Deck of SO many things!


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1. The Cliffs: The next time the character falls far enough to take damage in excess of 2d6 points, she will be affected by a feather fall effect.


2. Lonchon: A 20'x5' table appears, brimming with enough food to satisfy all comers for 1d4 hours. Those who eat from the table gain a full day's nutrition and benefit from a lvl 10 Aid spell for the duration of the meal + one hour.

After the meal, a set of gilded plates, bowls, and flatware to serve twenty may be collected and sold as a set for 5000gp.

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

3. The Tablets: This card will display the religious text of whomever reads it.

Scarab Sages

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4. The Fist: The fist portrayed on the card bursts into 3 dimensions, delivering a full Flurry of Blows as by a 20th-level Monk with Weapon Focus (Unarmed Strike) and a Strength score of (4d6, drop the lowest).


5. The Burning Blade: The drawer gains the ability to summon a Flame Blade (per the spell) cast at level 10 for ten minutes a day as a Supernatural Ability.

The blade must be summoned in one minute increments.


6. The Honey Badger - The drawer immediately and forever stops giving a f**k.


7. The wandering executioner...

Summons a murder-hobo follower...


8. The Plague Doctor
All diseases are cured. However, a wound appears,and blood leaks out of it for eternity. This deals 1d4 damage a day. This cannot be magically or naturally healed.


9. The Cat: Sleeps all day and doesn't care about you at all.

Shadow Lodge

10. The Jumping Fish: The drawer gains a swim speed equal to 10 X the drawer´s Dexterity modifier but every 10 feet that the wearer moves when swimming, he is instantly rocketed up in the air an amount of feet equal to 1/2 of his land speed. The drawer never takes damage from this.

Shadow Lodge

11. The Herald´s Horn: At will, whenever entering a room, the drawer can choose to make a song of his choice play in the background. This is a free action.

Scarab Sages

12. The Hourglass: You are empowered with 3d4 uses of time stop as a spell-like ability, to be spent at your discretion.

Shadow Lodge

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13. The Broken Clock: The planet on the material plane you are currently standing on is affected by a Time Stop lasting 1d8 days, treating you as the caster

Shadow Lodge

14. The Painter: Gain the ability to replicate the effects of Marvelous Pigments an amount of times per day equal to your Charisma or Wisdom modifier, but be dazed (no save) every time you use this ability


15 - The Butt.) Tee hee.


16. The Butte. This one use card will cause any paladin to "fall" from grace with his diety.


17. The dancing kender (aka easy come, easy go)
This card surrounds the person with kender intent upon stealing everything he/she owns while taunting and beating him with clubs, until they vanish in a puff of smoke.


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18.) The Demons - This card summons a swarm of demons for you to fight. Except that you were them all along.

Scarab Sages

Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

19. The Goblins - The come in and take their revenge, then leave.

Shadow Lodge

20.) The Golem- The technological level of the planet you are currently on increases to a different step (stone age to bronze age, bronze age to iron age, iron age to medieval era, medieval era to victorian era, victorian era to modern technology, modern technology to space age)


21.) The Eagle: You are compelled to spread freedom to all the lands.

By any means necessary.


22.) The Hunter:Any special enemy, the card drawer now gets tripple experience and treasure from defeating. This applies even if they just included it in their backstory.

Shadow Lodge

23.) The Druid Hierophant- For 3 days, every animal the character who drew this card walks by is Awakened (the Awaken effect is permanent).

Scarab Sages

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24. The Bells: You permanently gain Tremorsense 20 feet, and a +6 bonus to hearing-based Perception checks. If you already possess Tremorsense, its radius increases by 20 feet. However, you also take a permanent -4 penalty to saving throws against sonic effects, and all sonic damage dealt to you is increased by 10%.

Shadow Lodge

25: The Snail- Every creature you talk to for the next 3 days is subjected to an effect that permanently reduces the creature's base land speed to 5ft.


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26.The Cavalry-They now posses a horn that can be blown on 3 times to summon 5 mounted level 5 cavaliers for the current combat. Each has 1 flintlock pistol they can fire once during the current combat. Once used up the horn becomes a mundane powder horn.

Shadow Lodge

27-): The Alchemist: Each time you drink a liquid, it instantly becomes a potion (roll 1d3 to determine if the potion is a Minor, Medium or Major potion [see Ultimate Equipment] and then roll on the respective table to determine what effect the potion has)

Scarab Sages

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28. The Alley: The DM secretly rolls 1d6. The result is the number of combat encounters from the time you drew the card until the following happens (i.e. if the DM rolls '5,' then the following happens 5 combat encounters from now): The encounter is played out twice, and while everyone else is left with the consequences of the first iteration of the combat, the drawer of this card falls into a parallel timeline and is left with the consequences of the second iteration.

Shadow Lodge

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29. The Red Star: The nation that the campaign takes place in undergoes 1d4+1 revolutions before becoming communist.

