Force Cards - Twitch Era

## Episode 82 - Two Extremes (Force of Evil)

You cannot Advantage your way out of critical fail rolls this episode. Additionally, a 1 or a 2 both count as critical fail. So if either die on an Advantage roll shows a 2 or a 1, that's the roll. This applies to NPCs as well.

**Submitted By:** Ceetar

## Episode 83 - Golden Numbers (Force of Good)

For the rest of this episode, every natural 20 someone rolls they gain 50 gold. For every natural 1, they gain 150 gold.

**Submitted By:** YetiSlayer65

## Episode 84 - (Unannounced) (Force of Evil)

Lord Arrabann is displeased over no-one inviting him over to Twitch after having thrown so many ASSS parties. For two rounds of combat, all PCs suffer the wrath of Arrabann's psychic powers and suffer a negative 2 to all rolls.

**Submitted By:** Shiny8BitBoo

## Episode 85 - Satine's Rules (Force of Good)

Player characters can earn up to triple advantage: one through game mechanics, one from the watchers, and one awarded by the DM for great roleplaying. But, rolling a 1 on any of the dice in an attack roll damages the attacker.

**Submitted By:** HadrianX

## Episode 86 - Official Goofballery (Force of Good)

Each player has the opportunity during the session to turn to Jeff and say the phrase, "it's time for some official goofballery," in an NPC's voice. If Jeff guesses the NPC correctly, that player will be able to add a d6 to a roll of their choice. Each player must choose a different NPC voice.

**Submitted By:** SiLy

## Episode 87 - Dungeon & Digits Math Class (Force of Good)

Once during this session each player may add up to 10 to any single d20 roll, at the cost of subtracting that much from their next roll.

**Submitted By:** PrimaryBoov

## Episode 88 - The Pickpocket (Force of Evil)

Three times in this session, the DM can steal a roll and put it in his pocket to hold for his own use. The player it was stolen from must roll again at straight disadantage - no purchased force of good or force of evil can affect it.

**Submitted By:** DiceandCapes

## Episode 89 - Are You Sure? (Force of Good)

Before rolling a die, a player can choose to activate this card - each player gets 1 activation - and if they roll below 10 they can roll again, but if they roll a Natural 20 they also have to roll again.

**Submitted By:** frogdude115

## Episode 90 - A Gift of Foresight (Force of Good)

Everybody rolls two d20s and records their values - they are your portent dice for this session.
Each player may choose to replace any dice roll - even non-twenty-sided dice rolls - with one of your portent rolls.

**Submitted By:** LilyDumblestuckFan

## Episode 91 - I'm Lots of Bathtime Fun (Force of Good)

See the thing no-one ever talks about is how rarely the Heroes of Bingle bathe while out and about adventuring. You finally have the hcance to catch up on your bubbles, and wash behind your ears. You smell so nice all Charisma saving throws and Charisma-based checks are rolled with an extra +2, and attack rolls add a d4 for bubbles! But if you drop the soap and roll a natural 1, you slip and fall prone.

**Submitted By:** bathtimefunduck

## Episode 92 - It's Your Time to Shine (Force of Good)

During this episode, each player has once chance to make another player shine. Designate anyone else at the table to give off a radiant light illuminating a 15ft radius and gaining either 2d4 healing, or an additional 2d4 radiant damage on an attack.

**Submitted By:** Samuel Rosina

## Episode 93 - Martyrdom (Force of Evil)

When a creature is slain the creature explodes, dealing 2d6 fire damage to any creature or object within 15ft. Flamable objects may catch fire.

**Submitted By:** DoodTheMan

## Episode 94 - The Timid Hand (Force of Good)

Each player gains one d4 which they can use as a bonus action, or reaction. When used, the player is sucked through a portal at their feet to a space of their choice within 30ft, then they roll a d4. If they roll a 1 or a 2, they land on their feet. If they roll a 3, they come out sideways and land prone. If they roll a 4, they arrive upside-down and take bludgeoning damage equal to the distance travelled, so 10ft would be 1d6, between 10 and 20 is 2d6, 20 and 30 is 3d6.

**Submitted By:** DoodTheMan

## Episode 95 - Kiss the Joint (Force of Good)

Once per setting visited this session, the players may all blow a kiss to the gods of the timestream to receive a piece of information about a specified room, building or enemy near where they are. This can be anything from special abilities or resistances, current HP, presence of treasure or traps, or number of enemies instead.

**Submitted By:** Ceetar

## Episode 96 - Dice of Growing Impatience (Force of Evil)

This session the dice are eager for excitement!
Whenever you make any d20 roll that is not a critical failure, your threshold for critical failures increases by 1 (i.e. a 1 or a 2 would count as a critical failure, then a 1, 2 or 3, and so on). Each time you do roll a critical failure, your threshold resets back to 1.

