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# Artifacts Game Arena
The arena is divided into geographic regions, each with a
simple puzzle that reveals an artifact or vault.
## The Lake
A lake about 500ft across. In the center is a small island
(20ft diameter) with a sandy beach, a palm tree, and two
lounge chairs. If two people sit in the chairs
simultaneously, a vault rises from the sand.
## The Frozen Pond and Cave
A shallow frozen pond surrounded by dead trees. A glowing
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: **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:
**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
A small hedge maze, maybe 100ft across. Not difficult to
solve. The center contains a stone crypt with a small plate
beneath the doorknob showing a fingerprint. Scattered
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: **Blinking** — Every round, as a bonus action, you
can teleport up to 20 feet.
## The Hot Springs
A series of steaming pools, 20ft deep, crystal clear. The
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: **Protection from Energies** — You have resistance to
acid, cold, fire, lightning, and thunder.
## The Windmill
On top of a large hill, an old windmill. To get it turning
again, you'll first need to unjam the gears, which contain a
large wrench. Then, you'll need to check the millstones,
which have been glued together with some sort of strong
adhesive - acid will dissolve it. Once you do both these
things, the mill is free to turn. Any wind magic works. You
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: **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
A clearing with an unlit campfire, pre-stacked with wood.
Get it roaring hot, which takes about 5 minutes without magic
(you can do it a lot faster with a fireball), and a vault
will rise up in the center of the fire. Putting an artifact
into the vault without taking damage requires ingenuity or
fire resistance.
## The Orchard
A grove of fruit trees. One tree is much larger than the
rest, with an artifact lodged high in its branches (about
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
Inside a wooded area full of dead trees and mist,
a small graveyard with six headstones and a mausoleum. On
the mausoleum door are the words, "Rest in Peace my Lady,
Lover of Poetry." Each headstone bears one line of a poem.
The lines are in random order. Reciting the poem in the
correct order at the door opens the mausoleum, revealing a
vault inside.
In clockwise order around the mausoleum:
* And all the roses withered where she lay
* A lady fair who loved the morning sun
* That she may hear the poetry once more
* But shadows crept and stole her from the day
* Recite this verse and open wide this door
* Would dance among the roses, every one
The correct order is:
1. A lady fair who loved the morning sun
2. Would dance among the roses, every one
3. But shadows crept and stole her from the day
4. And all the roses withered where she lay
5. Recite this verse and open wide this door
6. That she may hear the poetry once more
## The Statue Garden
Deep inside a field of large boulders, an array of lifelike
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:
**Fire Shield** — When somebody hits you with a melee
attack, they take 3D8 fire damage.
## The Underground Lake
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. 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)
>
> AC 13. HP 28 (8d8-8). Speed 0 ft, swim 40 ft.\
> STR 10 (+0), DEX 16 (+3), CON 9 (-1), INT 1 (-5), WIS 7 (-2), CHA 1 (-5).\
> Saving Throws Str +0, Dex +3, Con -1, Int -5, Wis -2, Cha -5
>
> Swarm: can occupy another creature's space. Resistance to bludgeoning, piercing, slashing. Immune to charmed, frightened, grappled, paralyzed, petrified, prone, restrained, stunned.\
> Blood Frenzy: advantage on melee attacks against any creature that doesn't have all its HP.\
> Water Breathing: can only breathe underwater.
>
> Biting Swarm: +5 to hit, reach 0 ft (creatures in swarm's space), 2d6 piercing (or 1d6 if swarm is below half HP).
> Giant Crab (6 crabs on the far bank)
>
> AC 15 (natural armor). HP 19 (3d8+6). Speed 30 ft, swim 30 ft.\
> STR 14 (+2), DEX 12 (+1), CON 14 (+2), INT 1 (-5), WIS 9 (-1), CHA 3 (-4).\
> Saving Throws Str +2, Dex +1, Con +2, Int -5, Wis -1, Cha -4\
> Skills: Stealth +3.
