Showing posts with label domt. Show all posts
Showing posts with label domt. Show all posts

Friday, February 18, 2022

DoMT: Eurayle and Idiot

It has been some time since I added to this series. A slow-rolling series of how the Deck of Many Things works in my homebrew world of Ironguard.  (Part 1, Part 2, Part 3, Part 4).

"If it weren't for bad luck, you'd no type of luck at all," - Pirates of the Caribbean.

Both of these cards fall under the 'unwanted draws' in the DoMT, but neither is nearly as bad as some other options.  Still, I'd much rather draw a good card, or better yet, draw none at all.  


Euryale: -1 penalty on all saving throws henceforth.

Euryale is named for one the three Greek Gorgons, of which Medusa is one (although how she spawned an entire race of fellow snake-headed stone-turning women is beyond this post).  At least this card doesn't petrify its drawer.  

This card exists because of an unhappy tryst between Loki and a deity of luck, fate, and serpents.  Be thankful it didn't result in Loki having yet another monstrous child.



Idiot: Lose Intelligence (permanent).  You may draw again. 

Because taking the chance on the DoMT is NOT an intelligent choice.  Ever.  As such, the face on the card looks like its drawer before disappearing.

This card comes directly from Loki's sense of humor and delight in hoisting people upon their own petards.  Directly powered by Loki himself/herself/itself, the Idiot card is Loki passing judgement on those that draw from the Deck.

Saturday, October 23, 2021

DoMT: Talons and Ruin

A slow-rolling series of how the Deck of Many Things works in my homebrew world of Ironguard.  (Part 1, Part 2, Part 3)

Infuryana is an ancient red hellkite, spawned in the chaotic fire and madness at the beginning of the time, the template from which all stories of dragongreed (and other dragons) come.  Even Tiamat and Bahamut are respectful in her presence.

But Loki wasn't.  His bargain with her was that based on the cards, her hoard would increase significantly.  And over the centuries, it has.  He neglected to tell her that her hoard may shrink as well, as the cards required.  

She has vowed to deal with Loki eventually.

Talons:  All magic items you possess disappear, permanently.

Such items, be they on the person, loaned to another, or hidden away, immediately disappear, fading into nothingness, to reappear in the horde of Infuryana.  Observant card drawers have noted a rumbling laughter rolling through the air as their treasures disappear.  This laughter is Infuryana's gloating at her newfound loot.

Ruin: Immediately lose all wealth and real property.  (nonmagical wealth is specified later in the description.)

This card, too, is accompanied by deep peals of laughter, as Infuryana's horde increases by the amount the drawer has lost.  Granted, this only applies to monetary wealth and portable trade goods.  Property such as land and buildings suffer a disaster of some sort (infuriating the various deities of nature and specific places besides).  

Recovering lost wealth is ... not exactly impossible, but certainly improbable.  Other cards in the Deck of Many Things may recover, or at least replace the lost goods.  Wishes, divine boons from certain deities, and DM fiat also return treasured things.

In theory, diligent PCs could discover the location of Infuryana's lair, and then beard the hellkite in its den, but that is considered folly by even the most jaded treasure hunters and explorers.

Still, the glory of being the ones who broke the Deck of Many Things is alluring to some.

Thursday, October 21, 2021

DoMT: Knight and Rogue

A slow-rolling series of how the Deck of Many Things works in my homebrew world of Ironguard.  (Part 1, Part 2, Part 4)

There is a temptation to tie Knight in with Throne, but for now, they will fall under two separate posts.


Knight: gain the service of a 4th level fighter.

When Ser James 'Jamie' Blackthorn cut a deal for immortality and travel, this was not his intent, but it is what he has.  Over the centuries, he has served dozens of masters and mistresses, primarily adventuring sorts, and has visited cities before they were ruins, tombs and dungeons when they were new, and mountains before they were rolling hills.

So he is a jaded bastard who has been everywhere and seen everything.  This makes him a sarcastic font of information, who may or may not volunteer knowledge, depending on how well he likes his current master or mistress.  

