Deck of Perilous Fortunes

GM-Info!
Work in progress!
Slightly NSFW!
The Deck of Perilous Fortunes consists of 99 cards, tightly bound within a snug leather sleeve. Some believe the deck was crafted by the gods themselves, designed to tempt mortals with its promises of power and fortune. Others propose that it was created by a benevolent enchantress who, driven by madness, imbued the cards with unpredictable magic. Any attempt to destroy it or permanently remove its cards proves futile. When such efforts are made, the deck simply vanishes, only to materialize elsewhere in the world. Similarly, any cards separated from the deck will mysteriously find their way back, reappearing randomly within the leather sleeve.   Knowledge about the Deck of Perilous Fortunes is fragmented and scarce. Only a handful of cards and their effects have been documented, and this information is scattered across the world. To gather comprehensive knowledge, one would need to embark on a global journey, piecing together lore from various sources. The majority of cards and their consequences remain shrouded in mystery. As such, it falls to the Game Master to decide what information, if any, a character receives upon drawing a card, particularly if the effect isn't immediately apparent.  

Drawing Cards

When the deck is complete, only one card can be drawn at a time. Attempting to draw more results in the leather sleeve becoming inexplicably tight, preventing any additional cards from being extracted until the next day. The deck resets at midnight. A clever individual could exploit this by drawing a card just before midnight, quickly returning it to the sleeve, and then drawing another card immediately after the clock strikes midnight. A card must be drawn willingly to make its effect work.   The moment a card is pulled, its effect is set in motion, though the consequences may not be immediately apparent. These magical outcomes are inescapable; no amount of luck or skill can circumvent them. Eg. forcing multiple luck rolls on minor things to prevent bad outcomes on important luck rolls later proves futile against the deck's powerful enchantments.   Optional Rule: If a card is drawn upside down, the effect is reversed, provided such a reversal is feasible. If the reversal is not applicable, the Game Master determines the outcome, ensuring that the upside-down draw still has a meaningful impact on the game. This optional rule requires two rolls from the player: first, a d99 to determine which card is drawn, and second, a coin flip (or d2 roll) to establish the card's orientation. On a coin flip of tails (or a d2 roll of 2), the card is considered drawn upside down.   You can find the Cypher System version here: Deck of Perilous Fortunes - Cypher System.  

