The Deck of Spirit Remnants was created for use in the Escape from Scarecrow Mansion adventure module, where players may draw from it at their own risk. It also works as a standalone 5E magic item, granting unique boons or banes. The deck is ideally introduced by a mystical being called an etheroid, but it can be found as loot.
- Before using, review the deck and consider removing any cards too powerful or disruptive for your game.
- For full lore and card details, visit:
The Deck of Spirit Remnants appears in the 5E Halloween Adventure Module: Escape from Scarecrow Mansion. Now available on DriveThruRPG and Amazon.
Rules
A humanoid not currently possessed by a spirit remnant may draw one card from the deck. When they do, the spirit bound to that card possesses them, granting a beneficial or detrimental effect. While possessed, the spirit lends one of its skills, traits, abilities, flaws, or compulsions as described on the card.
- The spirit remnant leaves the host at dawn, and the card is shuffled back into the deck.
- The effect of a spirit remnant on its host takes precedence over any other card, ability, aura, or spell that would contradict or diminish its effect.
- Spirit remnants are unaffected by turn undead, but may be expelled with a dispel evil and good spell cast with a DC 15 Wisdom (Religion) check.
Lore
The Deck of Spirit Remnants is a powerful, legendary magic item that negotiates temporary agreements between mortal humanoids and spirits. This contract, created by drawing a random card from the deck, allows a spirit to partially possess the card-drawer, granting a beneficial or detrimental ability in exchange for the spirit’s chance to experience life again for a single day.
There are thirteen decks in existence, although their exact locations are not known. A total of fifty-four spirits were divided into spirit remnants, with one remnant bound to a card in each deck. This arrangement allows each spirit to exist and be drawn from any of the thirteen decks, regardless of time or place.
The original thirteen decks were enchanted and blessed by Lydara, Goddess of Spirits and the Afterlife, during a time when the balance between the mortal and spirit realms was on the verge of collapse. Mortal fears of the dead had begun to grow into hatred, while spirits wanted desperately to experience life again. Lydara forged the decks as bridges, providing a way for mortals and spirits to interact in controlled, mutually beneficial ways. She knows the location of each deck at all times, as well as who is willing to draw from them. Should the balance be threatened again, Lydara may call upon these individuals to help her.
Some of the decks are held by etheroid clerics of Lydara who dedicate themselves to ensuring the decks are used properly. These wardens actively seek out adventurers and offer them the opportunity to draw, thereby fulfilling the deck’s divine purpose. While it is possible to find a deck unattended, this usually means something has happened to its warden. If a deck is used without an etheroid cleric’s supervision, there is a 1% chance each time a card is drawn that an avatar of Lydara will arrive to either reclaim the deck or place it into the hands of a new, willing warden. A cleric who accepts this responsibility has their soul fused with the essence of spirit and ethereal matter, becoming an etheroid servant of Lydara.
Etheroids entrusted with a Deck of Spirit Remnants can enter the Ethereal Plane at will and may select up to four cards from the deck for their own use. Guided by Lydara, these wardens appear in locations where the deck’s purpose might be fulfilled. If a group of adventurers frequently draws from the deck, the etheroid is more likely to reappear to them in the future. As clerics of Lydara, etheroids who protect a Deck of Spirit Remnants receive titles such as Spello, Warden of the Seventh Spirit Deck.
When a card is drawn, it remains outside the deck until the spirit remnant leaves its host at the next dawn. Spirit remnants are unaffected by turn undead but may be expelled if a dispel evil and good spell is cast alongside a successful DC 15 Wisdom (Religion) check. The effect of a spirit remnant on its host takes precedence over any other card, ability, aura, or spell that would contradict or diminish its power. The cards cannot be destroyed; any attempt to do so causes the deck to vanish until Lydara either finds a new cleric to accept its responsibility or places it somewhere new where it can be discovered.
Although the Deck of Spirit Remnants is straightforward in its mechanics, a game master may choose to include additional interactions between the character and the possessing spirit, such as conversations or inner dialogue. Physical attributes might also reflect the possession. For example, a character possessed by Necrotic Nick might have withered skin, while possession by Mobile Malik could manifest as sticky, webbed fingers and feathered forearms, indicating climbing, swimming, and flight abilities.