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jumanji's Issues

Trapmaster

So I'm going to save the trapmaster ranger as an issue to tackle in the future. We can use other classes for play testing material now.

I'm going to look into making traps its own item type. It needs to be a spell for the most part, but for the sake of the player, i'd like to change the layout and headings of the spell descriptions so that it is easier to understand how these things work.

Pirate Chest Trap

A feared pirate has died, leaving his famous buried treasure unclaimed. The chest is hidden in a cave among illusions, traps and mimics and only by solving a riddle will the players know which chest is safe to approach.

Boiling Blood Disease

A fever that is caused by the blood heating up to the point of boiling a person from the inside out.

More diseases

Permanent diseases: Even after a disease's most debilitating effects have been dealt with, some have a permanent component that lives on in a person. A player's journey through Jumanji is a tale of both the great boons and rewards they win as well as the scars and hardships they must endure as well.

Fury Fever: A fever that effects the mind and causes a person to lash out in uncontrollable anger at anyone and anything. Even if a person survives it, they've been sometimes known to strike out in tense situations at any person within range.

Bloated Feet Syndrome: A disease which causes blood and fluids to build up in the feet, making it impossible to walk.

Blighted Boils: A disease that starts to form boils on the skin before progressing to forming boils on the organs.

Bone Break Fever

A disease that slowly puts pressure on the bones, causing them to be at risk of breaking. Complications can become fatal if left untreated.

Survival

Survival is more than not getting lost. Every time a group fails a survival check, there is a random list of things that can go wrong. Food spoils much faster in Jumanji, so perhaps someone didn't preserve the food properly and 1d6 days of food goes bad. Water becomes diseased. Tents become damaged and let in weather exposing the group to the risk of being sick.

Plant life threats

Mimic Plants: Carnivorous plants that have learned to create the illusion of medicinal or edible food to lure the wanderer into its clutches

Giant Venus Traps: Much like their smaller "fly trap" cousins, except they eat people.

Ooze vines: A carnivorous plant that secretes a sticky sap all over the ground in its surrounding area to have its prey become trapped in.

Fog breathers: Growing in areas where natural fog occurs, these plants exhale a gas that appears like fog but is extremely noxious to most creatures.

Whispering Willows: A tree that reproduces by spores that have a narcotic effect on travelers, most often taking the form of hallucinated whispers.

Faction Threats

Rival Treasure hunters: These range in their threats to the average treasure hunter. At best, they will get to the treasure/tomb faster than you and take your prize and glory. The worst are those who ambush you and kill you and take your maps and belongings.

Cannibals: Many groups have become accustomed to eating anything in the centuries after the Cataclysm. You are no exception.

Slave traders: Adventurers tend to have skills that many people/groups in power would like to utilize. Utilize and not pay for.

Lizardfolk: Of all the races in Jumanji, Lizardfolk may have benefited the most from the Cataclysm. It changed the climate to one they are most accustomed to living in and navigating. It gave them the upperhand for over a century in war and conflicts.

Pirates: Mountain ranges that have been submerged are now archipelagos. There are many seafaring menaces roaming the channels and bays of these newer islands.

Cults of the Undead: Lots of bodies made for lots of fodder for necromancers. These masters of the undead roamed to many places in Jumanji, and even where they are no longer active, there are still remnants of their handiwork walking about.

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