Treasures & Trinkets: The Deck of Many Things

While cleaning out my gaming room, I stumbled upon the Deck of Many Things, and it occurred to me that this was an item ripe for a 4e conversion.

I’ve tried to make it less campaign-shattering here. There’s still about the same mix of good and bad things (actually, slightly more good than bad), but they’re all designed to have no lasting repercussions in and of themselves (e.g. getting turned to stone ends in 5 minutes, though you being petrified for the rest of the fight could end up inadvertently losing the battle and everyone being captured…).

In particular, I’ve designed the Deck of Many Things to be used in combat. Most of the effects should be balanced regardless of level, but for a few of them you will need to look up monsters, items or damage based on the level of the person who drew the card (all included below). It’s worth noting that none of the effects require attack rolls, making the deck a desirable option against particularly tough foes…

If you’d like a description of the Deck of Many Things, or a table to use a standard deck of playing cards in place of it, I refer you to its entry on d20srd.org.


Deck of Many Things
This box-shaped leather pouched has burned into it designs of celestial bodies, angels and demons. Inside is a deck of exquisitely-crafted ivory cards.
Wondrous Item
Power (Encounter) Minor action. Spend an action point and choose a target within your line of sight, then shuffle the deck and draw a card. Different effects occur depending on the card drawn (see below).


Balance

An unbalanced scale appears between yourself and your opponent. Two rays of light shoot out, hitting each of you, and your foe becomes visibly weaker as the scales balance them.
Effect: Your HP total and your target’s HP total are both reduced to whichever total is smaller. Temporary hit points are not counted and not affected by this card.

Comet

As you hold the card up, it morphs into a flaming boulder and smashes into your target.
Effect: The target and all creatures within 3 squares of it are knocked prone and take fire damage based on your level (see below).

Donjon

Spectral chains appear, binding you.
Effect: You are restrained for 5 minutes.

Euryale

A head wreathed in snakes appears from the center of the card, forcing you to stare at its terrible visage.
Effect: You are petrified for 5 minutes.

The Fates

The fates implore you to draw again… hope that they are working for you.
Effect: Look at the top two cards and choose one to draw. Put the other on the bottom of the deck.

Flames

You and your foe lock eyes from across the battlefield. You are each filled with a fiery rage that will only be quenched by the other’s blood.
Effect: You and the target are marked by each other until one of you is defeated. While so marked, neither of you may mark or be marked by anyone else, and if either of you makes an attack which does not include the other as a target the attacker takes fire damage based on your level (see below).

Fool

Drawing this card, you hear haughty laughter. You feel a compulsion to draw again.
Effect: The DM looks at the top two cards of the deck and chooses the one he deems most detrimental or least beneficial to you. You draw this card and put the other card on the bottom of the deck.

Gem

An illusory gem appears, floating in the air silently in front of you. When your target sees the gem, he is drawn to it.
Effect: The target is entranced by the gem. It will do everything in its power to reach the gem as quickly and efficiently as possible, even suffering opportunity attacks and the like. If it is grabbed, it will try to escape, if it has teleportation powers or other mobility powers it will use them, etc. This effect lasts until the creature ends its turn adjacent to or in the same space as the gem, at which time the gem vanishes and the creature behaves normally.

Idiot

You suddenly feel less competent as years of training wash away…
Effect: The next time you use a daily attack power, it takes a -4 penalty on attack rolls for that power. If you draw the idiot multiple times before using a daily attack power, you suffer this -4 penalty on the next few daily attacks as appropriate. This penalty lasts until it is applied.

Jester

This grinning harlequin encourages you to tempt fate.
Effect: Draw two more cards and resolve them at the same time.

Key

You feel empowered by this card.
Effect: Gain a +2 bonus to all attack rolls, damage rolls, defenses and saving throws until the end of the encounter.

Knight

The card summons forth a ghostly form, which begins attacking your foes.
Effect: A card wraith based on your level (see below) is summoned adjacent to you. It fights for you and your allies, with an initiative just after you, and takes a full share of the experience.

Moon

Your foe’s eyelids become heavy…
Effect: The target is put to sleep. It remains asleep for one hour or until damaged.

Rogue

You get the sudden impression that everyone’s out to get you…
Effect: The next time an ally uses a daily attack power which could target you, it must target you.

