-Arena.md
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266
Artifacts-Game-Arena.md
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# Artifacts Game Arena
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The arena is divided into geographic regions, each with a
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simple puzzle that reveals an artifact or vault.
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## The Lake
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A lake about 500ft across. In the center is a small island
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(20ft diameter) with a sandy beach, a palm tree, and two
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lounge chairs. If two people sit in the chairs
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simultaneously, a vault rises from the sand.
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## The Frozen Pond and Cave
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A shallow frozen pond surrounded by dead trees. A glowing
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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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## 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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Once rung, the bell keeps ringing loudly for 3 minutes.
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## The Hedge Maze
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A small hedge maze, maybe 100ft across. Not difficult to
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solve. The center contains a stone crypt with a small plate
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beneath the doorknob showing a fingerprint. Scattered
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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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## The Hot Springs
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A series of steaming pools, 20ft deep, crystal clear. The
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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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## The Windmill
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On top of a large hill, an old windmill. To get it turning
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again, you'll first need to unjam the gears, which contain a
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large wrench. Then, you'll need to check the millstones,
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which have been glued together with some sort of strong
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adhesive - acid will dissolve it. Once you do both these
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things, the mill is free to turn. Any wind magic works. You
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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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## The Campfire
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A clearing with an unlit campfire, pre-stacked with wood.
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Get it roaring hot, which takes about 5 minutes without magic
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(you can do it a lot faster with a fireball), and a vault
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will rise up in the center of the fire. Putting an artifact
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into the vault without taking damage requires ingenuity or
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fire resistance.
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## The Orchard
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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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## The Graveyard
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Inside a wooded area full of dead trees and mist,
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a small graveyard with six headstones and a mausoleum. On
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the mausoleum door are the words, "Rest in Peace my Lady,
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Lover of Poetry." Each headstone bears one line of a poem.
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The lines are in random order. Reciting the poem in the
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correct order at the door opens the mausoleum, revealing a
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vault inside.
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In clockwise order around the mausoleum:
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* And all the roses withered where she lay
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* A lady fair who loved the morning sun
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* That she may hear the poetry once more
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* But shadows crept and stole her from the day
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* Recite this verse and open wide this door
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* Would dance among the roses, every one
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The correct order is:
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1. A lady fair who loved the morning sun
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2. Would dance among the roses, every one
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3. But shadows crept and stole her from the day
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4. And all the roses withered where she lay
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5. Recite this verse and open wide this door
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6. That she may hear the poetry once more
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## The Statue Garden
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Deep inside a field of large boulders, an array of lifelike
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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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## The Underground Lake
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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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> Swarm of Razor Fish (3 swarms in the lake)
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>
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> AC 13. HP 28 (8d8-8). Speed 0 ft, swim 40 ft.\
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> STR 10 (+0), DEX 16 (+3), CON 9 (-1), INT 1 (-5), WIS 7 (-2), CHA 1 (-5).\
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> Saving Throws Str +0, Dex +3, Con -1, Int -5, Wis -2, Cha -5
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>
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> Swarm: can occupy another creature's space. Resistance to bludgeoning, piercing, slashing. Immune to charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned.\
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> Blood Frenzy: advantage on melee attacks against any creature that doesn't have all its HP.\
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> Water Breathing: can only breathe underwater.
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>
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> Biting Swarm: +5 to hit, reach 0 ft (creatures in swarm's space), 2d6 piercing (or 1d6 if swarm is below half HP).
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> Giant Crab (6 crabs on the far bank)
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>
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> AC 15 (natural armor). HP 19 (3d8+6). Speed 30 ft, swim 30 ft.\
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> STR 14 (+2), DEX 12 (+1), CON 14 (+2), INT 1 (-5), WIS 9 (-1), CHA 3 (-4).\
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> Saving Throws Str +2, Dex +1, Con +2, Int -5, Wis -1, Cha -4\
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> Skills: Stealth +3.
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>
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> Amphibious: can breathe air and water.
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>
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> Multiattack (2 claw attacks):\
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> Claw +4 to hit, reach 5 ft, 1d6+2 bludgeoning and target is grappled (escape DC 12).
