Deck of Decks of Things

May 30, 2016 | Author: fhaskell | Category: Types, Creative Writing, Fan Fiction
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collection of decks of many things for ad&d and D&D, that's Dungeons and Dragons...

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Here in one place I have tried to gather all the magic decks and Decks of Many Things (or Tarrot Decks of Things) that can be found for D&D. I play 1st/2nd ed. and so have tried to convert the decks wherever possible but have left the sources as is. Below is a list of all decks included as of January 15, 2011. There ARE other decks like the Tarokka but I have not yet included these. Those marked with an Astericks are not yet complete. Other decks to be added will be the Tarokka, the Fortune Deck from Everway, and a complete Ravenloft Tarrot. Fred Haskell

Decks Of Decks (D100) 1-2 Greater Deck of Many Things (22 cards) (by Gygax) 3-5 Lesser Deck of Many Things (13 cards) (by Gygax) 6-9 Druid Deck (33 cards) 10-15 Zagyg's Deck Of Not So Many Things (full 54 cards) (by Calleran) 16-18 Zagyg's Deck Of Not So Many Things (major plaques only 20 cards) 19-21 Zagyg's Deck Of Not So Many Things (minor plaques only 34 cards) 22-23 Alternate Deck Of Many Things (21 cards) (by MysticSyn) 24 Deck of Destinies (16 cards) [White Plume] 25-31 Deck of Illusions (54 cards) [AD&D Master’s Guide 1st ed.] 32-36 Deck of Doom (54 cards) [Encyclopedia Magica] 37-38 Variant Deck of Many Things (54 cards) [Reynolds] 39-40 The Talon Deck (108 cards) [Arduin, St. John & DeRosa] 41-42 Tarot Deck of Many Things (full 78 card deck) [by Lowrey] 43-44 Tarot Deck of Many Things (Major Arcana Deck of 22) 45-46 Tarot Deck of Many Things (Minor Arcana Deck of 56) 47-48 *The Ancient Minchiate Tarot of Many Things (full 97 card deck) 49-50 *The Ancient Minchiate Tarot of Many Things (Major Arcana 41 cards) 51-52 *The Ancient Minchiate Tarot of Many Things (Minor Arcana 56 cards) 53 Tarot Deck of Unalterable Fate (22 cards) [by Hendryx] 54 *Deck of the Fates (12 cards, lesser) (DCC Saga Witch Queen) 55 *Deck of the Fates (72 cards, greater) (DCC Saga Witch Queen) 56 *The Dynnod Tarot (22 cards) [by T.E.D. Klien] 57-59 The Deck of Past & Future Possibilities (54 cards) [by Reynolds] 60-61 Deck of Wondrous Power (major 54 cards) [Marvelous Magic] 62-63 Deck of Wondrous Power (minor 52 cards) 64-68 The Deck of the Scrivener (22 cards) [by Haskell] 69-74 The Deck Of Fickle Fortune (Of Tegal Manor) (22 cards) 75-82 Deck of Several Things (18 cards) (by Pulsipher) 83-92 Deck of a Few Things (14 cards) (by Pulsipher) 93 Deck of Fate (by Agar) (54 cards) 94-95 Deck of Wondrous Things (from Hackmaster) (22 cards) 96 Homemade Deck of Things (by Draken) (56 cards) 97 Homebrew Tarrot of Many Things (full 78 card deck) (by Pietroschek) 98 Homebrew Tarrot of Many Things (Major Arcana Deck of 22) 99 Homebrew Tarrot of Many Things (Minor Arcana Deck of 56) 100 *The Tarokka of the Vistani of Ravenloft (54 cards) 1

Here is presented a collection of enchanted Decks for the Dungeons and Dragons game. Most are from 1st edition or tilted to that edition or even re-written for that edition. Some were only images from the web and filled out by myself or are completely made by me. Many are copyrighted works and this is a gamers' use only collection in no way meant to infringe on copyright and is not meant for sale. _________________________________________________________________________ Deck of Many Things By Gygax (canon, 1st edition) A deck of many things (both beneficial and baneful) is usually found in a box or leather pouch. Each deck contains a number of cards or plaques made of ivory or vellum. Each is engraved with glyphs, characters, and sigils. As soon as one of these cards is drawn from the pack, its magic is bestowed upon the person who drew it, for better or worse. The character with a deck of many things who wishes to draw a card must announce how many cards he will draw before he begins. Cards must be drawn within 1 hour of each other, and a character can never again draw from this deck any more cards than he has announced. If the character does not willingly draw his allotted number (or if he is somehow prevented from doing so), the cards flip out of the deck on their own. Exception: If the jester is drawn, the possessor of the deck may elect to draw two additional cards. Each time a card is taken from the deck, it is replaced (making it possible to draw the same card twice) unless the draw is the jester or the fool, in which case the card is discarded from the pack. A deck of many things contains 22 cards. To simulate the magic cards, you may want to use tarot cards, as indicated in the second column of the accompanying table. If no tarot deck is available, substitute ordinary playing cards instead, as indicated in the third column. The effects of each card, summarized on the table, are fully described below. Greater Deck of 22: 3d8-2 Lesser Deck of 13: 2d6+1d3-2 Deck of Many Things Plaque *Balance *Comet

Tarot Card XI. Justice Two of swords

Playing Card Two of spades Two of diamonds

*Donjon Euryale

Four of swords Ten of swords

Ace of spades Queen of spades

Summary of Effect Change alignment instantly. Defeat the next monster you meet to gain one level. You are imprisoned. -1 penalty on all saving throws

2

*The Fates

Three of cups

Ace of hearts

Flames *Fool

XV. The Devil 0. The Fool

Queen of clubs Joker (trademark)

*Gem

Seven of cups

Two of hearts

*Idiot

Two of pentacles

Two of clubs

Jester

XII. Hanged Man

Joker

Key Knight

V. The Hierophant Page of swords

Queen of hearts Jack of hearts

Moon Rogue

XVIII. The Moon Five of swords

Queen of diamonds Jack of spades

Ruin

XVI. The Tower

King of spades

Skull

XIII. Death

Jack of clubs

Star

XVII. The Star

Jack of diamonds

Sun

XIX. The Sun

King of diamonds

*Talons

Queen of pentacles

Ace of clubs

Throne

Four of staves

King of hearts

*Vizier

IX. The Hermit

Ace of diamonds

The Void

Eight of swords

King of clubs

henceforth. Avoid any situation you choose ...once. Enmity between you and an outsider. Lose 10,000 experience points and you must draw again. Gain your choice of twenty-five pieces of jewelry or fifty gems. Lose Intelligence (permanent drain). You may draw again. Gain 10,000 XP or two more draws from the deck. Gain a major magic weapon. Gain the service of a 4th-level fighter. You are granted 1d4 wishes. One of your friends turns against you. Immediately lose all wealth and real property. Defeat dread wraith or be forever destroyed. Immediately gain a +2 inherent bonus to one ability score. Gain beneficial medium wondrous item and 50,000 XP. All magic items you possess disappear permanently. Gain a +6 bonus on Diplomacy checks plus a small keep. Know the answer to your next dilemma. Body functions, but soul is trapped elsewhere.

The Deck is either the Greater Deck 22 plaques or Lesser Deck 13 (removing the "*" plaques). Balance* The character must change to a radically different alignment. If the character fails to act according to the new alignment, she gains a negative level. Comet* The character must single-handedly defeat the next hostile monster or monsters encountered, or the benefit is lost. If successful, the character gains enough XP to attain the next experience level. Donjon* This card signifies imprisonment— either by the imprisonment spell or by some powerful being. All gear and spells are stripped from the victim in any case. Draw no more cards. Deck disappears. Euryale The medusa-like visage of this card brings a curse that only the fates card or a deity can remove. The -1 penalty on all saving throws is otherwise permanent. Fates* This card enables the character to avoid even an instantaneous occurrence if so desired, for the fabric of reality is unraveled and respun. Note 3

that it does not enable something to happen. It can only stop something from happening or reverse a past occurrence. The reversal is only for the character who drew the card; other party members may have to endure the situation. Flames Hot anger, jealousy, and envy are but a few of the possible motivational forces for the enmity. The enmity of the outsider can’t be ended until one of the parties has been slain. Determine the outsider randomly, and assume that it attacks the character (or plagues his life in some way) within 1d20 days. Fool* The payment of XP and the redraw are mandatory. This card is always discarded when drawn, unlike all others except the jester. Gem* This card indicates wealth. The jewelry is all gold set with gems, each piece worth 2,000 gp, the gems 1,000 gp value each. Idiot* This card causes the drain of 1d4+1 points of Intelligence immediately. The additional draw is optional. Jester This card is always discarded when drawn, unlike all others except the fool. The redraws are optional. Key The magic weapon granted must be one usable by the character. It suddenly appears out of nowhere in the character’s hand. Knight The fighter appears out of nowhere and serves loyally until death. He or she is of the same race (or kind) and gender as the character. Moon This card sometimes bears the image of a moonstone gem with the appropriate number of wishes shown as gleams therein; sometimes it depicts a moon with its phase indicating the number of wishes (full = four; gibbous = three; half = two; quarter = one). These wishes are the same as those granted by the 9th-level wizard spell and must be used within a number of minutes equal to the number received. Rogue When this card is drawn, one of the character’s NPC friends (preferably a cohort) is totally alienated and forever after hostile. If the character has no cohorts, the enmity of some powerful personage (or community, or religious order) can be substituted. The hatred is secret until the time is ripe for it to be revealed with devastating effect. Ruin As implied by its name, when this card is drawn, all nonmagical possessions of the drawer are lost. Skull A dread wraith appears. Treat this creature as an unturnable undead. The character must fight it alone—if others help, they get dread wraiths to fight as well. If the character is slain, she is slain forever and cannot be revived, even with a wish or a miracle. Star 4

The 2 points are added to any ability the character chooses. They cannot be divided among two abilities. Sun Roll for a medium wondrous item until a useful item is indicated. Talons* When this card is drawn, every magic item owned or possessed by the character is instantly and irrevocably gone. Throne The character becomes a true leader in people’s eyes. The castle gained appears in any open area he wishes (but the decision where to place it must be made within 1 hour). Vizier* This card empowers the character drawing it with the one-time ability to call upon a source of wisdom to solve any single problem or answer fully any question upon his request. The query or request must be made within one year. Whether the information gained can be successfully acted upon is another question entirely. The Void This black card spells instant disaster. The character’s body continues to function, as though comatose, but his psyche is trapped in a prison somewhere—in an object on a far plane or planet, possibly in the possession of an outsider. A wish or a miracle does not bring the character back, instead merely revealing the plane of entrapment. Draw no more cards. Deck disappears. Strong (all schools); CL 20th. ________________________________________________________________________ Druid Deck This deck is based on the "Druid Animal Oracle" which is out of print. I found a copy on Amazon. There are 33 colorful plaques of animal totems and several blank cards. I found this author's description then ordered a copy of the cards. [No longer on the web, cannot locate creator's name!] Draw or Roll: 3d10+1d6-3 Adder Lose 3 points of Constitution. Bear Defeat the next monster you meet to gain one level. Bee Alignment changes instantly to Lawful Neutral. If already Lawful Neutral, gain 10,000 XP. Blackbird Gain +10 bonus each in Sense Motive and Concentration. 5

Boar Lose 1d4 Wisdom points; Gain Boar Familiar. (Special: Bull Rush provokes no attacks of opportunity) Bull Gain your choice of twenty-five pieces of jewelry or fifty gems. (50,000 gp worth) Cat Alignment changes instantly to True Neutral. If already True Neutral, gain 10,000 XP. Cow You become a Halfling. If already a Halfling, gain 2 Constitution points. Crane Body functions, but soul is trapped elsewhere. Dog Gain the service of a 4th-level fighter. Eagle Avoid any situation you choose . . . once. Fox Gain +6 bonus in Diplomacy plus a small keep. Frog Gain 2 points in one ability. Goose All magic items you possess disappear permanently Hare Lose 1d4 Intelligence points. You may draw again. Hawk Gain 10,000 XP or two more draws from the deck. (Remove card from deck) Hind Permanent Zone of Truth affects you. (Will Negates DC 28) Horse Gain +10 bonus each in Ride and Handle Animal. Otter Immediately lose all wealth and real property. Owl One time only, you may grant a wish to any person other than yourself. 6

Ram One of your friends turns against you. Raven Defeat Death or be forever destroyed. Salmon Lose 10,000 XP and you must draw again. Remove card from deck. You will not go below 100 XP. Seal Eternal optimism. You will see the positive in every situation. Sow Lose 1d4 Charisma points and gain 1d4 Wisdom points. Stag Curse of the Hunter: You receive damage equal to that you deal to animals. Swan A permanent Antipathy spell, as cast by a 20th level Druid, moves with your location. Wolf Know the answer to your next dilemma. Wren Choose one permanent condition: Random humanoid shapeshift or lose 1d6 levels (divide evenly if multiclass). Water Dragon You are granted 1d4 wishes. Earth Dragon Gain beneficial medium wondrous item and 50,000 XP. Air Dragon Gain 2d4 Intelligence points. Fire Dragon Gain a major magic weapon.

ANTIPATHY Enchantment (Compulsion) [Mind-Affecting]Level: Drd 9, Sor/Wiz 8 Casting Time: 1 hour Duration: 2 hours/level (D) Range: Close (25 ft. + 5 ft./2 levels) 7

Target: One location (up to a 10-ft. cube/level) or one object Components: V, S, M/DF Saving Throw: Will partial Spell Resistance: Yes Description: You cause an object or location to emanate magical vibrations that repel either a specific kind of intelligent creature or creatures of a particular alignment, as defined by you. The kind of creature to be affected must be named specifically. A creature subtype is not specific enough. Likewise, the specific alignment to be repelled must be named. Creatures of the designated kind or alignment feel an overpowering urge to leave the area or to avoid the affected item. A compulsion forces them to abandon the area or item, shunning it and never willingly returning to it while the spell is in effect. A creature that makes a successful saving throw can stay in the area or touch the item but feels uncomfortable doing so. This distracting discomfort reduces the creature's Dexterity score by 4 points. Antipathy counters and dispels sympathy. Arcane Material Component: A lump of alum soaked in vinegar. _________________________________________________________________________ [I found this on the web but it is well known.] ZAGYG'S DECK OF NOT SO MANY THINGS by Sam and Joe Calleran (Dead Ghost) Here is a humorous Deck of Many Things created by my brother, Sam, for his Rottville and Beyond campaign (home of the dreaded Octalich, an undead gargantuan octapus spellcaster of unimagined power. As the dreaded Octalich lives underwater, all its spells are somatic in nature, thus it could cast 4 spells (8 arms / 2 arms per spell) simultaneously....). If you have no cards, for full deck, roll 5d10+1d6+1d4-6. If you have no cards, for major only deck, roll 1d20. If you have no cards, for minor only deck, roll 6d6+1d3-6. MAJOR PLAQUES Moon (KD) Gain a useless miscellaneous magic item and 57 experience points. Roll on the table below: 01-10 Floating boat -- normal small rowboat , upon command it will float. 11-17 Boots of Walking -- allow wearer walk as if he or she had two legs (note: wearer must have two legs to use the boots). 8

18-27 Broom of Sweeping -- sweeps upon command. 28-38 Cloak of Placement -- makes you appear where you are (note: negates Cloak of Displacement if worn together). 39-45 Decanter of Limited Water -- holds two gallons. 46-54 Eyes of the Bat -- makes wearer blind. 55-62 Keoghtom's Cough Syrup -- cures all coughs (note: will negate Dust of Sneezing and Choking). 63-70 Rug of Wiping -- removes all dirt from user's shoes. 71-84 Trident of Goldfish Command -- 1' radius (yes, that's one foot radius), goldfish get saving throw. 85-98 Wings of Walking -- allow user to walk if arms are flapped. (note: not flapping arms also allows normal walking). 99 All of preceding stuff. 00 Another Deck of Not So Many Things. Sun (QD) You are granted one Wish (Wish 1/2 [see Dragon # 120]). The Black Hole (JD) Immediately gain 2 points on your most useless ability. Coward (2D) Do not defeat next monster you meet and gain a level (i.e. you must loose to or flee from the next monster you meet to gain the level). Chair (KH) Loose one point of intellegence and gain a small dairy farm (3 acres). Lock (QH) Gain a map to your house (Note: when the character returns home, all the locks have been changed and are locked). Peasant (JH) Gain the service in your next tennis match. Rock (2H) Gain fifty neat rocks, worth 2 cp each. The Void (KC) Gain an IOU for 50,000 gp that has been voided. Flames (QC) Enmity between you and the milkman. Spine (JC) Defeat yourself or die (c.f. Mirror of Opposition). Ruin (2C) All magic items fall to the floor. 9

Talons (KS) Immediately lose one square foot of real property and one copper piece. Crust (QS) -3 on saving throws vs. pies (1 pie appears , save vs petrification or take 1d1 points of damage). Rogue (JS) One of your pet gophers turns against you (note: if no gophers are owned 1d6+1 appear and follow character). Scale (2S) Change alignment or be hit upside the head for 1d3 points of damage. Fool (J) Gain 13 experience points and one hit point. Zagyg (J with trademark) Laugh uncontrollably for 3 turns. Professor (AD) Know incorrect answer to next math problem. The Big Dummy (AC) Gain two points of intelligence. Fates (AH) Avoid Duties, Excises, Fees, Tariffs, Taxes, Tithes, and Tolls twice (c.f. First Edition DMG pg 90). The Resort (AS) Large iron cage surrounds character. Cannot get out without help. MINOR PLAQUES (3S) Dancing lights appear and character is fascinated for one turn. (4S) Defeat next duck you meet or die. (5S) A valley girl appears and drawer is forced to listen to her for three turns. (6S) Run in place for six rounds. (7S) 10

Defeat Death or live. (8S) You disagree with anything anyone says for six turns. (9S) Party Fight: Party fights for 1d4 rounds. (10S) You agree with anything anyone says for six turns. (3D) An aspiring dwarf bard appears. You are forced to listen for six turns. (4D) You gain an autographed picture of Zagyg. (5D) An aspiring dwarf bard appears. You are forced to sing along for 1d4 turns. (6D) You gain the autobiography of an aspiring dwarf bard, written in Dwarvish. (7D) Gain 1d4 food gift certificates (each equiviliant to one Hero's Feast cast by a 14th level cleric). (8D) Gain 1d6 insanities. (9D) All your hair falls out. (10D) Your dog follows you on the adventure (if you don't have one, you do now). (3C) Three clubs appear and hit you for 3-18 points of damage. (4C) You hate all cows and must attack one on sight. (5C) Gain a map to the nearest bathroom. (6C) Talk about nothing for 1d12 rounds. (7C) Gain a seven leaf clover. 11

(8C) Flee in terror at the sight of any cow. (9C) You are allergic to women. (10C) The Party turns around and goes home for six turns. (3H) The Party forgets what they are doing, spend 1d6 rounds figuring it out. (4H) Gain a Zagyg action figure. (5H) Gain five tickets to the next aspiring dwarf bard show. (6H) Gain new boots. (7H) Gain a nonmagical dagger of your choice. (8H) Character gains a lead minature of himself. (9H) Character hates violence. (10H) Character is hit once by every weapon on the Player's Screen (Zagyg will Resurrect any character slain by this plaque). -------------------------------------------------------------------------Post any comments or E-mail me at the below address. ---------------------------------------------------------- Dead Ghost aka Joe Colleran - [email protected] - sig files, We don't need no stinkin' sig files!! ---------------------------------------------------------__________________________________________________________________________ Alternate Deck Of Many Things 12

Deck Of Many Things from http://mysticsyn.tripod.com/Deck.htm. By Mystic Syn at [email protected]. This page shows and describes the many things the Deck Of Many Things can do. You can get the deck by beating Aesgareth in Watcher's Keep in Throne of Bhaal. You get to draw from the deck three times then it will dissapear. This page is complete and will probably not be updated anymore. [editor’s notes for 1st ed. conv.] If no deck roll 4d6-3 for this 21 card deck. Jester: User gets 50,000 XP The plaque depicts a strange scene of a smiling man hung upside down by one foot. Oddly, the card gives you a good feeling, almost a need to laugh. It is labeled 'JESTER'. Visier: User gets temporary Mantle [of Celetian for 3 days] The card has hushed sense about it, showing a wisened old man in a cowl. His eyes lock onto yours and you know immediately that he possesses great secrets. The card is labeled 'VISIER'. Moon: User gets +10 to HP [permanent] The card shows an achingly beautiful woman half-hidden by a lantern held in front of her as she moves through the darkness. The night sky behind her is bright and vividly red. A label below reads 'MOON'. Ruin: Party loses all money [coins] A striking scene of a bolt of blue lightning striking and destroying a tall tower covers the plaque. From the tower, a horrified man falls to his death. The card is clearly labeled 'RUIN'. Star: User gets +1 to Prime Stat A scene of a young woman emerging from a still pond greets you, the woman is smiling gently and the night sky so real and vast it startles you. The card is labeled 'STAR'. (Side Note: Fighter/Barbarian/Ranger/Paladin gets Strength, Mage/Sorcerer gets intelligence, Bard/Thief gets Dexterity and Cleric/Druid/Monk gets Wisdom) Fool: User's Wisdom is set to 3 and becomes confused The card's scene shows a young man admiring the sky as he obliviously walks towards a sharp precipice. The card is labeled 'FOOL'. (Side Note: Dispel works on the Confusion and Remove Curse works for restoring Wisdom) Comet: User gets +5% to Fire Resistance You are startled as the picture of a blazing, fiery rock seems to leap out at you from the card, its golden trail leading deep within the black background. The card is labeled 'COMET'. Rogue: User is Dire Charmed and attacks party members [remove curse can remove the charm] 13