List of Cards

#Card NameEffect
1The Alchemist's ApprenticeAll your healing potions and poultices are twice as effective for 1d10 days.
2The AlchemistYou can create one random potion without ingredients. The effect lasts for 1 hour.
3The AmnesiaYou forget all your skills for 1d10 hours.
4The AssassinYou gain +10 to Stealth and Sleight of Hand for 24 hours.
5The BardYou can captivate an audience with your performance, gaining their rapt attention for up to 1 hour.
6The BeastmanYour Intelligence characteristic decreases by 10 for 1d10 hours.
7The BerserkerYou enter a frenzied state, gaining +10 to Strength and -10 to Intelligence for 1d10 rounds.
8The BurdenYour carrying capacity is halved for 24 hours.
9The ChangelingYou can alter your appearance at will for 24 hours.
10The Chaos CreatureYou transform into a random monster for 1d10 minutes before reverting to normal.
11The Chaos WarriorYour armor's Armor Points increase by 2 for 24 hours.
12The ChidayaYou can fly for 1 hour within the next 24 hours.
13The CometGain 1 Fate point permanently.
14The CowardYou automatically fail all Willpower tests for 1d10 hours.
15The CurseOne of your attributes (randomly chosen) decreases by 10 for 1d10 days.
16The Cursed DreamYou fall into a deep sleep and cannot wake for 1d10 hours.
17The DoomsayerYour proclamations of doom cause Fear in enemies for 1d10 hours.
18The DoppelgangerA perfect copy of you appears and follows your commands for 1 hour before vanishing.
19The Doppelganger's CurseAn evil duplicate of you appears nearby. It has all your abilities and memories, but opposes your goals. The duplicate vanishes after 24 hours or when defeated.
20The DragonYou can breathe fire (as per the spell "Breath of Fire") once within the next 24 hours.
21The DrunkardYou suffer from the effects of extreme intoxication for 1d10 hours.
22The DwarfYour Toughness characteristic increases by 10 for 1d10 hours.
23The ElfYour Agility characteristic increases by 10 for 1d10 hours.
24The EmperorGain 1 Resilience point permanently.
25The EngineerYou gain the ability to understand and operate any mechanical device for 24 hours.
26The ExhaustionYou gain 1 level of Fatigue that cannot be removed for 24 hours.
27The FlagellantYou gain immunity to Fear and Terror for 24 hours.
28The FoolYou critically fail your next skill test.
29The ForesterYou can track any creature perfectly for 24 hours.
30The GhoulYou can consume any organic matter for sustenance without ill effects for 1d10 days.
31The GluttonYou must eat twice as much food for the next 1d10 days or suffer Fatigue.
32The Grave RobberYou find a random magical item on the next corpse you encounter.
33The HagglerYou gain +10 to Haggle and Charm for 24 hours.
34The HallucinationYou see terrifying visions for 1d10 hours, causing Fear tests in combat.
35The Hedge KnightYou gain the use of a warhorse for 1d10 days.
36The Hedge WizardYou learn one random petty spell permanently.
37The Horseman-at-ArmsYou gain resistance to cold and +10 to ride tests for 24 hours.
38The Ice WitchYou gain resistance to cold damage and can create ice objects for 24 hours.
39The IlliterateYou lose the ability to read or write for 24 hours.
40The InnkeeperYou can create a small pocket dimension resembling a cozy inn room, lasting for 8 hours.
41The InquisitorYou can detect lies for 1d10 hours.
42The JailerYou can create an invisible, 10-foot cube prison once within 24 hours. It lasts for 1 hour.
43The JesterRoll twice and apply both effects. If you draw The Jester again, all cards are reshuffled into the deck.
44The JinxYour next three Luck tests automatically fail.
45The KachhuaYour Movement characteristic is halved for 1d10 hours.
46The KendricYour size reduces to that of a Kendric for 1d10 hours. Adjust characteristics accordingly.
47The KlutzYou suffer -10 to all Agility-based tests for 1d10 hours.
48The KnightYou gain 1d10 temporary Wounds that last for 24 hours.
49The LiarNo one believes anything you say for the next 24 hours.
50The LichmasterYou gain the ability to speak with the dead for 1d10 hours.
51The MercenaryYou gain proficiency with all armor types for 24 hours.
52The MerchantYou find 1d100 gold crowns in your pocket.
53The MessengerYou can send a short message to anyone you know, regardless of distance, once within 24 hours.
54The MiserYou compulsively hoard all money you find for 1d10 days.
55The MutantGain a random mutation that disappears after 1d10 days.
56The NecromancerYou can summon a skeleton to fight for you once within the next 24 hours.
57The NemesisYour greatest enemy learns your exact location.
58The NobleYou are mistaken for a noble and gain Advantage on all social interactions for 24 hours.
59The OracleYou gain a prophetic vision about a future event. Interpretation is up to the GM.
60The OutcastAll NPCs are hostile towards you for 24 hours.
61The ParanoiaYou distrust everyone, including allies, for 1d10 hours.
62The PilgrimYou are blessed with good fortune on your travels for 1d10 days (+10 to Luck tests).
63The Pit FighterYou gain +10 to Weapon Skill for 1d10 hours.
64The PlagueContract a random disease. A successful Endurance test halves its duration.
65The PriestYou can attempt one Prayer to your deity without consequences. Success is automatic.
66The QuackYou can convince anyone of one false "medical fact" within the next 24 hours.
67The QuakeThe ground shakes, knocking you prone and dealing 1d10 damage.
68The RatYou gain the ability to communicate with rats and other rodents for 1d10 days.
69The RatcatcherYou gain immunity to disease for 1d10 days.
70The RecklessYou must always choose the most dangerous option for 24 hours.
71The RoadwardenYou always know the direction to the nearest settlement for 1d10 days.
72The ScholarYou gain +10 to Intelligence tests for 1d10 hours.
73The SeerYou can ask one question about the past and receive a truthful answer.
74The ShadowYou can move through shadows without being detected for 1d10 hours.
75The ShrinkingYour size decreases by one category for 1d10 hours.
76The SilenceYou cannot speak for 24 hours.
77The SmugglerYou can hide one item of any size on your person, undetectable by normal means, for 24 hours.
78The StormA sudden storm erupts, reducing visibility to 10 feet for 1 hour. All ranged attacks suffer Disadvantage.
79The TaintedYou emit a foul odor, imposing -10 to all social interactions for 24 hours.
80The ThiefOne random item in your possession disappears.
81The TimekeeperTime seems to slow for you. You gain an extra action on your turn for 1d10 rounds.
82The Treasure MapYou find a cryptic map leading to a hidden treasure. Deciphering it requires a successful Intelligence test.
83The TrollYour size increases to that of an Troll for 1 hour. Adjust characteristics accordingly.
84The Troll SlayerYour Strength characteristic increases by 10 for 1d10 hours.
85The UnicornYou can purify any water or food by touch for 1d10 days.
86The UnluckyYou automatically fail your next three tests.
87The VampireYou gain Dark Vision and vulnerability to sunlight for 1d10 days.
88The VishaalYour body becomes resistant to extreme cold for 1d10 days.
89The VoidOne of your characteristics drops to 0 for 1 hour.
90The WarriorYou gain proficiency with all weapons for 24 hours.
91The WatcherYou can see through solid objects for 1 hour within the next 24 hours.
92The WeaknessAll your weapons deal minimum damage for 1d10 hours.
93The WibbitYour Movement characteristic doubles for 1d10 hours.
94The Witch HunterFor the next 24 hours, you have Advantage on all Tests to detect or resist Chaos corruption.
95The WizardYou can cast one random spell from the Lore of Magic without ingredients or consequences. The spell disappears after one use.
96The WrathYou fly into an uncontrollable rage for 1d10 rounds, attacking friend and foe alike.
97The XenophobeYou gain +10 to all tests against creatures not of your species for 24 hours.
98The YeomanYou gain +10 to all Outdoor Survival tests for 1d10 days.
99The ZealotYou become fanatically devoted to a random god for 24 hours, alienating those of other faiths.
The Assassin by Tillerz using MJ
The Jester by Tillerz using MJ
The Grave Robber by Tillerz using MJ
The Ice Witch by Tillerz using MJ
The Necromancer by Tillerz using MJ
The Dragon by Tillerz using MJ
The Lichmaster by Tillerz using MJ
The Merchant by Tillerz using MJ
The Comet by Tillerz using MJ
The Beastman by Tillerz using MJ