Ruin

The weight of impending failure weighs heavily upon your shoulders.
Effect: Take a -2 bonus to all attack rolls, damage rolls, defenses and saving throws until the end of the encounter.

Skull

The card summons forth a ghostly form which begins attacking you!
Effect: A card wraith based on your level (see below) is summoned adjacent to you. It fights against you and your allies, with an initiative just after you, and you get experience as normal for fighting it.

Star

The card flares up with an intense brightness.
Effect: You and all creatures within line of sight of you take radiant damage based on your level (see below).

Sun

The warming sun restores you, body and soul.
Effect: You may spend a healing surge to be restored to full HP.

Talons

Suddenly, your magic items don’t seem quite so helpful…
Effect: Until you next reach a milestone, all your magic items lose all powers and special properties except for enhancement bonuses. This includes losing bonus critical damage.

Throne

By this card’s majesty, enemies are turned to friends.
Effect: The target becomes friendly to you and your allies, fighting alongside you. You do not get experience for it, but nor does it take a share of experience.

Vizier

With the Vizier’s sage advice guiding you, you’re sure to navigate the deck successfully.
Effect: Look at the top card of the deck. You may put it on the bottom of the deck. If you do, look at the new top card of the deck and you may again choose to put it on the bottom. Then draw a card.

The Void

Your soul is drawn into the card. So trapped, you experience nothing but darkness, cold, and emptiness.
Effect: You fall unconscious for 5 minutes. Nothing can wake you while under the effects of this card.

Damage by level (For Comet, Flames, and Star)

Level    Damage
1-3 1d10+3
4-6 1d10+4
7-9 2d6+5
10-12 2d6+6
13-15 2d8+6
16-18 2d8+7
19-21 3d6+8
22-24 3d6+9
25-27 3d8+9
28-30 3d8+10

Card Wraiths by level (For Knight & Skull)

Level    Card Wraith
1-3 Charmed Card Wraith
4-8 Glamoured Card Wraith
9-13 Jinxed Card Wraith
14-18 Hexed Card Wraith
19-23 Cursed Card Wraith
24-30 Doomed Card Wraith


Charmed Card Wraith Level 5 Skirmisher
Medium Natural Humanoid (undead) XP 200
Initiative +8 Senses Perception +2
HP 30; Bloodied 15
Regeneration 5 (if the wraith takes radiant damage, regeneration is negated until the end of the wraith’s next turn)
AC 19; Fortitude 16, Reflex 18, Will 17
Immune disease, poison; Resist 10 necrotic, insubstantial; Vulnerable 5 radiant (see also regeneration above)
Speed fly 6 (hover); phasing
M Wraith Touch (Standard; at-will) ♦ Necrotic
+8 vs. Reflex; 1d10+4 necrotic damage and target is weakened (save ends).
Shadow Glide (Move; at-will)
The wraith shifts 3 squares.
Alignment Unaligned Languages
Skills Stealth +11
Str 3 (-2) Dex 18 (+6) Wis 10 (+2)
Con 12 (+3) Int 7 (+0) Cha 15 (+4)

Glamoured Card Wraith Level 10 Skirmisher
Medium Natural Humanoid (undead) XP 500
Initiative +12 Senses Perception +6
HP 52; Bloodied 26
Regeneration 7 (if the wraith takes radiant damage, regeneration is negated until the end of the wraith’s next turn)
AC 24; Fortitude 21, Reflex 23, Will 22
Immune disease, poison; Resist 15 necrotic, insubstantial; Vulnerable 7 radiant (see also regeneration above)
Speed fly 6 (hover); phasing
M Wraith Touch (Standard; at-will) ♦ Necrotic
+13 vs. Reflex; 2d6+5 necrotic damage and target is weakened (save ends).
Shadow Glide (Move; at-will)
The wraith shifts 3 squares.
Alignment Unaligned Languages
Skills Stealth +15
Str 8 (+4) Dex 21 (+10) Wis 12 (+6)
Con 16 (+8) Int 10 (+5) Cha 18 (+9)