The card is blood red, practically dripping with venom, and shows a smiling man stabbing another in the back with a sharp blade. The card is labeled 'ROGUE'. Sun: Party gets 300,000 XP The card is bright and immediately makes you smile, depicitng a cherubic boy sitting atop a white horse with the sun shining brilliantly in the sky behind them. The card is clearly labeled 'SUN'. Skull: Party fights a Death Shade [use bone golem max stats] The picture of a bone-white skull immediately greets you. As if animate, the skull grins and fills you with fear. The card is labeled 'SKULL'. (Side Note: Thing looks like a Bone Golem and will only attack the deck user. It's also 100% magic resistant). Erinyes: User gets +1 to all his/her abilities (Str, Dex, Con, Int, Wis and Cha) temporarily Three women hold a single thread between them, all looking at you askance. One is young and beautiful, another middle-aged and matronly, the third a crone. The card is labeled 'ERINYES'. Void: User Disintegrates The entire card is black as midnight, with a depth that seems to suddenly reaches out for you. You cannot see the word anywhere upon it, but you know the card's name...'VOID'. (Side Note: Character can save vs. death against this) Euryale: User saving throws lowered by one The visage of a medusa upon this card seems almost alive, her gaze boring into you as her snakes writhe. The card is labeled 'ERUYALE'. (Side Note: Remove Curse dispels this) Magician: User is temporarily turned into a rabbit [for three days] A single man is depicted on the card, seemingly young and intelligent. One hand points to the sky, the other to the earth, an old sign for transformation. The card is labeled 'MAGICIAN'. (Either wait or use Remove Curse to remove effect) Throne: Party gains 1,000,000 XP The card depicts a man seated upon an iron throne, his countenance commanding and regal both. For a moment, you are sure the figure nods to you solemnly. The card is labeled 'THRONE'. Flames: Party fights Fire Elementals and a Balor [2 elements of max stats] The card's depiction of fire seems almost to flicker and writhe, laced with anger, jealousy and envy. Written in charcoal-black is the card's title: 'FLAMES'. Gem: User gets a Diamond, a Rogue Stone, a King's Tear, a Star Sapphire and an Emerald 14

The plaque depicts a clear sense of a smiling man holding a diamond up to the light. The diamond is vividly real and seems to glitter with its own magic. The card is labeled 'DIAMOND'. Knight: Party fights Demon Knights [use two type 2 demon Hezrou stats but at -4 AC or a single Death Knight from Fiend Folio] Amidst the runes on this card, a warrior with a black suit of plate armor stares malevolently out at you. The card is labeled 'KNIGHT'. Donjon: User is Imprisoned [usually on another plane] The plaque depicts a scene filled with black runes and what appears to be a man screaming in terror in of a cage. It is clearly labeled 'DONJON' (Side Note: User can save vs death against this) Talons: Power Word: Blind centered on user The card shows a wicked, smiling woman with bright eyes who reaches out to you with a withered hand annoited with sharp, gleaming nails. It is labeled 'TALONS' (Side Note: Remove Curse to remove effect) Key: Party gets Ring of Protection +3 (+3 to AC, +3 to Saving Throws) The card depicts a great holy man in rich robes, with the penitent bowing before him. In his hands, he holds aloft a great, golden key. The card is labeled 'KEY' ____________________________________________________________________ DECK OF DESTINIES (from Return to White Plume Mountain) A bound demon created this magical deck of vellum cards for Keraptis in return for its freedom. Suspicious of fiendish gifts, even when he himself has commissioned them, Keraptis filed the deck away for later research. Anyone drawing a card from this deck becomes the recipient of its magic, for better or worse. No form of divination allows knowledge of any card's nature prior to a draw. The designs fade away upon expending their magic; thus no card can be used twice. The DM may, if desired, use the face cards and aces from a standard deck of playing cards to simulate the deck of destinies cards according to the table below. If you have no deck roll: 1d16 or 3d6-2



A: K: Q: J:

Hearts Hand of Youth Ice Sword Ogre Sea



Diamonds Druid Black Sword Skull Gauntlet



Spades Withered Hand Trident Crow Djinni



Clubs Magma Hammer Vampire Giant Crab 15

The Deck of Destinies cards have the following individual effects: • Black Sword: Character gains one level. • Crow: Characters grows a pair of black, feathered, wings that bestow the benefits of a cloak of flying. The wings are permanent additions to the characters body. • Djinni: Character gains one wish as the spell, which must be used within 24 hours. • Druid: Character gains the enmity of nature. At least once every two months, a natural disaster (DM's choice) affects the character and everything within a 10-mile radius of them. • Gauntlet: Character's off-hand and forearm grow a layer of slimy fungus, which returns in 1d12 hours if removed. The character's touch upon the earth or any other fertile surface causes a 1ft. diameter ring of mushrooms to form within ten minutes. • Giant Crab: Character permanently grows 60% larger. The giant character gains an additional +4 size bonus to Strength and Constitution, but loses 4 points of Dexterity. Lost Dexterity returns at a rate of 1 point per month as the character adjusts to the new size. Items do not grow to match the character's new size, however. • Hammer: Character inflicts 5 points of damage over and above normal with an unarmed attack. • Ice Sword: Character can cast chill touch as a 12th level sorcerer once per day. • Magma: Character sinks into the earth over the course of 4 rounds. The tunnel so created closes up 10 rounds after the descent begins, expelling any other being within it to the surface and inflicting 1d6 points of heat damage in the process. The user reaches magma at the beginning of the 5th round unless a dispel magic (DC 20) or similar magic is used to negate the effect before that time. (Rate of descent and distance traveled vary with the depth of the magma.) Immersion in magma inflicts 20d6 points of heat damage per round and negates the victim's ability to breathe. • Hand of Youth: Characters lifespan increases by 1d10x100 years. • Ogre: Characters Strength increases by +4, but Intelligence drops by 6 (to a minimum of 5). • Sea: Character gains the enmity of the sea. Every time a character journeys on a large body of water, roll for twice as many encounters. • Skull: Character's forehead visibly swells as his/her Intelligence increases by 5 points. • Trident: Character gains the at-will abilities to breathe water, swim at a Speed of 45, and use charm monster on all natural marine creatures as a 12th-level sorcerer. • Vampire: Character loses two levels as if drained by a vampire's touch • Withered Hand: Character ages to a point only minutes away from a natural death and must make a successful Fort save (DC 15) each day to avoid dying of old age until anti-aging magic can be applied. Overwhelming varied; CL 21; Weight: .5 lb.; Reference: Return to White Plume Mountain.

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____________________________________________________________________ Deck of Illusions: XP Value: 1,500 GP Value: 15,000 DUNGEON MASTER Guide, 1st Edition (*expanded to 54 cards by Fred Haskell) This set of parchment cards is usually found in an ivory, leather, or wooden box. A full deck consists of 54 cards of suits. When a card is drawn at random and thrown to the ground, an illusion with audible and visual components is formed. This lasts until dispelled. The illusionary creature cannot go more than 30 feet away from where the card landed, but otherwise moves and acts as if it were real. When the illusion is dispelled, the card becomes blank and cannot be used again. If the card is picked up, the illusion is automatically and instantly dispelled. Cards can differ or some may be missing. Illusions perform normal routines and respond to attacks (DMs play them as if they were real creatures). If you have no cards, roll 5d10+1d6+1d4-6. If you are not using jokers, roll 5d10+2d4-6. The cards in a full deck and their illusions are as follows:





Hearts Diamonds A: Red Dragon Beholder K: Fighter 4gds. MU 1app Q: Succubus Night Hag J: Druid Assasin 10: Fire Elemental Air 9: Cloud Giant Fire Giant 8: Ettin Orge Mage 7: Bugbear Gnoll 6: Goblin Kobold 5: Pseudo Dragon Brownie 4: Cobra Python 3: Treant Galeb Dhur 2: Sprite Fairy Joker Copy of the deck's owner. Joker (with trademark) Copy of the



Spades Lich Cleric 2pr Medusa Monk Water Frost Giant Troll Hobgoblin Xvart Imp Rattlesnake Dryad Sylph



Clubs Iron Golem Thief 3 cohorts Erinyes Bard Earth Hill Giant Ogre Orc Norker Quasit Sea Snake Nerid Will-O-Wisp

deck's owner sex reversed.

______________________________________________________________________ DECK OF DOOM (pulled from Encyclopedia Magica, vol 1 *expanded to 54 cards by Fred Haskell) This pack of painted parchment cards appears to be a deck of illusions. Like its more useful counterpart, it is frequently found in an ivory, 17

leather or wood carrying case. A full deck consists of 52 cards of four suits and 2 Jokers. When a card is drawn at random and thrown to the ground, an effect that functions like a summon monster spell creates the individual or creature depicted on the card. Characters or monsters are magical constructs but are quite real; they do not disappear when their card is picked up again, instead remaining in existence for 10 rounds or until slain. (This is also true of any items the individual possesses.) Once a card has been used, it loses its magical properties, though it retains its image (a giveaway for the knowledgeable that it is not the deck of illusions it appears to be.) When a deck is found, the DM may determine how many cards have already been used. The summoned individuals perform normal routines and possess the skills and abilities that would be expected from someone of their class or monster type. Spellcasters have whatever spells seem appropriate for the situation into which they have been summoned. While the deck of doom may appear to be superior to the deck of illusions it has its drawbacks. Whenever a card is used, the DM rolls 1d100. If the roll is 65 or higher, the summoned creature or character attacks the deck's possessor and anyone who tries to defend them. The creature fights until it or the deck owner is slain. Then it disappears along with all its belongings. The deck remains. If you have no cards, roll 5d10+1d6+1d4-6. If you are not using jokers, roll 5d10+2d4-6. The cards in the deck of doom are as follows: DECK OF DOOM CARDS









Hearts Diamonds Spades Clubs A: Young Gold Dragon Beholder Lich Clay Golem K: 9th lvl Fighter 9th lvl Wizard 9th lvl Cleric 9th lvl Thief Q: Dryad Night Hag Medusa Harpie J: Djinni Efreeti Janni Satyr 10: Frost Giant Fire Giant Stone Giant Hill Giant 9: Ettin Orge Mage Troll Ogre 8: Bugbear Gnoll Ghoul Wright 7: Fire Elemental Air Water Earth 6: Treant Galeb Dhur Nixie Nerid 5: Hobgoblin Orc Goblin Kobold 4: Pseudo Dragon Brownie Imp Quasit 3: Cobra Python Rattlesnake Sea Snake 2: Sprite Fairy Pixie Will-O-Wisp Joker Exact copy of the person who drew from the deck. Joker (with trademark) Exact copy of the person who drew from the deck with sex reversed. 18

Strong conjuration; CL 17th; Prerequisites: Craft Wondrous Item, clone, major image, summon monster IX; Price: 61,200gp; Cost to Create 30,600gp + 2,448 XP; Reference: The Doomgrinder. __________________________________________________________________________ Player’s Handbook II Variant Deck of Many Things by Sean K. Reynolds (edition 3.5) [Left here in original format with conversion below.] The Player's Handbook II gives players many new options for rethinking and reworking their characters, from something as simple as reassigning skill points and feats, to a more complex change like adding templates or swapping out class levels. While the default option for rebuilding requires characters to perform these alterations with off-camera retraining, expending money, or even special quests, some DMs may want to introduce a faster method (albeit one with some random risk). While the standard deck of many things is a powerful magic item that can have extreme effects on PCs, the variant presented here uses the retraining and rebuilding rules from the Player's Handbook II to let players accomplish these changes instantaneously rather than over time... even though they might not get exactly what they wished for. Alternately, a specially-preserved single card from this variant deck may be a quest reward or a rare treasure item, allowing that player who's been aching to "fix" his character to do so without taking away game time from the other players. (Note: if presented as a single card, the rules for drawing cards do not apply; the character merely activates the card as if it were a normal single-use magic item.) Notes on the Deck The retraining and rebuilding from these cards is instantaneous and requires no expenditure of money or time. These effects are often classspecific, this deck is more likely than a typical deck of many things to result in something inapplicable for the character (such as a fighter drawing a card affecting a wizard's specialist schools). Because of this, many cards require the character to draw another card if an inapplicable card is chosen. Many of the cards refer to races and classes found in the Player's Handbook, but have effects that are applicable to races and classes from other sources. For example, the Innate Magic card affects bards and sorcerers, but there are classes in other books that likewise do not require spell preparation and have a limited number of spells known. The 19

DM should feel free to allow these card effects to apply to characters with such classes as well as standard classes listed on the card. The character with a deck of many things who wishes to draw a card must announce how many cards he will draw before he begins. Cards must be drawn within 1 hour of each other, and a character can never again draw from this deck any more cards than he has announced (unless a drawn card allows or requires him to draw an additional card; see below). If the character does not willingly draw his allotted number (or if he is somehow prevented from doing so), the cards flip out of the deck on their own. Some cards say the character may draw another card, sometimes they say the character must draw again. "May" means an optional draw; the character is not obligated to draw again and these extra draws do not count toward the original number he said he would draw. "Must" is a required draw; the character is required to draw an additional card (or cards) and this extra draw does not count toward the original number he said he would draw. Each time a card is taken from the deck, it is replaced (making it possible to draw the same card twice) unless the draw is The Victim or The Gambler, in which case the card is discarded from the pack. A deck of many things contains 54 cards (use a standard 52-card deck with two jokers). If you have no cards, roll 5d10+1d6+1d4-6. Aspect of Divinity: If you are a cleric, retrain one of your domains to another of your deity's domains. If you are not a cleric you must draw again. Draconic Heritage: Rebuild your character with the half-dragon template (you lose class levels to compensate for the template's level adjustment). You choose what type of half-dragon you become (gold, red, and so on). If you already have this template, do not rebuild your character; you must draw again. (See Savage Progressions, for information on taking only some of the template's abilities in exchange for a lower level adjustment.) Earthkin: Rebuild your character as a dwarf or gnome instead of your current race. You may choose a dwarven race with a level adjustment (such as duergar or svirfneblin), but you must lose class levels to compensate for it. If you are already a dwarf or gnome, do not rebuild your character; you must draw again. (See Savage Progressions, for information on taking only some of the template's abilities in exchange for a lower level adjustment.) Hellfire: Rebuild your character with the fiendish or half-fiend template (you lose class levels to compensate for the template's level adjustment). If the template's alignment change would cause you to lose class abilities (such as if you are a paladin), do not rebuild your character; you instead must draw two cards. If you already have one of these templates, do not rebuild your character; you must draw again. (See Savage Progressions, for 20

information on taking only some of the template's abilities in exchange for a lower level adjustment.) Holy Light: Rebuild your character with the celestial or half-celestial template (you lose class levels to compensate for the template's level adjustment). If the template's alignment change would cause you to lose class abilities (such as if you are a blackguard), do not rebuild your character; you instead must draw two cards. If you already have one of these templates, do not rebuild your character; you must draw again. (See Savage Progressions, for information on taking only some of the template's abilities in exchange for a lower level adjustment.) Innate Magic: If you are a sorcerer or bard, retrain any two of your spells known; one of these must be a spell of the highest level you can cast. If you are not a sorcerer or bard you must draw again. Invulnerable: If you have an energy resistance or immunity as a class or racial ability, retrain or rebuild that ability to a different kind of energy (for example, from electricity to sonic). If your resistance or immunity is coupled with a vulnerability to a different energy type (such as how fire immunity is associated with cold vulnerability), your vulnerability changes appropriately. If you have no energy resistance or vulnerability from a class or racial ability you must draw again. Life and Death: If you are neutral and have a class ability that allows you the choice of channeling positive or negative energy (such as for turning or rebuking undead, or spontaneously casting cure or inflict spells), retrain that class ability so it is the opposite of your current selection. If your deity does not allow you to channel this type of energy (for example, all neutral clerics of Wee Jas channel negative energy, while all neutral clerics of St. Cuthbert channel positive energy), do not retrain this ability; you instead must draw two cards. If you have no such class ability you must draw again. Prestigious Enterprise: Rebuild one class level into a prestige class level for any prestige class for which you qualify. If you do not qualify for any prestige class or this rebuilding would cause you to no longer qualify for one of your current prestige classes, do not rebuild your character; you instead must draw two cards. Saving Grace: Retrain your Great Fortitude, Iron Will, or Lightning Reflexes feat to one of the other two saving throw bonus feats. If you do not have any of these feats, or you have all three, you must draw again. Spellbender: Retrain one metamagic feat you know for any other metamagic feat. If you know no metamagic feats you must draw again. The Acrobat: Retrain 4 skill ranks into the Tumble skill (even if Tumble is not a class skill for any of your classes). If this would cause you to 21

exceed the maximum skill rank for your level, do not retrain this skill; you must draw again. The Barbarian: Retrain one barbarian level for one barbarian substitution level (or barbarian-like prestige class level, at the DM's discretion), or rebuild one class level to one barbarian level (if you are lawful, this means you are an ex-barbarian which does not affect your other classes, such as your ability to progress as a monk or paladin). The Bard: Retrain one bard level for one bard substitution level (or bardlike prestige class level, at the DM's discretion), or rebuild one class level to one bard level (if you are lawful, this means you are an ex-bard which does not affect your other classes, such as your ability to progress as a monk or paladin). The Buffoon: Rebuild your Charisma, reducing it by 4. Use the points from rebuilding to improve any other ability scores. If this would reduce your Charisma below 8, do not rebuild your ability score; you must draw again. The Cleric: Retrain one cleric level for a cleric substitution level (or cleric-like prestige class level, at the DM's discretion), or rebuild one class level to one cleric level (this does not affect your other classes, such as your ability to progress as a monk or paladin). The Craftsman: Retrain one item creation feat you know for any other item creation feat. If you know no item creation feats you must draw again. The Daydreamer: Rebuild your Wisdom, reducing it by 4. Use the points from rebuilding to improve any other ability scores. If this would reduce your Wisdom below 8, do not rebuild your ability score; you must draw again. The Diplomat: Retrain 4 skill ranks into the Diplomacy skill (even if Diplomacy is not a class skill for any of your classes). If this would cause you to exceed the maximum skill rank for your level, do not retrain this skill; you must draw again. The Druid: Retrain one druid level for one druid substitution level (or druid-like prestige class level, at the DM's discretion), or rebuild one class level to one druid level (if you have a non-druidic alignment this means you are an ex-druid which does not affect your other classes, such as your ability to progress as a monk or paladin). The Eavesdropper: Retrain 4 skill ranks into the Listen skill (even if Listen is not a class skill for any of your classes). If this would cause you to exceed the maximum skill rank for your level, do not retrain this skill; you must draw again. The Exile: Rebuild your character as an orc or half-orc instead of your current race. If you are already an orc or half-orc, do not rebuild your character; you must draw again. 22

The Fighter: Retrain one fighter level for one fighter substitution level (or fighter-like prestige class level, at the DM's discretion), or rebuild one class level to one fighter level (this does not affect your other classes, such as your ability to progress as a monk or paladin). The Footpad: Retrain 4 skill ranks into the Move Silently skill (even if Move Silently is not a class skill for any of your classes). If this would cause you to exceed the maximum skill rank for your level, do not retrain this skill; you must draw again. The Gambler: Draw one card. You may accept or ignore the results of that card. If you ignore that card's results you must draw another card and accept its effects (though this second card may allow you to bypass its effects and draw another card). The Gregarious Neighbor: Rebuild your character as a human instead of your current race. If you are already a human, do not rebuild your character; you must draw again. The Halfwit: Rebuild your Intelligence, reducing it by 4. Use the points from rebuilding to improve any other ability scores. If this would reduce your Intelligence below 8, do not rebuild your ability score; you must draw again. The Heroic Feat: Retrain any one feat you know for any other feat. The Investigator: Retrain 4 skill ranks into the Search skill (even if Search is not a class skill for any of your classes). If this would cause you to exceed the maximum skill rank for your level, do not retrain this skill; you must draw again. The Lummox: Rebuild your Dexterity, reducing it by 4. Use the points from rebuilding to improve any other ability scores. If this would reduce your Dexterity below 8, do not rebuild your ability score; you must draw again. The Mage's Dilemma: If you are a non-specialist wizard, retrain as a specialist wizard. If you are a specialist wizard, retrain as a specialist of a different school or as a non-specialist wizard. If this would cause you to lose class abilities from a prestige class (such as if your prestige class requires you to be a specialist), do not rebuild your character; you instead must draw two cards. If you are not a wizard, you must draw again. The Monk: Retrain one monk level for one monk substitution level (or monklike prestige class level, at the DM's discretion), or rebuild one class level to one monk level (if you are non-lawful, this means you are an exmonk which does not affect your other classes, such as your ability to progress as a paladin). 23

