I just joined today and since I have been wanting to get into D and D a while now (and soon will hopefully be able too). I have yet to play a agame but have been looking up various things and have had a little experience with another rpg (World of darkness Changeling the lost). Anyway rather than post this in the geenral chat thread I thought I would post this here since my questions invole a homebrew deck I have been coming up with for a while now. After first hearing about the deck of many things. I have also noticed that others have alos been making their own on here as well so the things I would like to know are;
1) Have you ever come across a deck that wasn't actually a deck of cards but a collection of something else that worked in the same sort of way? What was it and what happened?
2) What was the most interesting type of deck you have come across?
3)what do you think should never be used as an affect in a homebrew deck?
I will link my deck idea here when I have finished making it on the site.
Made a modified small bag of holding that contained a bunch of gems for my players a couple campaigns ago. They could only pull one gem at a time. 9 various high value gems (5000-20000gp), and 9 gemstones that would teleport the person that pulled it and anyone in a 10ft radius into a sealed room. In that room were monsters that immediately attacked. 4 were hard encounters, 3 were deadly, and 2 were TPK encounters. (Not necessarily guaranteed TPKs, but would take the luck of the dice to not be.)
I came up with this because we were doing a module, and we all liked the risk of the deck of many things, but wanted a way for everyone to benefit. I adjusted the "gem encounters" before each session to match the group's levels, items, and skills. Also made sure to put some good magic items in the rooms if they defeated everything. Was a way to give an xp boost, some treasure, and/or some money. And yes, the first time they pulled a stone it was a deadly room and it was a TPK because they weren't fresh off a long rest. On the fly, I had them appear where they were when they pulled the stone and they all lost a level. They made sure to not pull a stone without long rests after that.
1. Grog of substantial whimsy. It has 1000 different random effects. (You can find it via Google)
2. My DM used a homebrew deck, I'm not sure all the effects that were in it, but the ones we got before it vanished were: gems and gold, learned a druid cantrip, lost half my gold, got a loaf of bread that stayed fresh indefinitely, teleported to a large unclaimed treasure.
3. Instant death or as good as death effects are 0 fun (original deck has 2 or 3 of these).
Made a modified small bag of holding that contained a bunch of gems for my players a couple campaigns ago. They could only pull one gem at a time. 9 various high value gems (5000-20000gp), and 9 gemstones that would teleport the person that pulled it and anyone in a 10ft radius into a sealed room. In that room were monsters that immediately attacked. 4 were hard encounters, 3 were deadly, and 2 were TPK encounters. (Not necessarily guaranteed TPKs, but would take the luck of the dice to not be.)
I came up with this because we were doing a module, and we all liked the risk of the deck of many things, but wanted a way for everyone to benefit. I adjusted the "gem encounters" before each session to match the group's levels, items, and skills. Also made sure to put some good magic items in the rooms if they defeated everything. Was a way to give an xp boost, some treasure, and/or some money. And yes, the first time they pulled a stone it was a deadly room and it was a TPK because they weren't fresh off a long rest. On the fly, I had them appear where they were when they pulled the stone and they all lost a level. They made sure to not pull a stone without long rests after that.
I like this idea. I think one of the best things about this apart from being able to share out the benefits to everyone is that you can re use it in future and even mix up what happenes in those rooms in future campaigns. Making it far more interesting and customizable then the original deck of cards.
1. Grog of substantial whimsy. It has 1000 different random effects. (You can find it via Google)
2. My DM used a homebrew deck, I'm not sure all the effects that were in it, but the ones we got before it vanished were: gems and gold, learned a druid cantrip, lost half my gold, got a loaf of bread that stayed fresh indefinitely, teleported to a large unclaimed treasure.
3. Instant death or as good as death effects are 0 fun (original deck has 2 or 3 of these).
Yea the instant death cards are why I want to make my own thing instead of using the original deck. Also the Grog of substantial whimsy looks like it could be fun. Also if you don't mind me asking what was in the large unclaimed treasure?
Anyway I haven't made the actual deck yet since I am still typing out and adjusting what the cards do. Making sure it all makes sense before posting it as a homebrew item. So I have posted the basic idea and the first three card details below to maybe get some feed back and make alterations while I finish the remaining nine. Please note the name Wild deck is just a place holder.
Wild deck. Description: Each card is a strong, average human palm size in length sheet of interwoven Ironwood and Hartwood. The back of each one has the same carved out rune encircled by a side on crescent-shaped (head, front legs, feet and body into tail. a bit like a spirit) wolf. The front of each had a hand inked image which indicates what each card does. There are 12 cards in total.
Rules: They do not vanish when used but instead have to be placed back into the deck and re drawn one week (in game not real life) after use for their effect to take place again. Only one card will work for one character per week. Any cards they draw after that will not have any effect or be able to grant anyone else an effect until the next week. The affect of the card drawn often depends on whether the character is Lawful, Chaotic or Neutral. Any class can make use of the result given by the card they draw.
