Sunday, December 10, 2023

The Wonder Quest: Gamifying Discovery, Imagination, and Scholarship in the Classroom

The Wonder Quest

The Wonder Quest is a gamified system where students can go on "quests" by asking thoughtful questions, making creative connections between ideas, conducting research to learn more, or producing works that demonstrate academic skills.

Students start by creating an adventurer avatar that travels to different lands on an epic quest for knowledge and discovery. The lands represent different academic subjects - for example, the Kingdom of Math, the Isles of Literature, the Realm of Science, etc. 

To move through a land, they need to collect Wonder Coins and purchase magical items. These are earned by:

- Asking insightful questions related to class material 

- Making links between concepts from different subjects

- Choosing independent research topics to study further

- Completing academic projects above and beyond requirements

- Assisting peers and enriching classroom discussion 

Examples:

Asking Insightful Questions

"How does x historical event connect to current events?" (1 Wonder Coin)  

Making Deep Connections  

"The descriptive writing we're doing is like adding details to a painting, while math proofs are like following logical clues, step-by-step." (1 Wonder Coin)

Research Discovery

A student decides to research the history of algebras from around the world for their math class. (5 Wonder Coins)

Exceptional Work

A student writes a short story utilizing stylistic techniques from their literature studies. (5 Wonder Coins)  

As students collect more coins, they can use them to unlock shortcuts, equipment, badges and ranks within the lands - making their adventurer stronger, revealing more about the subjects, and motivating further achievement.

The gamified system taps into curiosity and friendly competition, encouraging kids to challenge themselves in practicing critical thought and academics. 

Here is an idea for a magical item called the Shield of Medusa:

Example  

Shield of Medusa: Cost 40 Wonder Coins

This thick bronze shield is formed in the visage of a screaming gorgon, with a mane of writhing metallic snakes surrounding the horrific face. The shield grants a +2 bonus to AC for its bearer. 

Once per day, as an action, the wielder can activate the power of the shield by holding it forth and speaking the command word. When activated, all creatures within a 30 foot cone originating from the shield must make a DC 15 Constitution Saving Throw. On a failed save, creatures turn completely to stone until freed by magic that can reverse petrification. On a successful save, creatures are instead restrained as their legs turn to stone for 1 minute - making movement impossible but allowing them to still act. 

Creatures turned to stone by the Shield of Medusa can only be returned to flesh by spells like Greater Restoration or Stone to Flesh. The shield's grim power recharges at next dawn after use.

When holding the Shield of Medusa, the bearer must also make DC 15 Wisdom Saving Throws whenever encountering their own reflection in polished metals, still waters, mirrors or other reflective surfaces or risk self-petrification from meeting the baleful gaze of the gorgon visage.

1. Ring of Invisibility - This ring allows the wearer to turn invisible for up to 3 turns. During this time, enemies cannot see or target the wearer unless they use magical detection. The wearer cannot attack while invisible.

2. Boots of Speed - These boots double the wearer's movement speed for 5 turns. They can use this to quickly maneuver around the battlefield or flee from enemies. Afterwards, their speed returns to normal.

3. Necklace of Fireballs - This necklace has 3 charges. As an action, the wearer can expend 1 charge to cast the fireball spell. The necklace regains 1d3 expended charges each dawn.

4. Bag of Holding - This bag has an extradimensional space inside that can hold up to 500 pounds of gear. The wearer can access the contents as a bonus action while wearing or carrying the bag.

5. Gauntlets of Ogre Power - While wearing these gauntlets, the wearer's strength score becomes 19. This lasts as long as they continue to wear the gauntlets.

6. Potion of Giant Size - When consumed, this potion causes the drinker to double in size and have advantage on strength checks and saves for 1 minute. Does not stack with other magical effects. 

7. Crystal Ball - This magic crystal ball can be used once per day to give a glimpse into the near future, granting advantage on one attack roll, check or save before having to take a long rest to recharge.  

8. Deck of Many Things - This deck has 22 cards with various magical effects. Drawing a card causes its magic to take effect. The deck then disappears.  