The Moon: Rebuild your character with the lycanthrope template (you lose class levels to compensate for the template's level adjustment). You choose the type of lycanthrope (werebear, wereboar, and so on). If the template's alignment would cause you to lose class abilities (such as if you are a monk or paladin with a non-lawful template), do not rebuild your character; you instead must draw two cards. If you already have a lycanthrope template, do not rebuild your character; you must draw again. (See Savage Progressions, for information on taking only some of the template's abilities in exchange for a lower level adjustment.) The Paladin: Retrain one paladin level for one paladin substitution level (or paladin-like prestige class level, at the DM's discretion), or rebuild one class level to one paladin level (if you are not lawful good, this means you are an ex-paladin which does not affect your other classes, such as your ability to progress as a monk). Blackguards who rebuild in this manner may trade in this "new" paladin level for additional blackguard abilities as detailed in the blackguard class description. The Ranger: Retrain one ranger level for one ranger substitution level (or ranger-like prestige class level, at the DM's discretion), or rebuild one class level to one ranger level (this does not affect your other classes, such as your ability to progress as a monk or paladin). The Ranger's Dilemma: If you are a ranger, retrain your combat style for any other available combat style. If you are not a ranger, you must draw again. The Rogue: Retrain one rogue level for one rogue substitution level (or rogue-like prestige class level, at the DM's discretion), or rebuild one class level to one rogue level (this does not affect your other classes, such as your ability to progress as a monk or paladin). The Sickly One: Rebuild your Constitution, reducing it by 4. Use the points from rebuilding to improve any other ability scores. If this would reduce your Constitution below 8, do not rebuild your ability score; you must draw again. The Small Folk: Rebuild your character as halfling instead of your current race. You may choose a halfling race with a level adjustment, but you must lose class levels to compensate for it. If you are already a halfling, do not rebuild your character; you must draw again. The Sorcerer: Retrain one sorcerer level for one sorcerer substitution level (or sorcerer-like prestige class level, at the DM's discretion), or rebuild one class level to one sorcerer level (this does not affect your other classes, such as your ability to progress as a monk or paladin). The Speaker: Retrain any two languages you know for any two other languages (you may retrain racial languages). You may draw again. 24

The Spellcrafter: Retrain 4 skill ranks into the Spellcraft skill (even if Spellcraft is not a class skill for any of your classes). If this would cause you to exceed the maximum skill rank for your level, do not retrain this skill; you must draw again. The Trapbreaker: Retrain 4 skill ranks into the Disable Device skill (even if Disable Device is not a class skill for any of your classes). If this would cause you to exceed the maximum skill rank for your level, do not retrain this skill; you must draw again. The Ultimate Weapon: If you are a fighter with the Weapon Focus feat, choose any other weapon for that feat (for example, change "longsword" to "greatsword") and any other feats in that chain relating to that weapon (Weapon Specialization, Greater Weapon Focus, Greater Weapon Specialization, and so on). If you are not a fighter, retrain any one feat you know for the Weapon Focus feat (selecting a weapon of your choice). The Unarmed Master: If you are a monk, retrain one, two, or three of your monk bonus feats to any other appropriate monk bonus feats. If you are not a monk, you must draw again. The Unseen: Retrain 4 skill ranks into the Hide skill (even if Hide is not a class skill for any of your classes). If this would cause you to exceed the maximum skill rank for your level, do not retrain this skill; you must draw again. The Vampire: Rebuild your character with the vampire template (you lose class levels to compensate for the template's level adjustment). If this would cause you to lose class abilities (such as if you are a good cleric or a paladin), do not rebuild your character; you instead must draw two cards. If you already have this template, do not rebuild your character; you must draw again. (See Savage Progressions, for information on taking only some of the template's abilities in exchange for a lower level adjustment.) The Victim: Retrain any one feat you know for any other feat. You must draw two more cards. The Vigilant: Retrain 4 skill ranks into the Spot skill (even if Spot is not a class skill for any of your classes). If this would cause you to exceed the maximum skill rank for your level, do not retrain this skill; you must draw again. The Weakling: Rebuild your Strength, reducing it by 4. Use the points from rebuilding to improve any other ability scores. If this would reduce your Strength below 8, do not rebuild your ability score; you must draw again. The Wizard: Retrain one wizard level for one wizard substitution level (or wizard-like prestige class level, at the DM's discretion), or rebuild one 25

class level to one wizard level (this does not affect your other classes, such as your ability to progress as a monk or paladin). The Zealot: Retrain 4 skill ranks into the Knowledge (religion) skill (even if Knowledge (religion) is not a class skill for any of your classes). If this would cause you to exceed the maximum skill rank for your level, do not retrain this skill; you must draw again. Trusted Companion: If you have an animal companion or familiar, you must dismiss it (at no penalty) and immediately select another of a different kind. The new creature is available immediately. You may reclaim items worn or carried by the original creature before dismissing it and give them to the new creature. Any feats or class abilities that would affect the creature (such as a feat that adds abilities or hit dice to your familiar or animal companion) immediately affect the new creature. If you do not have an animal companion or familiar, you must draw again. Woodkin: Rebuild your character as an elf or half-elf instead of your current race. You may choose an elven race with a level adjustment (such as drow), but you must lose class levels to compensate for it. If you are already an elf or half-elf, do not rebuild your character; you must draw again. The The The The The The The The The The The The

Sickly One Speaker Investigator Heroic Feat Ranger Paladin Druid Monk Rogue Lummox Moon Mage's Dilemma

Two of Spades Three of Spades Four of Spades Five of Spades Six of Spades Seven of Spades Eight of Spades Nine of Spades Ten of Spades Jack of Spades Queen of Spades King of Spades

The Halfwit The Vampire Draconic Heritage Earthkin Hellfire

Ace of Spades Two of Hearts Three of Hearts Four of Hearts Five of Hearts

Holy Light

Six of Hearts

Innate Magic Invulnerable Life and Death Prestigious Enterprise Saving Grace Spellbender The Acrobat Aspect of Divinity The Exile The Barbarian The Fighter The Footpad

Seven of Hearts Eight of Hearts Nine of Hearts Ten of Hearts Jack of Hearts Queen of Hearts King of Hearts Ace of Hearts Two of Clubs Three of Clubs Four of Clubs Five of Clubs

Retrain Constitution to a lower value. Retrain two languages. You may draw again. Retrain ranks into Search. Retrain any feat. Retrain into a ranger substitution level. Retrain into a paladin substitution level. Retrain into a druid substitution level. Retrain into a monk substitution level. Retrain into a rogue substitution level. Retrain Dexterity to a lower value. Retrain with lycanthrope template. Retrain school specialization and prohibited schools. Retrain Intelligence to a lower value. Rebuild with vampire template. Rebuild with half-dragon template. Rebuild as dwarf or gnome. Rebuild with fiendish or half-fiend template. Rebuild with celestial or half-celestial template. Retrain two bard or sorcerer spells. Retrain energy resistance or immunity. Retrain positive/negative energy channeling. Rebuild with prestige class. Retrain a saving throw-affecting feat. Retrain a metamagic feat. Retrain ranks into Tumble. Retrain one cleric domain. Rebuild as orc or half-orc. Retrain into a barbarian substitution level. Retrain into a fighter substitution level. Retrain ranks into Move Silently.

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The Buffoon The Cleric The Gregarious Neighbor The Daydreamer The Bard The Eavesdropper The Craftsman The Diplomat The Small Folk Trusted Companion The Zealot The Wizard The Weakling The Vigilant The Unseen The Unarmed Master The Ranger's Dilemma The Trapbreaker The Ultimate Weapon The Spellcrafter The Sorcerer Woodkin The Gambler

Six of Clubs Seven of Clubs Eight of Clubs Nine of Clubs Ten of Clubs Jack of Clubs Queen of Clubs King of Clubs Ace of Clubs Two of Diamonds Three of Diamonds Four of Diamonds Five of Diamonds Six of Diamonds Seven of Diamonds Eight of Diamonds Nine of Diamonds Ten of Diamonds Jack of Diamonds Queen of Diamonds King of Diamonds Ace of Diamonds Black Joker

The Victim

Red Joker

Retrain Charisma to a lower value. Retrain into a cleric substitution level. Rebuild as human. Retrain Wisdom to a lower value. Retrain into a bard substitution level. Retrain ranks into Listen. Retrain item creation feat. Retrain ranks into Diplomacy. Rebuild as halfling. Retrain animal companion or familiar. Retrain ranks into Knowledge (religion). Retrain into a wizard substitution level. Retrain Strength to a lower value. Retrain ranks into Spot. Retrain ranks into Hide. Retrain monk bonus feats. Retrain ranger combat style. Retrain ranks into Disable Device. Retrain Weapon Focus and associated feats. Retrain ranks into Spellcraft. Retrain into a sorcerer substitution level. Rebuild as elf or half-elf. Draw one card; you may ignore it and draw a second card. Retrain any feat. You must draw two more cards.

About the Author Sean K Reynolds spends a remarkable amount of time on trains, where he defeats bandits, solves complex mathematical equations, and shushes noisy children. Then he wakes up. __________________________________________________________________________ Variant Deck of Many Things Redo for 1st edition by Sean K. Reynolds redone 1st edition by Fred Haskell The Player's Handbook II gives players many new options for rethinking and reworking their characters, from something as simple as reassigning skill points and feats, to a more complex change like adding templates or swapping out class levels. While the default option for rebuilding requires characters to perform these alterations with off-camera retraining, expending money, or even special quests, some DMs may want to introduce a faster method (albeit one with some random risk). While the standard deck of many things is a powerful magic item that can have extreme effects on PCs, the variant presented here uses the retraining and rebuilding rules from the Player's Handbook II to let players accomplish these changes instantaneously rather than over time...even though they might not get exactly what they wished for. Alternately, a specially-preserved single card from this variant deck may be a quest reward or a rare treasure item, allowing that player who's been aching to "fix" his character to do so without taking away game time from the other players. (Note: if presented as a single card, the rules for drawing cards do not apply; the character merely activates the card as if it were a normal single-use magic item.) Notes on the Deck

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The retraining and rebuilding from these cards is instantaneous and requires no expenditure of money or time. These effects are often class-specific; this deck is more likely than a typical deck of many things to result in something inapplicable for the character (such as a fighter drawing a card affecting a wizard's specialist schools). Because of this, many cards require the character to draw another card if an inapplicable card is chosen. Many of the cards refer to races and classes found in the Player's Handbook, but have effects that are applicable to races and classes from other sources. For example, the Innate Magic card affects any non-druid or cleric spell caster. There are a variety of other spell casting classes in other books that likewise may be affected. The DM should feel free to allow these card effects to apply to characters with such classes as well as standard classes listed on the card. The character with a Variant Deck of Many Things who wishes to draw a card must announce how many cards he will draw before he begins. Cards must be drawn within 1 hour of each other, and a character can never again draw from this deck any more cards than she has announced to a maximum of five (unless a drawn card allows or requires him to draw an additional card; see below). If the character does not willingly draw his allotted number (or if he is somehow prevented from doing so), the cards flip out of the deck on their own. Some cards say the character may draw another card, sometimes they say the character must draw again. "May" means an optional draw; the character is not obligated to draw again and these extra draws do not count toward the original number he said he would draw. "Must" is a required draw; the character is required to draw an additional card (or cards) and this extra draw does not count toward the original number he said he would draw. Each time same card discarded deck with

a card is taken from the deck, it is replaced (making it possible to draw the twice) unless the draw is The Victim or The Gambler, in which case the card is from the pack. A deck of many things contains 54 cards (use a standard 52-card two jokers). If you have no cards, roll 5d10+1d6+1d4-6.

The Acrobat: Rebuild one class level to one thief acrobat level (if you are lawful, this means you are an ex-thief acrobat which does not affect your other classes, such as your ability to progress as a monk or paladin). If you are already a thief acrobat you gain a level. If you are zero or first level you either can switch classes or do not rebuild your character; you instead must draw two cards. Aspect of Divinity: Clerics must choose a different deity and faith to serve. There is no penalty for the change and it must be to a deity of the same alignment. If you are not a cleric you must draw again. The Barbarian: Rebuild one class level to one barbarian level (if you are lawful, this means you are an ex-barbarian which does not affect your other classes, such as your ability to progress as a monk or paladin). If you are already a barbarian you gain a level. If you are zero or first level you either can switch classes or do not rebuild your character; you instead must draw two cards. The Bard: Rebuild one class level to one bard level (if you are of a race, class, or alignment which prohibits being a bard, this means you are an ex-bard which does not affect your other classes, such as your ability to progress as a monk or paladin). If you are already a bard you gain a level towards being a full bard, either fighter, thief, or bard level depending on your current progress of bard training. If you are a zero or first level fighter you must only change alignment and begin the bard track. If you are zero or first level in some other class (or you do not wish to switch alignment), you either can switch classes or do not rebuild your character; you instead must draw two cards.

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The Buffoon: Rebuild your Charisma, reducing it by 4. Use the points from rebuilding to improve any other ability scores. If this would reduce your Charisma below 8, do not rebuild your ability score; you must draw again. The Cleric: Rebuild one class level to one cleric level (this does not affect your other classes, such as your ability to progress as a monk or paladin also if you are a druid this means you are an ex-cleric or a neutral cleric and does not affect your druid status). If you are already a cleric you gain a level. If you are zero or first level you either can switch classes or do not rebuild your character; you instead must draw two cards. The Craftsman: Rebuild one class level to one alchemist level (you are considered an exalchemist if you are of a chaotic alignment which does not affect your other classes, such as your ability to progress as a barbarian). If you are already an alchemist you gain a level. If you are zero or first level you either can switch classes or do not rebuild your character; you instead must draw two cards. The Daydreamer: Rebuild your Wisdom, reducing it by 4. Use the points from rebuilding to improve any other ability scores. If this would reduce your Wisdom below 8, do not rebuild your ability score; you must draw again. The Diplomat: Rebuild one class level to one thief mountebank level (if you are lawful, this means you are an ex-thief mountebank which does not affect your other classes, such as your ability to progress as a monk or paladin). If you are already a thief mountebank you gain a level. If you are zero or first level you either can switch classes or do not rebuild your character; you instead must draw two cards. Draconic Heritage: Rebuild your character as a half-dragon (your DM will have information on the change). You choose what type of half-dragon you become. It must be of a kind of the major dragon branches: gold, silver, brass, bronze, copper, silver, red, green, blue, black, white, crystal, topaz, emerald, sapphire, or amethyst. If you already are part dragon, do not rebuild your character; you must draw again. If you do not wish to rebuild your character, draw two cards. The Druid: Rebuild one class level to one druid level (if you have a non-druidic alignment this means you are an ex-druid which does not affect your other classes, such as your ability to progress as a monk or paladin). If you are already a druid you gain a level. If you are zero or first level you either can switch classes or do not rebuild your character; you instead must draw two cards. Earthkin: Rebuild your character as a dwarf or gnome instead of your current race. You may choose any dwarven race (such as duergar or svirfneblin), but you may lose class levels due to racial maximums. If you are already a dwarf or gnome, do not rebuild your character; you must draw again. The Eavesdropper: Add 40% to your Listen skill (hear noise) (even if Listen is not a class skill for any of your classes). If a 40% addition would cause your skill to exceed 90%, do not retrain this skill; you must draw again. The Exile: Rebuild your character as an orc or half-orc instead of your current race. If you are already an orc or half-orc, do not rebuild your character; you must draw again. The Fighter: Rebuild one class level to one fighter level (this does not affect your other classes, such as your ability to progress as a monk or paladin). If you are already a Fighter you gain a level. If you are zero or first level you either can switch classes or do not rebuild your character; you instead must draw two cards. The Footpad: Add 40% to your Move Silently skill (even if Move Silently is not a class skill for any of your classes). If a 40% addition would cause your skill to exceed 90%, do not retrain this skill; you must draw again.

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The Gambler: Draw one card. You may accept or ignore the results of that card. If you ignore that card's results you must draw another card and accept its effects (though this second card may allow you to bypass its effects and draw another card). The Gregarious Neighbor: Rebuild your character as a human instead of your current race. If you are already a human, do not rebuild your character; you must draw again. The Halfwit: Rebuild your Intelligence, reducing it by 4. Use the points from rebuilding to improve any other ability scores. If this would reduce your Intelligence below 8, do not rebuild your ability score; you must draw again. Hellfire: Rebuild your character as a half-fiend. You have a 33% chance of half-devil, half-daemon, or half-demon. If a 100%, is rolled you may choose the type. If the type would cause an alignment change that would conflict with class abilities (such as becoming a chaotic half-demon when you are a paladin), do not rebuild your character; you instead must draw two cards. If you already are a half-fiend, do not rebuild your character; you must draw again. The Heroic Feat: Add 40% to your Climbing Skill and to Tightrope Walking (even if these are not class skills for any of your classes). If a 40% addition would cause your skill to exceed 90%, do not retrain this skill; you must draw again. Holy Light: Rebuild your character as a half-celestial. You have a 33% chance of halfsolar, or half-deva, half-asgardian (lawful, neutral, and chaotic good). If a 100%, is rolled you may choose the type. If the alignment change would cause you to lose class abilities (such as if you are an assassin), do not rebuild your character; you instead must draw two cards. If you already are a half-celestial, do not rebuild your character; you must draw again. Innate Magic: If you are a spellcaster (not a druid or cleric), permanently exchange two first level spell slots for one of your highest level spell slots. If you only have first level spells you now can cast one extra (maybe your first) second level spell. If you are too low level to even have two first level slots or you are not a spellcaster or you are a druid or cleric draw again. The Investigator: Add 40% to your Search skill (even if Search is not a class skill for any of your classes). If a 40% addition would cause your skill to exceed 90%, do not retrain this skill; you must draw again. Invulnerable: If you have a racial or class energy resistance or other resistance or immunity, rebuild that ability to a different kind (for example, from electricity to sonic immunity, or from magic to poison resistance, or from resistance to illusions to fire resistance, or like a paladin's immunity to disease, or a dwarf's poison resistance). If your resistance or immunity is coupled with a vulnerability to its opposite type (such as how fire immunity is associated with cold vulnerability), your vulnerability changes appropriately. If you have no special resistance or immunity from a class or racial ability, you must draw again. Life and Death: If you have a class ability that allows you to channel positive or negative energy (such as for turning or rebuking undead, or casting cure or harm spells, or raise the dead or slay living spells), you can now cast the reverse spells at no alignment penalty. Even if your deity does not normally allow this, you are now specially anointed. Evil clerics become special vassals to the underworld, able to heal the ranks of the faithful evil or turn undead who may cause harm. Good clerics or Paladins are now chosen holy warriors able to blast the unfaithful as needed with spells that cause wounds or enlist the undead to labor service for the greater good. If you already are able to channel either type of energy (as a druid or true neutral cleric); you instead must draw two cards. If you have no such class ability you must draw again.

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The Lummox: Rebuild your Dexterity, reducing it by 4. Use the points from rebuilding to improve any other ability scores. If this would reduce your Dexterity below 8, do not rebuild your ability score; you must draw again. The Mage's Dilemma: If you are a non-specialist wizard, retrain as a specialist wizard, such as a necromancer or illusionist. If you are a specialist wizard, retrain as a specialist of a different school or as a non-specialist wizard. If this would cause you to lose class abilities due to racial or other restrictions, do not rebuild your character; you instead must draw two cards. If you are not a wizard, you must draw again. The Monk: Rebuild one class level to one monk level you are an ex-monk which does not affect your other progress as a barbarian). If you are already a monk first level you either can switch classes or do not must draw two cards.