**Submitted By:** Braiba

## Episode 97 - Who's Guarding the Bread (Force of Good)

Before any one dice roll of their choice each player may make a bread pun appropriate to the situation earning them a plus two on their "roll".
If they make a successful pun about guarding bread, they get a plus four
You should speak unclearly but you don't have to challah.

**Submitted By:** FlocktimusPrime

## Episode 98 - The Sharn Cha-Cha (Force of Good)

Each character in this episode gets two additional dagger attacks against any opponent they're in melee range with. Yo ho, yo ho, it's a pirate's life for us.

**Submitted By:** Sily

## Episode 99 - Arcane Artistry (Force of Good)

In combat a player can use their action to reveal a real doodle of an NPC. All players then write down their guess of who it is. Players who guess correctly receive one d4 number of spell slots at one d6 level each.
This card cannot be activated more than once per round and you cannot reuse NPCs. Pictionary rules; no numbers, no letters, no symbols - anything on your keyboard is not allowed.
Happy Inktober!

**Submitted By:** Aegis13

## Episode 100 - (Unread) (Force of Good)

You each have in your possession some faulty chrono seeds - instead of a scent of the future they give off a blast from the past.
At any time a player may plant the seeds and roll a d100. The result correlates directly to an episode of The Dungeon Run, and the flower emits a scent from that
time and place. The player has to tell jeff where their character was during that episode, without looking at any info online.
if they guess correctly the character is bolstered by the memory and is granted a +10 bonus to any ability check or saving throw. If they guess incorrectly
the character still receives a +5 bonus to any ability check or saving throw, as long as they reveal a personal memory of their character from the time and place of the correct answer.

**Submitted By:** JimWitted

## Episode 101 - The Price of Success (Force of Evil)

Whenever party members make ability or skill checks, in order to add their modifier they must willingly suffer the amount of psychic damage equal to that modifier or settle for the plain roll.

**Submitted By:** Dyanaire

## Episode 102 - So Much to be Thankful For (Force of Good)

There's truly so much to be thankful for in our lives, so each party member - and one good NPC for Jeff - can stop and be thankful for a person or event they are thankful for this year, and automatically pass any one ability check.

**Submitted By:** DrSparks

## Episode 103 - Odd or Even (Force of Evil)

Remember 'High Card', the game you played when you arrived on the Tardy Plunder? Well Stinky Steef has another card game to introduce to you and the rules are equally as complex, so pay attention. And no cheating this time, Siv.
Before you roll any ability check or saving throw you must guess out loud whether the result on the d20 will be an odd or even number. If you guess incorrectly you will not be able to add any modifiers to the results, if you guess correctly you avoid this penalty.
If you forget to declare your guess before you roll, you take the penalty.

**Submitted By:** JimWitted

## Episode 104 - Vardo Reincarnated (Force of Good)

Each member rolls a d10. If the total of the rolls adds up to at least 35, the vardo appears fully stocked and ready to use, including all achaierai. You are able to spend 50 party gold to make up every point up to 5 points. Anything less, your current cart bursts into flames.

**Submitted By:** BullWare

## Episode 105 - Use Your Initiative (Force of Good)

As the Heroes of Bingle you often need to think quickly and act quickly which can go either way at the roll of a die. At times like these you need to use your initiative, literally. During an encounter you may subtract a portion of your initiative, total and add that number to any attack or saving throw. You may choose to do this after you have made the roll, but before Jeff determines if it's a success or fail.
Pencils at the ready, because you must keep track of the amount that you have taken from your initiative total. You can use it as many times as you like throughout the encounter until your initiative total goes down to one. You then have to use your new value of initiative in the next round of combat essentially slowing you down and placing your turn later in the round.

**Submitted By:** JimWitted

## Episode 106

### Curse of The Hotel Wi-Fi (Force of Evil)

Whenever you are about to make a d20 roll you must freeze in an awkward pose as if your camera has frozen for 3 seconds. If you fail to do so, you get a -5 penalty on the roll.

**Submitted By:** Braiba

### A Lair in Time (Force of Evil)

During any combat that may happen in this episode, Jeff may use the lair actions from Whitebeard's Jutty as if the battle was taking place there.

**Submitted By:** Ceetar

## Episode 107 - Vice Versa (Force of Evil)

Before rolling an attack or skill check, roll a d6. Ihe modifier for your roll will come from the player in the position on the d6.
Your number, or a six, is your own modifier, but any other number use that player's modifier.

**Submitted By:** Witchspace

## Episode 108 - Bardic Desperation (Force of Good)

Once this session each party member may at any time obtain a Bardic Inspiration die by uttering the phrase "By the bard!", and then offering up a quote from William Shakespeare.
The Bardic Inspiration will be either a d6, a d10, or a d12 depending on how obscure the quote is, as judged by the DM, however at least one other party member must recognize the play
or sonnet the quote comes from. If no party member recognises the quote, the person attempting may try again later in the session using a different quote, unless Jeff recognizes the source of the quote and no one else does.

