CINEMATIC EVENTS: A random table to spice up your game!

Kaptain_Kantrip

First Post
Hey, I got this idea (and nearly all the events) from the Swashbucler Cards thread in General Forum. This sounds like a fun way to add some excitement to your game for players and DMs alike! Feel free to use them with my Luck Points rules. The Luck Point Rules can be found here:

http://www.enworld.org/messageboards/showthread.php?s=&threadid=4717
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CINEMATIC EVENTS

RULES: At the start of each session, have each
player (including the DM) roll 1d100 once to
determine which Cinematic Event they get to
hold and play during the session. Unused
cinematic events are not carried over into the
next session. If you are using the optional Luck
Point system, the player may opt to spend a
Luck Point to get one additional roll on the
Cinematic Events table. Only one additional roll
can be gained in this manner. Reroll any
duplicate results.

01. Handy Rope/Zig-Zag:
Play: Your turn.
Effect: By sheer luck and daring, you may move
yourself anywhere up to your normal full
movement rate upon the battlefield, including
around or through areas threatened by enemies,
then take your actions. These enemies are
caught off guard and do not get to make AoO’s
against you for moving through their threatened
squares. After taking your actions, you are still
allowed a 5 ft. step as a free action.
02-03. The Old Okey-Doke:
Play: Your turn.
Effect: You fake left or right, then move the
opposite direction. You may take your normal
movement through your opponent’s squares
without incurring AoO’s. You may not attack
and play this card in the same round.

04-05. Ha! Missed Me, You Fool!:
Play: Any time you miss a saving throw.
Effect: You automatically make the save.

06-07. Soliloquy:
Play: Anytime.
Effect: All combat within sound of your voice
comes to a standstill, while you make a heroic
speech. Take as long as you like.

08-10. Just a Flesh Wound:
Play: Any time after you are hit in combat.
Effect: You look like a mess, but are really okay.
You regain all but one hit point lost to the
previous attack. This may not be played against
a critical hit.

11-12. Riposte:
Play: After an opponent attacks you and misses.
Effect: Immediately get a bonus AoO against
that opponent.

13-14. On Your Knees, Knave!:
Play: Your turn, after all your attacks have been
made.
Effect: A weapon or leg sweep by you
automatically trips your opponent. One
opponent you threaten is knocked prone. The
opponent takes no damage from the trip,
regardless of delivery method.

15-16. Feint:
Play: After making a melee attack that misses.
Effect: Your prior attack was merely a clever
feint, setting up for the “real” attack. Make
another melee attack against the same opponent
you just missed at your highest value.

17-18. Frolic on the Battlefield:
Play: Your turn.
Effect: You are immune to attacks of
opportunity this round.

19-20. En Garde!:
Play: Your turn.
Effect: In addition to your regular attacks, make
a free disarm attack.

21-22. Feet Don't Fail Me Now:
Play: Your turn, when you are doing nothing
but moving.
Effect: Move at double your rate this turn.

23-24. Glancing Blow:
Play: After being hit by a melee attack, and after
the damage is rolled.
Effect: Damage for that attack is reduced to only
one point. This cannot be played against a
critical hit.

25-26. Deadly Thrust:
Play: When making a melee attack, before the
hit roll.
Effect: If you hit, your weapon does double
damage, plus any other modifiers. For example,
a longsword would do 2d8 while a greatsword
would do 4d6 points of damage. This cannot be
played on a critical hit.

27-29. Take That, Scum!:
Play: After you perform a critical hit.
Effect: You exploit an exposed weakness in the
defense of your opponent. Your weapon’s
critical multiplier is increased by one step (x2
becomes x3, x3 becomes x4, x4 becomes x5).

30-40. Fade to Black:
Play: After being killed, or reduced to negative
hit points.
Effect: Your hit points are brought to zero. You
are unconscious, but still alive.

41-42. Whirling Dervish:
Play: Anytime.
Effect: Your AC is temporarily increased by +4
this round, and you cannot be flanked until your
next turn. If you are already flanked at the time
this card is played, your opponents are denied
their flanking bonus for the remainder of the
round.

43-45. Heart of a Lion:
Play: Anytime.
Effect: You remain conscious and fully able to
take actions if you are brought to negative hit
points. You are still killed at -10 hit points.

45-46. Gritting Your Teeth:
Play: Your turn.
Effect: Any damage you receive this round is
reduced by half.

53-55. Carpe Diem:
Play: Beginning of combat.
Effect: Your initiative is one point higher than
everyone else, allowing you to always act first
during this encounter. This does not alter the
initiative roll for your allies.

56-59. Watch Out, You Clumsy Oaf!:
Play: Anytime
Effect: A random enemy stumbles, and must
make a balance check (DC 15) or fall prone.

