Sunday, September 3, 2023

A Deck of Many Things for lower-level/tier play

 

Many bloggers comment that the Deck of Many Things is a fun magic item, but one that is very powerful and "swingy," potentially a game breaker, especially at lower levels.  I offer the less powerful deck below as an example of a deck that could be used for lower-level/tier play.  The name of each card is in bold with a description of the effect following.


Balance: You enjoy +2 Dexterity for one day.

Comet: By the end of the day, you may cast the Fireball spell, once, out of your finger, no matter who you are.

Donjon: You may cast Private Sanctum at will, once before the end of the day.

Euryale: The card's medusa-like visage curses you. The card casts the Flesh to Stone spell on you. (note: maximum duration is 1 minute)

The Fates: Reality's fabric unravels and spins anew, allowing you to re-roll one roll as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before the end of the day.

Flames: Faerie Fire is cast on you. It lasts for 24 hours. You may cast the Burning Hands spell once by the end of the day.

Fool: You suffer -3 Wisdom for one day.

Gem [make different versions of this card for the different types of gems]: The gemstone featured on the card varies randomly. Roll d10 on the table below each time the card is drawn to determine the gem depicted:

  1. Opal--Milky white opaque gem. Cast Fog Cloud spell once by end of the day.

  2. Amber--Deep yellow gem transparent gem with small fossilized insect trapped inside. Transfers 1d8 hit points from one foe to the holder of the card (who gains them as temporary hp) once per day.

  3. Pearl--Grants water breathing and 30 feet swim speed for one day.

  4. Lapis lazuli--Deep creamy blue gem. Grants ability to fly for 10 minutes.

  5. Amethyst--Translucent purple. The holder may force any creature within 5 feet to speak the truth for 10 minutes.

  6. Topaz-- Translucent orange yellow. Cures one disease for one creature within 30 ft.

  7. Jade--Medium creamy green gem. Lucky--allows holder to reroll any ability check, attack roll, or saving throw and choose the more favorable outcome.

  8. Emerald--Deep transparent green gem. You may cast each of the Entangle, Barkskin and Thorn Whip spells once by the end of the day.

  9. Ruby--Deep transparent red gem. Grants fire resistance to holder for one day, and holder may cast Flame Bolt spell once by the end of the day.

  10. Diamond--Crystal clear sparkling gem. The holder may turn invisible for 10 minutes once before the end of the day.

Idiot: You suffer -3 Intelligence for one day.

Jester: Your sense of humor is improved. Enjoy +2 bonus to Charisma for one day. You may cast the Hideous Laughter spell twice by the end of the day.

Key: Unlock one non-magical lock (100% success) by the end of the day.

Knight: You gain +1 AC and +2 on all to hit rolls for one day.

Moon: You gain the wisdom of the moon: +3 Wisdom for one day.

Rogue: You are proficient in Hiding and Pickpocketing for one day. (If already proficient, your proficiency bonus increases by 2 for these actions for one day.) You may Backstab once (with proficiency) by the end of the day.

Ruin: Everything on your person disappears, replaced by beggar's clothing, for one day (after which your gear reappears on your person).

Skull: You have a momentary vision of the Grim Reaper, who smiles at you. You suffer -3 Constitution for one day.

Star: You shine at your chosen skills. Your proficiency bonus increases by 2 for one day.

Sun: You gain double Experience Points for one day.

Talons: You immediately suffer 1d4*(your level) slashing damage.

Throne: For one day, you gain proficiency in the Persuasion, Deception and Intimidation skills (or, if you already have these skills, double your proficiency bonus). You can cast the Command spell once by the end of the day.

Vizier: For one day, you gain proficiency in History, Nature, Religion and Investigation skills (or, if you already have these skills, double your proficiency bonus). You can cast the Augury spell once by the end of the day.

The Void: For 1d4 hours, your mind is lost in the void. You lose the ability to do anything but respond to the command "come" [follow us] spoken to you by your friends / party members.