**Submitted By:** Witchspace

## Episode 109 - You Can't Please Everyone (Force of Evil)

Once per player this session the DM can ask all the other players to guess the value of an attack or saving throw d20 roll before they roll it.
The difference between the highest over guess and the actual roll subtracts from the current roll. The difference between the lowest under guess and the actual roll subtracts from the lowest guessers next roll. It anyone guesses it exactly, the guesses remain the same, but the roller re-rolls.

**Submitted By:** Aegis13

## Episode 110 - I Think That's Enough (Force of Good)

On a failed save roll, ability check, or attack, a player may use Suggestion on Jeff by saying "I think that's enough." This can be used by each player once.
In order for the Suggestion to be successful, the player and Jeff both roll a d20. If the player wins, the failed roll now saves or is successful, if Jeff wins the fail sticks.

**Submitted By:** Willmeister420

## Episode 111 - The Anti-Magic Planes (Force of Evil)

During this session, when a player casts a spell, they must succeed on a constitution saving throw or take a level of exhaustion.
The save DC is 10, plus the spells level. Once a player fails a saving throw in this way, they are no longer affected by the card.

**Submitted By:** DudeTheMan

## Episode 112 - Together Forever (Force of Good)

You hear a bell jingle, an echo of the past, a flash of red curls, amber eyes, round black glasses.
You remember Fahima Taig walking through the front door of The Gentle Oak inn in Kippleturn - your second meeting since the simple dungeon run in the abandoned dragon's lair, and the first
meeting to discuss the mysterious relic that would bind your fates together forever.
Lily, you remember cautioning Fahima to pace herself as she boldly chugged a glass of mead, only to splutter and cough suddenly sporting an orc mustache of foam on her lip.
James, you remember Fahima excitedly sharing that she studied all night to learn a new spell to stop any of you from falling.
Uggo, you remember Fahima suggesting you sit down with a book together sometime, beginning your journey to read.
Siv, you remember Fahima was quick to question where you found your new bow, concerned for who may have left it lying around.
During one ability check, attack, or saving throw during this session each of you may choose to call on those memories to add Fahima's relevant ability modifier to your total roll. You can
choose to enact this after you have made the roll, but before Jeff determines if it was a success or fail. For example, if you make a History check and are unhappy with the result, you may choose to add Fahima's History modifier on top of your already modified result to boost it even higher.

**Submitted By:** JimWitted

## Episode 113 - The Two-Headed Monster (Force of Good)

They say two heads are better than one. They also say that about d20s.
Once for each player this episode, you can choose to add a second d20 to an ability check, or saving throw, or attack roll, and take the total, but if you do choose to use this you do not add your ability modifier to the roll.

**Submitted By:** LiamDraws

## Episode 114 - Stump the Party (Force of Good)

Why should he have all the fun, when the episodes left number only one.
Let's riff a force of good, better than Erty ever could.
Like many a magic flower, this riddle will give you power.
Don't like a die roll, then say a name;
the person will re-roll, not so lame.
Puzzles not your jam? That's fair.
Two free uses, because I care.
A certain set of NPCs are the ones I need,
these ones all come from the same seed.
Not riches, not veggies, not even a broom,
perhaps you saved some from certain doom
I think it would be proper to note,
you met them long before any mote.
Say a name and get your prize,
let the Heroes of Bingle rise.

**Submitted By:** Ceetar

## Episode 115

### Force of Failure (Force of Evil)

It started as a simple dungeon run, but turned into something more
it became about family with deep meanings to explore.
Dragons and demons were slain and some kinder creatures spared,
but it all came down to a community who wanted to show that they really cared.
Some of the forces of good went neutral or pretty bad,
and some of the forces of evil drove many of us mad.
But the chaos that they brought allowed us to have a say
which has brightened and impacted many of our days.
So whether beards of noodles or limericks or bunnies galore,
these chaotic forces allowed us to help one another explore
our own human condition, and though this may be an end,
we have the opportunity once again to be a friend.
To increase the chance of failure we will change your criticals ,
both ones and twos now count as total failure roles.
But remember that this community to you heroes takes an oath,
that is watchers of the time stream and humankind will be both.

**Submitted By:** DrSparks

### An Extra Pint Sip (Force of Evil)

Each time a character rolls above a 15 on a d20 they start to feel the pull of madness from the void, and need to sip from their pint of the liquor of the dead.
They must complete a wisdom save at disadvantage to use their roll, but may use the liquor of the dead for aid - minimum one sip. On a fail, they must reroll their original d20 roll.

**Submitted By:** Aelvar