Cover image: deck-of-perilous-fortunes-header by Tillerz using MJ

Comments

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Mar 16, 2025 16:53

I love this idea so much. May I adopt a version of this for Mirintha?

Mar 16, 2025 17:37 by Tillerz

The basic idea is the Deck of Many Things from D&D with way less cards. https://dnd5e.wikidot.com/wondrous-items:deck-of-many-things - but surely make your version. :)

Mar 16, 2025 17:21 by Amelia Nite

Oh! I love this! And my players would find this to be a fun change to the Deck of Many Things. Perhaps I can adapt this for Shattered Worlds if you approve?

Mar 16, 2025 17:37 by Tillerz

Sure do. :)

Mar 20, 2025 20:35 by Dr Emily Vair-Turnbull

Fun. I love the mixture of good and bad outcomes. I don't know if I'd be brave enough to risk it, though.

Emy x
Explore Etrea | March of 31 Tales
Mar 21, 2025 09:58 by Tillerz

In the Deck of Many things from D&D you can lose your soul or be trapped inside an extradimensional sphere etc.. so my list is rather harmless. :D

Mar 27, 2025 16:09 by Lenosallose

Oh this was a really interesting (and cool) item!

Mar 31, 2025 18:08 by Tillerz

Thanks. :)

Mar 31, 2025 17:48

AMAZING!

Stay imaginative and discover Blue's Worlds, Elaqitan & Naharin.
Mar 31, 2025 18:09 by Tillerz

Thank you.More magic items coming soon.

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