Does anyone here have any experience with an Alternate DoMT?
I want my players to get the chance to find it, but I'd rather they go in a little blindly. They all already know about the standard DoMT, and I don't want its OOC reputation to be the deciding factor on whether or not they use it. Also I'd like to tone it down just a tiny bit. I don't want to take the spice out of it entirely, but I'd rather not have it instantly destroy the campaign by dropping my party into a bottomless pit or making one of the player characters evil or somesuch. In addition to that, we don't use EXP so a lot of the cards as they are wouldn't really work in this campaign (Fool, Jester, Sun).
I'm a first-time DM, so I've never run anything like this before and would really appreciate hearing your stories of how the DoMT has gone down.
I'm also looking for alternate versions of the Wild Magic Surge table, if anyone has one they can recommend.
You could replace the XP cards with boosts to stats or proficiencies or just grant inspiration. You can replace the uber bad cards with penalties to stats or proficiencies.
A while ago I started working on a 52 card Deck of Many Things, which I called the Deck of Chaos. Some of my favorite cards that I added to it were these 3:
The Globe. A giant sphere of solid steel, 200 ft. in diameter, appears 1,000 feet above your head. You have 2 rounds to get out of its path, if you don't succeed, you are going way down under the ground. One of my parties found one of these spheres in the Underdark that created a massive hole in the ground from the surface all the way down to the Underdark.
The Pistol. A magic floating gun that appears next to your head, the end of the barrel on the side of your skull, it shoots you anytime your character says the word "the", dealing 4d10 force damage if it hits, which it has a +9 to do so. It can't kill you, but it sure is annoying. Dispel Magic can get rid of it, DC 19.
The Sea. You get a boat of the DM's choice. It appears in the place nearest to you, and a body of water big enough to support it. You always know of its location.
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Please check out my homebrew, I would appreciate feedback:
the deck of several things from Lost Laboratory of Kwalish offers less powerful/bad effects, and ones that don't effect a long running campaing for long. I think it's good for those who don't wish to use the real deck.
A while ago I started working on a 52 card Deck of Many Things, which I called the Deck of Chaos. Some of my favorite cards that I added to it were these 3:
The Globe. A giant sphere of solid steel, 200 ft. in diameter, appears 1,000 feet above your head. You have 2 rounds to get out of its path, if you don't succeed, you are going way down under the ground. One of my parties found one of these spheres in the Underdark that created a massive hole in the ground from the surface all the way down to the Underdark.
The Pistol. A magic floating gun that appears next to your head, the end of the barrel on the side of your skull, it shoots you anytime your character says the word "the", dealing 4d10 force damage if it hits, which it has a +9 to do so. It can't kill you, but it sure is annoying. Dispel Magic can get rid of it, DC 19.
The Sea. You get a boat of the DM's choice. It appears in the place nearest to you, and a body of water big enough to support it. You always know of its location.
That sounds amazing and I'd love to use it, if possible.
A while ago I started working on a 52 card Deck of Many Things, which I called the Deck of Chaos. Some of my favorite cards that I added to it were these 3:
The Globe. A giant sphere of solid steel, 200 ft. in diameter, appears 1,000 feet above your head. You have 2 rounds to get out of its path, if you don't succeed, you are going way down under the ground. One of my parties found one of these spheres in the Underdark that created a massive hole in the ground from the surface all the way down to the Underdark.
The Pistol. A magic floating gun that appears next to your head, the end of the barrel on the side of your skull, it shoots you anytime your character says the word "the", dealing 4d10 force damage if it hits, which it has a +9 to do so. It can't kill you, but it sure is annoying. Dispel Magic can get rid of it, DC 19.
The Sea. You get a boat of the DM's choice. It appears in the place nearest to you, and a body of water big enough to support it. You always know of its location.
That sounds amazing and I'd love to use it, if possible.
is it out for the public or no? :)
I did not end up putting it online, due to the fact that no one had expressed interest before now.
Rollback Post to RevisionRollBack
Please check out my homebrew, I would appreciate feedback:
Years ago someone posted one that was based on a Fighter Hero who the cards took things away from. Even possibly his Identity, Class, Fame, etc. It was something like The Deck of Manny's Things, but I know that one pulls up a Wizard whose items are taken. The older one, if everything was drawn, the Hero would have nothing but their memories remaining, it was kind of brutal. I was sad when I lost the copy I had made of it.
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Does anyone here have any experience with an Alternate DoMT?
I want my players to get the chance to find it, but I'd rather they go in a little blindly. They all already know about the standard DoMT, and I don't want its OOC reputation to be the deciding factor on whether or not they use it. Also I'd like to tone it down just a tiny bit. I don't want to take the spice out of it entirely, but I'd rather not have it instantly destroy the campaign by dropping my party into a bottomless pit or making one of the player characters evil or somesuch. In addition to that, we don't use EXP so a lot of the cards as they are wouldn't really work in this campaign (Fool, Jester, Sun).
I'm a first-time DM, so I've never run anything like this before and would really appreciate hearing your stories of how the DoMT has gone down.
I'm also looking for alternate versions of the Wild Magic Surge table, if anyone has one they can recommend.
"The beating sound is not my sympathetic heart, but a time bomb."
♦Character art commissions♦
There are many homebrew decks floating around the internet. You can start with this link for some ideas.
https://www.reddit.com/r/DnD/comments/6a9j16/a_custom_and_much_less_extreme_deck_of_many_things/?utm_source=amp&utm_medium=&utm_content=post_body
You could replace the XP cards with boosts to stats or proficiencies or just grant inspiration. You can replace the uber bad cards with penalties to stats or proficiencies.
A while ago I started working on a 52 card Deck of Many Things, which I called the Deck of Chaos. Some of my favorite cards that I added to it were these 3:
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
the deck of several things from Lost Laboratory of Kwalish offers less powerful/bad effects, and ones that don't effect a long running campaing for long. I think it's good for those who don't wish to use the real deck.
That sounds amazing and I'd love to use it, if possible.
is it out for the public or no? :)
Since the thread was bumped anyways, I thought I'd share that I ended up making one.
"The beating sound is not my sympathetic heart, but a time bomb."
♦Character art commissions♦
I did not end up putting it online, due to the fact that no one had expressed interest before now.
Please check out my homebrew, I would appreciate feedback:
Spells, Monsters, Subclasses, Races, Arcknight Class, Occultist Class, World, Enigmatic Esoterica forms
Years ago someone posted one that was based on a Fighter Hero who the cards took things away from. Even possibly his Identity, Class, Fame, etc. It was something like The Deck of Manny's Things, but I know that one pulls up a Wizard whose items are taken. The older one, if everything was drawn, the Hero would have nothing but their memories remaining, it was kind of brutal. I was sad when I lost the copy I had made of it.