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Edrinon Deck of Many Things

Roll Plaque Effect


1 Chaos Change to opposite alignment
2 Iceberg Murder a close friend within a year or lose a level.
3 Throne You are coronated and made royalty of your people. Reality alters to
room suit.
4 Shield +1 Modifier to Fort, Will & Reflex – permanent.
5 Hourglass Rewind time 5 minutes – usable only once.
6 Heart You gain the love of a celestial being.
7 Genius Obtain instant and complete knowledge about 3 questions
8 Lead All currency that you have claim to immediately turns to lead.
9 Child Lose 1D4+1 points of Strength permanently. May draw again
10 King You gain the enmity of the ruling monarch
11 Lock You lose the Magic item that has the highest monetary value.
12 Banner A knightly order believes you to be a demon in mortal form.
13 Darkness You lose the ability to cast spells if you had it, if not you lose 2 levels.
14 Angel A former enemy becomes your friend.
15 Prosperity A powerful entity leaves you a vast fortune as it’s last will.
16 Tree Gain the service of a Dryad
17 Peasant You lose 2 points from your INT, WIS or CHA score. Permanent.
18 Moon You are granted 1D4 Wishes
19 Open Hand A Major magical object appears in your hand.
20 Out House You can smell excrement all the time. +10DC to all social situations.
Permanent
21 The Light You gain a glimpse of your afterlife based on your current life path.
22 The Mistake You are instantly turned into a Lich.

CHAOS: Chaotic characters become Lawful and vice-versa. Good characters become Evil and vice-
versa. Characters with a Neutral element do not change. This card has not effect on True Neutral
characters.
ICEBERG: Your heart turns cold and you feel the urge to inflict harm on your closest friend in order
to prove yourself and maintain your strength. You have 1 year to kill a close friend or you will feel
weakened and lose a level. The dead friend cannot be bought back during this time. If they are
resurrected, the level will still be lost. This card can be undone with a Wish spell.
THRONE ROOM: You summoned to your own coronation as you are made a King or Queen of your
people along with all associated wealth, power and responsibility. Reality shifts and twists to
accommodate your new position and no one, but you, remembers your old life unless you want
them too.
SHIELD: You gain a +1 modifier to all saves. This is a permanent change.
HOURGLASS: You gain a tattoo of an hourglass on the back of your hand. At any point in the future,
you may activate it to rewind time a full 5 minutes. Only you know this has happened, everyone else
acts the same.
HEART: A good aligned celestial being takes a shine to you and is now in love. Talk to your DM about
the ramifications.
GENIUS: You may ask the DM 3 questions about the game world. These questions can be anything
on any subject. The DM MUST answer truthfully with no deception. The knowledge fills your
characters mind instantly.
LEAD: All currency that the character has a legitimate claim to, instantly turns to lead. This includes
all part loot and stored funds but does not include personal money stashed by other party members.
NOTE: This only effects actual currency. Trade item, bars of precious metals, gem stones and magic
items are unaffected.
CHILD: Your muscles shrink and become somewhat childlike in their build. You lose 1D4+1 points of
Strength permanently. You may draw an additional card, if you want to.
KING: The current ruling monarch of the region you are in suddenly hates you for no reason and
wants you dead. They will use all their resources to make sure you die as soon as possible. This effect
ends if (a) you are still alive after a year and a day or (b) you personally kill the monarch.
If the region doesn’t have a monarch, then this task falls to the highest member of the ruling elite.
NOTE: IF YOU DRAW THIS CARD AND THE THRONE ROOM, THE 2 CARD CANCEL EACH OTHER OUT
AND YOU GET NOTHING FROM EITHER.
LOCK: The magic item that has the highest monetary value is whisked away and put in a safe
somewhere in the world. You can retrieve it, if you can find the safe.
BANNER: A powerful knightly order believes you to be a demon or devil in mortal form. They will
stop at nothing to destroy you. Changing your name and appearance does nothing to negate this.
The knights are not idiots and can be bargained with or reasoned with but the player will need to be
very convincing.
DARKNESS: You permanently lose the ability to cast spells if you were a caster class. If you couldn’t
cast spells, you lose 2 levels instead. A Wish spell can reverse this effect.
ANGEL: A former enemy, maybe even the BBEG, has a change of heart and becomes a friend and
supporter of your cause. They will help you as much as possible as long as it doesn’t endanger them.
This effect lasts until you so something to ruin the friendship.
PROSPERITY: A powerful being leaves you it’s entre fortune as a last request. You are presented with
this last will within 2 days, by a messenger. Only you can access this fortune as it is magically
protected from outsiders and thieves. There is no downside to this and no one else has claim.
TREE: The next time you are in a forest, a Dryad emerges and tells you that the local nature gods see
your potential and want to help. The Dryad will serve you and act as another character as long as
one of you is alive. The Dryad remains outside of any village, town or city you enter but joins you
again as soon as you leave.
PEASANT: The character loses 2 points from their INT, WIS or CHA score. This must be chosen
straight away and is a permanent change. You may draw an additional card, if you want to.
MOON: A moon shaped amulet appears in your hand that has 1D4 stars carved into it. Each star
represents a Wish spell that can be used at any time. Once the amulet has ran out of stars it just
becomes an ordinary necklace.
OPEN HAND: A random but powerful magic item appears in your hand. If you roll an item that you
couldn’t possibly use (due to class restriction etc.) re-roll until you get something that you can use.
OUT HOUSE: Everything suddenly smells of excrement. Food, flowers, perfume, rain, everything. You
never get used to it and it is very off-putting. You suffer +10DC to all social encounter rolls. This
doesn’t affect your abilities in combat. You may start losing weight and weakening due to this effect.
A Wish spell can reverse this card.
THE LIGHT: Your character gains insight of their personal afterlife based on their current life choices.
Depending on what they see, they may or may not change their behaviour. Knowing about their
future grants the player either advantage or disadvantage, for the next 24 in game hours, depending
on what they see and how they feel about it.
THE MISTAKE: You are instantly turned into a Lich. You might not be evil but your DM may need you
to roll up a new character. Work with your DM to figure out how this plays out.

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