Wednesday, July 10, 2019

Card Captor of Many Things

If you don't know - I'm a member of the Minionworks podcasting collective and I run most of the games. February 1, 2019 was our 5th year anniversary, in celebration we decided to go back to the game that brought us together - Dungeons & Dragons. The gang dusted off their old 4th edition characters and converted them into 5th edition. 

Similarly, I adapted Madness at Gardmore Abbey to the most recent edition. The encounters were pretty straight forward, cherry picking the most memorable/interesting parts. Most of the work was leaning into the module's core conceit - the Deck of Many Things has been split up and you can use their powers with some degree of safety while the Deck is disassembled. In 4e, you can use the Cards of Many Things and fill a space on the board with the specific card's encounter power.

You can find the episode here.

CHAOS CARDS - You can call upon the individual cards in your possession and wield their power. Unless specified in parentheses they require a Use Item Action.

SOUL EATER - Divided as it is, the Cards are no longer fueled by the havoc they cause. You can recharge expired cards by feeding them dying breaths. The bracketed number is how many sapient creatures the card needs to feed from in order to recharge. (You have to allocate the fallen to each card.)
You can also increase the effects of the cards by feeding them your Hit Dice. Each Hit Dice expended increases the attack bonus, damage, and duration by 2.


Vizier - [2] (bonus action) You have advantage on your next attack rill and deal 5 extra points of damage.
OO

Sun - [4] You heal 4D6+4 hit points and become invisible to everyone.
OOOO

Moon - [5] Instantly recharge another card.
OOOOO

Star - [special] You gain advantage on all rolls until either you fail one or 5 minutes pass. This card can only be recharged by the Moon.

Comet - [10] If you single handedly defeat the next encounter, you (singularly) gain Experience Points enough to gain one level.
OOOOOOOOOO

The Fates - [4] (reaction) If an enemy’s attack hits you, force them to re-roll it. They have to take the second result.
OOOO

Throne - [X] You gain proficiency in the Persuasion skill, and double your Proficiency Bonus to that skill. In addition, you gain rightful ownership of a small keep full of monsters. Who can say where? This card does not recharge until the Deck is fully restored.

Key - [4] You teleport 50 feet and take 2D6 points of damage. The card gets your shape mostly right.
OOOO

Knight - [6] You gain the service of a Knight (see Monster Manual) who appears in a space you choose within 30 feet of you. They belonged to a knightly order that's relevant to the plot.
OOOOOO

Gem - [special] You can take an extra action, which includes a bonus action, this turn. A body part transmutes into gemstone after your additional turn ends. It’ll be fiiiiine. This card can only be recharged by the Moon.

Talons - [4] Make a ranged attack with a +11 bonus against a single target. If successful, the target is Restrained for 2D4 turns.
OOOO

The Void - [4] Make a melee attack with a +11 bonus against a single creature. If successful, both of your souls are drawn from your bodies and contained in an object in a Far Away place, guarded by one or more powerful beings. While your soul is trapped, your body is Incapacitated. A wish spell can't restore your soul, but the spell reveals the location of the object that holds it.
OOOO

Flames -[4] All creatures within 30 feet of you have to make a Dexterity save DC 16. If they fail, they take 4D8 fire damage and 5 ongoing until they can put out the fires.
OOOO

Skull - [4] Make a melee attack with a +11 bonus against a single creature. If successful, they fall unconscious.
OOOO

Idiot - [4] Make a melee attack with a +11 bonus against a single creature. If successful, they are Stunned for 1D6 turns.
OOOO

Donjon - [4] Make a melee attack with a +11 bonus. If successful, remove 1D4 creatures from play until the end of your next turn.
OOOO

Ruin - [4] All creatures within 30 feet of you have to make a Constitution save DC 16. If they fail they take 4D10+10 damage and suffer the Poisoned condition.
OOOO

Euryale - [3] Make a ranged attack with a +11 bonus against a single target. If successful the card's medusa-like visage curses your target. They have disadvantage on Saving Throws while cursed in this way and their speed is halved as their extremities petrify.
OOO

Rogue - [4] Make a ranged attack with a +11 bonus against a single target. If successful, the target is Charmed for 2D4 hours.
OOOO

Balance - [4] Make a melee attack with +11 bonus. If successful, deal 4D12 damage to one target and heal that much.
OOOO

Fool - [4] (reaction) If an enemy hits you with a melee attack, deal 2D10 psychic damage and they fall prone.
OOOO

Jester - [4] (reaction) After being hit, you move 10 feet away without provoking an opportunity attack.
OOOO

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