Here are details on what could be in a Deck of Many Things:

1. Vizier - This card offers the character insight and advice that could aid them significantly on their adventures.

2. Sun - This card grants 50,000 XP to divide among the party as they choose. It promotes growth and life.  

3. Moon - This card grants the character 1d4 wishes if they make them within 1 minute of drawing this card. The DM determines the effectiveness of the wishes.

4. Star - Immediately increases one of the character's ability scores by 2. The maximum score is now 24.

5. The Fates - Reality's fabric unravels and spins anew, allowing the character to avoid or erase one event as if it never happened. The DM spins the threads of fate.  

6. Throne - The character gains proficiency and right to a small keep, tower, and nearby peasants who pay them taxes and owe them loyalty. The spatial location is up to the DM.

7. Key - A rare or rarer magic weapon with which you are proficient appears in your hands. The DM chooses the weapon.

8. Knight - You gain the loyalty and service of a 4th level fighter who appears before you. As GM, I would detail their personality and motivations.  

9. Gem - You choose one type of gem worth 25,000 gold pieces or 50 gems worth 1000 GP each. 

10. Talons - Every magic item you possess disappears permanently as a powerful entity strips you of property, dignity, and secrets.

11. The Void - This black card spells disaster, as an interdimensional rift opens underneath you, sending you and all you possess into a void between dimensions where you are stranded alone.  

12. Flames - A powerful devil becomes your enemy, seeking your ruin and plundering your home and valuables until one of you dies. This enmity cannot be ended short of divine intervention.  

13. Rogue - A non-player character of the DM's choice becomes hostile to you. All their abilities are bent on destroying you until death, without possibility for diplomacy.  

14. Balance - Your mind suffers a wrenching alternation between lawful and chaotic alignments. Each day brings a new alignment as order and anarchy struggle for your soul.  

15. Ruin - As this card appears, all forms of wealth, jewels, property, and other valuables you possess disappear permanently. All except what you have on you right now.

16. Euryale - The medusa-like visage of Euryale, daughter of Medusa, spring from the card and her gaze turns you instantly to stone, unless you succeed on a DC 15 Luck saving throw.  

17. The Skull - You summon Death itself. Death appears before you to claim one creature of the GM's choice within 30 feet of you. Nothing can intervene, and Death cannot be defeated or persuaded. 

18. Fool - This card reduces your Intelligence by 1d4+1 points permanently. Your brains will never fully function as they once did ever again.  

19. Donjon - You disappear, becoming entombed in an extradimensional sphere in an unknown location on the Ethereal Plane. All your possessions go with you. You remain there until released by the spell or intervention of other powerful magics.  

20. Flame - A powerful infernal Duke emerges to serve you for one year and one day. After this time though, your soul belongs to the Nine Hells unless terms are renegotiated.

21. Avatar - Three Simulacrums that look exactly like you appear. They match your abilities and levels and unfailingly obey your commands.

22. The Fool - Xanthous gases billow from the card dealing 10d12 necrotic damage to you immediately with no save possible, as your flesh turns black and necrotic.

9. Medallion of Thought Projection - This medallion has 3 charges. While wearing it, you can use an action and expend 1 charge to cast the Sending spell from it. The medallion regains 1d3 expended charges daily at dawn.

10. Folding Boat  - This object can be folded down to the size of a small box. When activated, it transforms into a boat large enough to hold 6 people comfortably. It moves at normal boating speeds across water. It reverts back after 6 hours or when told to fold.  

11. Wings of Flying - These wings grant a flying speed of 60 feet for 1 hour. As a bonus action, the wearer can fold or unfold the wings. They cannot be used with heavy armor or if the wearer is carrying a heavy load.  

12. Horseshoes of Speed - These iron horseshoes come in a set of four. When affixed to an animal's hooves, they double the creature's walking speed. This effect lasts for 12 hours or until removed.

13. Rope of Climbing - On command, this 50-foot silk rope animates and slithers up surfaces like a snake at 10 feet per round. It can anchor itself securely to horizontal or vertical surfaces. It has 10 hit points and can lift up to 3000 pounds.

