Deck of Many things: Your best and worst moments

I just bought Green Ronin's deck. Very nice product. From the last thread on this topic, here are some of my tales of weal and woe and somewhat iffy DMing ;):

I put a Deck in every campaign that I run, usually at around level 7 or thereabout. As a player I've only run across one and I did very well out of it (used wishes to get Str 18/00, another card gave me Con 18, another gave me Cha 18 and a small keep and I also recall getting the service of a couple of 4th-level fighters).

One group years ago found one and the party's barbarian pulled the card that steals your soul while leaving you a dim-witted automaton. The player was teased mercilessly about this for ages afterward, on account of nobody being able to tell the difference. Every now and then he would try to convince the party to help him go and find his soul, but to no avail.

My favourite appearance of the Deck was some 14 years back, during the Egg of the Phoenix adventure, where I placed one as treasure in the lair of Lampblakk the shadow dragon. The PCs had just defeated him after a particularly gruelling battle and were pretty pleased to run across such a choice item. It was a large group (8 players, iirc), one of whom was playing D&D for only the first or second time. The group also had a couple of priests in it, and a few other characters for whom religion and personal allegiance was very important...

One of the priests worshipped a version of Tymora, with his faith drawn directly from the Diceman novel (namely, that you make all major decisions on the roll of a die). He was the second or third person to draw. I don't remember what all of his cards were, but one of them was a wish. He immediately wished for all other members of the party to become worshippers of the dice goddess. The room erupted into shouts of outrage and fury, with the other priests seeing their characters go up in flames, allegiances withering on the vine. I had a moment of genuine DM panic, realising that a number of vital plots and adventures I had lined up for further down the line were disintegrating before my eyes. Most significant, of course, was the fact that all the other characters would now be rolling dice to see how many cards they would have to draw from the deck.

Several of the more veteran players demanded that I intervene (my gf points out that most of the players were so furious that several were almost unwilling to carry on playing at all). I almost agreed, but kept my best poker face and sat back to see what happened. In the back of my mind was the realisation that, with 6 more players still to draw, the odds were very good that someone else would draw a wish or that card that allows you to avoid any situation once. I pretended that it was all fine, trying not to smile too nervously and waited it out.

Well, the draws were pretty awful. The campaign basically fell apart over the course of the next few minutes. Then the newbie player drew the next wish. All the other players in the room (er, apart from the dice guy of course) rounded on him and basically browbeat and bullied the poor fellow into wishing that they had never found the dragon's treasure in the first place. He looked to me for advice and I just shrugged and let the mob have its way. A bit crappy of me, I suppose, but them's the breaks . He duly submitted to the overwhelming peer pressure and made the wish and all was undone immediately.

Time rolled back and the party found itself back outside the shadow dragon's cave. Uncharacteristically, the party dusted themselves off and prepared to leave. The dice guy piped up again: "Hey, shouldn't we look for the dragon's treasure? There's bound to be some hereabouts..." A resounding "No!" was the answer from the rest of the group. He was determined, however (having rolled dice to decide his actions), to find the treasure. The party was being accompanied by a badly injured silver dragon (Falx), who suddenly announced (in a moment of still-panicky DMing) that there were "perturbations in the folds of time" and that hunting for the treasure "would have grave consequences for the search for the Egg of the Phoenix". Completely hokey and utterly transparent (and rather dodgy DMing too, to be honest, lol) but the entire party was more than happy to accept his pantemporal analysis... apart, of course from the dice-guy.

The dice-guy (whose name was Sheshet, by the way, a thousand curses be upon him) was having none of it. He tried to push past Falx to get into the shadow dragon's lair. Falx tried to stop him. He rolled some dice. He drew his weapons and attacked Falx. 5 seconds later, Sheshet was dead, slain by a sword of sharpness to the head, three magic missiles to the back, a pair of shuriken in the eye and a call lightning from above - all delivered by his former companions. The party left his body where it lay and hurried off, happy to be away from the tempting wonder that is the Deck of Many Things.

Campaign wrecker? Not at all. All good, friendly, violent fun...

