After some madness in our campaign. My group acquired a deck of many things. After some insanely lucky draws from said deck. Pretty much made one of my players higher level than everyone else, with better equipment, more gold, and jewels. The player got greedy and kept pulling cards till he finally pulled the void card. That player immediately quit the game and went home. Almost immediately after that happened another player picked up the deck and pulled one card and got the flames card. So now a Amnizu is sending devil assassins after him. The player is freaking out and is asking any and everyone to help. The wish card has already been pulled and only the fates card can help but now he's to afraid to pull a card out. He's now asking other people to pull a card. So here's my question?
A new player joined our campaign and doesn't know about the others conflict with the devil. They talked about his situation and the new guy is interested in pulling a card. So if he gets the fate card. Can he undo the others fate? I was thinking that the fate card can only be used to undo fate for the one who pulled it or what the one who pulled it has witnessed. Any help would be great. Thanks...
If I was in your shoes I'd use the devil's enmity as a story hook for the next year or more of game time. Amnizu isn't trying to just kill the PC, he's trying to demoralize the PC, destroy his life, destroy his will to live, and then, only after everything else is lost THEN he'll kill him. Sending assassins after him now is just so kind and merciful. Plus that turns a bad draw into a great and long running story line that you can work with.
I would say that yes, the person who draws the Fate card can use it to undo the draw of the Flames card.
I'm disappointed in the player who got greedy and then left when he drew the void card. That card is the start of an epic, high level quest to rescue his PC! There is so much potential and opportunity there and he just wasted it all by leaving! Of course he'd have to play something other than his over powered PC in the process and by the time everyone else had rescued his PC they'd have all caught up with him so he wouldn't be over powered any more, but he'd still get to have fun playing and you'd have a great story line.
Nothing forces you to draw extra cards unless you stated beforehand that you were going to pull x cards. In that case, the cards happen anyway.
The devil thing is like Tim said. You can have that be a background tension item for the rest of 2020.
The guy that left is being a wangrod. You accept the chance of nasty crap happening when you decide to draw. There are more bad things in the deck than good.
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"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
Also agreeing with Tim on this. As the DM, I'd allow the new player to pull another card and IF it was fate then sure, they could use it stop the devil assassins since as a member of the party it *technically* plays on their fate as well. However, this could absolutely turn into a new story hook to keep the campaign growing. Nothing says the assassins will show up tomorrow.
Honestly even though the one player left you could have your party travel to save them anyways. This could put distance between your players and the assassins, give them time to level and grow more for the fight, and once the other player is rescued just write them out from there. I know I'd want to retire after becoming rich and then immediately losing my soul lol.
Generally speaking, the Deck of Many Things works best as I single encounter item that disappears when the encounter is complete. The players generally shouldn't run around carrying the Deck, and that sounds like what is going on. I would also say that immediately ending the campaign is a frequent outcome of encountering a Deck, and I would generally recommend against including it if you still have plans.
That said, yes, I think The Fates could easily reverse the effects. It could prevent the PCs from finding the Deck at all, thereby reversing every card drawn. It could reverse just the effect of drawing the Flames card, too. It's a very powerful card because it allows a PC to take control of the narrative, even retroactively.
I agree, it takes a very mature party to have a deck of many things, but not use it unless they absolutely need to. For example, in Critical Role when Grog is in the final battle between Vecna and Vox Machina, Grog didn't pull from the deck, even though some of the good abilities would be really good, and could let them win the fight.
I have used the Deck of Many Things multiple times in my campaigns, normally I have it disappear after they draw cards from it, sometimes it can only have one card pulled from it at a time.
The deck of many things will destroy your game if it is in there for too long (normally at all is too long) and I think the deck can change encounters and problems the deck has made.
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Please check out my homebrew, I would appreciate feedback:
To Tim's comment . That's what I want to do. The Amnizu has been sending assassins much weaker than the party. Mostly an annoyance. But I wanted to be prepared just in case they keep pulling cards. I'm liking the fact that they are all terrified by the deck. Like Tim said I'm using that card and the devil to chip away at them slowly. First now with the annoyances of weak devil assassins coming for them. Than build up on that. Thanks all for the replys
Sorry I'm late to the party. I had this post up for a while but got distracted (first by sleep, then by 200 other forum post (barely an exaggeration)).
First to answer your main question, yes the person who drew the fates card can undo any event they are aware of. It is like a limited wish (I recommend undoing the appearance of the deck).
Now then. Of course the book of many matches is going to set fire to every character sheet and campaign note it touches. Of the 22 effects, 9 are objectively beneficial, 3 of those 9 can potentially ruin the plot of campaign in the players' favor, 3 effects are of such minor benefit as to be worthless, 2 are minorly inconvenient for the player, 6 that could potentially ruin the character depending on level, and 2 that straight up ruins the character regardless. And of those 22, 7 will likely derail the current plot, possibly more depending on how other ruinous effects interfere with the plot (there is one that makes artifacts vanish, as an example of what is a "maybe").
Basically, the item is a character ender, and a campaign ender. Any player or DM that chooses to use it has no right to get upset or concerned about the result.
Well, first, the player who quit sucks, if was his own fault. Second, yes, he could reverse it by saying the pcs never found the deck. Third: I wouldn't recomend letting a party just have the deck on demand, it causes, well, what this post is about. I think, in the future, you need to beat it into the party that that thing is dangerous.
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Sooooooooo, well shit. Some back story first.