(if you are non-lawful, this means classes, such as your ability to you gain a level. If you are zero or rebuild your character; you instead

The Moon: Rebuild your character as a lycanthrope. You choose the type of lycanthrope (werebear, wereboar, wererat, werewolf, wereshark, werejaguar, werefox, weretiger, and so on). If the lycanthrope's alignment would cause you to lose class abilities (such as if you are a monk or paladin presented with a non-lawful change), do not rebuild your character; you instead must draw two cards. If you already have are a lycanthrope, do not rebuild your character; you must draw again. The Paladin: Rebuild one class level to one paladin level (if you are not lawful good, lawful neutral, or lawful evil, this means you are an ex-paladin which does not affect your other classes, such as your ability to progress as a monk). If you are already a paladin you gain a level. If you are zero or first level you either can switch classes or do not rebuild your character; you instead must draw two cards. Prestigious Enterprise: Rebuild one class level for one level as a psionicist. If you are already a psionicist you gain a level. If you are merely psionic you still retrain the level and are dual classed but get a bonus of +100 psionic strength points. (This does not affect your other classes, such as your ability to progress as a monk or paladin.) If you are zero or first level you either can switch classes or do not rebuild your character; you instead must draw two cards. The Ranger: Rebuild one class level to one ranger level (this does not affect your other classes, such as your ability to progress as a monk or paladin). If you are already a ranger you gain a level. If you are zero or first level you either can switch classes or do not rebuild your character; you instead must draw two cards. The Ranger's Dilemma: If you are a ranger, you must pull one level to either magic user or druidic practice and continue as dual classed. If you do not wish to be dual classed you must instead draw two cards. If you are not a ranger, you must draw again. The Rogue: Rebuild one class level to one thief level (this does not affect your other classes, such as your ability to progress as a monk or paladin, as you would be an exthief). If you are already a thief you gain a level. If you are zero or first level you either can switch classes or do not rebuild your character; you instead must draw two cards. Saving Grace: If a psionic (or psionicist) you may trade up to one minor devotion for a different one and up to one major science for a different one. If you are a non-psionic, roll again (even if you would not normally qualify) at 50% to gain psionic powers. If you fail, you must draw another card. The Sickly One: Rebuild your Constitution, reducing it by 4. Use the points from rebuilding to improve any other ability scores. If this would reduce your Constitution below 8, do not rebuild your ability score; you must draw again.

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The Small Folk: Rebuild your character as a halfling instead of your current race. You may choose any halfling sub-race (Hairfoot, Stout, or Tallfellow). If you are already a halfling, do not rebuild your character; you must draw again. The Sorcerer: Rebuild one class level to one savant (magic user) level (this does not affect your other classes, such as your ability to progress as a monk or paladin). If you are already a savant (magic user) you gain a level. If you are zero or first level you either can switch classes or do not rebuild your character; you instead must draw two cards. The Speaker: Retrain up to any two languages you know for any two other languages (you may retrain racial languages). You may draw again. If you only know one language, retrain no languages and you must draw again. Spellbender: Rebuild one class level to one mystic (cleric) level (this does not affect your other classes, such as your ability to progress as a monk or paladin). If you are already a mystic (cleric) you gain a level. If you are zero or first level you either can switch classes or do not rebuild your character; you instead must draw two cards. The Spellcrafter: Rebuild one class level to one illusionist level (this does not affect your other classes, such as your ability to progress as a monk or paladin). If you are already an Illusionist you may either gain a level or retrain a level in another specialty magic school. If you are zero or first level you either can switch classes or do not rebuild your character; you instead must draw two cards. The Trapbreaker: Add 40% to Find/Remove Traps skill (Disable Device skill) (even if Disable Device is not a class skill for any of your classes). If a 40% addition would cause your skill to exceed 90%, do not retrain this skill; you must draw again. Trusted Companion: You gain a trusted companion or familiar. All magic-using characters, including clerics, druids, paladins, and rangers gain a familiar and roll for it at once. Natural and Supernatural familiars are also possible. Non-magic using characters gain a trusted animal companion instead of a familiar. If a familiar or companion is impossible due to class or religious restrictions, a trusted mount is available. If this is not possible, you must draw again. Should the character already have a familiar, a second familiar or companion is available instead. This will not conflict with a paladin's mount or Holy Weapons that act like familiars. The Ultimate Weapon: If you are a fighter with specialist weapon, choose any other weapon to specialize in (for example, switch from specialist in "long sword" to "short sword"). If you are not a fighter, you must now have a specialist weapon (even if it is a mace or dagger) and you may select it. If you already have a double specialization in a weapon, you can either gain a second single specialist weapon or simply switch your double specialization as above. The Unarmed Master: Rebuild one class level to one assassin level (if you are good, this means you are an ex-assassin which does not affect your other classes, such as your ability to progress as a monk or paladin). If you are already an assassin you gain a level. If you are zero or first level you either can switch classes or do not rebuild your character; you instead must draw two cards. The Unseen: Add 40% to your Hide in Shadows skill (even if Hide in Shadows is not a class skill for any of your classes). If a 40% addition would cause your skill to exceed 90%, do not retrain this skill; you must draw again. The Vampire: Rebuild your character as a vampire. If this would cause you to lose class abilities (such as if you are a good cleric or a paladin), do not rebuild your character; you instead must draw two cards. If you already are a vampire, do not rebuild your character; you must draw again.

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The Victim: Change sex to the opposite sex. If you are dual-gendered, or you have neither gender, or your race has no sexes whatsoever (like an elemental or energy being), you must then choose a gender: male or female. This could create problems for beings that are used to reproducing by other than dual sexual means. You also must draw two more cards. The Vigilant: Add 40% to your Spot Hidden skill (even if Spot Hidden is not a class skill for any of your classes). If a 40% addition would cause your skill to exceed 90%, do not retrain this skill; you must draw again. The Weakling: Rebuild your Strength, reducing it by 4. Use the points from rebuilding to improve any other ability scores. If this would reduce your Strength below 8, do not rebuild your ability score; you must draw again. The Wizard: Rebuild one class level to one magic user level (this does not affect your other classes, such as your ability to progress as a monk or paladin). If you are already a magic user you gain a level. If you are zero or first level you either can switch classes or do not rebuild your character; you instead must draw two cards. Woodkin: Rebuild your character as an elf or half-elf instead of your current race. You may choose any elven sub-race (such as woods, high, drow, aquatic, or even winged elves). If you are already an elf or half-elf, do not rebuild your character; you must draw again. The Zealot: Rebuild one class level to one cavalier level (this does not affect your other classes, such as your ability to progress as a monk or paladin, and assumes you are an outcast of a wealthy family). If you are already a cavalier you gain a level. If you are zero or first level you either can switch classes or do not rebuild your character; you instead must draw two cards. The Sickly One The Speaker The Investigator The Heroic Feat The Ranger The Paladin The Druid The Monk The Rogue The Lummox The Moon The Mage's Dilemma The Halfwit The Vampire Draconic Heritage Earthkin Hellfire Holy Light Innate Magic Invulnerable Life and Death Prestigious Enterprise Saving Grace Spellbender The Acrobat Aspect of Divinity The Exile The Barbarian The Fighter The Footpad The Buffoon The Cleric

Two of Spades Three of Spades Four of Spades Five of Spades Six of Spades Seven of Spades Eight of Spades Nine of Spades Ten of Spades Jack of Spades Queen of Spades King of Spades Ace of Spades Two of Hearts Three of Hearts Four of Hearts Five of Hearts Six of Hearts Seven of Hearts Eight of Hearts Nine of Hearts Ten of Hearts Jack of Hearts Queen of Hearts King of Hearts Ace of Hearts Two of Clubs Three of Clubs Four of Clubs Five of Clubs Six of Clubs Seven of Clubs

Retrain Constitution to a lower value. Retrain two languages. You may draw again. Plus 40% to Search skill. Plus 40% to Climb and tightrope skill. Rebuild into a ranger level. Rebuild into a paladin level. Rebuild into a druid level. Rebuild into a monk level. Rebuild into a thief level. Retrain Dexterity to a lower value. Rebuild as a lycanthrope. Retrain school specialization. Retrain Intelligence to a lower value. Rebuild as a vampire. Rebuild as a half-dragon. Rebuild as a dwarf or gnome. Rebuild as a half-fiend. Rebuild as a half-celestial. Exchange spell slots. Rebuild resistance or immunity. Allowed to channel reverse energy. Rebuild into a Psionicist level. Retrain Psionic devotions. Rebuild into a mystic (cleric) level. Rebuild into a thief acrobat level. Change faiths. Rebuild as orc or half-orc. Rebuild into a barbarian level. Rebuild into a fighter level. Plus 40% to Move Silently skill. Retrain Charisma to a lower value. Rebuild into a cleric level.

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The Gregarious Neighbor The Daydreamer The Bard The Eavesdropper The Craftsman The Diplomat The Small Folk Trusted Companion The Zealot The Wizard The Weakling The Vigilant The Unseen The Unarmed Master The Ranger's Dilemma The Trapbreaker The Ultimate Weapon The Spellcrafter The Sorcerer Woodkin The Gambler

Eight of Clubs Nine of Clubs Ten of Clubs Jack of Clubs Queen of Clubs King of Clubs Ace of Clubs Two of Diamonds Three of Diamonds Four of Diamonds Five of Diamonds Six of Diamonds Seven of Diamonds Eight of Diamonds Nine of Diamonds Ten of Diamonds Jack of Diamonds Queen of Diamonds King of Diamonds Ace of Diamonds Black Joker

The Victim

Red Joker

Rebuild as a human. Retrain Wisdom to a lower value. Rebuild into a bard level. Plus 40% to your Listen skill. Rebuild into an alchemist level. Rebuild into a thief mountebank level. Rebuild as a halfling. Gain an animal companion or familiar. Rebuild into a cavalier level. Rebuild into a wizard level. Retrain Strength to a lower value. Plus 40% to your Spot Hidden skill. Plus 40% to your Hide in Shadows skill. Rebuild into an assassin level. Retrain into a dual classed ranger. Plus 40% to Find/Remove Traps skill. Retrain weapon speicalty. Rebuild into an illusionist level. Rebuild into a savant (magic user) level. Rebuild as an elf or half-elf. Draw one card; you may ignore it and draw a second card. Change sex. You must draw two more cards.

About the Author Sean K Reynolds spends a remarkable amount of time on trains, where he defeats bandits, solves complex mathematical equations, and shushes noisy children. Then he wakes up.

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The Talon By Monte St John & George De Rosa The Talon is a magikal artifact for use with the Swords & Dragons™ 108-card fantasy deck from Emperors Choice Games and Miniatures Corp. VALUE: Priceless SIZE/WEIGHT: 2 lbs. 4 oz.(Full Deck), 1/3 of an oz. per card, 2 1/4" X 3 1/2" X 1/16" Thickness. COMPOSITION: Black Orichalcum with Red, White, Grey, and numerous other colored Orichalcum fills. DESCRIPTION/LOOKS: Bridge sized cards engraved with colorized glyphs, characters and sigils. The cards look identical to the cards used in the country of Arduin © to play Swords and Dragons™. The cards are usually found in a drawstring pouch or box. HISTORY: The Talon, which is also known as The Tarot, Deck of Fate or Cards of Creation, is a unique, one of a kind item. The origin of the Talon is with the three major Gods of Arduin, The Red Moon Spider, Shagrath, The Lady of the Silver Moon (Silver Lady), and Skirin, The great Night Hawk. The cards were originally Blueprints/code plates used by Shagrath for creation of the world and numerous races/creatures. During the ongoing war between Shagrath and the Silver Lady, the cards were used by Shargrath, then taken by the Silver Lady, and finally by Skirin for creation and manipulation. All three god's use and manipulation gave the cards a sort of "sentience" and ability to use numerous powers. The cards started to act of the their own accord. The cards, now known as The Talon, vanished from Skirin's Blue Moon. For thousands and thousands of years all three Gods have searched for the cards. They have never been able to retrieve them by any means. The cards just give off a slight impression from time to time (This is similar to a slight power surge in the fabricate of reality, when cards are drawn. That is when the three God's have a chance to detect an impression.) But, before the God's can react to The Talon, the cards vanish again. When, why and for what purpose the Talon appears anywhere is a mystery. A whole new religion(Temple of the True Tarot) is based on the Cards, as well as popular card games. The God's, especially Shargrath, want the deck back. For if a being were able to control the deck, they would have power beyond imagination…

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MAGIK POWERS: The cards are completely unaffected by any means of detection/location and destruction of any potency or source (including major Gods). When the cards are revealed (that is a pouch or box holding them is opened), The Talon sends out a telepathic message to all beings in a 13' diameter of the cards. It asks how many cards you wish to draw. Each character within the radius must decide if they will choose 0,1,2, or 3 cards. Any character, not in the radius at first, who moves into the radius while the cards are still around will get the same message in his/her head. Once a character makes a decision on what to take, it is final. Once a character decides to draw, the cards will flip out of deck and teleport into his hands (they appear in drawn order) if he waits longer than 1 minute, or does not want to draw or is prevented from drawing. A character that tries to draw more cards than chosen or to draw cards after choosing 0 cards, will not be able to lift the cards or move them. The Talon will be an unmovable rock to them. Each time a character draws from the Talon it will be a full deck. Any cards drawn by previous characters are replaced before the next drawing character. The first character to draw from the deck is the first one to make the decision to draw, and then the next one and etc. The cards will effect the character in the order drawn. Thus if the first card kills the character and the next grants a wish, the character is out of luck because he is dead after the first card. The next card would not have any effect (even if the character is brought back). After all characters, that wanted to draw have drawn, the Talon vanishes… If you have no cards, roll 5d20+2d6+1d3-7. CARD EFFECTS: 1. Two of Swords: Of the battles myriad fought in the dimensions twixt mind and reality, sometimes the decisions are cast in the die stamped out of the character of a stranger. You are cast into a mass embroiled conflict, which rages around and around: one side or the other must be taken, where the road of the conqueror is given to the tread of your shoes. You are taken to a strange land, to decide the battle for one army or the other with your talents. One side will thank you for your help, outfitting you with powerful weapons and armor, but the other will doom you for interference and will try to take your life most despicably (GM picks randomly which side is which, before you choose and find your fate). 2. Three of Swords: Conflict is called to spur tumultuous times and the baring of this card pulls you into a devious plot leading to political angst and upheaval. You are invited to play a role in a plot to discredit or smear a leading figure: it is up to the GM whether it is willing or coerced. Its work will cause sorrow, personal or political, nevertheless. 3. Four of Swords: This card is a cogent barrier and its drawing convenes a powerful period of relaxation and rest that whirls by in the blink of an eye. This convalescence is equal to 2d4 days of complete and total bed rest whose healing is effective against any wound, burn or physical damage. 4. Five of Swords: The bared edges of these blades cut deep, for no less than five times will you fail when tested, reaping humiliation blade by blade. This card is the sign of woe and you will fail the next five rolls at any effort (skill, attack, saving throw, et al). 5. Six of Swords: The agencies of destruction are muted here and show instead badges of integrity and honor as they herald your journey across the wet, willowy tides of mystery by arcane vessel. You are lead to the misty island of repose and in the companionship of heroes of yore you garner wisdom and healing. These swords are agents of weal, and in your instant journey from here to there and back again, you gain +2 wisdom and freedom from any ailment, healing of all wounds and deliverance of curses and odium. 6. Seven of Swords: The seven points of these blades are the pointed fingers of unfounded accusations that lead to the word spread that the character is a murderer of the foulest nature. Evidence points to his or her guilt and if not exposed as false the character will themselves be convinced of the burden of guilt (a process covering 2d4 days after they are accused). Foiling this damning plot reaps the reward of a powerful, trusting patron. 7. Eight of Swords: These long blades strike well, effortlessly dissecting your mind with razor pinions dealt to deliver you into the bondage of fear and indecision. After this fateful draw, any challenge or conflict requires you to defeat your fears or suffer the agony of paralyzing terror (save versus this effect or do nothing). 8. Nine of Swords: These bodkins are the betrayal of friendship, twisting your hand in decisive moments to strike your most trusted companions. This cursed draw will corrupt your mind three times so that when you deliver a critical blow to an enemy the strike turns instead and bites deep into a friend (next critical hit strikes a friend vice foe).

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9. Ten of Swords: This card is the curse of darkness (Aaos)—cogent paean telling of destruction. Alas, it is an instrument of ruin and its keen edges prune from you all your possessions, wealth, family and political power, ending them all in a very final, desultory way over a day-long period. 10. Knight of Swords: The Lancer drawn is a sign of favor and heroism, before which the most decisive enemy falters. Girded with this badge of courage, you enter the next battle with a +2 (+10%) bonus to all attacks, defense, saving throws and initiative. 11. Queen of Swords: The lady of blades is the keen observer, whose quick wit and firm touch is both bane and boon. You are given a goal (GM choice), from which you can never waver: cost it friend or love. In balance, you have the favor of insight, gaining a +3 (+15%) bonus when dealing with any obstacle or detail in achieving this aim. 12. King of Swords: The monarch of steel is a strong man, given to physical power, authority and indomitable will. This brand of council given, bestows +2 to personal strength, +2 to willpower (Ego or Wisdom), +1 intelligence (reasoning ability) and genius level wisdom of leadership, military tactics and strategy. 13. Ace of Swords: The Black Blade is the sign of legend and succession, the birth of something new. Into your hands is delivered an artifact of power, one of deep history and incredible abilities but also an equally strong curse. 14. Two of Sceptres: You are filled with a burst of overpowering creative insight that expands your mind to horizons previously unimagined. Gain + 1 point of intelligence and add + 2 or +10% to the next three rolls determining craftsmanship or creation. 15. Three of Sceptres: Three is an agent of promise and success, and the dubbing of these three batons of power are the realization of dreams. In your next fiduciary arrangement, there will be manifold wealth, nine times the value to be exact of whatever the transaction, business arrangement or exchange. 16. Four of Sceptres: This draw is the spawn of romance, as mutually reciprocal feelings burgeon in your breast and your prospective mate, as this card opens the path to your marriage to another. This conjoining (Gm adjudication on the details) is a peaceful one that brings prosperity over a period of year and increased social standing. You will gain +1 rank in social standing for the marriage after a year’s time and double your present financial worth in the same period. 17. Five of Sceptres: This card drawn sets the stage to give you a drubbing not easily forgotten and put in motion forces to challenge you to bitter rivalry in your next business or commerce activity. 18. Six of Sceptres: These golden batons of sovereignty will bless you with victory and advantage after you have undertaken a perilous quest, the news of whose success winged to their ears holds great, golden reward and notable recognition for you. Success of this dangerous geas brings a boon of nobility (lesser / landless) and 25,000 gold. 19. Seven of Sceptres: The glowing dances of magic wrought by these majestic agents of authority create an air of strength and passion, empowering you against your foes: You gain +2 charisma. 20. Eight of Sceptres: This draw of the deck is the card of haste and celerity and blesses with rapidness unchecked. You are permanently and naturally (organic) cast in a state of haste, moving, thinking and acting at twice your normal speed. This state may not be checked, and after operating thus for several months (Gm adjudication on exact length) you must make an insanity check or be driven to madness. 21. Nine of Sceptres: This represents the lull of silence before the storm, a time both revered and terrible in its potency. You are held in the merciless grip of time (time stop) and must move or permanently die by suffocation. This horrible state lasts 2d20 minutes where any less than near maximum movement destroys 20% of your constitution score per minute. Those who survive this effect are forever immune to such changes again, regardless of source, as well as unnatural aging of any type. 22. Ten of Sceptres: These agents of power overwhelm with puissant increase but carry seeds of doom in the harvest. Your level increases 50% instantly but this unbalanced power brings the heavy weight of martyrdom and you will sacrifice yourself to the next worthy cause. 23. Knight of Sceptres: The apprentice is lively and energetic but prone to rash, illogical actions. His touch renders you healthy, free from any malady or disease but changes your thinking and you loose -2 wisdom.