14. Stone of Controlling Earth Elementals - Once per day, channeling energy through this red stone allows the user to cast Dominate Monster on an earth elemental. The effect lasts 1 hour unless concentration is broken. The stone must recharge for 1d4 days before it can be used again.  

15. Dragon Orb - This glass orb contains red-golden smoke that twists into miniature dragon shapes. When activated, the true form of a young red dragon emerges from it and serves the wielder for 1 hour before disappearing. It cannot be used again for 1 week.

16. Mask of Disguise - While wearing this wooden mask, the wearer can use an action to change the mask's appearance within their size specifications. The form lasts for up to 12 hours or until willingly reverted. removes the mask.

17. Quiver of Ehlonna - This leather quiver has three compartments that function like extradimensional spaces far larger than their outside dimensions. It can hold up to sixty 2-foot-long objects while only weighing 5 pounds when full.  

18. Mantle of Spell Resistance - This stylish cloak grants the wearer advantage on saving throws against spells and other magical effects cast by creatures of 6th level or lower. This property fades if exposed to sunlight for more than 12 hours.  

19. Periapt of Proof Against Poison - This pendant protects its wearer from poison. If the wearer fails a saving throw against poison, they can make another saving throw with advantage. Once it prevents poison damage, the periapt's magic fades temporarily until the next dawn.

20. Gloves of Missile Snaring - These brown gloves allow the wearer to use their reaction to make a DC 15 Dexterity saving throw to catch one missile targeting them, such as a ranged weapon attack or a spell like fire bolt. If caught, the missile disappears with no effect rather than hitting the intended target or area.

21. Deck of Illusions - This set of 24 large-sized cards depicts various creatures, objects, and effects. As an action, you can pull a card at random and create an illusion of the depicted image, lasting until dispelled or you use the deck again. The illusions are visual and audible but not physical.

Here are some examples of illusory cards that could appear in a Deck of Illusions:

1. Dragon - Pulling this card creates an illusory image of a ferocious adult red dragon that appears life-like and roars loudly. It could intimidate enemies or cause a diversion. The image lasts 1 minute.

2. Troll - This card conjures an aggressive troll wielding a spiked club. Though harmless, it could serve to scare off creatures or trick bridge guards into thinking you have reinforcements. The troll illusion persists for 5 minutes.

3. Carriage - Playing this card generates the realistic image of a fine horse-drawn carriage fit for royalty, complete with the sound of trotting hooves. Useful for bluffing your way into fancy events. The carriage lasts 10 minutes.

4. Ship - This card produces a hazy vision of a massive three-masted sailing ship floating twenty feet off the ground that remains for 1 hour. You could "board" it to make an aerial escape or stage false naval attacks from above.

5. Unicorn - Appearing in a glimmer of light, this lifelike unicorn illusion shimmers with rainbows glinting off its white coat and silver horn. It allows safe passage near woodland creatures or could inspire peasant allies for 2 hours.

6. Angels - Two angelic humanoid figures with feathered wings emerge from the card surrounded by gentle music and light. They could bless party members or convince others the gods favor your righteous quest before vanishing in 3 rounds.

7. Forest - This card produces light images of verdant trees, flowering bushes, and stones that create the illusion of a serene, spacious forest. It lasts 30 minutes, potentially masking quick travel or sheltering companions.

8. Guards - Drawing this card generates ghostly apparitions resembling four armed royal guards wielding glaives who stand at attention facing outward. They cannot attack but could feign security for 2 hours.

9. Treasure Chest - This card materializes a mound of gold, jewels and riches spilling out from a battered pirate chest faintly stamped "Captain Blightbeard." The chest could distract greedy pursuers for 4 rounds while you escape.

10. Sphinx - This card conjures a huge illusion of a regal sphinx with an enigmatic smile. It speaks vague fortunes in cryptic rhyming couplet riddles for 5 minutes to awe tavern or marketplace crowds.

11. Waterfall - With sweeping gestures, this card fills a 30-foot cube space with the roared sound, cool misty spray and rainbows of a majestic waterfall for 1 minute, refreshing and invigorating allies before fading.

