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Deck of Many Things


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Anyone remember The Deck of Many Things from D&D? I found an online version. Who wants to play?

http://www.kirith.com/deck/

I drew 3 cards.

1 - Gain the service of a 4th level fighter. The hero will join as the character's henchman and loyally serve until death. The hero has +1 per die (18 maximum) on each ability roll.

2 - You are imprisoned. This signifies imprisonment -- either by spell or by some creature/being at your option. All gear and spells will be stripped from the victim in any case. The deck disappears.

Fuck! No good ever came from this deck. Maybe my 4th level fighter can free me.

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Okay, I used the cosmic eraser and am giving this another go. 5 cards this time; living dangerously.

1 - Gain your choice of 20 jewelry or 50 gems. This indicates wealth. The jewelry will all be gold set with gems, the gems all of 1,000 g.p. base value. With this wealth should come experience points equal in value, but never more than sufficient for 1 level rise in experience.

2 - One of your henchmen turns against you. When this plaque is drawn, 1 of the character's henchmen will be totally alienated and forever hostile henceforward. If the character has no henchmen, the enmity of some powerful personage -- community or religous -- can be substituted. The hatred will be secret until the time is ripe for devastating effect.

3 - Gain a treasure map plus 1 magic weapon. Roll a treasure map with +20% on the dice. The weapon with it must be one usable by the character, so use the table for SWORDS (III.G.), MISCELLANEOUS WEAPONS (III.H.), or RODS, et al. (III.D.) as needed.

4 - Gain the service of a 4th level fighter. The hero will join as the character's henchman and loyally serve until death. The hero has +1 per die (18 maximum) on each ability roll.

5 - You are granted 1-4 wishes. This is best represented by a moonstone gem with the appropriate number of wishes shown as gleams therein. These wishes are the same as the ninth level magic-user spell (q.v.) and must be used in a number of turns equal to the number received.

Okay! Other than #2 I did good that time. I think I'll quit while I'm ahead.

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1. Lose 1-4 points of intelligence, you may draw again. As indicated, the mongoloid countenance causes loss of 1-4 (d4) points of intelligence immediately. They are lost and cannot be regained (although points can be restored by other means).

Eh, no big deal when you're starting from zero, right?

2. Gain a treasure map plus 1 magic weapon. Roll a treasure map with +20% on the dice. The weapon with it must be one usable by the character, so use the table for SWORDS (III.G.), MISCELLANEOUS WEAPONS (III.H.), or RODS, et al. (III.D.) as needed.

Great! Oh, wait, with my dimished intelligence, I can't read the treasure map...

3. Minus 3 on all saving throws vs. petrification. The Medusa-like visage of this plaque brings a curse which only the Fates card or god-like beings can remove. The -3 is permanent otherwise.

Guess I'll have to find a new home for my pet basilisk...

4. Defeat Death or be forever destroyed. A minor Death appears (AC -4; 33 hit points; strikes with a scythe for 2-16 hit points, never missing, always striking first in a round) and the character must fight it alone -- if others help, they get minor Deaths to fight as well. If the character is slain he or she is slain forever. Treat the Death as undead with respect to spells. Cold or fire do not harm it, neither does electrical energy.

Can't I just challenge Death to a game of Battleship?

5. You are imprisoned. This signifies imprisonment -- either by spell or by some creature/being at your option. All gear and spells will be stripped from the victim in any case. The deck disappears.

Thanks, Gary Gygax. Thanks so much.

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1. Minus 3 on all saving throws vs. petrification. The Medusa-like visage of this plaque brings a curse which only the Fates card or god-like beings can remove. The -3 is permanent otherwise

Damn it!!!

2. Gain charisma of 18 and small keep. If charisma is 18 already, the individual still gains +25% on encounter and loyalty reactions. He or she becomes a real leader in the people's eyes. The castle gained will be near to any stronghold already possessed.

WooHOoo! Got me a slick pad.

3. Immediately lose all wealth and real property. As implied, when this plaque is drawn, every bit of money (including all gems, jewelry, and like previous and valuable treasure and art) and all real property and buildings thereon currently owned are lost forever.

Oh! Now I know where draw #2 got the keep. The God who made this must have been a Democrat.

4. Gain beneficial miscellaneous magic item and 50,000 experience points. Roll on the MISCELLANEOUS MAGIC TABLE (III.E., 1.-5.) until a useful item (other than artifcats or relics) is indicated. The player gets experience points for this as well.

Well, at least I am still alive.

5. Body functions, but soul is trapped elsewhere. This lightless black plaque spells instant disaster. The character's body functions, and he or she speaks like an automaton, but the psyche is trapped in a prison somewhere -- in an object on a far planet or plane, possibly in possession of a demon. A wish will not bring the character back, but the plane of entrapment might be revealed. The deck disappears.

