Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
CINEMATIC EVENTS: A random table to spice up your game!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Kaptain_Kantrip" data-source="post: 79691" data-attributes="member: 546"><p>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:</p><p></p><p><a href="http://www.enworld.org/messageboards/showthread.php?s=&threadid=4717" target="_blank">http://www.enworld.org/messageboards/showthread.php?s=&threadid=4717</a></p><p>__________________________________________________</p><p></p><p>CINEMATIC EVENTS</p><p></p><p>RULES: At the start of each session, have each</p><p>player (including the DM) roll 1d100 once to</p><p>determine which Cinematic Event they get to</p><p>hold and play during the session. Unused</p><p>cinematic events are not carried over into the</p><p>next session. If you are using the optional Luck</p><p>Point system, the player may opt to spend a</p><p>Luck Point to get one additional roll on the</p><p>Cinematic Events table. Only one additional roll</p><p>can be gained in this manner. Reroll any</p><p>duplicate results.</p><p></p><p>01. Handy Rope/Zig-Zag: </p><p>Play: Your turn.</p><p>Effect: By sheer luck and daring, you may move</p><p>yourself anywhere up to your normal full</p><p>movement rate upon the battlefield, including</p><p>around or through areas threatened by enemies, </p><p>then take your actions. These enemies are</p><p>caught off guard and do not get to make AoO’s</p><p>against you for moving through their threatened</p><p>squares. After taking your actions, you are still</p><p>allowed a 5 ft. step as a free action. </p><p>02-03. The Old Okey-Doke:</p><p>Play: Your turn.</p><p>Effect: You fake left or right, then move the</p><p>opposite direction. You may take your normal</p><p>movement through your opponent’s squares</p><p>without incurring AoO’s. You may not attack</p><p>and play this card in the same round.</p><p></p><p>04-05. Ha! Missed Me, You Fool!: </p><p>Play: Any time you miss a saving throw. </p><p>Effect: You automatically make the save.</p><p></p><p>06-07. Soliloquy: </p><p>Play: Anytime. </p><p>Effect: All combat within sound of your voice</p><p>comes to a standstill, while you make a heroic</p><p>speech. Take as long as you like. </p><p></p><p>08-10. Just a Flesh Wound: </p><p>Play: Any time after you are hit in combat. </p><p>Effect: You look like a mess, but are really okay.</p><p>You regain all but one hit point lost to the</p><p>previous attack. This may not be played against</p><p>a critical hit. </p><p></p><p>11-12. Riposte: </p><p>Play: After an opponent attacks you and misses. </p><p>Effect: Immediately get a bonus AoO against</p><p>that opponent. </p><p></p><p>13-14. On Your Knees, Knave!: </p><p>Play: Your turn, after all your attacks have been</p><p>made. </p><p>Effect: A weapon or leg sweep by you</p><p>automatically trips your opponent. One</p><p>opponent you threaten is knocked prone. The</p><p>opponent takes no damage from the trip,</p><p>regardless of delivery method. </p><p></p><p>15-16. Feint: </p><p>Play: After making a melee attack that misses. </p><p>Effect: Your prior attack was merely a clever</p><p>feint, setting up for the “real” attack. Make</p><p>another melee attack against the same opponent</p><p>you just missed at your highest value. </p><p></p><p>17-18. Frolic on the Battlefield: </p><p>Play: Your turn. </p><p>Effect: You are immune to attacks of</p><p>opportunity this round.</p><p></p><p>19-20. En Garde!: </p><p>Play: Your turn. </p><p>Effect: In addition to your regular attacks, make</p><p>a free disarm attack. </p><p></p><p>21-22. Feet Don't Fail Me Now: </p><p>Play: Your turn, when you are doing nothing</p><p>but moving. </p><p>Effect: Move at double your rate this turn. </p><p></p><p>23-24. Glancing Blow: </p><p>Play: After being hit by a melee attack, and after</p><p>the damage is rolled. </p><p>Effect: Damage for that attack is reduced to only</p><p>one point. This cannot be played against a</p><p>critical hit. </p><p></p><p>25-26. Deadly Thrust: </p><p>Play: When making a melee attack, before the</p><p>hit roll. </p><p>Effect: If you hit, your weapon does double</p><p>damage, plus any other modifiers. For example,</p><p>a longsword would do 2d8 while a greatsword</p><p>would do 4d6 points of damage. This cannot be</p><p>played on a critical hit.</p><p></p><p>27-29. Take That, Scum!:</p><p>Play: After you perform a critical hit.