12. Skeletons - This card produces ghostly undead skeleton warriors clutching weapons rising from illusory graves of cracked earth. Their eerie appearance could frighten peasants from a village or scare off cowardly threats when summoned for 10 rounds.

13. Mirror Image - When drawn, 1d4+1 convincing illusory duplicates of yourself emerge that mimic your appearance, speech and movements perfectly for 1 minute or until destroyed by enemies. Provides excellent camouflage for a stealthy exit.
14. Fire Elemental - Flames erupt into a Medium quadruped form resembling a blazing fiery beast that sheds bright light in a 30 foot radius for 1 minute, intimidating attackers or lighting dark passages before evaporating into smoke.

15. Pit Trap - This card conjures an incredibly realistic 10x10 foot illusory pit filled with wooden spikes in the earth. Any creatures walking into it get a saving throw to realize it is fake after 'falling' through. The seeming hole remains for 10 minutes.

16. Throne - Appearing in regal glory, this card produces a tall imposing seat of gold, jewels, rich fabrics and carved wood - suitable for an emperor or goddess. Sitting upon it grants an illusion of height and power for impressing or commanding obedience from onlookers for 5 minutes.

17. Storm Cloud - Dark, ominous clouds swarm over a 60-foot radius area with booming thunder, sheets of cold rain, flashes of lightning and powerful wind gusts masking the area for 1 hour or until dispersed by magic. Provides cover for companions to slip away unseen.

18. Meteor Swarm - Flaming meteors and asteroids seem to rain down from the sky over a huge area causing explosive impacts. In reality, they burst harmlessly 20 feet above the ground, but the illusion convinces onlookers of impending epic destruction for 1d4+1 minutes.

19. Color Spray - When this card appears, vivid multicolored laser-like beams spray over a 30 foot cone for the next minute, hypnotizing those that see it and potentially distracting others in chaotic barred disco light-like fashion before disappearing.

20. Invisible Bridge - This card conjures up an apparent 20 foot long, 3 foot wide translucent magical bridge of arcane energy able to support 500 pounds linking two solid surfaces. It really is just an illusion however - making pursuers think you have a way to safely cross when you actually don't! After 1 minute it fades.

21. Mansion - For the next four hours after playing this card, a huge, majestic and opulent mansion appears with soaring marble columns, numerous rooms, and glittering lights, all being entirely intangible. You and your party can 'rest' inside while the illusory servants attend to you and any visitors see only what you wish them to see. Those inside cannot physically interact with the illusion but others see and hear an elaborate façade of your false splendor and power.

22. Army - This card conjures the imposing sight of an entire deadly regiment of 1,000 battle-ready soldiers, 500 archers, and 100 mounted knights including siege weapons like catapults and towers menacingly preparing for an invasion. While invincible due to being just images, you could intimidate regions into surrendering or paying you protection fees for the next 2 weeks—or until met with real forces.

23. Utopia - This powerful illusion becomes whatever idyllic fantasy paradise the drawer imagines most intensely. They control its every detail and aspect: glittering towers of glass, an idealized hometown, feasts with loved ones, soaring through desired skies, or the perfect society—anything at all limited only by imagination. The user and allies can blissfully experience this euphoric domain for the next 8 hours—though none of it is solid or real to others—before the dreamscape melts away.

24. Ruins - When drawn, the landscape surrounding you appears shattered by some cataclysmic disaster. Nearby forests smolder in flames, mountains collapse into rubble, river waters boil and run red with blood, and cities are razed leaving only haunted foundations. Plants die in a spreading black blight and crumbling remnants of civilization all point to the dreadful end of the world coming within days. Only your party knows the projected hellscape is illusion albeit one that can persist for days if not actively dispelled—potentially urging evacuation of populations or deterring any from wanting to live in ‘cursed’ lands again.

22. Eversmoking Bottle - When uncorked, this metal urn creates a 60-foot radius cloud of thick smoke around it. The smoke lasts as long as the bottle is open and for 1 minute after it is recorked. Gusts disperse the smoke in 4 rounds.  

