Archways and Archway Coins

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Archways and Archway Coins

Archways, ancient gateways to countless demiplanes, lie ruined and scattered across the land. Adventurers who come across them claim wildly different things about what they experienced when they ventured inside: tales of delving through ancient crypts to battle long forgotten evils, negotiating with kings to dance with princesses on their day of coronation, and more. Some even recall their own death! Those who claim to have succeeded in their journey sometimes carry a small token as proof of their deeds: a small coin containing the pure essence of Creation scholars claim was used to spin the very fabric of reality.

Archways

Found in secluded and forgotten areas of the world, Archways are doorways to various pocket dimensions. Nobody is quite sure who, or what, created them. What is known is that each leads to a different place, some as small as a single room, others large enough to span multiple kingdoms!

Using Archways in Real Play

Archways are best used to introduce one-shot dungeons, puzzles, or combats in a narratively sensible way. As the contents of an Archway are never the same, and generally don't match or flow from the environment in which the Archway is found, they can be used to provide that barest hint of context needed to ensure immersion, while allowing you total freedom to present whatever strikes your fancy to your players.

An Archway may have an inscription which provides a clue as to what can be found inside, or perhaps the open portal allows the characters to see what lies beyond the gateway. A party who stumble across an Archway in the desert might see snow blowing out of one side, melting as it comes in contact with the hot air, giving them enough context to prepare themselves for the bitter cold they might experience upon stepping through.

After entering an Archway, a party is spirited away to a demiplane of your choosing. They might find themselves in a crowded taproom readying itself for a tournament of Dragon's Dice. Or, an antechamber leading into a cavernous complex of traps and monsters. Or even still a gladiatorial ring facing a pair of lions! Whatever they might encounter, the purpose and prize are always consistent between Archways: successfully navigating the challenge presented to them will lead to the reward of an Archway Coin.

Aside from the presence of an Archway Coin, only one other thing is generally true for all Archway challenges: they are 'safe.' Injuries and pain feel real while inside the Archway, but leave no permanent mark on a character after they have left. Even death, though a terrifying and surreal experience, only ends with the character shunted from the portal, to return to where they entered from.

After a party succeeds or fails an Archway's challenge, it is impossible for them to attempt it again for some amount of time: a year and a day, one hundred years, a millennium, or perhaps never. Additionally, if they are permitted to try again at some point, the challenge presented may be entirely different, or much more difficult than they remember!

Variations

The mechanical nature of Archways is begging for change to fit any world or play style:

  • Perhaps Archways provide no distinguishing features outside to reveal clues as to their contents, requiring a party go in blind to every challenge. Or maybe the challenge is laid out plain to understand before the attempt, allowing a party to return when they have made sufficient preparations for their one chance.
  • Maybe Archway Coins and their associated systems don't interest you or your players, and the rewards for completing an Archway change as much as the challenges themselves.
  • Perhaps the challenges presented are truly deadly, and parties can be lost entirely within the portal.

The purpose of the Archway is that of providing context for one off challenges presented to a group. The rest is up to you to fit into your world, in whatever shape is required!

Archway Coins

Formed from the stuff of Creation, Archway Coins allow the wielder the power to freely shape, change, or enhance. The power of the coin itself wants to create something, it just requires the touch of intelligent will to push it in a direction.

Mechanics

While using the power of Creation itself can be used to accomplish untold things, the use outlined here is that of magical item creation and enchantment.

An Archway Coin can be used to take the properties of an existing magical item and transfer them to another. For example: A +1 flaming longsword might have its properties transfered to a +1 rapier, destroying the longsword and creating a +2 flaming rapier. Up to the dungeon master's discretion, the items must be similar enough in nature for this transfer to occur (2 amulets, 2 weapons, 2 pieces of armor, etc.)

Alternatively, an Archway Coin can be used to add an entirely new effect to a magical item. When creating a magical item, the modifier to attack and damage rolls cannot exceed +3 and the total modifier cannot exceed +6. Consult the following chart for a list of many, but not all, of the possible enchantments. The number of Archway Coins required to create a new enchantment on an item is equal to the modifier of that enchantment.

Enchanting Table - Weapons

Enchantment Name Modifier
+1 +1
+2 +2
+3 +3
Bane (type) +1
Brilliant Energy +3
Cleaving +1
Dancing +2
Defending +1
Disruption1 +1
Elemental Burst +1
Keen2 +1
Life Stealing +2
Seeking3 +1
Speed +2
Spell Storing +1
Thundering +1
Throwing +1
Vicious +1
Vorpal4 +3
Wounding +1

1 Only bludgeoning weapons.

2 Only piercing or slashing weapons.

3 Only ranged weapons.

4 Only slashing weapons.

Enchantment Descriptions

+1, +2, +3

You gain a bonus to attack and damage rolls made with this weapon equal to the modifier.