After some madness in our campaign. My group acquired a deck of many things. After some insanely lucky draws from said deck. Pretty much made one of my players higher level than everyone else, with better equipment, more gold, and jewels. The player got greedy and kept pulling cards till he finally pulled the void card. That player immediately quit the game and went home. Almost immediately after that happened another player picked up the deck and pulled one card and got the flames card. So now a Amnizu is sending devil assassins after him. The player is freaking out and is asking any and everyone to help. The wish card has already been pulled and only the fates card can help but now he's to afraid to pull a card out. He's now asking other people to pull a card. So here's my question?
A new player joined our campaign and doesn't know about the others conflict with the devil. They talked about his situation and the new guy is interested in pulling a card. So if he gets the fate card. Can he undo the others fate? I was thinking that the fate card can only be used to undo fate for the one who pulled it or what the one who pulled it has witnessed. Any help would be great. Thanks...
If I was in your shoes I'd use the devil's enmity as a story hook for the next year or more of game time. Amnizu isn't trying to just kill the PC, he's trying to demoralize the PC, destroy his life, destroy his will to live, and then, only after everything else is lost THEN he'll kill him. Sending assassins after him now is just so kind and merciful. Plus that turns a bad draw into a great and long running story line that you can work with.
I would say that yes, the person who draws the Fate card can use it to undo the draw of the Flames card.
I'm disappointed in the player who got greedy and then left when he drew the void card. That card is the start of an epic, high level quest to rescue his PC! There is so much potential and opportunity there and he just wasted it all by leaving! Of course he'd have to play something other than his over powered PC in the process and by the time everyone else had rescued his PC they'd have all caught up with him so he wouldn't be over powered any more, but he'd still get to have fun playing and you'd have a great story line.
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Nothing forces you to draw extra cards unless you stated beforehand that you were going to pull x cards. In that case, the cards happen anyway.
The devil thing is like Tim said. You can have that be a background tension item for the rest of 2020.
The guy that left is being a wangrod. You accept the chance of nasty crap happening when you decide to draw. There are more bad things in the deck than good.
"Sooner or later, your Players are going to smash your railroad into a sandbox."
-Vedexent
"real life is a super high CR."
-OboeLauren
"............anybody got any potatoes? We could drop a potato in each hole an' see which ones get viciously mauled by horrible monsters?"
-Ilyara Thundertale
Also agreeing with Tim on this. As the DM, I'd allow the new player to pull another card and IF it was fate then sure, they could use it stop the devil assassins since as a member of the party it *technically* plays on their fate as well. However, this could absolutely turn into a new story hook to keep the campaign growing. Nothing says the assassins will show up tomorrow.
Honestly even though the one player left you could have your party travel to save them anyways. This could put distance between your players and the assassins, give them time to level and grow more for the fight, and once the other player is rescued just write them out from there. I know I'd want to retire after becoming rich and then immediately losing my soul lol.
Full of rice, beans, and bad ideas.
Generally speaking, the Deck of Many Things works best as I single encounter item that disappears when the encounter is complete. The players generally shouldn't run around carrying the Deck, and that sounds like what is going on. I would also say that immediately ending the campaign is a frequent outcome of encountering a Deck, and I would generally recommend against including it if you still have plans.
That said, yes, I think The Fates could easily reverse the effects. It could prevent the PCs from finding the Deck at all, thereby reversing every card drawn. It could reverse just the effect of drawing the Flames card, too. It's a very powerful card because it allows a PC to take control of the narrative, even retroactively.
I agree, it takes a very mature party to have a deck of many things, but not use it unless they absolutely need to. For example, in Critical Role when Grog is in the final battle between Vecna and Vox Machina, Grog didn't pull from the deck, even though some of the good abilities would be really good, and could let them win the fight.
I have used the Deck of Many Things multiple times in my campaigns, normally I have it disappear after they draw cards from it, sometimes it can only have one card pulled from it at a time.
The deck of many things will destroy your game if it is in there for too long (normally at all is too long) and I think the deck can change encounters and problems the deck has made.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
To Tim's comment . That's what I want to do. The Amnizu has been sending assassins much weaker than the party. Mostly an annoyance. But I wanted to be prepared just in case they keep pulling cards. I'm liking the fact that they are all terrified by the deck. Like Tim said I'm using that card and the devil to chip away at them slowly. First now with the annoyances of weak devil assassins coming for them. Than build up on that. Thanks all for the replys
Sorry I'm late to the party. I had this post up for a while but got distracted (first by sleep, then by 200 other forum post (barely an exaggeration)).
First to answer your main question, yes the person who drew the fates card can undo any event they are aware of. It is like a limited wish (I recommend undoing the appearance of the deck).
Now then. Of course the book of many matches is going to set fire to every character sheet and campaign note it touches. Of the 22 effects, 9 are objectively beneficial, 3 of those 9 can potentially ruin the plot of campaign in the players' favor, 3 effects are of such minor benefit as to be worthless, 2 are minorly inconvenient for the player, 6 that could potentially ruin the character depending on level, and 2 that straight up ruins the character regardless. And of those 22, 7 will likely derail the current plot, possibly more depending on how other ruinous effects interfere with the plot (there is one that makes artifacts vanish, as an example of what is a "maybe").
Basically, the item is a character ender, and a campaign ender. Any player or DM that chooses to use it has no right to get upset or concerned about the result.
Well, first, the player who quit sucks, if was his own fault. Second, yes, he could reverse it by saying the pcs never found the deck. Third: I wouldn't recomend letting a party just have the deck on demand, it causes, well, what this post is about. I think, in the future, you need to beat it into the party that that thing is dangerous.