23. Boots of Levitation - While wearing these leather boots, you can use an action to cast the Levitate spell on yourself at will. Each levitation lasts 10 minutes or until concentration is broken. Afterwards, the boots cannot levitate for 1d4 hours.

24. Hat of Disguise - Using an action while holding this cloth hat allows you to cast Disguise Self at will. The illusion lasts 1 hour or until you remove the hat. Perfect for blending into any surroundings.

25. Dust of Disappearance - Found in a small packet, this dust turns invisible once released into the air in a 10-foot radius. All creatures and objects enveloped by the dust become invisible for 2d4 minutes. The effect ends if an affected creature attacks or casts a spell.  

26. Sovereign Glue - Contained in an iron bottle, the thick adhesive can form an instantenous bond between any two objects. It can hold up to 10,000 pounds with an area of up to 1 square foot. Once open, the glue quickly dries out and loses its magic in 1 minute. 

27. Robe of Useful Items - This plain-looking robe has cloth patches depicting numerous mundane items. As an action, you can detach one patch and cause it to become the real object (up to 25 pounds) until the robe recharges at dawn.  

28. Wand of Secrets - This rosewood wand has 3 charges to cast Detect Thoughts, Locate Object, or See Invisibility without components. The wand regains 1d3 expended charges each day at dawn.  

29. Lantern of Revealing - While lit, this lantern illuminates a 30-foot radius bright light and a dim light for an additional 30 feet. Invisible objects and creatures are visible in the lantern's bright light. It burns for 6 hours on 1 pint of oil. 

30. Belt of Dwarvenkind - You gain a +2 bonus to Constitution while wearing this thick leather belt with dwarvish runes. You also gain 60 feet of darkvision, proficiency with dwarven combat training, and +1 hit point per level if you aren't a dwarf already.

31. Cloak of Phasing - This shimmering dark green cloak allows the wearer and anything they are carrying to pass through solid stone and up to 5 feet of other solid matter 1 time per day. Moving this way damages the cloak each use.

32. Ring of Invisibility - While wearing this golden ring, you can turn invisible as an action. Anything you are wearing or carrying also becomes invisible. You remain invisible until the ring is removed, you attack, or you cast a spell.  

33. Javelin of Lightning - This javelin has 3 charges. When thrown, you can use a bonus action to speak its command word and cause a bolt of lightning to streak from the javelin, dealing 4d6 lightning damage to the target creature. It regains 1d3 expended charges daily at dawn.  

34. Cube of Force - When activated, this dull gray metal cube creates an invisible 10 foot cube barrier on each side, lasting up to 1 minute. Nothing can physically pass through the barrier while it remains active. The cube cannot be used again until the next dawn.

35. Dust of Dryness - Found in a small pouch, this fine sand can absorb up to 10 gallons of water it is sprinkled over. 24 hours later, the pouch regains its absorbing powers. If heated above 150 degrees Fahrenheit, the pouch bursts and releases the absorbed water in a 30-foot radius.

36. Carpet of Flying - This intricate carpet can be commanded to hover and fly. It moves according to mental direction, traveling at up to 80 feet per round and can carry up to 200 pounds. If overloaded, it cannot move. After 8 hours of flight, it loses power until the next dawn.  

37. Sword of Sharpness - When attacking with this magic sword, you score a critical hit on a roll of 19 or 20 on the d20. Each time you attack a creature, the target must make a DC 15 Constitution saving throw or take an extra 2d6 necrotic damage.

38. Pearl of Power - This seemingly normal pearl allows you to recall one spell slot of up to 3rd level once per day. After using it, the pearl turns to dust and loses its magic.  

39. Talisman of Ultimate Evil/Good - This item radiates an aura of evil or good, depending on its alignment. You gain advantage on saving throws against spells cast by enemies of the talisman's alignment. This advantage does not apply to other magical effects. 

40. Portable Hole - This circular black cloth can be unfolded into a 6-foot diameter interdimensional hole 10 feet deep. It weighs just 1/2 pound. Anything placed within remains there weightlessly until the cloth is folded and stored. If folded while contents remain inside, they are expelled into the nearest open space.