Jinxed Card Wraith Level 15 Skirmisher
Medium Natural Humanoid (undead) XP 1,200
Initiative +15 Senses Perception +9
HP 73; Bloodied 36
Regeneration 10 (if the wraith takes radiant damage, regeneration is negated until the end of the wraith’s next turn)
AC 29; Fortitude 26, Reflex 28, Will 27
Immune disease, poison; Resist 20 necrotic, insubstantial; Vulnerable 10 radiant (see also regeneration above)
Speed fly 6 (hover); phasing
M Wraith Touch (Standard; at-will) ♦ Necrotic
+18 vs. Reflex; 2d8+6 necrotic damage and target is weakened (save ends).
Shadow Glide (Move; at-will)
The wraith shifts 3 squares.
Alignment Unaligned Languages
Skills Stealth +18
Str 10 (+7) Dex 22 (+13) Wis 15 (+9)
Con 18 (+11) Int 12 (+8) Cha 20 (+12)

Hexed Card Wraith Level 20 Skirmisher
Medium Natural Humanoid (undead) XP 2,800
Initiative +19 Senses Perception +13
HP 94; Bloodied 47
Regeneration 12 (if the wraith takes radiant damage, regeneration is negated until the end of the wraith’s next turn)
AC 34; Fortitude 31, Reflex 33, Will 32
Immune disease, poison; Resist 25 necrotic, insubstantial; Vulnerable 12 radiant (see also regeneration above)
Speed fly 6 (hover); phasing
M Wraith Touch (Standard; at-will) ♦ Necrotic
+23 vs. Reflex;3d6+8 necrotic damage and target is weakened (save ends).
Shadow Glide (Move; at-will)
The wraith shifts 3 squares.
Alignment Unaligned Languages
Skills Stealth +22
Str 12 (+11) Dex 25 (+17) Wis 17 (+13)
Con 21 (+15) Int 15 (+12) Cha 23 (+16)

Cursed Card Wraith Level 25 Skirmisher
Medium Natural Humanoid (undead) XP 7,000
Initiative +22 Senses Perception +17
HP 115; Bloodied 57
Regeneration 15 (if the wraith takes radiant damage, regeneration is negated until the end of the wraith’s next turn)
AC 39; Fortitude 36, Reflex 38, Will 37
Immune disease, poison; Resist 30 necrotic, insubstantial; Vulnerable 15 radiant (see also regeneration above)
Speed fly 6 (hover); phasing
M Wraith Touch (Standard; at-will) ♦ Necrotic
+28 vs. Reflex; 3d8+9 necrotic damage and target is weakened (save ends).
Shadow Glide (Move; at-will)
The wraith shifts 3 squares.
Alignment Unaligned Languages
Skills Stealth +25
Str 14 (+14) Dex 27 (+20) Wis 20 (+17)
Con 23 (+18) Int 17 (+15) Cha 25 (+19)

Doomed Card Wraith Level 30 Skirmisher
Medium Natural Humanoid (undead) XP 19,000
Initiative +27 Senses Perception +21
HP 137; Bloodied 68
Regeneration 17 (if the wraith takes radiant damage, regeneration is negated until the end of the wraith’s next turn)
AC 44; Fortitude 41, Reflex 43, Will 42
Immune disease, poison; Resist 35 necrotic, insubstantial; Vulnerable 17 radiant (see also regeneration above)
Speed fly 6 (hover); phasing
M Wraith Touch (Standard; at-will) ♦ Necrotic
+33 vs. Reflex; 3d8+10 necrotic damage and target is weakened (save ends).
Shadow Glide (Move; at-will)
The wraith shifts 3 squares.
Alignment Unaligned Languages
Skills Stealth +25
Str 16 (+18) Dex 30 (+25) Wis 22 (+21)
Con 26 (+23) Int 19 (+19) Cha 28 (+24)

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14 Responses to “Treasures & Trinkets: The Deck of Many Things”

  1. I’ve tried to make it less campaign-shattering here.

    Why?

    I remember our group found one of these things when we were about 5th level. This goes back a few years to when I was playing in high school.

    Part of the fun, for us, was after one of us was permanently changed into a troll (and he continued to play the troll as a PC), and after another had a wish granted, we knew we were dealing with some heavy mojo here. It added a great deal of fun and spice to know that this thing was like dynamite and that we had great power/great doom in our hands.

    How would you make this if you freed yourself from constraints? I’d like to see a 4E version of the same 2E version.

  2. I’m not really sure what you mean by freeing myself from constraints… I didn’t really consider any of my design goals to be constraints, anymore than I’d feel constrained designing a village when I could have made a castle.

    Frankly, in my limited experience (I’ve actually only seen the DoMT come up once before, in an epic-level 3rd edition game), everyone else was too attached to their characters to mess with the deck. I was the only one willing to take a draw, and half of them didn’t want to be anywhere near me when I did.