Son of a bitch.

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1. Gain your choice of 20 jewelry or 50 gems. This indicates wealth. The jewelry will all be gold set with gems, the gems all of 1,000 g.p. base value. With this wealth should come experience points equal in value, but never more than sufficient for 1 level rise in experience.

Ha! About time some good monetary fortune came my way...

2. Know the answer to your next dilemma. This plaque empowers the character drawing it with the ability to call upon supernatural wisdom to solve any single problem or answer fully any question whenever he or she so requests. Whether the information gained can be successfully acted upon is another question entirely.

Alrighty then. That plus roll #1 should get me somewhere.

3.All magic items you possess are torn from you. When this plaque is drawn each and every magic item owned or possessed by the character drawing are irrevocably gone. This happens instantly.

Hmmm... Back to square one.

4. You are granted 1-4 wishes. This is best represented by a moonstone gem with the appropriate number of wishes shown as gleams therein. These wishes are the same as the ninth level magic-user spell (q.v.) and must be used in a number of turns equal to the number received.

Wish #1 - Get rid of card three... :evil:

5. Change alignment or be judged. As "weighed in the balance and found wanting", the character must change , and perform accordingly, to a radically different alignment, i.e. lawful-chaotic, good-evil, neutral-non-neutral. Failure brings judgment, and if there is substantial deviation from professed alignment, the character will be destroyed permanently.

I can live with that. Or die.

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1. Lose 10,000 experience points; draw again. The payment and draw are mandatory!

Fuck. Me. Sideways. :X

2. Know the answer to your next dilemma. This plaque empowers the character drawing it with the ability to call upon supernatural wisdom to solve any single problem or answer fully any question whenever he or she so requests. Whether the information gained can be successfully acted upon is another question entirely.

What are the winning lottery numbers for this week's PowerBall?

3. Change alignment or be judged. As "weighed in the balance and found wanting", the character must change , and perform accordingly, to a radically different alignment, i.e. lawful-chaotic, good-evil, neutral-non-neutral. Failure brings judgment, and if there is substantial deviation from professed alignment, the character will be destroyed permanently.

Well, I have lived the best that I could. *lightning bolt near misses* I swear I will do better!!!

4. Gain 10,000 experience points; draw again. This plaque actually makes either pack more beneficial if the experience point award is taken. It is always discared when drawn, unlike the others except the Fool.

OK, that gets me a bit better than break even.

5. You are imprisoned. This signifies imprisonment -- either by spell or by some creature/being at your option. All gear and spells will be stripped from the victim in any case. The deck disappears.

I would like to be imprisoned by one of the goddesses of love of good alignment, please. (Hey, if I am going to be stripped of gear and spells, I might as well be have a sexy captor.)

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i drew three cards.

1)One of your henchmen turns against you. When this plaque is drawn, 1 of the character's henchmen will be totally alienated and forever hostile henceforward. If the character has no henchmen, the enmity of some powerful personage -- community or religous -- can be substituted. The hatred will be secret until the time is ripe for devastating effect.

2)Lose 1-4 points of intelligence, you may draw again. As indicated, the mongoloid countenance causes loss of 1-4 (d4) points of intelligence immediately. They are lost and cannot be regained (although points can be restored by other means). The additional draw is optional.

3)Immediately lose all wealth and real property. As implied, when this plaque is drawn, every bit of money (including all gems, jewelry, and like previous and valuable treasure and art) and all real property and buildings thereon currently owned are lost forever.

FUCK! Gimp got the shaft on this roll

Edited by TheGimp
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drew 5 cards.

1)Lose 10,000 experience points; draw again. The payment and draw are mandatory!

damn it

2)

Gain the service of a 4th level fighter. The hero will join as the character's henchman and loyally serve until death. The hero has +1 per die (18 maximum) on each ability roll.

Disco!

3)Gain beneficial miscellaneous magic item and 50,000 experience points. Roll on the MISCELLANEOUS MAGIC TABLE (III.E., 1.-5.) until a useful item (other than artifcats or relics) is indicated. The player gets experience points for this as well.

SCORE!

4)Enmity between you and a devil. Hot anger, jealousy, envy, are but a few of the possible motivational forces for the enmity. The devil is usually of the Greater sort, possibly even an Arch-devil. The enmity can never be satisfied, save one or the other is slain.

Shit! >.<

5)Lose 1-4 points of intelligence, you may draw again. As indicated, the mongoloid countenance causes loss of 1-4 (d4) points of intelligence immediately. They are lost and cannot be regained (although points can be restored by other means). The additional draw is optional.

damn >.<

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