Here are 4 male and 4 female HeroQuest characters with backgrounds, stats, equipment, and stories:

Thorin, Male Dwarf Warrior

Background: Thorin comes from a long line of proud dwarf warriors. He began training with axes and hammers from a very young age alongside his brothers in the Lonely Mountain clan. Thorin has honed his skills over decades of practice and many battles defending his mountain home.

Stats:
Attack Dice: 3
Defend Dice: 2
Body Points: 14
Mind Points: 10

Equipment: Thorin wields a mighty warhammer and carries a stout dwarf-crafted shield. He wears a mail hauberk over leather breeches and a sturdy helm with raven wings.

Valdis, Female Human Wizard

Background: As a young girl, Valdis discovered her innate magical abilities which her villagers in the Western Glades feared and shunned. She fled into the forest where she has learned druidic arts and commune with natural spirits over many solitary years.

Stats:
Attack Dice: 1
Defend Dice: 2
Body Points: 10
Mind Points: 14

Equipment: Valdis carries an ornately carved oaken staff and a leather pouch containing herbs, runestones, and arcane components. She wears a cloak of feathers over her brown tunic and skirt with leather boots.

Goruk, Male Orc Barbarian

Background: Goruk is an outcast from his warlike orb clan in the Northern Wastes for showing cowardice in his first battle. He wanders alone, becoming increasingly feral and aggressive, desiring to prove his might.

Stats:
Attack Dice: 4
Defend Dice: 1
Body Points: 16
Mind Points: 8

Equipment: Goruk wields a gigantic spiked club and wears piecemeal armor scavenged from his fallen foes - a dented helm, rough hide shirt, and fur boots. An ornate axe and shards of a shield hang from his crude leather belt.

Alyndra, Female High Elf Wizard

Background: As the daughter of the Elf Lord Erathain, Alyndra has spent her long years studying ancient lore, magic, philosophy, and art in the glittering towers of Elfheim. She has only recently embarked on adventuring to see the world beyond.

Stats:
Attack Dice: 1
Defend Dice: 1
Body Points: 8
Mind Points: 14

Equipment: Alyndra bears an intricately runed elvish staff passed down through generations of high elf sorcerers. She wears a finery silk robe embroidered with silver scrollwork over elegant leather shoes and breeches.

Kellat, Male Human Barbarian

Background: Exiled from his village for raiding and pillaging, Kellat turned to selling his martial talents as a mercenary warrior to make his way. He is arrogant and overbold but has also developed keen battle instincts and skill with blades.

Stats:
Attack Dice: 4
Defend Dice: 1
Body Points: 16
Mind Points: 8

Equipment: Bearing the trophy scars of countless fights, Kellat wears a worn mail hauberk with leather bracers and greaves. His trusty and notched longsword hangs in a baldric scabbard across his back within easy reach.

Naia, Female Wood Elf Ranger

Background: Naia grew up among the ancient elm groves and greenwoods of the Fayen Forest, learning the ways of the land and bow from her wood elf kin. Though she loves the forest, her adventurous spirit called her away to see the world beyond the trees.

Stats:
Attack Dice: 3
Defend Dice: 2
Body Points: 12
Mind Points: 10

Equipment: Naia carries a sturdy yew longbow carved with leaf patterns along with a quiver of gray-fletched arrows. She wears soft leather armor over her green-dyed breeches and tunic along with a weathered green traveler's cloak.

Rhogar, Male Human Barbarian

Background: Rhogar grew up in the icy northern marches among the fierce barbarian tribes there, joining raiding parties and proving his worth through mighty deeds in battle with axe and spear. His wanderlust has led him south into more civilized lands.

Stats:
Attack Dice: 4
Defend Dice: 1
Body Points: 16
Mind Points: 8

Equipment: Rhogar wields a cruel-bladed greataxe along with a roundhide buckler shield attached to his left forearm. His chest and shoulders are covered in a patchwork of fur pelts, augmented by leather bracers and iron-shod boots. A thick furred cloak protects him from the cold.

Alancia, Female High Elf Ranger

Background: As a young elf maiden, Alancia spent decades diligently training in archery and the ways of the hunter and scout under renowned elven rangers, eventually joining the elite Silver Arrows garrison charged with guarding Elfheim’s borders. Now she walks the mortal realms to test her skills.