Bane (type)

When near creatures of the given type, sheds dim light in a 15-foot radius. Attack and damage rolls against targets of this type have advantage and deal an extra 3d6 damage of the weapon's type.

Brilliant Energy

A significant portion of this weapon is transformed into light which sheds bright light in a 15-foot radius and dim light for an additional 15 feet. You have advantage on attack rolls made with this weapon against foes who rely on non-living armor or shields.

Cleaving

When you reduce a hostile creature to 0 hit points, you may immediately make a melee attack against another creature within 5 feet of the target.

Bane Types

Random Type
01-05 Aberrations
06-11 Beasts
12-19 Celestials
20-26 Constructs
27-32 Dragons
33-37 Elementals
38-42 Fey
43-50 Fiends
51-57 Giants
58-78 Humanoids
78-87 Monstrosities
88-90 Oozes
90-92 Plants
93-100 Undead
Dancing

You may release your hold on this weapon at any time, and it will remain hovering in place. While this weapon is hovering, you can use a bonus action to cause it to move up to 30 feet and attack one creature of your choice within 5 feet of it using your attack roll and ability score modifier. It can remain hovering until it has made 4 attacks, after which it flies up to 30 feet toward you and tries to return to your hand.

Defending

The first time you attack with this weapon on each of your turns, you can transfer some or all of the weapon's bonus to your armor class. The bonus increases your armor class by the same amount, and does not improve your attack or damage rolls until the start of your next turn.

Disruption

An undead creature struck by this weapon must succeed on a DC 15 Wisdom Saving Throw or be destroyed if its CR is equal or less than half your proficiency bonus (rounded up).

Elemental Burst

You can use a bonus action to speak a command word, causing elemental forces to erupt from this weapon. These forces can be one of acid, cold, fire, lightning, or thunder. While active, this weapon deals an extra 1d6 damage of the chosen type to any target it hits, and an extra 1d10 damage of the chosen type when it scores a critical hit.

Keen

Attacks with this weapon score a critical hit on a roll of 19 or 20.

Life Stealing

When you score a critical hit with this weapon, the target takes an additional 1d10 necrotic damage and you gain that many temporary hit points.

Rift

Once per day, as a bonus action, slice the air in front of you to create a rift in space. Stepping through the rift allows you to teleport as though with misty step.

Seeking

When you make a ranged attack roll with this weapon, your target gains no benefit from cover, other than total cover, and you suffer no disadvantage due to long range.

Speed

When you take the Attack action using this weapon, you can use a bonus action to make one additional attack.

Spell Storing

Gains the ability to store one targeted spell of up to 3rd level cast into it. Whenever this weapon strikes a creature or object, the wielder may immediately cast the spell targeting that creature or object. After releasing the spell, another must be stored before this effect can be used again.

Thundering

When you score a critical hit with this weapon, it deals an additional 1d8 thunder damage. The target must make a DC 15 Constitution saving throw or be deafened permanently.

Throwing

Gains the thrown property if it does not already have it with a normal range of 10 feet and a long range of 30 feet. Immediately after being thrown, the weapon flies back to your hand.

Vicious

When this weapon strikes a target, it deals an additional 2d6 psychic damage to the target and 1d6 psychic damage to the wielder.

Vorpal

When you attack a creature that has at least one head with this weapon and roll a 20 on the attack roll, you cut off one of the creature's heads. The creature dies if it can't survive without the lost head. A creature is immune to this effect if it is immune to slashing damage, doesn't have or need a head, has legendary actions, or the DM decides that the creature is too big for its head to be cut off with this weapon. Such a creature instead takes an extra 6d8 slashing damage from the hit.

Wounding

Once per turn, when you hit a creature with an attack using this weapon, you can wound the target. At the start of each of the wounded creature's turns, it takes 1d4 necrotic damage for each wound, after which it can make a DC 15 Constitution saving throw, ending the effect of all such wounds on itself on a success. Alternatively, as an action, the wounded creature, or a creature within 5 feet of it, can make a DC 15 Wisdom (Medicine) check, ending the effect of all such wounds on a success.

