Deck of Certain Things
Before you draw a card, you must declare how many cards you intend to draw and then draw them randomly (you can use a d10 to simulate the deck). Any cards drawn in excess of this number have no effect. Otherwise, as soon as you draw a card from the deck, its magic takes effect. Each card must be drawn no more than 1 hour after the previous draw.
If you fail to draw the chosen number, the remaining cards fly from the deck and take effect all at once. Once a card is drawn it cannot reappear.
Once all 10 cards have been drawn, a pair of Gloves of Thievery appear in the deck box, along with a note thanking the Deck's owner for the fun.
Playing Card | Card |
---|---|
Ace of hearts | Acorn |
King of hearts | Fireworks |
Queen of hearts | Prospector |
Jack of hearts | Liar |
Two of hearts | Honey Jar |
Ace of spades | Wallflower |
King of spades | Invitation |
Queen of spades | Nightmare |
Jack of spades | Quill |
Two of spades | Infant |
- Acorn. 3d8 terrified squirrels are transported to your location from elsewhere on the material plane.
- Fireworks. Your weapon explodes into a shower of brightly-colored glitter. It reforms in 1 hour.
- Prospector. A wooden chest containing 10,000 pieces of counterfeit gold drops at your feet. The coins show a winking jester on both sides.
- Liar. For the next 1d12 hours, telling a lie causes your trousers to ignite, dealing 1d6 points of fire damage.
- Honey Jar. Summons a friendly sentient bear named Sigmund, who acts as an apothecary, selling the party potions from his backpack. He vanishes after 1d20 minutes.
- Wallflower. You instantly succeed on all Insight checks for 24 hours, but fail all Intimidation checks.
- Invitation. An imp appears in a burst of smoke, kicks you in the shins, then vanishes.
- Nightmare. All items worn on your person, with the exception of undergarments, turn invisible for 1d4 hours.
- Quill. A Flameskull appears in front of you, delivers a heartfelt soliloquy, then explodes in a pillar of green flame. All creatures within 5 feet must make a Dexterity saving throw or take 2d10 fire damage.
- Infant. For the next hour your voice is replaced with the shrill cries of a baby. You are unable to communicate through speech or cast spells with a verbal component.
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