</p><p>Effect: You exploit an exposed weakness in the</p><p>defense of your opponent. Your weapon’s</p><p>critical multiplier is increased by one step (x2</p><p>becomes x3, x3 becomes x4, x4 becomes x5). </p><p></p><p>30-40. Fade to Black: </p><p>Play: After being killed, or reduced to negative</p><p>hit points. </p><p>Effect: Your hit points are brought to zero. You</p><p>are unconscious, but still alive. </p><p></p><p>41-42. Whirling Dervish: </p><p>Play: Anytime. </p><p>Effect: Your AC is temporarily increased by +4</p><p>this round, and you cannot be flanked until your</p><p>next turn. If you are already flanked at the time</p><p>this card is played, your opponents are denied</p><p>their flanking bonus for the remainder of the</p><p>round. </p><p></p><p>43-45. Heart of a Lion: </p><p>Play: Anytime. </p><p>Effect: You remain conscious and fully able to</p><p>take actions if you are brought to negative hit</p><p>points. You are still killed at -10 hit points. </p><p></p><p>45-46. Gritting Your Teeth: </p><p>Play: Your turn. </p><p>Effect: Any damage you receive this round is</p><p>reduced by half. </p><p></p><p>53-55. Carpe Diem: </p><p>Play: Beginning of combat. </p><p>Effect: Your initiative is one point higher than</p><p>everyone else, allowing you to always act first</p><p>during this encounter. This does not alter the</p><p>initiative roll for your allies. </p><p></p><p>56-59. Watch Out, You Clumsy Oaf!: </p><p>Play: Anytime </p><p>Effect: A random enemy stumbles, and must</p><p>make a balance check (DC 15) or fall prone. </p><p></p><p>60-62. Touche!: </p><p>Play: Your turn. </p><p>Effect: Deliver a stunning insult to your</p><p>opponent. The target is flatfooted for the</p><p>duration of the following round, seething with</p><p>rage. </p><p></p><p>63-64. You'll Pay For That!: </p><p>Play: After being hit by an attack, but only if</p><p>you are holding a drink. </p><p>Effect: You take no damage from the attack, but</p><p>your drink is spilled. </p><p></p><p>65-66. Butterfingers: </p><p>Play: When you make a successful attack roll. </p><p>Effect: Sacrifice half the damage from this</p><p>attack to automatically disarm one of your</p><p>opponent's items. </p><p></p><p>67-69. Dashing Smile/Evil Snarl: </p><p>Play: Anytime. </p><p>Effect: Opponents who can see your face get a -2</p><p>penalty to all actions this round if they can see</p><p>your devilishly handsome smirk or cruelly</p><p>twisted snarl of hate. </p><p></p><p>70-72. Hi There! Bye Now!: </p><p>Play: At the beginning of your attack. </p><p>Effect: Gain the benefits of the spring attack</p><p>feat this round. </p><p></p><p>73-74. And You Call Yourself a Fighter?: </p><p>Play: Anytime.</p><p>Effect: Gain total immunity to all</p><p>physical/melee attacks this round, but only if</p><p>you use Total Defense. </p><p></p><p>75-77. Disrobe: </p><p>Play: Your turn, before you make your attack</p><p>roll. </p><p>Effect: Make a called shot with no penalty---but</p><p>only against an enemy’s garb, dealing no</p><p>damage. If successful, the damaged garment is</p><p>ruined and immediately drops to the ground.</p><p>You must be using a slashing weapon.</p><p></p><p>78-80. Ah, Love: </p><p>Play: Anytime. </p><p>Effect: A friendly or helpful NPC displays</p><p>amorous interest. It may be physical and/or</p><p>emotional.</p><p></p><p>81-83. We Meet Again: </p><p>Play: Anytime (on your turn during combat). </p><p>Effect: Someone or something turns out to be an</p><p>old acquaintance or a rival. </p><p></p><p>84-86. Reinforcements: </p><p>Play: Anytime. </p><p>Effect: Help of some sort arrives. </p><p></p><p>87-89. Gremlins: </p><p>Play: Anytime.</p><p>Effect: A mechanical device (such as a crossbow</p><p>or portcullis) fails to work for one round. </p><p></p><p>90-93. Lucky Find: </p><p>Play: Anytime. </p><p>Effect: Something needed is found (not a</p><p>treasure in the ordinary sense, maybe a spell</p><p>component, uncontaminated food and water, key</p><p>to cell, escape tunnel, secret door, excellent</p><p>bottle of wine, the perfect gift [which must still</p><p>be bought], etc.). </p><p></p><p>94-95. Mistaken Identity: </p><p>Play: Anytime. </p><p>Effect: You are mistaken for someone else (to</p><p>your benefit or harm). </p><p></p><p>96-97. Dismissed as Harmless: </p><p>Play: Anytime. </p><p>Effect: The PCs are underestimated,</p><p>misperceived or dismissed as unimportant by an</p><p>NPC or group of NPCs.</p><p></p><p>98-00. Opposites Attract: </p><p>Play: Anytime. </p><p>Effect: A hostile NPC suddenly displays</p><p>amorous interest. It may be physical and/or</p><p>emotional.</p></blockquote><p></p>
[QUOTE="Kaptain_Kantrip, post: 79691, member: 546"] 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: [url]http://www.enworld.org/messageboards/showthread.php?s=&threadid=4717[/url] __________________________________________________ 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. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
CINEMATIC EVENTS: A random table to spice up your game!
Top