A Deck of Minor Things

raindog308

First Post
I'm running D&D (Microlite 20) for my wife and daughters (14, 10) and they really find props fun. In the next session they'll come upon a gypsy encampment and I thought it might be fun to introduce a Deck of Many Things.

Unfortunately, the original D&D Deck of Many Things is way too powerful and high level for the characters (who are 2nd level at this point). So I whipped up a Deck of Minor Things, providing low-level effects.

I'd previous posted here about this and gotten some ideas.

I tried to balance it with a mix of good and bad, and some things that are good/bad depending on situation.

I have Paizo's Harrow Deck and am using that for the cards, as they're nicely illustrated and look more fantastic than a normal deck of hards. However, there are 54 Harrow Deck cards, so it would be easy to adapt this to a normal deck of cards plus the jokers. Perhaps make the black cards the bad effects and the red cards the good ones.

Just sharing here in case someone else would like to use it.

Code:
Avalanche           You must immediately draw two more times.
Bear                The next time anyone in your party is injured in combat, you go into a rage (+2 to damage, -2 to hit) for 1d3 rounds.  You must make an all-out assault on whoever injured your comrade.
Beating             A group of 1d6 animated skeletons begins following you, slowly gaining on you over a period of days, and eventually attacks.
Betrayal            In the next combat, you fight against your friends (Will save DC reduces each turn to end)
Big Sky             An eagle appears and acts as if you'd cast Animal Messenger for 1d6 hours
Brass Dwarf         Your skin hardens and you gain +4 to AC for 1d6 hours
Carnival            A group of noisy fey creatures appear and sing incessantly for 2d6 hours, following the deck user.
Courtesan           Your next 2d2 rests do not provide any benefit
Cricket             Before the next time you're surprised, you hear a warning (loud crickets ;-)
Crows               Your main weapon is immediately enchanged to +5.  Over the next 5 days, it loses 1 enchantment each day.  When it reaches -1 it crumbles to dust permanently.
Cyclone             The next 2d2 rounds of combat, act as if you'd spent an action point
Dance               Your athletics, acrobatics, etc. roll automatically succeeds
Demon's Lantern     A very bright light appears over your head and will not go away for 2d2 days
Desert              All water and food you possess instantly vanish (potions not included)
Eclipse             A dark sphere forms around you, providing the benefit of a successful Stealth check for 1d6 hours
Empty Throne        A -1 cursed weapon appears and welds itself to the character's hand
Fiend               Next time you sleep (and it's dark), two imps attack
Foreign Trader      3d6 gems (each worth 2d10gp) appear at your feat
Forge               A +1 magic weapon (that the character would want) appears
Hidden Truth        If a spell caster, immediatley learn a new spell.  If not, receive 2 random low-level scrolls.
Idiot               Spellcasters immediately lose 50% mana.  Non spellcasters lose all action points.
Inquisitor          You gain an insight into alln opponents' AC, hit points, etc. in your next combat
Joke                A powerful warrior appears but vanishes at the beginning of your next battle or when asked to face any significant danger
Juggler             2d100 gold pieces appear.  They slowly change from gold to lead back to gold and finally to lead, 2d6 hours each change.  The lead form is worthless.
Keep                A box appears that magically expands to a small extraplanar mansion 2d2 times
Liar                At next sleep, the character has a terrible dream that a loved one is being attacked by demons.  Upon investigation, this turns out to be completely untrue and the image of the card is flashed mockingly in the character
Locksmith           A key appears that will unlock any lock and vanishes after use
Lost                On your next 2d4 combat actions, 50% chance of being skipped that turn
Marriage            An anvil immediately appears, chained to the character's hand.  It can be removed by normal means, and will disappear on its own in 2d6 hours.
Midwife             For the next four days, you receive a +2 bonus to a different attribute.  These return to normal at the end of each day.
Mountain Man        A 1st level dwarven fighter appears and will serve you until (and through) your next battle
Mute Hag            Lose power of speech for 2d2 days (ouch if you're a spellcaster!)
Owl                 At next sleep, the character has an accurate dream about an upcoming event
Paladin             Take 2d6 damage everytime you don't follow Lawful Good conduct, wears off over 30 days
Peacock             Gain a full set of very fancy closes (200gp)
Publican            You immediately become drunk
Queen Mother        The character immediately refuses to cooperate with anyone else in the party who has not drawn from the deck.
Rabbit Prince       On your next 2d6 combat actions, 50% chance of acting again immediately
Rakhasa             The character immediately loses all skill point, which are slowly regained over the next 24 hours.
Sickness            Random disease
Snakebite           Your weapons are immediately covered in poison, which wears off normally
Survivor            Next time you are below 50% hit points, immediatley heal as if you'd swallowed a potion of cure light wounds
Tangled Briar       Acts as if a 4th level Druid had just cast entanglement, centered on deck user
Teamster            The character's skill ranks immediately double, slowly returning to normal over 24 hours.
Theater             At your next combat, a group of ethereal judges appears and observes you.  If you are successful, they award 1d6x100 gold pieces (more if you roleplay well or are otherwise cinematic).
Trumpet             You are deaf for 2d6 hours
Twin                In your next combat, 2d2 mirror images of yourself appear to confuse enemies (each has 1hp and no attack ability)
Tyrant              The next creature you attack causes a magickal between you and that species.  You receive +1 to hit creatures of that species, and they receive +1 to hit you.  This bond fades after 30 days.
Unicorn             Immediately heal up to half your hit points, protection against next disease
Uprising            In next combat, 50% chance per round to attack an imaginary minion of the foe
Vision              Ethereal oracle appears and (GM) will answer one question accurately and literally
Wanderer            You gain the Druid's power of pass without trace for 2d2 days
Waxworks            You are paralyzed from the waist down for 2d2 hours
Winged Serpent      A wyrmling red dragon appears and immediate attacks, focusing on the deck user.  It begins at 25% of its strength and adds 25% every 2 turns until it is at full wyrmling strength if not killed.
 

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Idiot Spellcasters immediately lose 50% mana. Non spellcasters lose all action points.
Rakhasa The character immediately loses all skill point, which are slowly regained over the next 24 hours.
Tangled Briar Acts as if a 4th level Druid had just cast entanglement, centered on deck user
Teamster The character's skill ranks immediately double, slowly returning to normal over 24 hours.
Wanderer You gain the Druid's power of pass without trace for 2d2 days

These are the only ones I can find that need errata, the rest seem find.Good list I like it. I should give a playthrough one of these days.
 

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