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24. Queen of Sceptres: The high priestess is all the apprentice is not and more, full of power and energy, attractive in all ways. Her beneficence bestows practical and wise judgment, adding +2 to wisdom while cleansing your appearance and reputation of blemish and taint. Add +1 to appearance (charisma) and gain the loss of any taint on your reputation: adding +2 ranks to social standing if there are none to wash away. 25. King of Sceptres: This is the card of nobility, and a powerful house of the land welcomes you into their fold as a lost son or a new one by marriage. You gain in all their powers of influence and wealth, plus are given a powerful magic item as a sign of status and trust given into you. 26. Ace of Sceptres: The wand of wizardry is a powerful draw, indicating unleashed talents of magic. Its spell unlocks these abilities, heralding your change to the class and a respectable level of achievement (level 5-8). Those already wizards find their true genius revealed, doubling their potential to cast spells (mana or memorization), crafting new enchantments with ease (construct new spells with 100 % success or normal success rates if done without any tools or preparation) and the ability to assimilate numberless spells with half the time or intellect requirements. 27. Two of Chalices: These two cups are the symbols of friendship and herald the arrival of a boon companion, who will travel and stand steadfast by your side. You gain a companion, roughly equal to three quarter of your ability (GM adjudication). 28. Three of Chalices: This card is often called the gamblers bliss or Kalar’s touch, after the famous gambler whose repute with cards and dice was truly cross dimensional. The fluid of these cups bestow luck equal to Kalar’s or that of gloves of gambling, i.e. a +3 luck bonus applied to situations. 29. Four of Chalices: The cups of four are draughts of weariness, soul-shriving despair that reflects the mundane loss of goods. You are stripped of all worldly items, cash, lands, and magic et al, and made penniless. 30. Five of Chalices: Disillusionment grows within at the paucity of life and you endure a months long burden of despair (GM on length). This action shrives you of 60% of your wealth (lands, items, magic) but at its end, you find hope in redemption of a friend or divinity and your most treasured item finds its way into your hands once again. 31. Six of Chalices: Six is a number often blessed in the cups and is filled with contemplative remembrances of times past. From the curtains of the past comes a long lost friend who seeks your companionship once again and returns to you a gift of powerful magic (item or spell) you thought lost. 32. Seven of Chalices: The seven goblets hold strong liquor that intoxicates you into a year long binge of excess. At its end, you loose –2 constitution (health) and spend most of your wealth (75%). 33. Eight of Chalices: The eight glasses are a symbol of piety and transcendence. The character will lose 50% of his total wealth (including 50% of items, cash, lands, magic and etc.) but gain spirituality in the form of inner strength that equates to +3 to Wisdom and +2 to all willpower saves. 34. Nine of Chalices: This draw is Axtur’s blessing, surnamed after the one who made material success wherever he walked. You gain 1000 gold, 1 random magic item and 1 -4 mundane items (weapons, armor, mount and etc.) and character will increase in Social standing by 2 levels. These things will fall into the characters possession in within the next month. 35. Ten of Chalices: Ten cups is the sign of satisfaction and home, a boon draw from the deck. If the character does not have a home, he gains one over the next three months as well as the guidance and strength of a powerful patron and counselor. 36. Knight of Chalices: This card is the harbinger of opportunity and desire, opening the path for the potential to go on a quest or mission of great importance in the upcoming weeks. If the mission is successful it will have great rewards and increase in status for you and your comrades. Failure will most likely be due to death (the mission is very tough). 37. Queen of Chalices: The queen of the sea is a symbol of deep currents and forethought, the forerunner of unseen events. Under her touch you gain the benefit of uncontrolled precognition and intuition, those times come randomly and uncontrolled but timely in instances to give you guidance to possibly save your life.

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38. King of Chalices: The father figure of creativity, whose cup overflows with subtle power. The king passes on the flair for creativity, giving you a +4 bonus with anything you seek to create, be it material, spiritual or arcane. Also passed on is the skill in law, arts and trade, where you act with a +6 bonus. 39. Ace of Chalices: An overflow of blessings multiply in your path of life with this draw. Over the next five months you will redouble your material wealth, gain 1-3 objects of incredible value (magical or mundane, GM discretion) and increase in spiritual wisdom and experience, gaining +3 to wisdom. 40. Two of Coins: These sovereigns are special, a gift that fills your purse. When drawn it deposits two gold sovereigns (coins) in your money purse, unremarkable in any way except the date of minting is the day you receive them. Given away freely outside of any debt or transaction, they return to you in multiples, filling your purse with six times their number the next day (12 coins total). If they are ever spent, stolen or lost then the benefit is lost. 41. Three of Coins: The power of three is reflected in this card, the triple mintage blessing your economic and commercial ventures by bestowing talent for each. You achieve the facility of a trader of equal level to your own when it comes to these pursuits. 42. Four of Coins: These glinting wedges are arrayed as a sign of impending wealth and soon impart this gift via messenger. You receive a missive detailing a great fortune that is yours for the taking, left to you by the passing of a companion or relative. The only catch is it comes at some cost, as you must abandon your current social status and wealth to seek it out and fulfill the four demands the legacy requires first (GM adjudication). 43. Five of Coins: The pentacle of gold is the harvester of wealth, whose wheat is your fortune. You are laid waste and made destitute through a series of innocent seeming transactions and deals, loosing all wealth, items and personal possessions over a five day period. This sudden twist of fate is the rancor that embitters your soul—loose –1 wisdom. 44. Six of Coins: The scales turn in your favor as these coins indicate a sudden lessening of financial burden, compliments of an unknown friend. A previously mysterious patron pays off all your debts in a six-day period and gifts you with 1,000 gold coins. 45. Seven of Coins: Affluence is your destiny under the aegis of this sign and wealth your staple. Any monetary venture you undertake during the next two years will double in its potential returns and coins find its way to your hands in any transaction, netting you a 30% discount or bonus on anything you purchase or sell. 46. Eight of Coins: These eight baubles stand for each of the teachers that approach you and open vistas of new knowledge. You take a one-year long hiatus to study under eight teachers of your craft. Under their tutelage, you gain enough experience to advance 4 levels. 47. Nine of Coins: The coins of this card represent the nine incarnations of pledge that death shall pass you by once, for each of the incarnations that take your place in death’s book. You may cheat death nine times; each time avoiding a deathblow that otherwise would end your life. 48. Ten of Coins: The ten rounds of this card are the heralds of past glory, exposing to the light that you are the scion of a noble family, whose time has past but whose fortune is retained. You are found to be of noble blood and rich inheritance, with your inheritance garnering you the prestige (+ 3 social ranks), the power (achieve a noble’s position, with high and low law authority), the magic (you gain two magic items of power) and the enemies (at least five others plot for your ruin or downfall). 49. Knight of Coins: The chevalier of gold is a respected companion of many battles and experience, who comes to serve with once again. A trusted ally, he brings also potential gain in the means of a map to treasure lost. Your ally is one level less than your own or 9th level, whichever is higher. 50. Queen of Coins: The matron often seen as the earth mother, whose gold is earth’s green. Her blessing is the eye of a noble woman, whose gift is earth’s bounty and patronage to increase her name and yours. You gain lands, whose agricultural value is 25,000 gold or the equivalent of a lesser land baron. Another stands to steward your lands, however, as the noble woman has at hand numerous tasks (Gm provides at least three adventures) to increase you and her standing in court.

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51. King of Coins: The merchant prince is a man of value, both monetarily and spiritually. His coin is rarely spent, but invested and in you it springs forth a bounty of new value. You gain + 2 intelligence and wisdom during a two-year long stint at the side of a powerful man. At its end, he gifts you with 20,000 gold coins as thanks for your service. 52. Ace of Coins: This card is the glittering prospect of opportunity unfolding and advantage revealed. An offer is extended to learn new spells or skills known to only a select few from an unknown source. Following it, the location of three artifacts is revealed by riddle, book or true word of mouth. Lastly, into your hands is a fortune of objects thought to be junk (Gm adjudication, but no less value than 75,000 gold). 53. Two of Shields: The wards of this card are the wings enfolding your secret romance that plays out over a several month period. Alas, it ends, but without bitterness or nagging bite. The experience makes you wiser for it all: add + 1 wisdom. 54. Three of Shields: This card signals a time of turmoil in your life where you undergo extreme physical adversity but rise above it to triumph. This experience is hardening, gaining you a + 2 to constitution. 55. Four of Shields: A symbol blanketing your adventures, this card represents success in endeavor, be it romance, business or obstacles. You will succeed in your next romantic escapade, business venture or gain a + 5 (+ 25%) bonus in the next four battles. 56. Five of Shields: It is the blanket of faith that encompasses and holds you safe but exposes enough for growth. A sign is given unto you from whom powerful revelations grow. Gain + 4 wisdom and enduring piety to your deity or dogma. 57. Six of Shields: The six shields represent the coalition of powers brought to bear against your opponents in commerce or warfare. In your next commercial venture, five allies come to your aid to ensure its success. In battle the support of your allies tells in equipment, as you gain armor equal to your current with a + 5 bonus (magic enchantment) and weaponry whose devising is equal to your own with a + 3 (magic bonus). 58. Seven of Shields: These valkyries are given to watch over you, represented by each of the shields. Four watch over your health, adding + 2 to your armor and + 2 (+10%) to any saving throws. Three watch over your mind and path, adding a + 2 (+ 10%) bonus to skill and battle checks, and a second chance (save) to resist any possession. This is a blessing of divine origins. 59. Eight of Shields: These eight devices are the heraldry of defeat in future conflict. In the next conflict or battle, you will miss in any attack, be it by weapon, spell or mind. If you survive, this defeat will become a powerful source of strength, adding + 2 to your strength and +2 to your constitution. 60. Nine of Shields: The nine represent alliance, with which friends or neighbors will consider uniting under your banner. If you cannot benefit from such an effect, eight friends gift you with valuable items (GM adjudication on magical or not). 61. Ten of Shields: These escutcheons are indicative of change that overwhelms the old and takes a new direction. You cast aside your old occupation and begin a new career with an opposite view (warrior to wizard, priest to techno, etc). 62. Knight of Shields: The shield lancer is a gift of foresight and intuition. With this new perception, you gain + 4 (+20%) saves versus WILL based effects and + 2 wisdom. 63. Queen of Shields: The lady is a rigorous defender of tradition and belief and leads you down the path of divine inspiration. You cast aside your previous beliefs and class, taking up the mantle of the priest. This sacrifice and devotion leads to rapid advancement, allowing you to advance at twice the speed of others until you reach your earlier apex of achievement (advance at double speed until equal previous level). If already a priest, then gain 2 levels. 64. King of Shields: The card of the sovereign is the sign of authority and enduring strength. In battle you are an incredible dynamo: add + 2 to strength, constitution and dexterity (CF) and + 3 to initiative. 65. Ace of Shields: The sole shield is the one before an army, the fool who stands before the overwhelming tide and is destroyed. You are instantly and irrevocably slain though you may be reincarnated. Your possessions are all that remain to tell the tale of who you once were. 66. Two of Talismans: This duo of magik stones lends their influence to retrieve a friend from beyond the grave. The reunion could be less than joyful as the stones raise the friend as a vampyr…

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67. Three of Talismans: The trio of power works the strength of three, illuminating a path that can lead to rapture—or damnation. A Hell Spiral opens up before you, leading to the apex of your religious beliefs (heaven, nirvana, etc.). Fail to complete the trek to that heavenly place and you are cast into a random hell (or equivalent, such as hades, and so on). 68. Four of Talismans: The four stones are the voices of the winds, spreading the word of your deeds and life. Gain + 5 ranks of reputation and + 2 charisma (reputation based) but even the lowliest beggar knows of your every deed…and items, magic, love life… 69. Five of Talismans: The spells of these telesma are woven in the mind, instilling mental illness and instability. You develop 1d6 phobias over the next month and are also afflicted with a major insanity: one with a tendency for mayhem and murder. 70. Six of Talismans: This card is the opener of ways: the beginning of a journey. A gate (nexus) forms before you, leading the way to whatever destination or time you choose. It is only visible to you and will persist for 1d100 minutes before fading away. If taken, it will transport you and anything you carry to wherever and whenever you envision. 71. Seven of Talismans: The seven talismans are a weaving of power forged on the anvil of dreams. From this ether stuff of dreams will come the answer to your greatest dilemma. Once touched, it forever haunts you, showing glimpses of future conflict and angst. This will sometimes work to your advantage, adding a + 1 intuitive bonus (treat as a luck bonus). It disrupts your sleep however, making memorization or study more difficult (20% longer for all of these actions). 72. Eight of Talismans: This card is the boon of magic power, revealing vast reservoirs of hidden knowledge. Those of arcane nature will find they can transcribe into their spell books a number of new spells equal to their current quota, seemingly from nowhere. Those who are not discover the knowledge to use a strong wizard spell that they can use twice per daily (3-8 level spell). 73. Nine of Talismans: Also known as the sage, this card opens the path to cogent insight where you will know the answer to a prickling situation if you choose…once. 74. Ten of Talismans: The ten gems are representations of the luck stones from legend, indicating the bounty of the firmament. You are given a wish (full wish) to do with what you will…however, choose carefully…for the gods are capricious at times… 75. Knight of Talismans: The scholar, as this card is also called, opens the door for erudite learning and bestows the learning of language and tongues. You intuitively gain the understanding of 6-12 languages (read, write, and speak) and can assimilate new (non-magical) ones in a three-month period of exposure to the language. This includes the languages of beasts, plants and other worlds, as long as it can be heard and communicated. 76. Queen of Talismans: Also called the Sorceress, this arcane lady leads you on paths of new learning and hidden insight. For a full day and night she wraps you in her folds and exposes the mystical workings of life and creation. Exposed to, but not comprehending this journey, you return wiser, + 2 wisdom and can at times, act with unfathomable meaning in your defense. You may take an additional chance to make any saving throw you fail. 77. King of Talismans: This card is called the Wizard, and rightly so. It illuminates the mind with exploding acuity and revelation, mustering what was before useless resources to the forefront and to your command. No spell is beyond your grasp to understand and cast, though the dangers of using power beyond your skill still exist. Learning is accelerated, quartering the length to learn magik and you are considered competent with any spell you cast. 78. Ace of Talismans: The Sphynx card is a robust card, but a subtle one also. It is the power of counsel and insight, where you may call upon the genius of another to answer five questions and receive the correct answers. This may be done once per day and consists of true, but terse answers to clearly defined questions. The source may be divine, infernal or other, as deemed appropriate. 79. Two of Skulls: The skulls here reflect disaster upon the heads of your friends and close companions as they bear the brunt of your luck. Your friends loose all social standing and are plagued by a disfiguring disease (50%) or scarred by fire or knife. Either way they loose –2 Charisma each.

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80. Three of Skulls: The eye sockets of the stacked skulls reflect hostility and hatred and worsen your chances in the next battle. In your next battle, all enemies consider you the worse threat and attack you without quarter above all others. Even after this encounter, beasts, monsters and demons consider your flesh the sweetest in comparison to all others… 81. Four of Skulls: Also commonly called the Doom, creeping tendrils of fire weave around you, burning the skin and lashing the mind. In a burst of fulsome smoke you are gone, cast precipitously into a random Hell… 82. Five of Skulls: This card is a dire draw and sometimes referred to as the Rot. It inflicts an incurable, debilitating disease that slowly rots and consumes you from the inside over a yearlong period. There is one lone chance to survive this malady at its onset (4 x constitution score on % roll) though it still runs its course and halves your constitution score if you survive. 83. Six of Skulls: These death’s-head’s reflect a dire curse that twist your feet to never know home or right path. For six months no step will be straight, but instead turn you in a random direction. Even after is affects are done, you are still vulnerable to any form of confusion, saving at a penalty of –4 against any such agents. 84. Seven of Skulls: Hopes are dashed and the mind is crushed beneath the weight of the wheels of fate. The character is instantly feebleminded. Only a full wish or miracle will restore the person’s intellect, but there is still an irrevocable loss of 1d4 points of intelligence. 85. Eight of Skulls: In a blink you are gone, taken to death’s abode to debate in the court of the damned. If you argue you case well enough (Gm adjudication) it will return you and let you live, though the act of meeting death takes it toll by aging you 50% of your lifespan on your return. Failure means you take your place in his house of the damned… 86. Nine of Skulls: This card is the loss of hope, in destiny, casting you in turmoil of the soul. If you are priest, you decry your profession and take another, casting forever aside your once solid beliefs. Those who are not, give up any divine ethos or moral code, taking a change in alignment. This experience debilitates your faith, subtracting –4 from your wisdom (piety). 87. Ten of Skulls: Also called the ghost legion, it is a terrible misstep to encounter this card. Drawn it invokes ten spectral shapes that grasp and grab at the character once each, the touch draining 1d4 intelligence and constitution points. After all have gone, they disappear taking the soul of the character with them if they succeed in draining either score to zero (irrevocable death or reincarnation). If they fail, they sink into the ground wailing and screeching empty handed. Those who survive, recover the points normally except for 1d6 of each, which is permanently lost. 88. Knight of Skulls: Known as the Mummy, it is the card of conflict and danger. With it comes the attention and enmity of a greater demon (demon lord or prince). This consuming anger and jealousy is unrelenting on the side of the demon and will manifest soon (Gm discretion on time and means) and continue until the death of one or the other. 89. Queen of Skulls: This card is also referred to as the Vampyr. Within a month of it’s drawing, the character will succumb to the charms of a domineering woman who will hold them in whirlwind for a month’s time. At its end, she will be gone, bearing with her the fruit of a union between you and her (or another if necessary) and leave you in an addicted, broken state of destitution. You loose all wealth and social standing, your half-demon child and –2 dexterity and constitution. 90. King of Skulls: The Lich is the horror card. Upon drawing it, four slimy, moldering skeletons with eerie red light and oozy black tentacles, appear on a side of the character. With bloody, disgusting precision they flail and rip the skin and flesh off the character in the blink of an eye and depart, leaving nothing but a bloody imprint on the ground. You are dead but resurrectable if reconstituted. 91. Ace of Skulls: The Skull Warrior is a death card. The character dies instantly and irrevocably as the soul or spirit is shred upon its fouled weapons. There is no escape. 92. Two of Eagles: The twin eagles are the sign of communion and trust. Under its wings you gain the power of empathy and telempathy (project emotions) over the next month. It may be used at will. 93. Three of Eagles: The three eagles demonstrate birth and rebirth. The character may choose between a powerful fertility / virility and the birth of numerous child (Gm on how many) or rebirth of self. In the renewal of self, the character may re-roll all physical characteristics, but must keep the outcome, however it falls.

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94. Four of Eagles: The flight of four raptors illustrates the concept of home and security. The character gains a home, either a small cottage, apartment or similar domicile and a steadfast steward and guardian to care for it. 95. Five of Eagles: Overcome by indiscernible emotions, you make a choice to take a change in life and assume a different mantle. Abandon your old class and assume another. After some time it is possible you may return to your old ideal with the new experience (GM discretion on whether it can every turn into a multi-class situation). 96. Six of Eagles: The six of eagles rampant is a sign of wealth. Gain your choice of 2d20 pieces of jewelry (valued at 3,000 gold each) or 4d20 gems (valued at 1,000 gold each). 97. Seven of Eagles: The Magnificent Seven are the card of triumph and great fortune. At any time or place, once per 2 points of permanent and irrevocable loss off attributes, you may triumph regardless of the odds or adversity against anything. 98. Eight of Eagles: Also known as the Wings card. The character gains the benefit of the eagle’s wings, taking flight over obstacles and outrunning trouble. Three times a day, a character may quintuple his speed without suffering ill effects for a number of minutes equal to his Constitution score. While moving thus, a character only touches the ground lightly and is almost, but not quite flying. 99. Nine of Eagles: The nine avian are the harbingers of balance and equality, bringing harmony. Nine times they may be called to adjust the balance of power between you and another, making both of you equal and balanced. For the duration of that conflict, your strength equals each other’s on all levels, including attributes, magic, and items, et al. 100. Ten of Eagles: The ten eagles rampant dance the celebration of your freedom and liberation from shackle, shutter or cuff. Once drawn, it forever blesses you with freedom from any restraint, barrier, door or closure. This is a double-edged blade as none of the above can ever be closed, secured or restrained around you. 101. Knight of Eagles: The Eagle Lancer is the boon companion, steadfast shield brother of tales legend told and re-told. He joins you within a week, complete with horse, weapons, armor and an independent means of income. He is of equal level to you own and always watches your back with zest and courage. With him at your side, you always fight with a + 3 bonus to initiative (CF). 102. Queen of Eagles: The Empress has a vast reservoir of wisdom and material means and the keen intellect to control it. It is the sign of a powerful patron taking active interest in your fate. With her patronage comes the pick of any 10 mundane items, and the endowment of three powerful magic items or possibly a single artifact (GM discretion) is put into your care. A year of tutelage at her feet will benefit you a bonus of +1 to wisdom, but she will only make the offer once. 103. King of Eagles: The Emperor is a man of leadership and influence, gathering respect from all he meets. Two years in his care benefit you greatly, as you learn to command and lead. Add + 4 to charisma, and the same to anything revolving around speaking, persuasion and communication. You may lead twice the number of men as your charisma (leadership) dictates. 104. Ace of Eagles: The Great Eagle is the banner of victory and deliverance, surnamed after a heraldic totem from the time of yore. Under its guidance you can never be lost to confusion, charm or bewilderment of any kind, nor lost in any maze, always knowing your way out. It enhances your battle prowess, adding + 2 to attack and damage and allowing you once per game to never miss a blow in battle, regardless of the impossibility of the attack. 105. Sleeping Dragon: In a stunning instant of mind stretching expansion, you realize certain inborn talents and gain Telepathic and ESP powers. This must be used once a day (all) or your control atrophies and it starts to work at random and inconvenient times, either projecting your thoughts to others or reading their thoughts and emotions. 106. Sea Dragon: You have the natural ability to adapt to any adverse but normal environment, from deserts to frigid wastes, with no ill effects. This includes breathing underwater or surviving in the deep earth with no adversity. However, extreme environmental conditions, such as forest fires, volcanic eruptions or hurricanes pose the same threat to you as anybody else. 107. Guardian Dragon: Rewards come to those with the wisdom to find them, or by the luck of the gods. The character gains an estate and an opportunity in one fell boon, to go forth and wring from the land a bounty. This success is equally met with compensation, a purse of 20,000 gp to accompany the land, 100 men-at-arms and 300 motivated pioneers.

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108. Wrathful Dragon: Cherished ideas are questioned and overturned, the character discarding his previous class and abruptly assuming the mantle of a new one, randomly chosen. The transformation is physical, as well as mental and the character may add +3 to any two statistics to reflect this chaotic upheaval. Arduin and Swords & Dragons are the copyrighted, registered trademarks of Emperors Choice Games and Miniatures Corp. All rights reserved.