Stats:
Attack Dice: 3
Defend Dice: 1
Body Points: 12
Mind Points: 10

Equipment: Alancia bears the legendary bow Fellwing, carved from evenwood imbued with magical elf-runes to grant it power and accuracy. She also carries a quiver of swan feather arrows and wears green elven chain mail armor. Her golden hair flows freely under her pointed helm.

Here are 30 potions with descriptions of their magical effects and durations:

1. Potion of Healing - Restores 2d4+2 hit points when drunk. The red liquid has a bitter herbal taste. 

2. Oil of Swiftness - After drinking this potion, the user's speed doubles for 1d4+1 rounds. The oil is a light green syrupy liquid.

3. Philter of Love - Causes the drinker to become enamored with the first creature they see for 1d4 hours. The pink philter is sweet with a floral scent.  

4. Potion of Diminution - For 1d6+1 minutes after drinking this vial of purple drank, the user shrinks to a height of 1 foot tall. Their weight and strength become proportional to their new size.

5. Elixir of Water Breathing - Allows the user to breathe underwater for 24 hours after ingesting this bubbly blue elixir.  

6. Oil of Slipperiness - Extremely slick bright yellow oil typically used to grease objects to help escape grapples or tight spaces for 1d6+1 minutes.

7. Potion of Flying - After drinking this light blue potion with white wispy swirls, the user gains a flying speed equal to their walking speed for 1 hour.  

8. Potion of Giant Strength (Storm giant) - Imbues the drinker with the strength equivalent of a Storm Giant, granting 29 Strength for 1 hour. The electric blue liquid is almost sparkling.

9. Oil of Fire Resistance - Grants resistance to fire damage for 1 hour. The green oil fizzles slightly.

10. Potion of Animal Friendship - Allows the user to befriend one beast they touch within 1 minute of ingesting this potion with earthy sediment. The effect lasts 24 hours.  


11. Potion of Growth - Causes the drinker to double in size for 10 minutes. Clothes and gear worn do not grow. The muddy brown liquid is bubbling.

12. Oil of Etherealness - Transforms the drinker ethereal for 10 minutes after drinking this smoky gray, viscous oil. While ethereal, they can see and move through solid objects and terrain until the potion ends.

13. Philter of Stamina - Restores up to half the drinker's hit point maximum and grants advantage on Constitution saving throws for 1 hour. This thick, hearty green fluid is warm going down.

14. Elixir of Fire Breath - Allows the user to cast Burning Hands as a 2nd level spell once within the next minute. This elixir smells of ash and peppers.

15. Potion of Clairvoyance - Grants the drinker a telepathic 120 foot radius sense of their surroundings for 10 minutes after ingesting the electric blue elixir swirled with white.

16. Oil of Dullness - Applied to armor, this oil grants a +3 bonus to AC for the next HOUR. The oil has minute razor-like particles suspended within it that nulls melee aracts.

17. Philter of Glibness - Grants the user +20 bonus on Charisma (Deception, Intimidation, Performance) checks for 1 hour after drinking this viscous, glossy syrup.

18. Potion of Mind Reading - Allows the drinker to read the surface thoughts and memories of creatures they touch for 10 minutes. This azure liquid has an almost imperceptible glow.

19. Oil of Misty Step - Upon drinking this wispy gray oil, the user can teleport up to 30 feet to an unoccupied space they can see once in the next minute.

20. Potion of Heroism - For 1 hour after ingestion, the user gains 10 temporary hit points and is immune to fear. This pink elixir fizzes lightly with glowing vapor.

21. Oil of Sharpness - This clear oil can coat one slashing or piercing weapon, granting a +3 bonus to attack and damage rolls for 1 minute. After this time, the oil loses potency.  

22. Potion of Growth - Drinking this muddy brown bubbling liquid causes the user to enlarge to twice their size for 10 minutes. All equipment worn or carried also grows proportionally. 

