1d12 Random Events for characters carrying “that Deck of Many” cards.
Let’s face it. Decks of cards with massive effects attached might attract some planar weirdness. It might be better to draw a card and send the deck onto the next poor fool, er… recipient. Roll 1d12 to see what the owner (or person carrying the deck) attracts:
- Shuffle the Deck and look at the bottom card. That effect takes place, but the deck does not disappear afterward.
- A pair of elementals spawn nearby. (Roll 1d4 1= Air, 2 = Water, 3= Earth, 4 = Fire.) They may or may not even notice the group.
- Three Hags are summoned nearby. They seem to know exactly where the Deck is and are willing to negotiate or fight the owner for it.
- A very bothersome Imp spawns nearby and follows the Owner of the Deck around asking lots of annoying questions about the character, the Deck, the group, random things they pass by, etc. He proves rather difficult to dispatch until the Deck is used.
- The character who carries the Deck disappears into a portal suddenly and emerges ten minutes later with all of their clothes on backwards and no idea where they went or what happened there.
- A small cloud appears over the character and follows them around everywhere. Sometimes rain falls on the character. Other times, it snows.
- A man in plain clothes appears and demands one of the character’s common items claiming it was stolen from him. He is incredibly persistent and demands the item back. He disappears with the item when it is given to him.
- Character is subjected to the illusion of bursting into flames suddenly. Effect lasts 1d12 rounds or until “extinguished.”
- A winged champion descends from the sky to observe whoever is carrying the deck. They are kind, friendly, and benevolent. They linger for approximately 1d6x10 minutes.
- The character is suddenly coated with a purple slimy substance of unknown origin. It appears to be non-toxic and washes off with regular water. Tastes like grape jelly.
- The character stops dead in their tracks and has a dream about a dystopian fantasy world in which demons and zombies roam the land. The character is only stopped for 1d12 minutes, but the character is in the dream for what seems like days.
- An intense bolt of cosmic lighting strikes the ground a few feet from the carrier. The owner of the deck is completely unscathed, but any creature in front of them takes 6d8 lightning damage, save for half. (DC 12 DEX/Ref) Any creature struck by this lightning can’t be reduced below 1hp.