Shadow Lodge

30. The Siphon: The character who draws this card becomes a living magic siphon. Every time he or a creature within 100ft. of him tries to cast a spell, the must expend double the spell slots or quadruple the casting time or else the spell fails. All wands within 100ft. of the character who drew this card require double the amount of charges to activate.


31. Mirror mirror: Next confrontation, combat or social, they polymorph into a duplicate of their foe, for the encounter.

Shadow Lodge

32. The Cook: For the next 1d20 X 8 days, the character who drew this card gains the benefits of a Ring of Sustenance and can cast Heroes' Feast 1d4-1 times per day


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33: The Failed Ninja: You fail all Will saves to disbelieve illusions.

EDIT: This card displays a man in a bright orange set of ninja clothes hanging by his left foot from a snare trap.


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34: Imbalance:If the party has no rogue or bard, everywhere they go, there are woopie cushions, click plates, doors with stinking cloud vials built into the woodwork, ect. This stops only when someone takes at least one level of Rogue.

If the party has no healers, everything within a mile does +2 damage. This continues till they get a healer or cleric.

If the party has no frontline fighter, all random encounters are automatic positives. All groups get a new member.(4 orcs becomes 5) This continues till they get a dedicated fighter, even a Monk.

If the party has no spellcasters, add a pearl of power, pages from the mages, or a scroll to every treasure. This continues till the party has at least one arcane caster.

If it's a well balanced party, give each 10,000 XPs.


35:Pot of Greed:Everyone must punch the player or character who drew the most cards. This card remains on the table till everyone stops drawing cards.

36:The Tower:A randomly determined room or building appears. Within is a random monster, protecting a random treasure with a random trap on it. Add a random plot hook and any other random thing you can lay your hands on.


37: The Inverted Tower: As card 36, but everything is upside down.


38: The Bastard: 1d3 players you determine must draw 1d4 cards from the Deck in the next minute or suffer the effects of 1d3+3 random cards.


39. The King of the North. Summons 20 sets of cold weather gear and a dog sled

Scarab Sages

40. The Tomato: The drawer's rations immediately animate as animated objects 2 size categories smaller than the drawer, and with the Advanced template. They immediately attempt to kill the drawer. If slain, they are no longer edible. They do have a special weakness: Anyone within 30 feet attempts and fails at a DC 7 Perform check deals 5 sonic damage to them per round and causes them to take penalties as if shaken.


41: The Stranger: The drawer's dominant hand switches.

Scarab Sages

42: The Answer: The drawer learns the solution to a problem they've neither personally faced nor ever heard of.


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43: The Trans-Dimensional Walrus: The drawer of the card turns to the nearest person and reminds them about that one time when the party had to fight a walrus that could Plane Shift at will. If such an encounter hasn't happened, it retroactively occurs at some point in the past.

Scarab Sages

1 person marked this as a favorite.
Pathfinder Battles Case Subscriber; Pathfinder Maps, Pathfinder Accessories Subscriber; Pathfinder Roleplaying Game Superscriber

44: The Tweedles. Two bumbling people appear before you. They are willing to help you with whatever your task is. They will argue with each other while helping you and totally mess everything up.


45.) The Golden Tower: The character who draws this card is immediately made the Republican nominee for President.


46. the Deck A glowing green fist appears and knocks down the person drawing this card dealing 2d6 subdual damage per level.
.....AKA the pimp slap


47.)Nature Cat: The GM, in the voice of Nature Cat poses a quest to each player, outside. They must go, pick up litter, find an interesting rock, collect 2 kinor more types of fallen leaves, follow the stream to the edge of town, ect. They really only have to be outside for a half an hour to win a wish for their character. If they succeed at their quest they get an unlimited wish instead. An unlimited wish lets you true res a character irretrievably dead or send a truly vile NPC to Battor alive and carrying any items. The wish can be held onto but cannot be transferred.


48. The Feels: This card makes the party cry tears of bittersweetness based on a memory or situation known to them. If a character in the party is, for lack of a better word, a party-pooper and does not cry (or even have a bittersweet memory), they will cry because, "Life is just so beautiful! Oh my god just look around you! <higher pitched voice> It's just so beautiful !"

Creatures affected: All party and NPCs present

Duration: 5 minute freakout

Saves: NO WILL SAVES SUCKER!

Scarab Sages

49. The Neutron Star: The atoms in the drawer's body become super-dense, causing them to become 2 size categories smaller and doubling their Strength score. Their weight does not change. These effects are permanent.


50. Guardian Bjork: The character is followed at all times by a strange but pretty little woman. She will constantly do strange and unsettling things, and periodically break into song (with full musical accompaniment of mysterious origin), though the quality of these songs varies. If separated from the character, she will suddenly appear by their side, from any location to any location.

Anyone in combat with the character suffers a -5 morale penalty to all attacks due to her unnerving presence.

Scarab Sages

51. The Mithril Waffle Iron: Congratulations, you get one!

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