In the event they draw the same card twice in a row the player has a choice of either taking a wish that will (based on the judgement of the DM) cost them something else depending on what they wish for at some point during the same campaign. Or to gift the card to another player giving that player's character what would have been received by the card. Had it been drawn by them instead. This does not use up that players draw turn. Only the original drawer of the card who will find all of their things (spells, actions, potions, health etc) renewed to full.
Cards 1 Moon : the player gets a talisman in the shape of the image at the back of the cards. Which depending on the characters alignment gives the player of that character the ability to transform into one of two forms. The one they pick will become the permanent form the talisman grants for the rest of the game. They can then transform at will and get a free action point while in this form. But they can only use the abilities that would come with that form and must be successful on their Fortitude save every turn to maintain their new form. They are reduced to one hit point upon changeing back and must rest to avoid future penalties (-2) to further Fortitude saves.
Lawful can choose either Couatl or Efreeti , Chaotic Shoosuva or Adult Copper dragon. Neutral a Kamadan or Tarrasque when not using homebrew creatures.
2 Acorn : the player gets given a choice between an unidentified egg that they must do a perception roll on to figure out when it will hatch (must take the minimum of 5 hours in game). Or 100g along with one non combat pet out of a Tressym (winged kitty), Almiraj (unicorn horn bunny) and a Flying Monkey.
Lawful it hatches into a baby Griffon, Chaotic into a Roc chick and Neutral a Wyvern wyrmling. (Yes if raised these are supposed to become mounts).
3 Fang : the Character gains the Dual wielder feat if they don't have it already. They also get a plus two permanent bonus called (Fang blessing) to either strength or dexterity (the players choice). They also get two basic looking scimitar with an effect based on the characters alignment.
Lawful d6 Radiant. Necrotic immunity while wielding both and you can choose to roll another d6 once per day during combat. If you get an even number temporarily gain the lucky feat for the rest of the fight plus one hour after. Odd number you become poisoned and get a (-2) to all save roles for the rest of the day.
Chaotic d6 Fire and Frost. You can choose to roll another d6 while wielding both once per day during combat. Odd number turn up to three enemies into stone. Even Feeblemind gets cast on you.
Neutral d6 lightning. Regain health equal to the damage done to enemies and a Poison immunity when wielding both.
1. Grog of substantial whimsy. It has 1000 different random effects. (You can find it via Google)
2. My DM used a homebrew deck, I'm not sure all the effects that were in it, but the ones we got before it vanished were: gems and gold, learned a druid cantrip, lost half my gold, got a loaf of bread that stayed fresh indefinitely, teleported to a large unclaimed treasure.
3. Instant death or as good as death effects are 0 fun (original deck has 2 or 3 of these).
Yea the instant death cards are why I want to make my own thing instead of using the original deck. Also the Grog of substantial whimsy looks like it could be fun. Also if you don't mind me asking what was in the large unclaimed treasure?
About 1500 platinum and a homebrew magic item related to a side quest. Downside was that character is now in another country and needs to rejoin group.
1. Grog of substantial whimsy. It has 1000 different random effects. (You can find it via Google)
2. My DM used a homebrew deck, I'm not sure all the effects that were in it, but the ones we got before it vanished were: gems and gold, learned a druid cantrip, lost half my gold, got a loaf of bread that stayed fresh indefinitely, teleported to a large unclaimed treasure.
3. Instant death or as good as death effects are 0 fun (original deck has 2 or 3 of these).
Yea the instant death cards are why I want to make my own thing instead of using the original deck. Also the Grog of substantial whimsy looks like it could be fun. Also if you don't mind me asking what was in the large unclaimed treasure?
About 1500 platinum and a homebrew magic item related to a side quest. Downside was that character is now in another country and needs to rejoin group.
Well that sound likes fun. Though I guess that would depend on what country it is you got stuck in as well as the on going plot as a whole. You never know you might even find a few souvernirs to bring back with you for yourself and the rest of the party. I would be pretty terrible though as if the DM did that to me I would go around trying to add friends to the party via pets and more fire power etc. Thus coming back with a small army if I could pull it off without dying lol.
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Hello everyone
I just joined today and since I have been wanting to get into D and D a while now (and soon will hopefully be able too). I have yet to play a agame but have been looking up various things and have had a little experience with another rpg (World of darkness Changeling the lost). Anyway rather than post this in the geenral chat thread I thought I would post this here since my questions invole a homebrew deck I have been coming up with for a while now. After first hearing about the deck of many things. I have also noticed that others have alos been making their own on here as well so the things I would like to know are;
1) Have you ever come across a deck that wasn't actually a deck of cards but a collection of something else that worked in the same sort of way? What was it and what happened?
2) What was the most interesting type of deck you have come across?
3)what do you think should never be used as an affect in a homebrew deck?
I will link my deck idea here when I have finished making it on the site.
Made a modified small bag of holding that contained a bunch of gems for my players a couple campaigns ago. They could only pull one gem at a time. 9 various high value gems (5000-20000gp), and 9 gemstones that would teleport the person that pulled it and anyone in a 10ft radius into a sealed room. In that room were monsters that immediately attacked. 4 were hard encounters, 3 were deadly, and 2 were TPK encounters. (Not necessarily guaranteed TPKs, but would take the luck of the dice to not be.)