>
> Amphibious: can breathe air and water.
>
> Multiattack (2 claw attacks):\
> Claw +4 to hit, reach 5 ft, 1d6+2 bludgeoning and target is grappled (escape DC 12).
## The Crystal Chamber
A cavern studded with glowing crystals. In the center, an
artifact is suspended inside a large formation that looks
like crystal but close inspection reveals to be thick glass.
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: **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
A deep underground chasm, 40ft across and 200ft deep.
Hanging from the ceiling are rusted chains. Swing across on
one — each swing requires a DEX check DC 12 to grab the next
chain (failure leaves you dangling), and each chain breaks
on a roll of 1 on a d6. It takes 3 chains to cross. If a
chain breaks, more chains are draped across the chasm at
various depths — DEX save DC 15 to catch one on the way
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: **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.
> Elk (6 in the herd)
>
> AC 10. HP 13 (2d10+2). Speed 50 ft.\
> STR 16 (+3), DEX 10 (+0), CON 12 (+1), INT 2 (-4), WIS 10 (+0), CHA 6 (-2).\
> Saving Throws Str +3, Dex +0, Con +1, Int -4, Wis +0, Cha -2
>
> Charge: after moving 20 ft straight, first melee hit deals +2d6 damage.\
> Ram +5 to hit, reach 5 ft, 1d6+3 bludgeoning.\
> Hooves +5 to hit, reach 5 ft, 2d4+3 bludgeoning.
## 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.
> Giant Rat (4 in the ruins)
>
> AC 12. HP 7 (2d6). Speed 30 ft.\
> STR 7 (-2), DEX 15 (+2), CON 11 (+0), INT 2 (-4), WIS 10 (+0), CHA 4 (-3).\
> Saving Throws Str -2, Dex +2, Con +0, Int -4, Wis +0, Cha -3
>
> Pack Tactics: advantage on attack rolls if an ally is within 5 ft of the target.\
> Bite +4 to hit, reach 5 ft, 1d4+2 piercing.
## 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.
> Giant Constrictor Snake
>
> AC 12. HP 60 (8d12+8). Speed 30 ft, swim 30 ft.\
> STR 19 (+4), DEX 14 (+2), CON 12 (+1), INT 1 (-5), WIS 10 (+0), CHA 3 (-4).\
> Saving Throws Str +4, Dex +2, Con +1, Int -5, Wis +0, Cha -4\
> Skills: Perception +2.
>
> Bite +6 to hit, reach 10 ft, 2d6+4 piercing.\
> 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.
## The Swamp (above ground)
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.
> Wild Boar (3 in the thornwood)
>
> AC 11 (natural armor). HP 11 (2d8+2). Speed 40 ft.\
> STR 13 (+1), DEX 11 (+0), CON 12 (+1), INT 2 (-4), WIS 9 (-1), CHA 5 (-3).\
> Saving Throws Str +1, Dex +0, Con +1, Int -4, Wis -1, Cha -3
>
> Charge: after moving 20 ft straight, first melee hit deals +1d6 damage and target must make STR save DC 11 or be knocked prone.\
> Relentless (1/day): if reduced to 0 HP by damage that doesn't kill outright, drop to 1 HP instead.\
> Tusk +3 to hit, reach 5 ft, 1d6+1 slashing.
## 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.
## 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.
> Skeleton
>
> AC 13 (armor scraps). HP 13 (2d8+4). Speed 30 ft.\
> STR 10 (+0), DEX 14 (+2), CON 15 (+2), INT 6 (-2), WIS 8 (-1), CHA 5 (-3).\
> Saving Throws Str +0, Dex +2, Con +2, Int -2, Wis -1, Cha -3
>
> Vulnerable to bludgeoning. Immune to poison, exhaustion.\
> Shortsword +4 to hit, reach 5 ft, 1d6+2 piercing.\
> Shortbow +4 to hit, range 80/320, 1d6+2 piercing.
## 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.
## 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.