Despite his vast experience, Ser Jamie never mechanically proceeds past the fourth level.  

When active, he makes it a point to check up on his known and suspected heirs while traveling, going so far as to steer his master/mistress in their direction.  On the rare occasion that an heir draws his card, Ser Jamie is overjoyed, and has been known to shower that lucky soul with locations of hidden treasures (that Ser Jamie may have hidden away himself), as well as useful advice.  There is a reason that certain upstart kingdoms lasted as long as they did - Ser Jamie was the voice in the ear of the King.

If slain, dismissed, or the current master/mistress is slain, Ser Jamie awakens/appears in his chambers at the Keep of the Throne, holding and wearing whatever he had when he left.  Once there he passes time playing chess with Steward, drinking wine, and writing his never-ending memoirs until the card is drawn again.  

At that point, Ser Jamie is whisked away, wearing and carrying whatever he had at the time the card was drawn.  Tales note that several times, he has arrived naked, the Card having been drawn while he was bathing.

Rogue: one of your friends turns against you. Nothing less than a wish or divine intervention can turn the traitor back - which suggests that if the Rogue is slain, they will rise as undead or otherwise return to haunt the Card drawer.

DM Note: at no point will Rogue turn Ser Jamie of the Knight card, STEWARD of the Throne card, nor any PC against the card drawer.  This leaves a wide range of meek and mighty NPCs at the DM's disposal, however.  That said, the Card prefers to turn those with some measure of power against the PC, if only to ensure grief.  It will not hesitate to use family, if that is the best choice.

This card is powered by the unnamed deity of lies and treachery and narcissism, sometimes referred to in whispers as the forty-fifth.  When drawn, a cold chill and mild electric shock passes through the drawer as the magic of the Rogue card examines the drawer's being to decide who best to turn against them.

At this point, the Rogue realizes that it is card drawer who is the cause of ALL the Rogue's woes.  The magic bound within the card nurses the fears and suspicions until what begins as a smear campaign becomes outright attempts at assassination.  If confronted, the Rogue attacks the card drawer in a blind rage.

On occasion, the Rogue falls in league with the Fiend of the Flames card, and then life turns ugly for the poor fool that drew both cards.


Sunday, October 17, 2021

DoMT: Donjon and The Void

A slow-rolling series of how the Deck of Many Things works in my homebrew world of Ironguard.  (Part 1, Part 3, Part 4)

Donjon:  You are imprisoned. You disappear and become entombed in a state of suspended animation in an extradimensional sphere.  Everything you were wearing and carrying stays behind in the space you occupied when you disappeared.  You remain imprisoned until you are found and removed from the sphere.  You cannot be located by any divination magic, but a wish spell can reveal the location of your prison.  You draw no more cards.

All this time, I thought it was just like the Imprisonment spell, itself a reference to the Dying Earth story Cugel the Clever.  As for the spell - I must say that I far prefer the AD&D version of Imprisonment.  (Both a summary of Cugel the Clever and the AD&D version of the spell are HERE).  Regardless, the 5e rules are rather... tame.  Leaving behind the gear and belongings means that some tables will never bother with a search, because the replacement PC will get most of the last one's gear, anyhow.  

So much digression to say that this card will see change.

Dragon Isle (so named due to its shape - an open-mouthed dragon's head) is lost to modern navigators, as is the ruined settlement upon it.  One building that stands strangely intact is the Dragonseye Beacon - a lighthouse rising up from where an eye would be if the Isle would be viewed from above.  Under the right conditions, it is said that the Beacon can still be seen and followed into the decaying harbor of nameless ruins from which it rises.

Within Dragoneye Beacon dwells the Keeper.  Another mortal bargaining for immortality with Loki, the Keeper now guards those imprisoned by the Donjon card.  Deep beneath Dragon Isle, deeper than the caves that are said to run under it, teeming with darkness, water, treasure, and horror, lie the hundreds of spheres imprisoning the unlucky fools that drew this card.

If found and bargained with, the Keeper can call forth a specific being's sphere, allowing freedom.  