I came up with this because we were doing a module, and we all liked the risk of the deck of many things, but wanted a way for everyone to benefit. I adjusted the "gem encounters" before each session to match the group's levels, items, and skills. Also made sure to put some good magic items in the rooms if they defeated everything. Was a way to give an xp boost, some treasure, and/or some money. And yes, the first time they pulled a stone it was a deadly room and it was a TPK because they weren't fresh off a long rest. On the fly, I had them appear where they were when they pulled the stone and they all lost a level. They made sure to not pull a stone without long rests after that.
1. Grog of substantial whimsy. It has 1000 different random effects. (You can find it via Google)
2. My DM used a homebrew deck, I'm not sure all the effects that were in it, but the ones we got before it vanished were: gems and gold, learned a druid cantrip, lost half my gold, got a loaf of bread that stayed fresh indefinitely, teleported to a large unclaimed treasure.
3. Instant death or as good as death effects are 0 fun (original deck has 2 or 3 of these).
I like this idea. I think one of the best things about this apart from being able to share out the benefits to everyone is that you can re use it in future and even mix up what happenes in those rooms in future campaigns. Making it far more interesting and customizable then the original deck of cards.
Yea the instant death cards are why I want to make my own thing instead of using the original deck. Also the Grog of substantial whimsy looks like it could be fun. Also if you don't mind me asking what was in the large unclaimed treasure?
Anyway I haven't made the actual deck yet since I am still typing out and adjusting what the cards do. Making sure it all makes sense before posting it as a homebrew item. So I have posted the basic idea and the first three card details below to maybe get some feed back and make alterations while I finish the remaining nine. Please note the name Wild deck is just a place holder.
Wild deck.
Description: Each card is a strong, average human palm size in length sheet of interwoven Ironwood and Hartwood. The back of each one has the same carved out rune encircled by a side on crescent-shaped (head, front legs, feet and body into tail. a bit like a spirit) wolf. The front of each had a hand inked image which indicates what each card does. There are 12 cards in total.
Rules: They do not vanish when used but instead have to be placed back into the deck and re drawn one week (in game not real life) after use for their effect to take place again. Only one card will work for one character per week. Any cards they draw after that will not have any effect or be able to grant anyone else an effect until the next week. The affect of the card drawn often depends on whether the character is Lawful, Chaotic or Neutral. Any class can make use of the result given by the card they draw.
In the event they draw the same card twice in a row the player has a choice of either taking a wish that will (based on the judgement of the DM) cost them something else depending on what they wish for at some point during the same campaign. Or to gift the card to another player giving that player's character what would have been received by the card. Had it been drawn by them instead. This does not use up that players draw turn. Only the original drawer of the card who will find all of their things (spells, actions, potions, health etc) renewed to full.
Cards
1 Moon : the player gets a talisman in the shape of the image at the back of the cards. Which depending on the characters alignment gives the player of that character the ability to transform into one of two forms. The one they pick will become the permanent form the talisman grants for the rest of the game. They can then transform at will and get a free action point while in this form. But they can only use the abilities that would come with that form and must be successful on their Fortitude save every turn to maintain their new form. They are reduced to one hit point upon changeing back and must rest to avoid future penalties (-2) to further Fortitude saves.
Lawful can choose either Couatl or Efreeti , Chaotic Shoosuva or Adult Copper dragon. Neutral a Kamadan or Tarrasque when not using homebrew creatures.
2 Acorn : the player gets given a choice between an unidentified egg that they must do a perception roll on to figure out when it will hatch (must take the minimum of 5 hours in game). Or 100g along with one non combat pet out of a Tressym (winged kitty), Almiraj (unicorn horn bunny) and a Flying Monkey.
Lawful it hatches into a baby Griffon, Chaotic into a Roc chick and Neutral a Wyvern wyrmling. (Yes if raised these are supposed to become mounts).
3 Fang : the Character gains the Dual wielder feat if they don't have it already. They also get a plus two permanent bonus called (Fang blessing) to either strength or dexterity (the players choice). They also get two basic looking scimitar with an effect based on the characters alignment.
Lawful d6 Radiant. Necrotic immunity while wielding both and you can choose to roll another d6 once per day during combat. If you get an even number temporarily gain the lucky feat for the rest of the fight plus one hour after. Odd number you become poisoned and get a (-2) to all save roles for the rest of the day.
Chaotic d6 Fire and Frost. You can choose to roll another d6 while wielding both once per day during combat. Odd number turn up to three enemies into stone. Even Feeblemind gets cast on you.
Neutral d6 lightning. Regain health equal to the damage done to enemies and a Poison immunity when wielding both.
About 1500 platinum and a homebrew magic item related to a side quest. Downside was that character is now in another country and needs to rejoin group.
Well that sound likes fun. Though I guess that would depend on what country it is you got stuck in as well as the on going plot as a whole. You never know you might even find a few souvernirs to bring back with you for yourself and the rest of the party. I would be pretty terrible though as if the DM did that to me I would go around trying to add friends to the party via pets and more fire power etc. Thus coming back with a small army if I could pull it off without dying lol.