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Monday, 10 September 2012

[COMMUNITY TABLE] Revisiting The Deck Of Many Things...

I'm dredging up this old post with the hope that it will attract some more interest from fellow gamers, so that we might be able to complete a unique "Deck Of Many Things".  Just see what cards haven't been claimed yet and post your idea in the comments section below.

Deck of Many Things, Green Ronin. Art by Elaine Betocchi
I've owned Green Ronin's beautiful prop/game device: The Deck Of Many Things (representing the infamous magic item from the Advanced Dungeons & Dragons Dungeon Master's Guide) for some time, but always felt it would be more interesting if different "Decks of Many Things" had different results when one of their 22 cards was pulled from the pack.

Therefore, I'm opening up this "community table" to readers of HeroPress.

I've listed the various card names below and you, guys and gals, can suggest possible results for these powerful magic playing cards. The only guideline being that the effects should have some thematic connection to the name of the card and it would be an idea if the bad results balanced with the good ones!

The Cards
  1. Balance - the character shakes violently then divides into two identical characters (each with half the character's total hit points - maximum, but retaining the same Level), both under the player's control. All non-magical equipment is duplicated; magical items remain with the primary character but can, obviously, be divided between the pair as the player sees fit. This duplication lasts for 24 hours, or until one of the characters is killed (at which point his body dissolves and oozes across the floor until it can rejoin with the surviving partner). When the two bodies eventually rejoin, the character's new hit points will be the sum of its two halves (Tim Knight).
  2. Comet -
  3. Donjon - The character and his companions are instantly transported to a randomly chosen One Page Dungeon or set of geomorphs (kelvingreen)
  4. Euryale -
  5. The Fates - The player draws the card and the three fates ask him a question: Fame? Fortune? Or Friend? The answer will determine the result. If the player chooses 'fame' they will see the next 'boss' creature they will fight and be shown its weakness. This results in a +2 to hit and +2 to damage. For spells the creature will be at -2 for saves. If 'fortune' is chosen then the player will be given a general feeling of where it is located, but also how to open any secret door that might be hiding it and reveal and trap or creature that might be guarding it. This will result in +2 to any roll needed to disarm or detect traps. And if 'friend' is chosen the player will see nothing at first. But as play continues the player may use this to save one of his friends from a hit from an opponent or trap. It will require the player to take a his turn to warn, shove grab onto his friend to stop the result. This may result in the player sacrificing himself and taking the damage. (Tim Shorts)
  6. Flames -
  7. Fool - A marrionette (but where do the strings attach?) resembling Punch begins following the character around, singing insulting songs, making up unflattering rhymes, and generally mocking them at every turn. If destroyed the marionette quickly reforms. Can only by banished by Remove Curse or the like (Trey).
  8. Gem -
  9. Idiot - Everyone within 30 ft of this card, when revealed, suddenly views everyone else as complete drooling morons. Furthermore, all are struck with a compulsion to inform them of this sudden change in their mental state. Of course, YOU aren't a moron, thus any assertions on the part of the imbecilic masses to convince you otherwise only serves to further prove your point...(SpiralBound)
  10. Jester - Lose all your class levels and gain bard levels instead. Your hit points (max and actual) are halved if you used to be a fighter or a cleric. Even if your DM doesn't allow bards normally (but he gets to choose the version you will be using)...(rorschachhamster)
  11. Key -
  12. Knight -
  13. Moon -
  14. Rogue -
  15. Ruin -
  16. Skull -
  17. Star -
  18. Sun -
  19. Talons - All birds and avian creatures get an intense dislike for the character (-4 reaction penalty). Above ground, once a day there is an unfortunate bird-related incident, for example befouling clothes, stealing food or shiny things and going for the eyes. This is stopped by a remove curse cast by a 14th-level cleric.(satyre)
  20. Throne -
  21. Vizier - Your eyes are filled with magic and you can see anything you care to look upon no matter how well hidden or how far away, even the medusa's face can be viewed without fear of harm. A rich, melodious baritone voice will whisper to you and reveal 1d4 secrets,or answer as many questions you might ask about whatever you are observing. The voice is very knowledgeable and completely honest. However, you knew there'd be a catch, the things that you can see, also see you and they know where you are right now. Also, prolonged viewing/staring (more than 1 turn) runs the risk of either transporting them to you (30%), or you to them (70%), depending on which one fails their save first...(NetherWerks)
  22. The Void - a pit opens before the drawer of the card; a black pit of eternal darkness, a void that stretches to other realms and planes. All within 30' must save versus paralysis or be dragged into the void, disappearing to wherever the evil DM decides (death, another world, a different plane, a shed, whatever). The void remains for 1d10 days, growing another 30' every day, sucking everything into the pit until it is spent and vanishes in a puff of shadow. (Simon Forster)
Keep those suggestions coming in and please post links to this if you think you know anyone who'd like to take part.

As ideas are posted in the comments I will update the list above, so it's easy to see at a glance which cards have already been "claimed".
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2 comments:

  1. Fool: A marrionette (but where do the strings attach?) resembling Punch begins following the character around, singing insulting songs, making up inflattering rhymes, and generally mocking them at every turn. If destroyed the marionette quickly reforms. Can only by banished by Remove Curse of the like.

    ReplyDelete
  2. Fates The player draws the card and the three fates ask him a question, Fame? Fortune? Or Friend? The answer will determine the result.

    If the player chooses fame they will see the next 'boss' creature they will fight and be shown its weakness. This results in a +2 to hit and +2 to damage. For spells the creature will be at -2 for saves.

    If fortune is chosen then the player will be given a general feeling of where it is located, but also how to open any secret door that might be hiding it and reveal and trap or creature that might be guarding it. This will result in +2 to any roll needed to disarm or detect traps.

    And if friend is chosen the player will see nothing at first. But as play continues the player may use this to save one of his friends from a hit from opponent or trap. It will require the player to take a his turn to warn, shove grab onto his friend to stop the result. This may result in the player sacrificing himself and taking the damage.

    ReplyDelete


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