    On top of that, in 3rd edition at least, there was a stipulation that a character could only draw from a particular deck once. What a waste!

    And then there’s the fact that there are a couple cards which basically say, “tear up your sheet roll up a new character.” This is even more extreme than the save-or-die effects which 4th edition specifically avoided.

    So, to sum up, I like my version because:

    1. It follows the 4e design ethos of not screwing a character over due to a bit of bad luck

    2. It has the potential to be used not just multiple times, but multiple times per session.

    3. It doesn’t cause any headaches for the DM or players in terms of plot, character development or bookkeeping.

    All that said, I’m not against an “old school” style DoMT… I just wouldn’t want it in a 4th edition game. Actually, it could be quite fun for Savage Worlds, were I still running that, or Warhammer. Just not D&D 4th edition.

  3. Nice job good sir. Nice job. However, I believe they already have the Deck statted up in 4e as an artifact.

  4. I have been looking for this thing everywhere! And now, you made it. Incredible. Thanks!

  5. @The Last Rogue: Where? I’m not aware of its official existence anywhere, though it wouldn’t surprise me if someone else had statted it up as a fan creation.

    @Vagnaard: Glad to help. I’m quite happy with how it came out too.

  6. It’s weird – I prefer the temptation that the original, powerful Deck of Many Things presents to players. (And some of its negative consequences, like imprisonment, can be neat plot hooks – I’ve heard of one DM who turned the Donjon card into a quest to free a PC trapped in a djinn’s castle on the Plane of Fire.) That said, calling this a minor Deck of Many Things seems entirely sensible, especially for 4e.

    Of course, if I added this to my own campaign, I might make it the not-quite-so-minor DoMT – a secret 5% chance that instead of the minor effect, they get the major effect. Which makes the item much more interesting to the players – where did it come from? Did it start as the major version? Or did someone tamper with it?

  7. I really like the fact that you made this something that people might actually be willing to risk drawing from in the heat of battle. I think it fits well into the overall 4e design aesthetic of “don’t make things people won’t use”.

    I did note a small typo in the description of “Gem”:

    each the gem as quickly and efficiently as powerful

    should be:

    each the gem as quickly and efficiently as possible

    Cheers!

    Tim

    Tim White’s last blog post..Return to Northmoor Meta Episode 3 – Interview with Fred Hicks of OneBadEgg.com

  8. @Saragon: I almost called this a minor deck of many things, but decided not to since that would imply the existence of a major deck, and I was not willing to make one nor put one into my campaign.

    @Tim: Precisely. It’s meant to be something fun that the characters can use either when they’re way ahead of the curve or desperate. It still does have the potential to swing a close fight against them, though, so they can’t use it haphazardly…

    Also, thanks for catching that typo.

  9. @Saragon: I almost called this a minor deck of many things, but decided not to since that would imply the existence of a major deck, and I was not willing to make one nor put one into my campaign.

    Perfectly reasonable. The funny thing about the ‘major’ Deck of Many Things from the D20 SRD is that most of its effects translate rather well to 4E simply because they’re such major effects. “Gain a level” is just that, no matter what D&D system you’re playing with.

    To use my mythical campaign again as an example: Just because it’s called the minor Deck of Many Things doesn’t mean the major version is easily accessible, or that it even exists outside of fables and gleemen’s tales. (Most major artifacts aren’t easily found, after all.) Still, it’s quite reasonable to think that some crafty mage heard a description of the true deck’s powers and created a much weaker version to mimic its powers on a smaller scale. (Whether or not there were several copies made, each sold as the “true” Deck for enormous sums of money by our trickster mage, may never be known.)

    Still, Asmor, definitely a neat item and a good take on a low-powered artifact.

  10. I gave this to my players in the dragon hoard they just got.

    They love it even if they tend to get “bad” cards more often then not.

  11. Very cool. I was hoping to use this against them, and then give it to them, on Saturday but we started late and ended right before the fight where they’d have encountered it. :/ Next session…

  12. Where did you get the template for the treasure description?

  13. I made it. If you don’t mind getting your hands dirty, you can view the source of this page and do it yourself, too. You’ll need to download the file 4e.css which is linked in the header.

    If any of that didn’t make sense, I probably wouldn’t suggest doing it.

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