Enchanting Table - Armor and Shields

Enchantment Name Modifier
+1 +1
+2 +2
+3 +3
Animated1 +1
Arrow Catching1 +1
Arrow Deflection1 +1
Blinding1 +1
Elemental Resistance2 +2
Etherealness2 +2
Glamered2 +1
Invulnerability2 +2
Reflecting1 +2
Shadow2 +1
Silent Moves2 +1
Slick2 +1

1 Only shields.

2 Only armor.

Enchantment Descriptions

+1, +2, +3

You gain a bonus to AC equal to the modifier.

Animated

As a bonus action, speak a command word and cause this shield to float near you. The shield provides all benefits, and requires proficiency, as normal while freeing the wielder's hands for other tasks.

Arrow Catching

Whenever an attacker makes a ranged attack against a target within 5 feet of you, you can use your reaction to become the target of the attack instead.

Arrow Deflection

Whenever an attacker makes a ranged attack against you, you can use your reaction to change the target of that attack to a creature or object within 5 feet of you.

Blinding

As a bonus action, speak a command word and cause this shield to flash a brilliant light. Creatures who can see the shield except the wielder must make a DC 15 Dexterity saving throw or be blinded for 1d4 rounds.

Elemental Resistance

Choose one of the following: acid, cold, fire, lightning, thunder. The wearer of this armor has resistance to the chosen damage type.

Etherealness

Once per day, you may speak a command word to cause this armor, yourself, and all you are wearing to become ethereal as per the etherealness spell.

Glamered

You may speak a command word to cause this armor to appear as a normal set of clothing. It retains all of its properties, and its illusion can only be pierced by a true seeing spell or similar effect.

Invulnerability

The wearer of this armor has resistance to non-magical damage.

Reflecting

Once per day, you may use your reaction to cause a spell which targets you to instead target its caster, using the slot level, spell save DC, spell attack bonus, and spellcasting ability of the caster.

Shadow

The wearer of this armor has advantage on Dexterity (Stealth) checks when using dim light and shadows to hide.

Silent Moves

The wearer of this armor has advantage on Dexterity (Stealth) checks when attempting to move silently.

Slick

The wearer of this armor has advantage on Dexterity (Acrobatics) or Strength (Athletics) checks made to escape grapples.

Variations

The power of Creation forming the Archway Coins could be used for anything really. There's no reason you have to stop at these effects, or even use them at all. Assuming the Archways reward accomplishment with Archway Coins, they could be used for:

  • More enchantments.
  • Creating magical items such as rings and amulets.
  • Fueling magical rituals (summoning demons, raising more powerful undead) or empowering class features (using Action Surge also grants the fighter the effects of haste or the cleric has the power to destroy higher CR undead).
  • Obtaining boons and blessings from the DMG.
  • Additional attunement slots, or instantly breaking and attuning to another item.

This is just the tiniest list of the possibilities, and everyone will probably be able to come up with something that their world needs or that could fit in their world.

Sample Archway: Lava Bridge

Archway Description

When the party comes across this archway, read the following:

A intense heat radiates from this archway, burning a circle in the grasses and bushes around it. The stone of its structure seems almost molten, flowing in the shape of a dragon clutching a glass orb in its maw. Skeletal remains can be seen scattered here and there, half buried in the black stone base of the structure.

If the party takes time to investigate the archway structure and surrounding area, they may learn the following:

  • The molten dragon forming the greater structure of the archway appears ancient in nature, the stone forming its shape glowing slightly more red than the rest.
  • The skeletal remains, though partially buried, all seem to be reaching toward the archway as though in an attempt to lay claim to something.
  • The glass orb shifts through the colors of molten rock, spanning the whole range of shades once every minute.

Archway Challenge

After the party has entered this archway, read the following:

Stepping through the archway, you find yourself in an expansive cavern over a lake of molten lava. Spanning the lake is a crumbling stone bridge with a pedestal near the center. A glass orb sits upon the pedestal, glowing slightly.

The challenge this archway presents is straightforward. On the pedestal in the center of the bridge is a small glass orb. The party must claim this orb, after which they must protect it for ten rounds against the creatures which seek to destroy it.

The following list outlines a set of creatures which appear on the noted round. These creatures climb the sides of the bridge, appear from tunnels leading off each side of the bridge, emerge from the lava below, etc. This list should be adjusted to suit the challenge required based on the strength of the party.

