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Shenanigans - The Deck of Many Things
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<blockquote data-quote="Fanaelialae" data-source="post: 9292263" data-attributes="member: 53980"><p>The Deck usually shows up once in a campaign at my table. We play that after someone draws all their cards, the cards get shuffled back in (that way everyone has the same chances of risk and reward). I actually have a few different customized Decks that I've used over the years.</p><p></p><p>In my current campaign, two players drew the Throne, so I created a floating two-part keep that they each control half of. It can split into two floating keeps that are a bit slower than the combined keep. It's been their base of operations ever since.</p><p></p><p>One player drew Fates. She was playing a homebrew race known as an Unwritten, which are basically people who've been excised from reality and fallen into the Nether. The Nether is basically a dimension where everything that doesn't exist is stored as information. Upon entering the Nether, anything physical ceases to be but particularly strong-willed souls can gather ideas to them as a kind of body, and if they're lucky, find a portal that leads out of the Nether, whereupon they have bodies made up of these amalgams of ideas, and usually little to no recollection of who they once were. She was a pink dragon made of candy as an Unwritten. She used the Fates to undo the event that made her an Unwritten, and basically remade her character.</p><p></p><p>Another character drew the Void, which locks your soul away somewhere as usual, but in this Deck a variant of you from an alternate timeline inhabits your body, meaning that you have to take all of your levels and apply them to a different class. This actually resulted in an interesting twist in a recent adventure, where thanks to hag magic the original character's soul (and class) were returned to her, but her variant remained (and due to the deal she struck with the hag, was forced to marry a fey lord).</p><p></p><p>Also, amusingly, the guy playing a flumph pulled a card that caused mutation, and his flumph grew a neck, which has been an endless source of running jokes throughout the campaign (the flumph's player thinks it's hilarious).</p><p></p><p>Plenty of other results as well, some good, some bad, but those were the highlights IMO.</p><p></p><p>Edit: Just thought of one more highlight. The druid pulled the Vizir. Much later, they acquired an extremely powerful wish. They were trying to stop a god of the Far Realm, and they wanted to use the wish to get rid of it, but were going in circles trying to debate how to safely phrase the wish. In steps the druid with the Vizir, and the party got rid of the big bad of the campaign just like that. (Which was fine. It took the campaign in an interesting direction and their actions managed to give rise to a new big bad a few sessions later.)</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 9292263, member: 53980"] The Deck usually shows up once in a campaign at my table. We play that after someone draws all their cards, the cards get shuffled back in (that way everyone has the same chances of risk and reward). I actually have a few different customized Decks that I've used over the years. In my current campaign, two players drew the Throne, so I created a floating two-part keep that they each control half of. It can split into two floating keeps that are a bit slower than the combined keep. It's been their base of operations ever since. One player drew Fates. She was playing a homebrew race known as an Unwritten, which are basically people who've been excised from reality and fallen into the Nether. The Nether is basically a dimension where everything that doesn't exist is stored as information. Upon entering the Nether, anything physical ceases to be but particularly strong-willed souls can gather ideas to them as a kind of body, and if they're lucky, find a portal that leads out of the Nether, whereupon they have bodies made up of these amalgams of ideas, and usually little to no recollection of who they once were. She was a pink dragon made of candy as an Unwritten. She used the Fates to undo the event that made her an Unwritten, and basically remade her character. Another character drew the Void, which locks your soul away somewhere as usual, but in this Deck a variant of you from an alternate timeline inhabits your body, meaning that you have to take all of your levels and apply them to a different class. This actually resulted in an interesting twist in a recent adventure, where thanks to hag magic the original character's soul (and class) were returned to her, but her variant remained (and due to the deal she struck with the hag, was forced to marry a fey lord). Also, amusingly, the guy playing a flumph pulled a card that caused mutation, and his flumph grew a neck, which has been an endless source of running jokes throughout the campaign (the flumph's player thinks it's hilarious). Plenty of other results as well, some good, some bad, but those were the highlights IMO. Edit: Just thought of one more highlight. The druid pulled the Vizir. Much later, they acquired an extremely powerful wish. They were trying to stop a god of the Far Realm, and they wanted to use the wish to get rid of it, but were going in circles trying to debate how to safely phrase the wish. In steps the druid with the Vizir, and the party got rid of the big bad of the campaign just like that. (Which was fine. It took the campaign in an interesting direction and their actions managed to give rise to a new big bad a few sessions later.) [/QUOTE]
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