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Deus Ex Ludius

God in the players...   This is a game prop that puts a little bit of the random craziness into the hands of the players.  Often it seems like the GM is the one with all the power and the players are just pawns in his universe.  These cards are designed to give the player a little more power over the story and the ability to influence not just their character but the world around them. 

Playing the cards comes at a cost, each card has a specific cost associated with it.  The more powerful the effect the higher the cost to the player or even the whole group.  Cards are played as an interrupt and take effect immediately though some effects might take 1 or more rounds to manifest.

Give one of these cards to each player at first level and each time they level up.  Once a card has been played the player discards it and it is reshuffled into the deck.  To add an element of surprise to your game players can keep their cards secret until they recall.


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Second Wind

Benefit
All allies are healed for 1d6 hit points per level and up to 1d4 points of stat bonuses are removed as if by lesser restoration.

Cost

All characters in the party gain 1/2 the experience they would normally gain from this encounter.





Turncoat

Benefit
In a moment of crisis the enemy is betrayed;  benefiting the party.

Cost

The party should offer the unexpected ally a boon, either a service rendered in the future or some item of importance to the ally. 
- or -
Characters only gain 3/4 the experience they would normally gain from this encounter.

Regroup

Benefit
For the next round your allies do not provoke Attacks of Opportunity during movement.

Cost
On your next turn you can only take a single move action.



Magical Surge

Benefit
Treat all random effects of a spell or spell like ability as if the caster rolled maximum value.  This can be used to boost the effects of spells cast by anyone.  This card can be played after the spell cast is revealed but must be played before damage is rolled.

Cost
The caster loses two spells of the level cast.
- or -
One random magical item of comparable power in the area loses it's power or a single charge.

Miss Step

Benefit
The next three rolls the GM makes for the enemy she must roll two dice and take the lowest roll.

Cost
Instead of discarding this card it is given to the GM to use against the party in a future encounter.


Arcane



Mister Boring

Benefit
Select a creature,  that creature treats his next 5 rolls that would be on a d20 as 10s.

Cost
Character takes a 6 points of CHA damage.





Arcane

Benefit
All casters within 1 mile gain a temporary bonus spell slot at their highest level.  Prepared casters can treat any single spell they prepared for the day as if they prepared it 1 additional time.

Cost
If there are no enemy casters in range then a single enemy gains benefits as if one of the following spells had been cast on them:
  • Bulls strength
  • Shield
  • Mage Armor
  • Bear's Endurance

Lucky Shot

Benefit
Treat a single attack as a critical hit.  Roll to confirm as normal, this must be played before damage is rolled.

Cost
None




I Saw the Light

Benefit
Stabilize a single character immediately.

Cost
Character effected by this takes 4 points of strength damage.

Unexpected Allies

Benefit
An ally appears seemingly from nowhere to assist the party.  Typically it is an NPC 1-2 levels lower than the party but it can also be a creature with a CR equal to the party level minus 2.

Cost

The party should offer the ally a boon, either a service rendered in the future or some item of importance to the ally. 
- or -
Characters only gain 3/4 the experience they would normally gain from this encounter.

Run of Luck

Benefit
You treat any single roll at the table as a 20.  If this is an attack roll it does not threaten a crit but it can be used to confirm a crit.  You must play this card before the roll is made.

Cost
None




FUMBLE!

Benefit
You treat any single roll at the table as a 1.  You must play this card before the roll is made.

Cost
None


Run of Luck

Benefit
For the next three rolls you make roll two dice and take the highest roll.

Cost
Instead of discarding this card it is given to the GM to use against the party in a future encounter.





Miscast!

Benefit
Fiiizzz't!!  The caster goofs while casting his spell.  Treat all random effects of a single spell as if the caster rolled minimum value.  This can be used affect any single spell cast in the game.  This card can be played after the spell cast is revealed but must be played before damage is rolled.

Cost
If the caster makes a concentration check he doesn't lose the spell.





Samson's Strength

Benefit
For the next 2 rounds a character of your choice gains a +4 divine bonus to strength

Cost
The characters hair grows uncontrollably for the next 2 days at a rate of 4" per hour.





Magic Turbulence

Benefit
All spellcasters within 100' must make a DC20 concentration check to cast spells. 

Cost
1d6 of the players magic items cease to function for 5 minutes.  Items are determined by the GM.








Skin of your Teeth

Benefit
Treat a single hit as a miss.  This must be played before damage is rolled.

Cost
None





Rolls to His Feet

Benefit
Character stands up as an immediate action.

Cost
Adjacent enemies get a +2 bonus to attacks and damage for the following round.