23. Elixir of Tongues - Allows the drinker to understand all spoken languages for 1 hour after ingesting this thick, azure liquid. They also gain the ability to speak and write fluently in any language heard during that time.  

24. Oil of Elemental Aversion - Rubbing this murky gray oil on the skin protects the user from nonmagical fire, cold, acid, lightning or thunder damage for the next 2 hours by absorbing the element.

25. Potion of Water Walking - Enables the drinker to traverse any liquid surface as if it were solid ground for 1 hour after drinking this aqua-colored potion. If the effect ends while still on a liquid, the user sinks.  

26. Philter of Persuasion - Grants the user advantage on Charisma checks for 1 minute after ingesting this bubbling golden elixir swirled with blue.  

27. Oil of Magic Vestment - Anointing one suit of armor or clothing with this gleaming silvery oil grants it a +1 magic bonus to AC for 8 hours.  

28. Potion of Magic Detection - Drinking this glowing azure potion allows the user to see the magical auras of any magic items, spells or creatures within 60 feet for 10 minutes.  

29. Elixir of Health - Cures any diseases, neutralizes any poisons currently afflicting the drinker and restores all ability score damage when this thick, verdant fluid is drunk.  

30. Oil of Timelessness - Rubbing this rare golden oil on an object allows it to stand the test of time without decay for 1d4 x 100 years. If applied to a creature, it suspends their aging completely for 1 year.

Here is a HeroQuest Style quest outline featuring a secret Arcane Library:

Quest: Seekers of Forbidden Knowledge 

Map Tiles:
- Wizard's Lair
- Catacombs
- Tomb of Terror
- Corridors
- Secret Passages
- Library Doors

Rooms & Passages (in order):

1. Entry Hall - 2 Goblin Guards
2. Feast Hall - 1 Orc, 1 Chaos Warrior 
3. Blood Pit Trap - Dexterity Test to avoid 2 pits full of spikes
4. Armory - Gain 50 gold pieces & the Silver Warhammer artifact
5. Wizard's Lab - Solve potion puzzle to proceed safely 
6. Hidden Stairs - Climb down to the Dark Catacombs silently 
7. Burial Chamber - 1 Mummy, 2 Zombies - fight to proceed
8. Underground Lake - Wizard drowns if they fail 2 power casts  
9. Old Library - Answer the riddle door's questions correctly
10. Collapsed Tunnel - Strength test to clear rocks
11. Underground Gorge - Crossed by a rotted rope bridge
12. Crypts - ambushed by 1 Chaos Warrior & 2 Skeletons
13. Secret Stairs leading down to the Tomb of Terror
14 Shrine of Eternity - Praying here gains insight (+1 Body)   
15. Hall of Suffering - Fend off illusionary spectral torture
16. Jeweled Observatory Platform - Wizard learns new spell
17. Ancient Arcane Library Doors - Unlock doors with Treasury Key



Objective:

- Overcome all obstacles and foes to safely reach the legendary Ancient Arcane Library and plunder its forgotten secrets of forbidden magical knowledge.

As you descend the stone stairs leading under the city, the stench hits you first - the overpowering odor of feces, mold and filth. The stairs open into an immense underground cavern, with 20-foot high ceilings held up by natural stone columns. The wet floor lies at least 20 feet beneath you, fed by streams of brown muck trailing down the walls and a wide sewer tunnel on the far side. This sewer opening disgorges a foul, chunky liquid from the city above. 

Suspended in the sewage are gobbets of grey, rotting meat. Before you can wonder at their origin, two enormous eyes reflect the torchlight from across the cavern. A horrific creature emerges—a hulking mass of putrid flesh in the shape of an enormous worm or serpent. Razor sharp teeth protrude from a circular maw large enough to swallow a horse whole. The sound of iron bars slamming shut seals your fate as the gate traps you on the platform.

The water quickly rises up the stone walls as the monster continues regurgitating its vile meal, flooding the room. You have only minutes before you'll be submerged with the beast. Your only hope lies in the two sealed wooden doors with torch sconces, their flickering light revealing nothing of what lies behind them. You'll have to work quickly to break through one of the doors and escape a gruesome, sewage-soaked fate. 


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