Of course, what the Keeper may want in trade for such a service is unknown.


The Void: Body functions, but soul is trapped elsewhere.  

Dao are exemplars of greed and power, rivaling dragons in the hoarding of wealth.  When Loki offered the Dao Sultan Haris al-Sijan a chance at becoming a private jailer of sorts in exchange for gems, Haris gladly accepted.  

Since that time, whenever The Void is drawn, the stolen soul becomes a large, pampel-cut ruby, appearing on a cushion near the throne of Haris al-Sijan.  These soul rubies glow with their own inner light, and upon close inspection, a humanoid shadow can be seen within.  The Sultan has these soul rubies affixed to gold chains, and he wears them as proof of his might.  

A pampel-cut gem. 

On rare occasions, someone has been freed from their gem, and this freedom comes at the cost of negotiations and deals between the Dao Sultan and the card-drawer's allies.  

Those freed return to their home plane and tend to embrace life to the fullest, having seen what missing it is like.

It is said the half-elf sage Anacharsis in the city of Skara Brae has spent the last two centuries collecting tales of those who have been affected by drawing from the Deck of Many Things, and among those tales are the location of Sultan Haris al-Sijan's palace at the intersection of Carceri and the Plane of Elemental Earth.

The bodies of those that draw the Void must be kept alive, and are effectively in a deep coma, from which only the return of the soul can waken.  Given lack of care, these bodies die, leaving the soul forever trapped in its ruby.  That said, there are whispers of great-great-great-grandchildren still tending to an ancestor's body, waiting patiently for the soul's return.  Perhaps Anacharsis can provide details.

Note that the Vizier card (or perhaps consulting with Heimdall, the Far-Seeing) can provide the location of people trapped by both Donjon and the Void.

Heimdall, himself.


Sunday, September 19, 2021

DoMT: Introduction and Flames

I've written before about how the Deck of Many Things creates stories for sandbox games.  Now I would like to explore this theory more in-depth, by providing a homebrew history of the Deck of Many Things, then detailing a card or two with each post, and how it fits in to my game world as a whole.

To prepare this series, I spent some time comparing the DoMT between rulesets: 3.5e and 5e.  Both hew close to the original from AD&D, but wow, does the 5e version break down specifically how each card works.  

I'll be using the 5e rules for this series, but will likely mix and match rulings to better fit my game.  (Part 2, Part 3, Part 4)

Basically, the DoMT was crafted by Loki to embody the lyrics of Tom Waits, who said, 'the large print giveth, and the small print taketh away.'  Along the way, the DoMT spreads Chaos throughout the planes, as it forces those bound to it to act in rather specific ways.

Flames - Enmity between you and an Outsider. 

The specific contract between Loki and Etrigan is unknown to mortals, but it stings the devil enough that when Flames is drawn from the Deck of Many Things, Etrigan takes special delight in ruining the mortal drawing the card, if only because Etrigan cannot affect Loki even if it wanted to - and he dearly wants to.

So with Loki unavailable, the poor fool drawing Flames is a suitable replacement.

Initially, Etrigan sends cultists and agents to learn about the card-drawer and regular companions - with the goal being to ruin his life, not end it.  Ending the life and ruining the soul comes later.  

With time, Etrigan sends potent devils and sublieutenants to ruin the card-drawer.  These agents are under strict orders to speak before and during combat.  Specifically, they tell all within earshot that they are doing what they are doing because of the card drawer.  

The final fight between Etrigan and the card drawer has so far resulted in the death and dissolution of several world-class heroes through the ages.  The truth is, though, that most often the card drawer dies to a minion of Etrigan.

At the table, this means that that - like it or not - there are attacks aimed at the card drawer every other session, with evidence of other mischief designed to ruin the reputation and life of the card drawer during the in-between sessions.  All told, drawing Flames results in Etrigan's ire being seen and growing as the card drawer foils attempts on his life and reputation until the final battle.

Note that whether or not the DM embraces Etrigan's namesake and only speaks in rhyme is very much table dependent.  That said, I will do my best to speak in such a manner.