  1. 4 zombies
  2. 4 skeletons
  3. None
  4. 4 zombies and 2 ogre zombies
  5. 4 skeletons and 2 minotaur skeletons
  6. None
  7. 1 young red dragon
  8. None
  9. 4 ogre zombies and 4 minotaur skeletons
  10. None

When adjusting this list to suit your party, ensure that the eventual challenge of the encounter is overwhelming. The goal here is to simply survive for ten rounds, not to actually defeat the horde that forms. The more overwhelming the force, the more innovative the players will be forced to think in order to survive and succeed.

These creatures seek primarily to wrest the glass orb from the party and destroy it (ideally by throwing or carrying it into the lava below). Though they will attack the characters, they only do so if they can't reach the orb in that turn, or if they believe that is the best course of action to destroy the orb.

If the party successfully defends the orb for ten rounds, it cracks open to reveal an archway coin inside and the party is shunted out of the demiplane and back to the archway.

Variations and Thoughts

This style of archway, defending an item, person, area, etc is easy to customize in challenge and scope. Perhaps instead of a horde, the party just has to survive against a single enemy, a tarrasque? Instead of a glass orb, perhaps they are defending a small village? The possibilities here are endless, and the scenario will force the players out of the usual tactics they use to kill enemies, and instead think in terms of survival against overwhelming odds.

I think 2minutetabletop's Dragon's Lair Bridge or Obsidian Bridge make fantastic battle maps for this archway as described here!

Sample Archway: Dragon's Dice

Archway Description

When the party comes across this archway, read the following:

The sounds of raucous laughter can be heard around this archway, whose structure reminds you of the entrance to your favorite tavern. Dice, cards, and other game imagery are carved into the greater structure.

Archway Challenge

After the party has entered this archway, read the following:

Stepping through the archway, you find yourself in a crowded tavern. A portly man quickly rushes over to guide you to a table, upon which sit multiple cups, dice, markers, and a large spinning device loaded with potions and liquids of various hues. Above the bar, a sign proudly announces the prize for tonight's competition: an archway coin!

Archway Challenge

Following the rules outlined for Dragon's Dice below, the players will play a series of games of chance in this archway. Betting will take place using a potion spinner loaded with various poisons, loser of each round has to consume the number agreed upon during betting. The 'Damage by Level and Severity' chart on p. 121 of the Dungeon Master's Guide is a good starting place for determining the damage caused by these poisons.

Rules of Dragon's Dice

Each player needs four six-sided dice, a two sided marker (to signify Keep or Give), and a cup for hiding dice. In most regions, games are played with two people at a time. Betting is optional, though encouraged in most taverns, and generally done with drinks, gold, or a potion spinner.

Goal

The goal of each game of Dragon's Dice is to reach 18 pips on your dice. The closest without going over wins the round. The game is generally played in a best of 3, 5, or 7 round format.

Optional Betting

All bets are placed into a single tally, and paid out to the winner after the final round.

Order of Play

  1. Both players roll three six sided dice in their cups. The each look at their own rolls, but do not reveal them.
  2. Optional: Betting
  3. Both players roll the fourth six-sided die in the open.
  4. Players have a moment to consider, and turn their hidden marker to either Keep or Give.
  5. Optional: Betting
  6. Both players reveal their marker.
    • Keep: You keey the fourth die.
    • Give: You give the fourth die to your opponent.
  7. Both players reveal all their hidden dice and count their totals. Closest to 18 without going over wins.

The rules here were inspired by this Reddit thread!

Variations and Thoughts

The structure of the tournament can be easily adapted to determine the length of this archway. If your players enjoy a break to play a dice game, perhaps you could lay out opponents for each player in a bracket style tournament? If not, only have them play a few rounds to determine the outcome - perhaps instead of a tavern tournament, they find themselves in a shady room with a single opponent who demands a game of dice to determine the fate of the coin?

If you want to go a little silly with the whole thing, perhaps instead of poisons, the potion spinner is loaded with a combination of effects? Pick your favorite random effect table and roll randomly on the effects each time a potion is consumed! Perhaps death isn't permanent while inside archways, but the effects of these potions linger for a while afterward?

Further Possibilities: Classic Adventures and More!

Pieces of official modules make great content for Archways. Instead of running all of Curse of Strahd, just grab the chapter on The Amber Temple out of the book and run it as an archway!

In fact, the entirety of Tales from the Yawning Portal would be perfect for archways. My group had a great time running Tomb of Horrors as an archway - I gave each of them 10 lives (and respawned them at the entrance each time they died) and they very nearly made it all the way through!

I also think a lot of one-page dungeons would make fantastic archways!

 

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