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## The Crystal Chamber
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A cavern studded with glowing crystals. In the center, an
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artifact is suspended inside a large formation that looks
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like crystal but close inspection reveals to be thick glass.
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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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## The Chasm
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A deep underground chasm, 40ft across and 200ft deep.
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Hanging from the ceiling are rusted chains. Swing across on
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one — each swing requires a DEX check DC 12 to grab the next
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chain (failure leaves you dangling), and each chain breaks
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on a roll of 1 on a d6. It takes 3 chains to cross. If a
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chain breaks, more chains are draped across the chasm at
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various depths — DEX save DC 15 to catch one on the way
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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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# 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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> Elk (6 in the herd)
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>
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> AC 10. HP 13 (2d10+2). Speed 50 ft.\
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> STR 16 (+3), DEX 10 (+0), CON 12 (+1), INT 2 (-4), WIS 10 (+0), CHA 6 (-2).\
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> Saving Throws Str +3, Dex +0, Con +1, Int -4, Wis +0, Cha -2
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>
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> Charge: after moving 20 ft straight, first melee hit deals +2d6 damage.\
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> Ram +5 to hit, reach 5 ft, 1d6+3 bludgeoning.\
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> Hooves +5 to hit, reach 5 ft, 2d4+3 bludgeoning.
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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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> Giant Rat (4 in the ruins)
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>
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> AC 12. HP 7 (2d6). Speed 30 ft.\
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> STR 7 (-2), DEX 15 (+2), CON 11 (+0), INT 2 (-4), WIS 10 (+0), CHA 4 (-3).\
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> Saving Throws Str -2, Dex +2, Con +0, Int -4, Wis +0, Cha -3
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>
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> Pack Tactics: advantage on attack rolls if an ally is within 5 ft of the target.\
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> Bite +4 to hit, reach 5 ft, 1d4+2 piercing.
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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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> Giant Constrictor Snake
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>
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> AC 12. HP 60 (8d12+8). Speed 30 ft, swim 30 ft.\
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> STR 19 (+4), DEX 14 (+2), CON 12 (+1), INT 1 (-5), WIS 10 (+0), CHA 3 (-4).\
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> Saving Throws Str +4, Dex +2, Con +1, Int -5, Wis +0, Cha -4\
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> Skills: Perception +2.
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>
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> Bite +6 to hit, reach 10 ft, 2d6+4 piercing.\
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> Constrict +6 to hit, reach 5 ft, 2d8+4 bludgeoning and target is grappled (escape DC 14). While grappled, target is restrained and snake can't constrict another target.
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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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## 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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> Wild Boar (3 in the thornwood)
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>
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> AC 11 (natural armor). HP 11 (2d8+2). Speed 40 ft.\
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> STR 13 (+1), DEX 11 (+0), CON 12 (+1), INT 2 (-4), WIS 9 (-1), CHA 5 (-3).\
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> Saving Throws Str +1, Dex +0, Con +1, Int -4, Wis -1, Cha -3
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>
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> Charge: after moving 20 ft straight, first melee hit deals +1d6 damage and target must make STR save DC 11 or be knocked prone.\
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> Relentless (1/day): if reduced to 0 HP by damage that doesn't kill outright, drop to 1 HP instead.\
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> Tusk +3 to hit, reach 5 ft, 1d6+1 slashing.
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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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## 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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> Skeleton
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>
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> AC 13 (armor scraps). HP 13 (2d8+4). Speed 30 ft.\
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> STR 10 (+0), DEX 14 (+2), CON 15 (+2), INT 6 (-2), WIS 8 (-1), CHA 5 (-3).\
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> Saving Throws Str +0, Dex +2, Con +2, Int -2, Wis -1, Cha -3
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>
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> Vulnerable to bludgeoning. Immune to poison, exhaustion.\
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> Shortsword +4 to hit, reach 5 ft, 1d6+2 piercing.\
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> Shortbow +4 to hit, range 80/320, 1d6+2 piercing.
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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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## 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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