Real cards · from the print files
The dice decide the number.
The cards decide the story.
Drawn on a natural 1 or a natural 20, each prompt hands the table a moment to play with: a consequence, a flourish, a story the party will retell for years. A nudge, never a script.
A natural 1 or a natural 20 hits the table and everyone leans in. That's the cue: draw from the matching deck.
Every card is a prompt, not a rule change. Your trousers fall down. Your blow becomes a ballad. The archmage turns you into a chicken.
Consequences resolve by your next turn or a quick saving throw: big enough to be memorable, never big enough to derail the campaign.
Combat blunders, heroic strikes, botched checks, flawless successes, and one deck the DM keeps for players who need humbling. Each deck stands alone with its own rules card; the master set collects all five and adds blank House Rule cards for the disasters only your table could invent.
FAQ
No. Every deck includes its own rules card and plays standalone. Start with the deck that fits your table (most groups start with the combat pair) and add the rest when you're ready.
By design, no. Every consequence resolves by the end of your next turn or with a quick saving throw. The cards create moments, not plot damage, and the DM always has the final word.
Natural 1s and natural 20s on attack rolls draw from the combat decks; on ability checks and saving throws, from the checks & saves decks. The DM Punishment deck has no trigger, that one's earned.
The cards are written for 5e: conditions, saving throws, and DCs all use the standard rules. If your table plays anything with a d20 in it, you'll manage.
Critical Fate is in development: card text finished, decks in prototyping. Leave your email and be first in line for the first print run.
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