The four elements, represented as sigils. These colored sigils in particular were used as stand-ins for elemental towers during the Cuecueyo/Cuecuetlatza boss fight.
I'm really quite happy with how they turned out! I like the vibe that each shading technique adds. It's nice to post them here, because on a map these details don't really turn out.
A teaset used by Cuecueyo and Cuecuetlatza. Every century, they get to spend one day with each other, during a 'changing of the guard' ceremony. This tea set was originally made by Cuecueyo's father, and they've kept together suspiciously well over the years. Typhon grants strange gifts.
Skies of Walltestia included several custom conditions. In fact, there were so many I often forgot to make art for them and would impromptu use dots of different colors to represent conditions
Horrified/Mesmerized: The next d20 is disadvantage no matter what. After causing this effect, the condition clears itself.
Fury: Every time a creature with fury is struck, it cumulatively increases damage dealt by 1
Terratoma: Everytime you make an action or bonus action you take 1d4 + 1 poison damage, unless you do it slowly, taking the action and bonus action at once. Taking out the knife or arrow takes an action, but ends the Terratoma effect.
Tottering: Struck by a tactical censer, you must make a DC 16 Constitution check at the end of your turns. Until you succeed, you move as if through difficult terrain.
Vengeance: Gained by dealing 5 or more damage at a time to Cuecueyo. Cuecuetlatza can clear these from you for a variety of effects, usually strengthening attacks.
My personal reflections on these:
Horrified/Mesmerized: This is pretty fun to attach to a lair action. Can the players get rid of the condition before the boss can make them perform a save with it?
Fury: Straight up forgot about it. The scaling is a little wonky. The Cueucetlatza boss fight was a mess, anyway. So it's hard to perform
Terratoma: the signature ability of the Clean Knives -- their weapons are enchanted with deliberately tampered healing magic, causing their wounds to biologically cauterize, locking the weapon to the target and causing additional stress. This was really fun and it was interesting to see who decided to just tank the hits vs prioritizing getting the knives out of them.
Tottering: I messed up the deployment here. The scenario did involve running, but by the time they reached the npc designed to dole it out, there was nowhere left to run to. It happens.
Vengeance: Another cuecuetlatza ability, so it got a little lost in the wash of it all. HOWEVER, this did have an outsized effect on the Cuecueyo fight, since they didn't know what it was counting up to, they were incentivized to do as little damage as possible at a time. Players reported that they enjoyed this puzzle aspect.
I use the combat utility belt foundry module to implement these custom conditions. I have a setting flipped on so that when someone starts a turn with a condition, the name of the condition and a hyperlink to a related journal entry shows up. This is pretty tidy, in my opinion, and allows for a lot of experimentation.