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Tarot Deck of Many Things XP Value: 4,000 GP Value: 44,000 DRAGON Magazine 77 by Michael J. Lowrey Although the deck of many things in the AD&D game is a powerful and interesting device, it is but half a reflection (the other being ordinary playing cards) of the original on which all such card decks are based—the Tarot. The 78-card Tarot deck consists of two parts. The Major Arcana includes the card known as the Fool, which is unnumbered, and the 21 numbered cards I (The Magician) through XXI (The World); these 22 cards are also known as the Greater Trumps. The Minor Arcana, or Lesser Trumps, are divided into the four suits of Wands, Cups, Swords, and Tentacles; each suit includes the "pip" cards (Ace through Ten) and the court cards (Page, Knight, Queen, and King). The deck itself is a series of plaques or cards, fashioned of precious and rare substances: ivory, gold, vellum made from dragon skin, carved bulette scales, or the like, painted with costly pigments, gilded, or even jeweled. These are usually wrapped in silk or other simple but costly cloth, and placed within an elaborate box or coffer of at least 5,000 gp value, expensively decorated with symbols, and with the holy symbol of the deity who is the master of the deck. It could be sold unused for 39,000 gp plus the value of the box or coffer, but if anyone does more than look at the backs of the cards, they are compelled (saving throw applicable) to draw from it. A person who wishes or is compelled to draw from the deck is allowed to announce an intention to draw one, two, three, or four cards; when the last member of the party who wishes to do so has drawn, or if one hour elapses without any draw, the deck disappears—unless the party is on

the plane of the Tarot's master deity, which is not the party's own home plane. The person making the draws, hereafter called the "drawer," should shuffle the cards well, in such a manner that the images on almost one-half of the cards are inverted or "reversed" in relation to the others (which are termed "upright"). Each card is then turned over along the long axis of the card, and presented to the DM (from whose viewpoint "upright" and "reversed" are judged). After each person finishes drawing, the drawn cards are returned to the deck, and it is reshuffled by the next drawer. (In case the DM cannot obtain a real Tarot deck, each card has been given a number for the use of percentile dice; a card will be reversed or upright on a 50% chance. No card can be received more than once by the same drawer.) The effects of the Tarot are instantaneous unless noted otherwise, and should be noted immediately by the DM (silently); characters will not notice any change until they perceive it in terms of how it alters their abilities or activities. The effects are irrevocable unless otherwise stated, short of a wish for the Major Arcana, or a limited wish for the Lesser Arcana. If the effects of a card would raise or reduce an ability score to a level outside racial limitations, the DM can choose to effect change in another ability if possible within those same limits, in this order: Constitution, Charisma, Wisdom, Dexterity, Intelligence, Strength. If a character loses one point or more from an ability score and is therefore no longer qualified to be a member of the class he or she was pursuing, then the character loses the right to be in that class and (if not multiclassed) must begin anew as a Ist-level character in some other class. If the lost points are replaced later by some other means, the character may resume study in the class that he or she was forced to abandon.

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Above all, bear in mind that this is an artifact, not the tool of a chaotic game for foolhardy or suicidal characters; it should be handled with respect and gravity. (Whether the random aspects of the deck make its use an act of chaotic nature is a matter decided between lawful characters, their deities, and the DM.) The effects and values of the individual cards in AD&D game terms, given in the following text, are based on their divinatory and symbolic meanings, (The effects of draws made by characters are printed in italic type, with "upright" effects always given first.) Space does not allow for fuller explanation of details. Roll 3d20+4d6-6 to get 1-78 For Major Arcana only 2d10+1d4-2 for 1-22 For Minor Arcana only 5d12-4 for 1-56 THE MAJOR ARC ANA 00: The Fool The Fool is a quirky and variable character; he may be clad in the fool's cap and motley of a jester (or joker), or in gorgeous, elaborate, and costly (though not cumbersome) vestments. A staff and pouch over his shoulder, a little dog behind him, he strides blithely into the world. The Fool is often seen dancing at the brink of the precipice, for his is the folly (and the wisdom) of childhood, the innocence of the babe and the mischief of a child. Upright, the Fool signifies unformed potential, the need to make choices and the necessity of making the right choice, the wisdom of fools and the follies of the wise. Drawer gains one more draw, but the new draw does not count unless the card drawn is one with an effect that is mostly good for the drawer. Reversed, this card signifies thoughtless action, folly; choices must be made, but may well be faulty. Effect as above, but the subsequent card must be mostly bad in effect. 01: The Magician The Magician stands at a table on which are various articles: swords, wands, pentacles, cups, dice, balls, bells, or others. One hand holds a double-ended wand toward the heavens, the other points to the earth; over his head is a lemniscate curve, the symbol of eternity and infinity. The table, which resembles an altar, is surrounded by growing

things. Represented here is the rational mind, confident in its power and right to use the forces of the infinite to reshape the world of matter. Upright, The Magician signifies will, mastery, the ability to manipulate the universe through rational thought, selfconfidence, ability to manipulate others. Drawer gains one point of Intelligence, two points if a mage or specialty wizard. Reversed, this card signifies ineptitude, failure of will, indecision; abuse of power; disquiet; mental illness. Drawer loses one point of Intelligence, two points if a mage or specialty wizard. 02: The High Priestess The High Priestess sits enthroned in her temple, dressed in flowing robes that obscure a scroll or a book of secret laws and wisdom she holds securely. She is the mother of wisdom, sometimes identified with Isis or Diana; the queenprotector of hidden knowledge and occult mysteries. Upright, she signifies serene knowledge, sagacity, intuition, foresight, inspiration, the power of the inner mind to heal, create, enlighten, and inform. Drawer gains one point of Wisdom, two points if a cleric or priest. Reversed, she signifies superficiality, conceit, shallowness, a lack of depth, perception, or understanding; an acceptance of external and superficial "knowledge," of trivialities. Drawer loses one point of Wisdom, two points if a priest or cleric; in the latter case, receives one new proficiency. 03: The Empress Royal and matronly, the Empress sits enthroned among rich fields, clad in opulent garments, and crowned with a starry, open crown. Befitting her position, she bears a scepter, for hers is the realm of universal fecundity and wealth. Upright, she signifies material wealth, productivity for farmers and creative workers, profitability for merchants, practical application of knowledge. The next time treasures are divided, the drawer will receive some item which turns out to be worth an extra 3d6(x.l ,000) gp; but even the drawer will not notice until at least three days later. Reversed, she signifies poverty, sterility, inability to produce; waste or dissipation of resources. The next time treasures are divided, the drawer will receive an item which proves to be worthless (a seemingly magical mace which

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actually has Nystul's magic aura on it, or a "ruby " which is actually cut glass, and so on) as the largest part of a treasure share, but will not notice for at least three days, 04: The Emperor Regal and fatherly, the Emperor sits upon his throne, with open spaces surrounding him for a domain. He wears royal robes, and in his hands bears a scepter and an orb of rulership. His crown is simple but majestic. He is the active principle, the ruler of the visible, material world through law. Upright, he signifies leadership, strength of mind, dominance, law, control of natural drives, stability, power, conviction, and protection. A lawful drawer gains two points of Charisma; a chaotic drawer must successfully save vs. poison or suffer confusion for 2d4 months; a neutral drawer is unaffected. Reversed, he signifies immaturity, confusion or loss of control, ineffectiveness, irrationality, attempts to destroy one's authority or rights. Unless the drawer saves vs. death magic at -4 (-2 for neutrals, no penalty for chaotics), over the next four days, the PC gradually goes insane in one of the following ways, becoming: manicdepressive, schizoid, demented (dementia praecox), or hebephrenic. 05: The Hierophant Established in state within his temple, the Hierophant is the embodiment of the church in the world, the external pomp and ceremony of organized religion; his elaborate crown, ornate robes, and scepter of power establish him as a hierarch and a potentate. He is the link between deity and worshiper, his is the role of mediator and medium. As the High Priestess is mistress of the hidden mysteries, the Hierophant is the master of external, manifest religion, law, and morality, usually depicted ministering to, or being attended by, two lesser priests, upon whom he bestows a blessing. Upright, the Hierophant signifies the outer form of religion; social relations with the world; ritualism; conformity, traditionalism and orthodoxy; retention of outmoded ideas and attitudes; orderly hierarchies; mercy and forgiveness. Drawer gains one point of Charisma (two points if a lawful priest); priests also gain one point of Intelligence. If drawer is a priest who belongs to any organization with a hierarchical nature,

religious or secular, which does not base rank solely on levels of ability, he or she will be promoted soon, in 5-25 (1d100 /4 rounded up) days, after returning from this adventure. The Hierophant also serves as a remove curse spell for a drawer who is in need of one. Reversed, this card signifies overkindness, weakness; unconventionality, openness to novelty, unorthodoxy. Drawer gets a permanent -2 on saving throws against charm, suggestion, and other mental attach forms involving force of will; he or she also receives a permanent +4 on reaction rolls to all persons and beings. If drawer is a member of any hierarchic body as described above), within 5-25 (1d100 /4 rounded up) days of returning from the current adventure he or she will be demoted for "ineffectuality" and "lack of authority." If drawer is a chaotic priest, one point of Intelligence is gained. 06: The Lovers A winged supernatural being hovers over a man and a woman, behind each of whom flourishes a different tree. The man looks at the woman, but she, though open to him, looks up at the supernatural messenger. The Lovers are emblematic of the necessity for the conscious mind ("intelligence") to approach the supernatural and transcendent through the unconscious ("wisdom"), for a harmonious and loving life depends on the cooperation of both parts of the mind. (In older decks the Lovers are often shown as a young man standing between two women; some different divinatory meanings relate to this older symbolism.) Upright, they signify attraction, amativeness, love; difficulties overcome, tests and trials passed. The drawer's Charisma increases by one point for every 6 points of Wisdom or Intelligence (whichever is lower), rounding down; in addition, the drawer's reaction rolls increase l% for each point of Wisdom or Intelligence (whichever is lower), toward all persons (now known or encountered later) to whom she or he might be romantically inclined (based on race, gender, and other factors). Reversed, they signify tests failed; fickleness, unreliability, infidelity; a need to stabilize and harmonize the self, the possibility of a wrong choice. The drawer's Charisma is reduced by one point for every 6 points by which Wisdom or

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Intelligence (whichever is lower) falls short of 18, rounding losses up; reaction rolls increase as above, but based on whichever ability score is higher, and if the drawer already has a loved companion or spouse, the reaction roll toward her or him is reduced by half the amount that other reaction rolls are increased by (round reduction up). 07: The Chariot A youthful and triumphant figure (a conqueror rather than a hereditary ruler) stands in a chariot, covered over by a starry canopy and drawn by two steeds (horses or sphinxes) of opposing colors and pulling in somewhat opposing directions. The charioteer bears a scepter of dominion, but no reins; the Chariot must be controlled through the dominion of the mind. Here is represented the conqueror of the outer world, victorious yet not truly in control of the fullness of reality. Upright, the Chariot signifies triumph, success, conquest over the physical plane (including illness and one's own weaknesses) by the rational mind, intelligence rather than wisdom; also travel in comfort, state visits. Drawer is cured of all diseases, lycanthropy, deafness, blindness, curses, charms, and the like of which she or he is a victim, and will be 15% less susceptible to them from now on. Also, the drawer wilt be able to coax an extra 3 MVout of any vehicle, mount, or other mode of travel, as long as the drawer's mind is clear and free to concentrate. Reversed, it signifies decadence, ill health, restlessness, victory through foul means, disputes, failure. Drawer, over the next seven days, begins to manifest a severe and chronic disease, which can only be cured by a potion made from the brains of two different kinds of sphinxes. The disease will not prove fatal for at least 49 days. 08: Strength A calm and self-contained, yet clearly quite human woman controls the jaws of a lion with her bare hands. Strength is both hers and the lion's. They are not struggling, for she has already subdued the beast, and they are now in a harmony of opposites: Hers is the Strength of the mind at one with itself; his is the Strength of passion and carnal needs, which are unable to withstand a consciousness aware of its link with the infinite, and must submit to its control.

Upright, the card signifies spiritual power overcoming material power, the fortitude of the self-aware mind; courage and magnanimity; the triumph of love over hate. The drawer gains +4 to saving throws against fear, charm, suggestion, illusion and other mental attack forms involving will force. Reversed, this card signifies the dominance of the material and physical, lack of faith and moral force, failure of self-control, giving in to temptation, failure of will. Drawer suffers a -4 to saving throws against the attack forms listed above. 09: The Hermit A robed figure, the archetypal "Old Wise Man," the Hermit stands alone. He leans on a pilgrim's staff and holds up the lantern of wisdom, offering light to those who are humble enough to seek it. He illuminates the path to wisdom for those who want to emerge from darkness. Upright, he signifies prudent counsel, receiving wisdom or instruction from one more knowledgeable, guidance on the path to one's goal; circumspection and caution; a solitary nature. Within nine days of returning home from this adventure, drawer will meet a visiting priest of his or her own faith and of a higher level, who will offer religious instruction to the drawer, "for the improvement of the mind," with a warning that the instruction will not be quick. After one month of study (if the drawer accepts the offer; this should be a decision of the player), the drawer emerges with a 2 point increase in Wisdom, but a 1 point loss in Charisma. The priest will then give the drawer a hint to the location of a magical item, and depart for places unknown. Reversed, the Hermit signifies immaturity, folly, refusal to accept aging and growth. Drawer loses one third of accumulated age, gains one point of Charisma and loses two points of Wisdom. When the drawer next seeks to gain a level, the process will be three times as long and expensive as usual, because of his or her refusal to heed the instructor. 10: The Wheel of Fortune The Wheel of Fortune rotates eternally, bringing the great to naught and the humble to power, for a time. Descending (on the left) is an evil creature (often identified with Typhon or Set); ascending is a canine-headed being (often

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identified with Anubis, or Hermes Trismegistus); yet with another turn of the Wheel, the ascendant will descend and the descendant will ascend. Resting atop the Wheel (yet undisturbed by its rotations) is a sphinx casually holding a weapon, emblematic of the equilibrium which the enlightened mind manifests even in the midst of fortune's everchanging rounds. The sphinx, like the four winged beings of the apocalypse which occupy the corners of the field, is also a denial of the apparent randomness of the universe, and of the fatalism such false beliefs induce. Upright, it signifies success, fortune, felicity, an unexpected bit of luck, a change for the better. Drawer gains a permanent +2 on all saving throws; in addition, the next treasure discovered by the party will include a magical item of not less than 800 nor more than 8,000 experience points in value, on which the arms, image, and name of the drawer are ineradicably engraved or otherwise incorporated, in such a way as to mark it as predestined only for that person. If the drawer sells the item, both the card and the materials used to purchase it disintegrate, and the drawer's savingthrow bonus is negated. Reversed, it signifies unexpected bad fate, ill luck, setbacks or interruptions in plans, unwanted change. Drawer suffers a -2 penalty on all saving throws; in addition, one magical item fat random) belonging to the drawer disintegrates (this does not apply if no magical items are currently owned by the character). 11: Justice Like the High Priestess and the Hierophant, Justice sits crowned and enthroned between pillars. In her right hand she bears a two-edged sword, its point toward the heavens; in her left hangs a set of balances. Firm and resolute, hers is the power of moral strength and integrity, of righteousness (good) rather than rectitude (law). Upright, she signifies justice, virtue, right judgments, the triumph of the good, just rewards, purity. Drawer of good alignment gains 8,000 experience points; drawer of evil alignment loses 8,000 experience points or % of all experience points, whichever is the greater; neutral drawer is unaffected. The DM may reduce these gains or losses by up to 50% if the drawer has not been entirely consistent in following his or her alignment.

Reversed, she signifies bias, injustice, excessive severity; legal complications. Unless drawer has been acting in very strict conformance with his or her alignment (the DM should be very rigid in this evaluation), she or he is stripped of all property, effects, wealth, allegiance or loyalties of followers (those over 50% base loyalty), except for any nonmagical clothing worn; and all but 3/4ths of his or her experience points. Drawer will also forget all spells received or memorized. 12: The Hanged Man From a gibbet or a tau-cross of living wood, a youth is suspended by one leg; his arms form a triangle behind his back, and his free leg is placed behind the bound one to form a cross (if viewed upside down, he seems to be dancing a jig). He represents Everyman, suspended by his own consent as a pause and decision point in the creation of an enlightened self. He is clearly in a contemplative state, not one of suffering, suspended between the old life and the new; he must create his new self knowingly and willingly. Upright, he signifies a pause, or suspension of ordinary activities; transcendence of material temptation; surrender to the purification of the self; spiritual wisdom, prophetic power; regeneration. Drawer goes into a contemplative state for 24 days, in which he or she is open-eyed, can walk (at an MVof3), drink, and eat (lightly), but will not fight or otherwise interact with the mundane world: during this period the character also regenerates as if wearing a ring of regeneration. At the end of this period, the drawer loses one point of Strength, but gains 2 points of Wisdom. For a year and a day after that, the drawer will refuse all wealth, whether earned or offered, except that necessary for his or her own modest needs and those of any henchmen. Reversed, The Hanged Man signifies absorption in the ego and material matters, unwillingness to sacrifice; false prophecies. Drawer goes into a trance as described above, but "snaps out of it" after ld20+5 rounds, having lost 2 points of Wisdom, but gained 1 point of Charisma. The Drawer will seem to show a new ability to prophesy the contents of rooms, intentions of strangers, etc., but after five such detailed, correct "visions," the supposed new ability will

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go tragically awry, and completely vanishes after being discredited. 13: Death Death, represented as a skeleton, regards a desolate plain strewn with his victims, who are of all ages and conditions, for Death has no favorites. He is sometimes shown wielding a scythe, sometimes "terrible with banners." Upright, he symbolizes transit to the next stage of being, transformation; abrupt and unexpected change of the old self (not usually physical death), the end of security and old situations and the beginning of a new kind of life. The drawer dies. Body and effects burst into flames (which do 10d10 points of damage if a character is foolish enough to go into them), after 1d8 rounds the flames die down and the character steps from the ashes, reborn according to the following table: Roll Race 01-02 Bugbear 03-08 Dwarf 09-14 Elf 15-16 Gnoll 17-22 Gnome 23-24 Goblin 25-30 Half-elf 31-36 Halfling 37-42 Half-orc 43-44 Hobgoblin 45-94 Human 95-96 Kobold 97-98 Orc 99-00 Ogre Note: A very good or very evil person will not be reborn as a creature whose alignment is the opposite. Regardless of the form in which the character is reincarnated, allow the new form to progress as far as possible in characteristics and abilities. Someone reborn as a gnoll might eventually gain Hit Dice up to 3, 4, or even 5, plus bonus points for a high Constitution; the character would be eligible to wear armor, could use magical items available to fighters, and would have the intelligence level of its former incarnation (or racial minimum). If the new form is of a player character race, the character must be generated as a new character; the new form may be a member of any player character class for which he or she is eligible, except the old character's former class (unless that is the only possible choice), is of Istlevel, with no experience points.

