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Deck of Certain Things

Deckkkkk

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domenico vitale
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0% found this document useful (0 votes)
33 views1 page

Deck of Certain Things

Deckkkkk

Uploaded by

domenico vitale
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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Deck of Certain Things ——

vetekrans
Legendary • Wondrous Item • 11/21/2018

Wondrous Item, legendary

A small wooden box has "Deck of Certain Things" crudely carved into its lid. Inside you see 10 cards just waiting to
be drawn.

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 _y 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 Wall_ower

King of spades Invitation

Queen of spades Nightmare

Jack of spades Quill

Two of spades Infant

Acorn. 3d8 terrided 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 dre 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.

WallWower. 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 _ame. All
creatures within 5 feet must make a Dexterity saving throw or take 2d10 dre damage.

Infant. For the next hour your voice is replaced with the shrill cries of a baby. You are unable to communicate through

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