Friday, September 1, 2023

Interactive Objects

Light switches in Gillette Castle.
Wikimedia Commons. Creative Commons Attribution 3.0
 

General classes of objects with which PCs might interact, and the actions PCs might take to interact with the objects.  Inspired by:

https://www.reddit.com/r/d100/comments/15on8bl/lets_build_d100_interactive_hazards_to_add_to_an/

1.  button (push to activate, push again to de-activate)

2.  switch (flip up or down)

3.  lever (push forward, pull backward)

4.  dial (turn to particular number)

5.  pull string/chain/rope (pull to turn on, pull again to turn off)

6.  valve/faucet/spigot (turn clockwise or counterclockwise)

7.  knob (push or pull)

8.  lid (lift to open or shut to close; twist to open or close)

9.  crank (turn clockwise or counterclockwise)

10.  pocket (on a garment, etc.) (look inside, or not)

11.  drawer (pull open, push close)

12.  door (pull or push)

13.  pressure plate (step on to activate, step again to de-activate)

14.  cork/stopper (remove or insert)

15.  screw (turn the screw, or not)

16.  plug and socket (plug or unplug it)

17.  plug in a drain (plug or unplug it)

18.  pump (like on a water well, or on some shampoo bottles) (pump it, or not)

19.  wires (cut them, or not)

20.  wire ends (connect them, or not)

21.  trip wire (break it, or not)

22.  beam of light (interrupt the beam, or not)

23.  steering wheel, ship's wheel, etc. (turn clockwise or counterclockwise)

24.  curtain (pull it back, or close it, or not)

25.  ladder/stairs (ascend/descend, or not)

26.  flag (unfurl/wave it, or not)

27.  chair/throne/etc. (sit in it, or not)

28.  turn key (twist clockwise or counterclockwise)

29.  veil (lift or not)

30.  window shutters/shade/blinds (open or close)

31.  skin/covering (peel or not)

32.  torch/lantern/stove/forge/campfire (light or not light or exgtinguish)

33.  bridge (cross or not cross)

34.  doorway/archway/portal (pass through, or not)

35.  dice (roll them, or not)

36.  game pieces (chess, etc.) (move them, or not)

37.  playing cards (face down--turn it over, or not; hand of cards--look at them, or not)

38.  spinner (like on a board game) (spin it, or not)

39.  musical instrument (horn, harp, pipes, etc.) (play it, or not)

40.  song/poem/piece of music/theatrical play (perform it, or not)

41.  food/liquid/potion (eat it, or not; drink it, or not)

42.  scroll/runes/writing (read it, or not)

43.  mirror/painting/crystal ball (look into it, or not)

44.  fog/mist/etc. (step into it, or not)

45.  gift/present (open it, or not)

46.  crate/barrel/box/etc. (open it, or not)

47.  instructions telling you how to do something (do it, or not)

48.  weird object (touch it, or not; lift it, or not)

49.  vapor (sniff it, or not)

50.  dead carcass (cut it open to scavenge it, or not)

51.  knot / bow(on a present) (untie it, or not)

52.  zipper (open or close it)

53.  button or snap (like on a shirt) (open or close it)

54.  armor/clothing/hat/shoes/belt/etc. (put it on, or not)

55.  weapon (pick it up or wield it, or not)

56.  roll (of paper/cloth, etc.) (unfurl it, or not)

57.  spritzer/spray bottle/etc. (spray it, or not)

58.  puzzle pieces (put them together, or not; take them apart, or not)

59.  hole (reach into it, or not)

60.  wall/fence/cliff (climb it, or not; tunnel under it, or not)

61.  stream/river (attempt to cross it, or not) (wade,swim,make raft, etc.)

62.  chute/slide (jump into it and see where it goes, or not)

63.  privacy/dressing screen (in a bedroom) (look behind it, or not)

64.  smoking pipe (smoke it, or not)

65.  glasses/goggles/etc. (look through them, or not)

66.  weak/damaged/fragile item (weak bridge/floor/bottle/etc.) (risk breaking it, or not)