Reversed, Death signifies stagnation, mere existence, inertia or immobility, lethargy, sleep, petrification. Drawer falls under a permanent slow spell and receives no experience points for this adventure (while slowed, drawer will age at half the normal rate). 14: Temperance A solemn, angelic figure, a flower or sun emblem on its forehead, pours a fluid from one of a pair of different-colored chalices to the other; behind the figure are growing plants, and distant hills. The card represents the inner self, enabling one to balance the forces of the mind, to illuminate intelligence by wisdom and to clarify wisdom with intelligence. Upright, it signifies control of self, adaptation, tempering of extremes; harmonious and fruitful combinations, wise management of resources; cooperation. Drawer will gain two points of Intelligence or Wisdom (whichever of the two is presently lower) but will lose one point in whichever of the two is higher. If the two scores are equal, the drawer gains one point in whichever other characteristic is lowest, with ties settled by player preference. Also, the drawer never again injures a companion through carelessness, ill timing, bad luck, or similar circumstance. Reversed, this card signifies discord, hostility, failure to communicate, conflicts of interests, unfortunate combinations. Drawer gains one point in whatever characteristic is most useful for his or her class (priests and druids gain Wisdom; fighters, paladins, and rangers gain Strength; mages gain Intelligence; thieves and monks gain Dexterity; and bards gain Charisma), but loses two points from whichever of his characteristics is the lowest. If there is a tie for lowest, the loss is taken from the lowest characteristic that the DM judges to be most generally useful for the drawer's class. In addition, from now on the drawer will have a reaction roll adjustment of from —2% to —3 (50% chance for either) to all persons. 15: The Fiend Bat-winged, horned, donkey-eared, with hairy legs and eagle's feet, the Fiend stands or squats upon a blocky pedestal (which sometimes resembles an altar, sometimes an anvil). His right hand gives a cryptic salute; in his left is a weapon held in a bizarrely useless manner (a

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sword held by the blade, a torch which is upside down or burnt out). Connected by ropes to the altar are two figures (usually a man and a woman), mostly human but with certain animal characteristics such as horns and tails; they are much smaller than the Fiend, and appear strangely serene about their bondage. Upright, the card signifies the bondage of human nature to its own lowest needs and impulses, desires of greed and domination, sensation without understanding; fatality, disaster, violence; weird and destructive experiences; evil influences. Drawer is attacked by the Fiend of the Tarot (see below). Reversed, it signifies release from bondage to the material; conquest of pride and greed; the first steps toward spiritual enlightenment; freedom. Drawer gains one point of Wisdom and is freed of all charms, suggestions, and other spells subjecting the character to the will of another; he or she gives away ail nonessential possessions at the end of this expedition (clothing and jewelry items of less than 500 gp value may be given to player characters or NPCs; the rest going to religion and charity). The Fiend of the Tarot CLIMATE/TERRAIN: The Tarot of Many Things FREQUENCY: Unique ORGANIZATION: Solitary ACTIVITY CYCLE: Any DIET: Carnivore INTELLIGENCE: Special TREASURE: Nil ALIGNMENT: Neutral evil NO. APPEARING: 1 ARMOR CLASS: Special MOVEMENT: 9, Fl 15 HIT DICE: Special THACO: Special NO. OF ATTACKS: 4 or 1 DAMAGE/ATTACK: 1 d4/l d4/1 d2/l d2 or by weapon type SPECIAL ATTACKS: Feet attack for 1d4/ld4, surprise SPECIAL DEFENSES: Can be attacked only by drawer MAGIC RESISTANCE: 15% SIZE: Special MORALE: Fearless (20) XP VALUE: 15,000 The tarot fiend appears as shown on the deck being used except that it has the face and gender of the drawer. It has the Armor Class, Hit Points, THACO rolls, weapons and magic items, Intelligence,

and size of the drawer as well. If the drawer fails to save vs. death magic, he or she is surprised by the fiend, for as many rounds as the saving throw was short. The fiend fights with a claw/claw/horn/horn routine, and if it scores two claw hits during a single round of melee it will also rake with its foot claws in that round for 1d4 points each. When either the drawer or the fiend is slain, the fiend disappears with all of its effects, but the drawer receives 15,000 experience points. If the drawer is killed in this combat, the experience point gain is applied to the character's total if and when the drawer is raised from the dead. 16: The Tower A tall square Tower topped with a crown is being struck by lightning, which topples the crown but leaves the tower standing. Hurtling (from its windows; it has no doors) earthward are two persons (presumably a man and a woman) in rich garments, along with showers of sparks and debris; they are stunned to see their Tower of isolation and pride broken open by a stroke of fire from the heavens. Upright, the Tower signifies the overthrow of existing notions, the fall of pride; sudden and unexpected change; a perceived catastrophe which may bring enlightenment in its wake; the destruction of false concepts and ideas. Drawer loses one level (from the most advanced if a multiclassed character of uneven levels, choose randomly if equal; Ist-level drawer has experience points reduced to zero), loses all magic items and wealth, but drawer gains +1 to saving throws in a column of player's choice. Reversed, it signifies the same to a lesser degree; but also oppression, false imprisonment or accusations; living in a rut, inability to effect worthwhile change, being stuck in an unhappy situation. Drawer loses one level (as above); and, for a year and a day he or she is unable to gain a new level, regardless of experience points accumulated. 17: The Star A vast, flamboyant Star of eight points is surrounded by seven similar stars. In the foreground, a young woman rests one foot on land and one upon the waters, as from two identical jugs she pours the Water of Life both upon the land and into the larger body of water. Behind her is

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rising ground and a tree with a bird in it; in the distance are mountains. Upright, the Star represents inspiration freely flowing, the gifts of the spirit, the fruits of meditation, understanding, hope; good health and pleasure; granting of wishes. The next time the drawer, after having earned enough experience points to advance to the next level, spends an hour or more under a clear and starlit sky, he or she will feel inspiration pour down from the very stars, and find that the next level has been gained without formal tutoring. Drawer also gains a +2 to saving throws vs. mental illness. Reversed, this card signifies pessimism, doubt; chance of illness; arrogance, haughtiness, stubbornness; lack of perception. Drawer becomes so smug, arrogant, and skeptical a pupil, he or she requires twice the usual amount of tutoring before any new level can be obtained. This change is permanent. 18: The Moon The crescent Moon radiates its deceptive brightness upon a dim and foreboding landscape. In the pool which fills the foreground lurks a crayfish (or other creature from the abyss); beyond this, two dogs (or a dog and a wolf) bark and howl at the Moon, which sheds a cryptic dew upon them. In the background are two towers, and a path leads from the pool to the goal beyond the towers. Upright, this card signifies the "dark night of the soul": trickery, deception, secret foes; unforeseen perils; bad luck for a loved one; danger, darkness, terror, occult forces; danger of falling into a trap or being misled, great danger of making an error. Drawer must make a saving throw vs. death magic or fall prey to lunacy at the next full moon. If the save is made, drawer must then save vs. polymorph or succumb to lycanthropy (as a werewolf) upon the next full moon. If both saves are made, a henchman or servitor (at random) becomes disloyal over the next,five turns (reduce loyalty and reaction rolls by ld6+4). Reversed, the Moon signifies peace gained at a cost; instability; lesser degrees of deception or betrayal, trifling errors. The best magic item in the possession of the drawer is permanently drained of alt magical properties; if drawer has no magic, 20% of all experience points earned on this adventure are lost. 19: The Sun

The Sun in its splendor shines benevolently down, either upon a pair of children playing blithely and simply together, or upon a single child riding a white horse and waving a scarlet banner. The innocent children (pair or single) are playing in front of a walled-in garden which they have left behind. Upright, it signifies happiness, success, contentment (particularly in marriage); achievements and studies completed, liberation to enjoy the simple pleasures; devotion, friendship. Drawer receives enough experience points to reach the next level, but not more than 19,000 in any case. Also, drawer has a +1 reaction roll to all persons met later or known presently, and they have a +1 reaction to the drawer. Reversed, this card signifies unhappiness, loneliness; plans and triumphs delayed; broken friendships or engagements; possible loss of a job or home. Drawer loses all henchmen and servitors after returning from this expedition (they leave town, take another leader, or otherwise leave for "personal reasons " but do not become hostile). If drawer is a henchman or vassal of another, he or she is dismissed, or stripped of offices, unless a saving throw vs. death magic is successful. Also, the drawer is stripped of enough experience points to he reduced to the bottom of his or her present level, but not more than 9,500 in any case. 20: Judgment An angel sounds forth the call to Judgment from a trumpet to which is attached a banner bearing a cross; the clouds from which it emerges radiate power. Below, a figure rises from a tomb while on each side a man and woman also rise; all these figures are as one in the wonder, adoration, and ecstatic awe which their whole bodies express as they answer the summons. Upright, this card signifies rebirth, renewal, awakening; rejuvenation, change of personal consciousness; a life well lived and a work well done; atonement, judgment, the need to forgive and to seek forgiveness, sincere self-appraisal. Drawer becomes a young adult over the course of the next hour (if not one already) but without any changes in characteristics. To determine exact age, select a young-adult age randomly, then add half the difference between that age and maximum young adult age, rounding

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down. If drawer is already a young adult, he or she will become 90% of the minimum young-adult age. If the drawer's behavior is judged by the DM to have been strictly consistent with the character's alignment and religion (observance of taboos, donations, etc.), 2d6 hit points, determined randomly, are also gained. The gain can only be up to the maximum possible number of hit points for that character. Reversed, it signifies weakness; stupidity; a sentencing; disillusionment, disappointment; indecision leading to procrastination and delay. Drawer is affected as if struck by a ray of enfeeblement from a mage 3rd-level or of the same level as the drawer (whichever is higher); the drawer is also henceforth subject to a penalty of 1 on initiative rolls, due to her or his inability to choose between alternatives. 21: The World Surrounding by an elliptical wreath of living foliage is a female figure dancing joyously, a short wand in each hand. In the four corners of the card are the heads of the four beings of the apocalypse, hovering protectively outside the wreath. Her legs form a cross, as do those of the Hanged Man, but she stands upright, supported by the ether, the very fabric of the World; her dance is of the sensitive life, of joy attained in the body, of the soul's intoxication in a World-turnedparadise. Upright, the World signifies completion, success, triumph in all things, perfection, fulfillment; the path of liberation and enlightenment; the admiration of others. Drawer gains one point to each ability score that is two or more below racial maximum. Reversed, this card signifies imperfection, failure, lack of vision, failure to complete task; fear of change or travel, fixity, permanence, stagnation. After 1d4 days, drawer begins to develop an increasing distrust of strange places: other cities or countries, dungeons, wildernesses, new taverns, all places. Within an additional 2d4 days this becomes full-blown paranoia, with drawer believing that everyone and everything outside his or her home (eventually, there too) is out to get him or her, and that any so-called "friend" or "loved one " who tries to get the drawer to come out into the world is clearly part of the conspiracy.

THE MINOR ARCANA Wands Wands generally represent enterprise and growth, progress, advancement, animation, inventiveness, intelligence, and energy. This is the suit of the mage, and of the laborer. 22: Ace of Wands A hand issuing from clouds grasps a still-verdant branch in the shape of a wand. In the background may be a city or castle on a hill. Upright, it signifies creation, beginning (of an adventure, a journey, or an endeavor), invention, enterprise. Drawer (affected automatically) and certain party members (those who fail to save vs. spell at —2) are freed from all existing geas, quest spells, and charms, and placed under a compulsion (equivalent to a combined geas and quest) to Mil a single monster of 7,000 XP value (or a single group of monsters of 21,000 XP value) or more. Fulfillment of the task gains each participant an additional 1,000 XP, in addition to the XP reward for the monster. Reversed, the Ace of Wands signifies false starts, clouded joy, ruin, decadence, cancellation of projects, failure, and retreat. Effects as above, but the compulsion is to cancel the expedition and return to base as quickly as practical. While returning to home or headquarters, the party has -2 to Armor Class (two places better) and +2 to saving throws, hut receives no experience points for actions performed during this retreat. 23: Two of Wands A majestic figure wearing princely headgear regards the broad world from a height. He holds one wand, and regards a globe; another wand is nearby. Upright, this card signifies boldness, courage, rule over others; and also the anguish and sorrow that may accompany power. Drawer gains one point of Charisma; and if he or she is in danger of going insane, that possibility is increased by % (a 4 in 10 chance becomes 5 in 10) anytime during the next year; the insanity will take the form of melancholia. Reversed, the Two of Wands signifies trouble, fear, sadness, surprise. Drawer's saving throws against fear and hopelessness are reduced by 1.

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24: Three of Wands A calm personage, back turned, leans lightly upon one of three wands planted in the ground, and looks out across a sea, beyond which are mountains. Upright, this card signifies established strength, wealth, enterprise, discovery, partnership in undertakings. When the drawer next seeks to go on an expedition or adventure, a nonplayer character of 1d3 levels higher will offer to come along, and to loan equipment and supplies. (This should be an established NPC already friendly to the drawer. Reversed, the Three of Wands signifies cessation of adversity, an end to or suspension of difficulties; assistance with an ulterior motive. Effects as above, but the NPC will be planning to trick or betray the drawer. This could be by stealing a magic item from the drawer, robbing and stranding the character on an island, or other misadventure; generally (80%), the betrayal is not meant to be fatal. 25: Four of Wands Four great wands are garlanded with chains of flowers, two women bear flowers, and behind them is a bridge over a moat, leading to a castle or manor. Upright, the Four of Wands signifies repose, peace, rural refuge, country domesticity and felicity. When drawer returns from this expedition to home or headquarters, after healing is finished, the character feels a strong desire to rest a while at home; for every month of rest thereafter up to four months, the drawer (unknowingly) receives 1,000 XP. The desire may be resisted (roll for saving throw vs. spell, at -2, not more than once a week), but can continue beyond the four-month period. Reversed, the meaning is the same but less intense. Effects as above, but only 500 XP are given per month, and saving throws to resist the desire are at—I. 26: Five of Wands Five youths are apparently battling with huge wands, yet there is no sign of actual bodily injury. Upright, it signifies competition, strife, differences of opinion, nonfatal struggle. The effects of discord (as per the symbol) will befall the drawer's party after ld4+3 turns; grappling and other nonlethal combat techniques will he used, but serious injuries are nonetheless possible.

Reversed, the Five of Wands signifies victory after surmounting obstacles, contradictions, or trickery. All characters involved in the party's next victorious combat receive double experience points for the action; thieves in the party have a 10% better success rate in thefts attempted upon their own companions until the end of this adventure. 27: Six of Wands A rider crowned with a laurel wreath bears a wand adorned with a laurel wreath, and is accompanied by five staffbearing figures on foot. Upright, it signifies victory, triumph, good tidings, the successful completion of a struggle. Drawer is doubly effective (double damage for weapon-wielders) in attacks against the next foe; mages 'spells are of three times' normal duration, and saving throws against such spells is now at —3. Reversed, it signifies indefinite delay, disloyalty, the success of an enemy, fear. Drawers learn upon returning from this adventure that his or her most hated and feared opponent has had a great success and is said to be intent upon attacking the drawer soon. The opponent can be anyone from a professional rival to an entire tribe of orcs—anyone the drawer has defeated, attacked, injured, or merely outshone. Even a Ist-level character will have had a rival fellow apprentice, a traditional family or clan enemy, or something of the sort. 28: Seven of Wands A youth brandishes a staff from the top of a hill, and is confronted by six more wands in opposition. Upright, this card symbolizes a stand against unfavorable odds from an advantageous or superior position, the need to hold an unpopular stand or defy seemingly unbeatable opposition. In the next combat where drawer and party are outnumbered 2 to 1 or worse, the drawer's parly has a +4 on initiative rolls; and a bonus of+1 on saving throws and AC (one place better). Reversed, it signifies indecision, ignorance, perplexity, anxiety, embarrassment, doubt, hesitancy. Drawer becomes indecisive; he or she has a permanent -I on all initiative rolls for drawer and any party he or she lead. 29: Eight of Wands

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Eight wands fly through open space, but near the end of their flight they will clearly fall to ground soon. Upright, it signifies swiftness, haste; that which is moving; approach to goals; travel by air; too rapid advancement. When next attacked, drawer will be hasted for 2d4 turns, rest of party for eight rounds; those who make their saving throws vs. death magic will not suffer aging (the drawer's throw will be at—I). Reversed, the Eight of Wands signifies delay, stagnation; quarrels and disputes. When next attached, the entire party is slowed^cr ld8+8 rounds; afterward, those who do not save vs. spell suffer discord (as with the symbol), but they will not attack with lethal weapons. 30: Nine of Wands A sturdy, muscular figure, with a minor wound (already bandaged) grasps or leans on one staff and expectantly regards the surroundings. Behind are eight other wands, arranged as for a palisade or as a sturdy boundary. Upright, this card signifies a pause in struggle, strength to meet opposition, power in reserve, discipline, preparation for an encounter, delay or suspension. One time before the end of this adventure, drawer and party will be able to return to a designated sanctuary (as the priest spell word of recall) for 9—12 turns. They may bind their wounds, refresh themselves, and the like, but may not pick up or drop anything, nor communicate with anyone. At the end of the duration, they will reappear at the time and place they left from, in the same positions and carrying the same equipment. Reversed, the Nine of Wands signifies obstacles, adversity, opposition, weakness, ill health, even calamity. Drawer s Strength is reduced to racial minimum when next confronted by an opponent, and remains reduced for eight more turns. 31: Ten of Wands A weary figure stumbles toward a city or castle, oppressed by the weight often wands he is carrying. Upright, the Ten of Wands signifies oppression, testing by work and pain; also force, energy, or power misused and applied to selfish ends, the burden of ill-controlled power. An employer, liege, ruler, supervisor, or other person with power over the drawer, will, in 2d10 days, overwork and overburden the drawer.

If the drawer bears up under the stress (which will not be unendurable, merely irksome in the extreme) for 1d10 weeks, he or she will be relieved of the oppression, and receive a reward of 1,000 XP per week of suffering. Reversed, it signifies loss, separation, immigration; intrigue. Drawer is teleported a distance of 1d4 levels in a dungeon setting, or 2d10 miles in a city or wilderness setting, to a place he or she is not familiar with at all. At least one party member will urge that the rest of the party consider the drawer deceased, and that the character's possessions (if any) being carried by party members be considered extra treasure for the "survivors." The Court Cards The Court Cards of each suit (King, Queen, Knight, and Page) signify a being who will aid or attack the drawer, depending on whether the card is drawn upright or reversed. Each of these beings is a material form of that which is symbolized by the card (their appearance will be exactly that of the person depicted on the card) rather than a natural being (human or otherwise); thus, they may possess combinations of classes or other attributes which might be forbidden to player characters or NPCs. They will materialize the next time the drawer is attacked by another creature or character, and then engage in combat until the combat is resolved by the defeat of one side or the other, or by the successful evasion of one party by the other, or until the card being is slain. Upon resolution or death, the being dematerializes along with all its effects. Stated Armor Classes, damage figures, and the like, take account of the magic with which these beings are equipped, and of Dexterity or Strength bonuses. All of the card creatures are neutral in alignment. 32: Page of Wands The Page is a fair youth with blond hair and light eyes, who stands boldly holding a raised wand as if ready to deliver a message or proclamation (the Page is often a bearer of tidings, good or ill). Page of Wands: 3rd-level mage (AC 8, hp 12, AT 1, Dmg ld6+3, Str 12, Int 16, Wis 12, Dex 12, Con 12, Cha 12); wears boots of speed and carries a staff of striking (15 charges). The Page's spells are magic missile, shield, stinking cloud. 33: Knight of Wands

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A handsome young man in plate armor, the Knight, wand in hand, rides across the plains in haste. His hair is blond, his eyes pale, and he is fair of complexion. Knight of Wands: 4th/4th-level mage/fighter (AC 2, hp 26, AT 1, Dmg ldS+3, Str 16, Int 16, Wis 12, Dex 12, Con 12, Cha 12); wears plate mail +1 and carries a rod of smiting (30 charges). Spells are: sleep, burning hands, push, mirror image, scare. If the setting is suitable (open meadow, a forest, city street) the Knight will be riding a light war horse (16 hp) that wears horseshoes of speed. 34: Queen of Wands The crowned Queen sits on her throne, a wand in her hand, a black cat {her familiar, with 7 hp) at her feet. She is a fair blonde with pale eyes. Queen of Wands: 7th-level mage (AC 9, hp 28, AT 1, Dmg by weapon, Str 12, hit 16, Wis 12, Dex 12, Con 12, Cha 12); wears a ring of protection +l,a ring of fire resistance, and a brooch of shielding (70 points left) and carries a wand of fire (40 charges). Her spells are: enlarge, magic missile, shield, sleep, mirror image, scare, web, dispel magic, protection from normal missiles, confusion. 35: King of Wands The King sits in royal robes upon his throne, a crown and cap of maintenance upon his head. There is a staff is in his right hand and a little alchemical salamander at his feet (it has 4 hit points and is as immune to fire as a standard salamander: so, therefore, is the King), which looks like a small black lizard. The King of Wands is a mature man, blond and fair with pale eyes. King of Wands: 7th-level mage (AC 8, hp 28, AT 1, Dmg by weapon, Str 12, Int 16, Wis 12, Dex 12, Con 12, Cha 12); wears a ring of protection +2 and a necklace of adaptation, and carries a wand of frost (35 charges). His spells are: burning hands, shield, sleep (x2), invisibility, stinking cloud, web, blink, fireball, wall of fire. Cups Cups generally represent love, happiness, deep feelings, gaiety, joy, and wisdom. They hold water or wine, symbols of pleasure and happiness. This is the suit of the priests and minstrels. 36: Ace of Cups A large and ornate cup, usually shown accompanied by flowers and other living

creatures. The deck shows the cup supported by a hand issuing from a cloud; pouring from the cup are five streams flowing into a body of water on which float water-lilies; a white dove drops a wafer into the cup. Upright, the Ace of Cups signifies joy, nourishment, content; opulence, fulfillment, abundance; joys of faith, "my cup runneth over," fertility, productiveness. This draw serves as atonement, cure critical wounds, cure disease, dispel evil, dispel magic, exorcize, or remove curse (any two of the above needed by the drawer within the next 21 weeks) at the 16th level of ability. Reversed, it signifies change, alteration, instability, bad faith, false love, erosion, inconsistency. The next two spells from the list above cast upon the drawer will be ineffective. 37: Two of Cups A young man and woman share cups, perhaps in pledge; above them is a caduceus, surmounted by a winged lions-head. Upright, this card signifies love or friendship beginning or renewed; union; understanding, cooperation, and partnership. Drawer will fall in love with the member of the party most attractive to her or him (based on Charisma, racial preferences, and other factors) over the next 24 hours; drawer gains four points of Charisma at the same time—in the eyes of the beloved only. Reversed, the Two of Cups signifies misunderstanding, crossed desires, violent passion, disappointment in love, disunity. Drawer will fall violently, passionately, in unrequited love with the member of the party most attractive to her or him, over the next 24 hours; drawer loses seven points of Charisma—in the eyes of the beloved only. 38: Three of Cups Three cups are lifted up, in a setting of flowers and other growing things. Upright, the Three of Cups signifies victorious and happy conclusions, success, abundance, pleasure and hospitality, solace, fulfillment, and healing. Before the drawer appear three large cups or chalices (which are wooden, but resemble those on the card), on which are carved the drawer's name. In each of these the drawer can create food and water, / cubic foot of either, 7 times, after which they become simple cups worth 2 gold pieces each. If the drawer is a

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priest, each cup will work 21 times. These items are not salable far more than the 2 gp, since the spell only works for the drawer, and only if all three are together; their experience point value is 1,000 for the set, 3,000 for a priest. Reversed, it signifies achievement; ending; overindulgence in drink and the pleasures of the senses; excess. Drawer becomes more susceptible to intoxication from alcohol: slight intoxication (normally) becomes moderate, moderate becomes great, great becomes "beyond great," This change will first become evident after the end of the current adventure. 39: Four of Cups A youth sits contemplatively on the grass beneath a tree. A hand from a mysterious cloud offers a cup; but the youth seemingly ignores both it and the three other cups upon the ground nearby. Upright, it signifies weariness, surfeit, disgust with earthly pleasures and things of this world, boredom and discontent, a revaluation of lifestyle. Drawer will decline any nourishment but water for the next seven days ("to clear the mind and system "); at the end of this adventure, drawer will give all food and drink and 10% of his or her wealth to the poor, and half the gains from this adventure to his or her faith (100% if a priest, druid, or paladin). These donations will go to public institutions, not to player characters or NPCs. The drawer then withdraws from the active world for 4 weeks + 4d4 days, emerging only for religious services that cannot be performed at home. Reversed, the Four of Cups signifies novelty; reawakening to new goals, new relationships, or new ambitions; refreshment. Drawer breaks free of any charm, insanity, beguilement, or the like that afflicts him or her. Drawer will move afoot at an extra 3 MV for 4d4 weeks, and gains a bonus of 25% on all experience points earned for the rest of this adventure. 40: Five of Cups A gloomy, cloaked figure in a hilly setting looks sideways at three spilled and fallen cups; two full ones stand behind. In the background is a body of water. Upright, this symbolizes partial loss, failure to come up to expectations, disappointment or disillusionment, dissolution of a friendship or marriage.