60-62. Touche!:
Play: Your turn.
Effect: Deliver a stunning insult to your
opponent. The target is flatfooted for the
duration of the following round, seething with
rage.

63-64. You'll Pay For That!:
Play: After being hit by an attack, but only if
you are holding a drink.
Effect: You take no damage from the attack, but
your drink is spilled.

65-66. Butterfingers:
Play: When you make a successful attack roll.
Effect: Sacrifice half the damage from this
attack to automatically disarm one of your
opponent's items.

67-69. Dashing Smile/Evil Snarl:
Play: Anytime.
Effect: Opponents who can see your face get a -2
penalty to all actions this round if they can see
your devilishly handsome smirk or cruelly
twisted snarl of hate.

70-72. Hi There! Bye Now!:
Play: At the beginning of your attack.
Effect: Gain the benefits of the spring attack
feat this round.

73-74. And You Call Yourself a Fighter?:
Play: Anytime.
Effect: Gain total immunity to all
physical/melee attacks this round, but only if
you use Total Defense.

75-77. Disrobe:
Play: Your turn, before you make your attack
roll.
Effect: Make a called shot with no penalty---but
only against an enemy’s garb, dealing no
damage. If successful, the damaged garment is
ruined and immediately drops to the ground.
You must be using a slashing weapon.

78-80. Ah, Love:
Play: Anytime.
Effect: A friendly or helpful NPC displays
amorous interest. It may be physical and/or
emotional.

81-83. We Meet Again:
Play: Anytime (on your turn during combat).
Effect: Someone or something turns out to be an
old acquaintance or a rival.

84-86. Reinforcements:
Play: Anytime.
Effect: Help of some sort arrives.

87-89. Gremlins:
Play: Anytime.
Effect: A mechanical device (such as a crossbow
or portcullis) fails to work for one round.

90-93. Lucky Find:
Play: Anytime.
Effect: Something needed is found (not a
treasure in the ordinary sense, maybe a spell
component, uncontaminated food and water, key
to cell, escape tunnel, secret door, excellent
bottle of wine, the perfect gift [which must still
be bought], etc.).

94-95. Mistaken Identity:
Play: Anytime.
Effect: You are mistaken for someone else (to
your benefit or harm).

96-97. Dismissed as Harmless:
Play: Anytime.
Effect: The PCs are underestimated,
misperceived or dismissed as unimportant by an
NPC or group of NPCs.

98-00. Opposites Attract:
Play: Anytime.
Effect: A hostile NPC suddenly displays
amorous interest. It may be physical and/or
emotional.
 
Last edited:

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Angelsboi

First Post
These are cool!! Now if we could just make them into an Excel program to randomly generate them =)

Im deffinately using these!!
 



Kaptain_Kantrip

First Post
I playtested these rules last week and found that nobody except me used their cinematic event. They either forgot, or no situation came up where they could play their event.

I played "Reinforcements" and got a Vrock "buddy" after freeing him from his magic circle. So far, he has offered to impregnate all the female party members with his demon seed and refused to assist anyone with anything, and he teleports away whenever he gets bored. He also eats our NPC allies if given half a chance (2 dead and counting, but they were charmed monsters so no great loss). The only time he has proven useful is in providing an alternate target to the improved invisible undead wight monk that was giving us hell in Heart of Nightfang Spire. That alone was worth it, because otherwise our fighters would have been energy drained a bunch of times for sure. Plus, the Vrock doesn't have soul so can't be energy drained! He's great against undead, LOL. I suppose he would have split awhile ago (like, right after being freed), if he wasn't unable to actually teleport out of the Spire. So he's tagging along until we find a way out... Who knows what he'll do then!
 

King_Stannis

Explorer
passed em out last friday. so far no one used them, but they thought they were cool. i ruled that they could "buy" the cards with three "silver chips" i use for RPG awards (a system i detailed on the earlier boards). however, they can only ever own one card at a time and can only play one card a session.
 

King_Stannis

Explorer
by the way, not that its a big deal...there's no "47-52" event. i discovered this when one of my players rolled a 47 when i was giving them out. :)

no biggie, but if someone wants to post a new one for that range.....hell, gimme some time and i might post one.
 

Kaptain_Kantrip

First Post
Oops. I went through tweaking the numbers twice and goofed up the last time through, LOL. Anybody wanna contribute an event or two for that number spread?
 

Ciaran

First Post
Very cool idea for a cinematic game, especially one in which the PCs are clearly the protagonists and, as such, are "better" than their opponents and more likely to win, even against impossible odds. In a more "realistic," gritty, down-and-dirty game, you wouldn't want to use them. In the right setting, I'd enjoy having access to these as a player, or even as a DM.

- Eric
 

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