:uhoh:
 

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Forgot to add it in my first post...

My campaign's use of the Deck was with the new Green Ronin accessory too.

Very nice artwork. Using them over playing cards was cool.


Sakkara
 

the reaper is in town

I was playing a dwarven cleric of Grumbar in a "prelude campaign" aimed to get the party to a lvl where we could play the "City of the spider queen". I can´t remember exactly how we got the deck, but everyone in the party took from the deck an average of 3 cards, my character took two. The first one was the one that give you +2 to to an ability score or something like that, the second one was the "Death" in that moment THE FIGGIN' REAPER appeared and my dwarf raced towards the nearest good-alingnet temple in town only to horridly die in the steps of a church of lathander while an astonished novice was walking out of it. After that incident I decided that my new character would be that lathander novice that saw my previous character die in that steps.

The situation certainly provided an interesting twist to the campaign but it it is very sad to get your character "can´t be resurrected even by a miracle or wish" at the start of a campaign.
 
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I don't remember much about my experiences with the DoMT in 1st Edition. I did remember the bad things though...

So when the group encountered it in 3.0, I wanted nothing to do with it. In fact, only one player wanted to draw from the deck. This must have upset the DM, since as soon as the one player drew from the deck we were trapped. EVERYBODY had to draw from the deck (for some reason) or we could not leave the room. This caused all sorts of complaints, but the DM was adamant that we all had to pick.

I waited to be last, hoping someone would draw a wish and get us out of it. No such luck (IIRC, at least 2 of the other 4 players had bad draws). My luck didn't fare any better (I think I lost all my magic items).

We all went ballistic and threatened to walk (even the player who had wanted to pick from the deck). He had effectively sliced the party in two, making everyone who got bad draws the supporting cast. He "gave in" and let everyone who had a bad draw have a do-over (we still HAD to draw) until they got something good.

It became a running joke that it was the Deck of Many Good Things. That should have been a sign of things to come as the group eventually told him that he could no longer sit in the big boy chair...
 

My rogue drew the card which gives you a powerful extraplanar enemy, followed shortly thereafter by the void card. One of the other PCs draws the wishes card, and uses them to learn where my rogue's soul is being imprisoned (a crystal ball next to the throne of his new enemy, the demon lord Kostchichee), teleport the party to its location, smash the ball, thereby freeing his soul, and then teleporting back to our home base.

This same rogue got an 18 charisma, a 4th level fighter follower, and a keep. The keep was used as our base of operations, and had some kind of crazy magic defense system that created illusionary elf archers to appear on the battlements and rain death upon our enemies.

In a much later game, one player drew the henchman card. Poof! Henchman appears. He then drew the void card. Poof! PC disappears. The henchman then draws a card. He gets a wish. He (controlled by the player whose character he serves, of course) wishes that his new master was alive and whole again. Poof! PC reappears. PC then draws the void card again, and we laaaaugh..... :lol:
 


The party - about 4th level - only had one decent magical weapon, a +1 Flaming Mace, which belonged to the dwarf ranger.

He'd passed it to the elf wizard to hold while he climbed a wall to look for something - I can't recall the exact circumstances.

Anyway, we found the Deck, and the dwarf refused to draw - too much chance of bad stuff happening. But the elf drew... and picked the 'All your magic items vanish' card.

Apart from some minor ring - Warmth, or Protection +1, or something - the only magic item the elf had was... the dwarf's magical mace...

-Hyp.
 

Three years ago, in my first D&D game, the DM gave us access to a deck of many things at level 5.

The party sorceress turned evil. The paladin had his soul sent to hell.

My rogue, on the other hand, got 50,000 XP, a circlet of major blasting, a +5 vorpal rapier(did I mention the DM was bad?), and +2 Charisma.
 

I can't really remember my couple of experiences with the DoMT. I think that I got a card that was mildly beneficial without being campaign breaking. Thankfully I managed to "avoid the Void" and other such really bad cards.

I really don't think I would use the DoMT in any campaign that I ran. It just seems to ruin a lot more campaigns than it enhances, even if good cards are drawn.

Olaf the Stout
 

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