Drawer loses the affections of a current lover or, if none, those of a henchman to whom drawer might be attracted (they do not become hostile, merely indifferent) over the next five days: drawer's morale and reaction rolls will be at-1 for ld2Q+5 weeks. Reversed, it signifies return of pleasure, of an old friend or loved one, a new partnership or alliance. Drawer gains or regains an old lover or henchman to whom drawer might be attracted, within five days of returning from this adventure or expedition; drawer's morale and reaction rolls •will be at +lfor ld20+5 weeks after this. 41: Six of Cups Two young children stand in a garden or village green, playing with one of six cups filled with flowers; the ambience is bucolic and nostalgic. Upright, it signifies remembrance of things past, the joys and happiness of days gone by. Drawer sees a clear vision of a beloved friend and companion of days gone by (one who is still alive). Within 1d8 days of the drawer's return from this adventure, a parcel arrives from the old friend, passed on by an obliging merchant or other appropriate courier. In addition to a letter of reminiscences, the parcel will include either a gem of 4,000 gp value or less (49%), an item of jewelry of 4,000 gp value or less (40%), or a minor (gp and XP values of 4,000 or less) miscellaneous magical item usable by the drawer (11%). Reversed, it signifies renewal, thoughts of the future, that which is to come. Drawer has a clear vision of the next being or group of beings the party is to encounter after they have finished with the Tarot (although not the meaning of the vision, of course). 42. Seven of Cups A startled figure is confronted by seven cups overflowing with fantastic visions: castles, dragons, jewels, and other sights more bizarre. Upright, it signifies daydreaming, dissipation, wishful thinking, ephemeral or illusory success. Drawer has a -2 penalty on saving throws vs. illusions from now on. Reversed, it signifies resolution, determination, strength of will, intelligent choice. Drawer will save at +2 vs. illusions from now on; illusion specialists will gain one level instead. 43: Eight of Cups

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A dejected figure with a pilgrim's staff leaves eight neatly stacked cups behind and trudges up a barren moonlit mountain into the distance. Upright, the Eight of Cups signifies abandonment of success, disappointment in material gains, the discarding of what has been achieved for a higher goal; journeying from place to place. Over the remainder of this expedition drawer will feel an increasing discontent and an increase in religious interests. Within eight days of returning home from this adventure, the character will sell all nonportable properties, abdicate (or at least take leave from) all official positions, and enter a religious retreat for 4d8 weeks (after donating half of all worldly goods to the faith). If drawer is eligible, he or she becomes a priest, druid, or paladin of his or her deity (allowing for alignment, gender, and racial requirements, and the restrictions listed in the PHB). Priests, druids, and paladins will stay in religious retreat for a year and a day, emerging with 4,000 additional experience points. Those who fall into neither of these classifications emerge from retreat with renewed spirituality and 1,000 extra experience points. Reversed, this card signifies feasting, joy, striving for material success, gaiety, a less spiritual outlook. While healing and resting after the end of this expedition, drawer will become increasingly restive and frivolous. As soon as it is safe to do so, he or she will spend at least 8% of total wealth on a feast or series of feasts and carousals, stopping onty after money starts running low or a daily saving throw vs. death magic (at —2) is successful, Depending on alignment, deity, and profession, this debauchery may require atonement by the drawer. 44: Nine of Cups A prosperous figure, having feasted happily, rests before a counter on which nine cups, generously filled, have been neatly arranged. Upright, the Nine of Cups signifies success, satisfaction, all the good things of life, well being, the granting of wishes. Drawer gains one immediate wish, which can only be used for physical or material matters (thus, it could be used to restore hit points, but not to raise an Intelligence score).

Reversed, it signifies misplaced confidence, false assurance, material loss, imperfections, mistakes, disputes, failure to fulfill a wish. Effects as above, but the wish will go wrong in one of various ways; thus, a wish to bring a character back to life might result in the deceased becoming a zombie (as the spell animate dead,), or a wish to transport the party into the fortress of an enemy might transport them into the cells of the dungeon, without keys. The mistake or flaw may be disastrous, but should not be fatal in and of itself. 45: Ten of Cups Ten cups in a rainbow appear as in a vision; beneath it a couple raises their arms in joy and ecstasy and two children dance together blithely; a home stands in the background. Upright, it signifies contentment, repose of the heart, perfection of love and friendship, peace. Reaction and loyalty scores of the drawer's friends and associates increase by +4. Reversed, it signifies betrayal, loss of friendship, waste, criminal behavior strife, hatred, resentment. Reaction and loyalty scores of the drawer s friends and associates decrease by 'A of their present amount (round losses up), but at least -2 in any case. 46: Page of Cups A fancily dressed youth of medium coloration, the Page stands lightly, contemplating the fish or other curious images emerging from the Cup being carried. Page of Cups: 3rd-level priest (AC 4, hp 24, AT 1, Dmg 1d6+l, Str 12, Int 12, Wis 16, Dex 12, Con 12, Cha 12); has bracers of defense (AC 4) and a mace +1. The Page can cast the following spells: command, cure light wounds, hold person. The Cup is his holy symbol. 47: Knight of Cups Stately but not martial, the Knight carries his Cup firmly as he approaches a stream. He wears plate armor and a winged helmet; he is a young man, of medium coloring. Knight of Cups: 4th/4th-level priest/fighter (AC 1, hp 42, AT 1, Dmg by weapon type); has plate mail and a cloak of displacement. His spells are cause fear, cure light wounds, light, chant, and hold person. The Cup is his holy symbol. If the setting is suitable (plains, highway, a glade) the Knight is

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riding a medium war horse (18 hp) with horseshoes of the zephyr. 48: Queen of Cups Beautiful and dreamy, the Queen contemplates an extremely elaborate cup; she is quite capable of turning those dreams into actions. She is of medium coloring. Queen of Cups: 7th-level priest (AC 7, hp 56, AT 1, Dmg 1d6+l or ld6+3); wears a ring of protection +1 and a cloak of protection +2 and carries a scepter that also acts as a mace +3. The spells the queen can cast include: command, sanctuary, cure light wounds, hold person (x2), silence 15' radius, animate dead, dispel magic, cure serious wounds. The Cup is her holy symbol. 49: King of Cups Solemn, level-headed, and responsible, the King sets the great Cup upon his right knee. Of medium coloring, he is a fair and lively minded man. King of Cups: 7th-level priest (AC 2, hp 56, AT 1, Dmg by weapon); wears bracers of defense (AC 5) and a ring of protection +3', and his Cup is also a decanter of endless water. His spells arc cure light wounds, light, sanctuary, hold person, slow poison, resist fire, prayer (x2), cure serious wounds. The Cup also serves as his holy symbol. Swords Swords generally represent courage boldness, violence, force, strength, authority, aggression, ambition, activity, accomplishment of goals (for good or ill); sometimes misfortune and disaster. This is the suit of fighters, of kings, and rulers. 50: Ace of Swords Issuing from a cloud, a hand grasps an upright sword, topped by a crown from which hang branches of olive and laurel. Upright, it signifies conquest, the triumph of brute force, championship, excessive use of power. Drawer will hit the next opponent in physical combat on every attempt (unless 21 or better is required to hit); but cannot strike to subdue that opponent. Reversed, it signifies debacle, disaster, lack of productivity, Pyrrhic victory. The next time drawer hits an opponent in physical combat, his or her weapon will do 2d4 plus the normal points of damage hut then shatters irreparably. If the blow is with a body part, said part will suffer a severe break, requiring a heal spell and four weeks of immobility to

become useful again. This applies even if the drawer was attempting to strike to subdue. 51: Two of Swords A blindfolded female figure balances two swords upon her shoulders beneath a new moon; behind her is a turbulent or rocky sea. Upright, the Two of Swords signifies balance of forces, expedience, conformity, alliance of arms, indecision or tension in relationships, stalemate, harmony, concord, affection. Loyalty and reaction rolls of friends, henchmen, and servitors change 1d6 points toward 12, going up or down as appropriate, over the next two turns. Reversed, it signifies treachery, disloyalty, duplicity, release, movement of affairs in the wrong direction. Loyalty and reaction rolls of friends, henchmen, and servitors will change 1d6 points toward 4, going up or down as appropriate, over the next two turns. 52: Three of Swords Against a turbulent background, a heart is pierced by three swords. Upright, this card signifies division, quarreling, separation, upheaval, civil war or political struggle, arguments. Those members of the party who do not make successful saving throws vs. spell (at -3) start a violent fight within the party in the next 1d4 turns; the drawer does not get a saving throw. The basis of the fight may be philosophical, racial, political, or religious. Those quarreling cannot be stopped (except forcefully, by those who made the saving throw) until at least one party member is unconscious or dead. Reversed, it has much the same meaning but to a lesser degree. Effects as above, but saving throws will be at +1, and those party members with a Wisdom of more than seven will be using nonlethal combat methods. (Note: In both these cases the effects of the card wear off in Jd4+3 hours, but the animosities created or revealed may linger.) 53: Four of Swords The image of a warrior lies upon a tomb or altar; alongside it is one sword, and three more hang in the background. Upright, the Four of Swords symbolizes repose, release, hermit's retreat, solitude, exile, replenishment (not death). After this adventure is completed, drawer will refrain from adventure and excitement for an extra four weeks plus ld.4 days after healing

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and other recovery are completed, regardless of inducements offered. The period of repose will be spent in solitary study and meditation, at the end of which the drawer rolls 4d4; if the resulting number is less than the drawer's Wisdom, he or she gains one hit point permanently, or two in the case of fighters (including paladins and rangers). Reversed, this card signifies circumspection, precautions, a need for careful administration, economy, prudent action. Drawer gains a permanent 10% increase in the chance of success of precautionary measures (listening at doors, attempting to detect evil/good, casting augury, and the like); but if the drawer is careless, the chance for him or her to be surprised is 2 in 6 greater. Thus, an elven drawer listening at a door behind which a band of orcs lurk will have a 5 in 20 (instead of 3 in 20) chance of hearing noise; a drawer checking an alley for danger with a medallion of ESP will suffer a malfunction on a 2 in 30 (rather than 5 in 30) chance, and so on; but a drawer who blithely enters a presumably empty woods without drawing weapons and taking similar prudent measures will be surprised on a 5 in 6 (instead of 3 in 6) chance by the enemy therein. 54: Five of Swords A scornful youth watches as two dejected figures slouch away; two swords lie on the ground, two more are slung over the youth's shoulder, and he holds the fifth pointed toward the ground. The sky is clouded and stormy. Upright, this card signifies defeat, dishonor, loss, degradation, infamy, destruction, conquest, cruelty, failure. In their next conflict with beings not evil in alignment, drawer and party will be defeated and surrender rather than be slain. They are stripped of weapons, valuables, and supplies— no lives are lost. Reversed, it signifies more or less the same, plus sorrow, weakness, funerals, loss of a friend. Effects as above, but the drawer suffers some form of humiliation or injury, possibly including the slaying of a familiar, henchman, or servitor. 55: Six of Swords A ferry keeper conveys solemn passengers to a further shore across calm waters.

Six swords stand hilt-up along the edge of the boat. Upright, it signifies a departure, breaking away, travel, success after anxiety, voluntary separation, water journey. The next effort by drawer and party to flee, avoid, or evade opposition that would normally fail, will succeed, unless the chance for success was zero (but also even then, if there is a body of water between the party and the pursuers). Drawer has a permanent 5% bonus chance of evading pursuit, if he or she can cross a body of water ahead of the pursuers. Reversed, it signifies outcry, lack of immediate solution, staying in place. The next time the drawer and party seek to flee, avoid, or evade, they fail badly because of slow speed, an involuntary outcry that alerts the opponents, or the inability to get across a body of water. Drawer also becomes permanently sensitive (-1 on saving throw) to attack forms based on loud sounds or outcries. 56: Seven of Swords A scurrying figure rushes away with five swords, while two other swords are left behind. Upright, it signifies partial success, a plan that may fail, plots and schemes, tricky endeavors. The next encounter in -which the drawer takes part will be a partial success: some opponents will escape with part of the treasures, valuables will be damaged in the fighting, other, similar, mishaps will occur. Any attempt to make the encounter more nearly a total success will bring the whole effort to ruin (while sacking up the last copper pieces and checking the chests for false bottoms, the party 'is surprised by returning opponents—and their allies). Reversed, this card signifies wishes soon to be fulfilled, chance of unexpected success; sound counsel, instruction. The next plan devised in part or whole by the drawer that involves at least 7% but no more than 49% chance of failure, will he a success, if the scheme is based on stealth, cunning, or deception (rather than a "smash and grab " operation). 57: Eight of Swords A female figure, her eyes covered, stands alone, surrounded by the swords of the card. Upright, the Eight of Swords signifies restriction, bondage, betrayal, imprisonment; chagrin; calumny or

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censure; temporary sickness. Drawer will be taken captive (and stripped of all gear, weapons, and possessions) by the next opposing group the party meets of greater power than their own. Reversed, it signifies prior treachery, disquiet, unforeseen mishap, fatality. Drawer encounters wandering monsters at twice the normal chance until the end of this adventure. 58. Nine of Swords A woman, racked with despair, is surrounded by the swords of the card; she is blanketed with roses, but feels only their thorns. Upright, this card signifies utter desolation, despair, misery, death, failure, disappointment, miscarriage or delay, deception, doubt, illness, loss. Drawer falls prey to melancholia after nine turns; if a successful save vs. death magic (at -2) is made, the melancholia will last for ld10+2 months; if not, it is permanent. During this period, the PC is doubly susceptible to illness and parasitic infestation. Reversed, it signifies doubt, suspicion, shame, patient suffering, "time heals all wounds," timidity, reasonable fear. Drawer has a -J to morale and react at -2 for 2d4+l weeks and heals at half speed until fully recovered from this adventure. The drawer then requires an additional Jd4+3 days of rest. 59: Ten of Swords A body, pierced by ten swords, lies upon a desolate plain beneath a blackened sky. Upright, the Ten of Swords signifies defeat, darkness, disaster, woe, loss, and desolation (but not death). Drawer loses the affection of all lovers, henchman, and associates (reaction and loyalty rolls are reduced by 3d4 points, with a new maximum of II), with the rest of the drawers party feeling uneasy around him and wishing to get rid of the drawer as soon as they can do so without endangering the party. Any home the drawer owns will be destroyed or taken, as will 80+ld20% of his or her material wealth. Reversed, this card signifies benefit, profit, success, and favor, but of a passing and impermanent sort. Drawer has 1d10 additional hit points for the next 10 days. 60: Page of Swords An alert, lithe, and energetic youth of dark coloring, the Page holds the sword

ready for action while walking briskly over rough ground. Page of Swords: 3rd-level fighter (AC 6, hp 30, AT 1 or 2, Dmg 1d8 (two attacks per round) or ld12+2 (one attack per round)), Str 16, Int 12, Wis 12, Dex 12, Con 12, Cha 12); wears bracers of defense (AC 6) and wields a Sword which is a long sword +1 with no special abilities. The page is unable to cast spells. 61: Knight of Swords A dashing and chivalric young man of dark coloring, the Knight rides full tilt across open, stormswept country. Brave and proud, he brandishes his Sword at unseen foes, or from sheer spirit. Knight of Swords: 5th-level fighter (AC 2, hp 50, AT 1, Dmg 1-8 or ld12+3); wears plate mail +1 and wields a long sword +2 with no special abilities. If the setting is suitable (heathland, plazas, moors) the Knight is riding a roan medium war horse (18 hp) and will appear already charging. 62: Queen of Swords Dark and grim, the Queen sits on her throne beneath a cloudy sky and brandishes her Sword as if to say "Approach who dares!" Queen of Swords: 7th-level fighter (AC 2, hp 70, AT 3/2, Dmg 1d8 or ld12+4); wears a ring of protection +J and bracers of defense (AC 3) and wields a Sword, which is a long sword +3 with no special abilities. 63: King of Swords The crowned King, dark and stern-looking, sits on a throne of judgment beneath stormy skies; his Sword is held in a manner which makes it menacingly clear that he is familiar with its use, for good or evil. King of Swords: 7th-level fighter (AC 1, hp 70, AT 3/2, Dmg 1d8 or ld12+4); wears chain mail +4 under his robes, and wields a Sword, which is a long sword +3 with no special abilities. Pentacles Pentacles represent material and financial matters, money, occupation, material gain, business development, and involvement in the world. This is the suit of the thief, and of the merchant. 64: Ace of Pentacles A single pentacle takes the form of a large coin or other piece of precious metal or jewelry; it is usually held by a hand or hands. In the background are flowers, butterflies, and the like.

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Upright, it signifies gold, content prosperity, the happiness and pleasure that wealth can bring. Concealed in or on some item acquired during this expedition, drawer will discover a gem worth at least 10,000gp. Reversed, it signifies greed, miserliness, that prosperity which gives no happiness, misused or corrupted wealth. Effects as above; also, for 2d4 months, all wealth gained by the drawer has no experience point value at all. 65: Two of Pentacles A youth in frivolous costume dances and juggles two pentacles; in the background ships are tossed on the high sea. Upright, this card signifies gaiety, lightheartedness, grace under pressure, but also difficulty in launching new ventures or adapting to additional burdens; variability of moods. Drawer gains one point of Dexterity, but receives only half the experience points actually earned until he or she has enough experience points for the next level. At this point, drawer will take twice the usual time for training and study, in order to gain the new level. Reversed, it signifies enforced or simulated gaiety and enjoyment. The next time the drawer is under attack, he or she will suffer the effects of Otto's irresistible daacefor ld4+3 rounds. 66: Three of Pentacles A master artist or mason carving pentacles in stonework is regarded approvingly by two robed figures (probably priests), one of whom holds a set of plans from which the crafter has been working. Upright, it signifies skill, craftsmanship, glory or renown (particularly in a commercial matter), mastery, rank and power in one's profession; it is also used to signify matters relating to secret societies, guilds and the like. Drawer receives a 30% bonus on all earned experience points until the next level is attained; thieves also gain a permanent 3% bonus in all professional skills. In addition, if drawer is a member of a society, guild, or the like, whose ranks are not based on character class levels, he or she will soon (3d'10 days) be promoted therein. Reversed, it signifies mediocrity and tack of skill, ineptitude, sloppiness, mercenary attitude, lack of destination. Drawer will Junction in all class skills as if one level lower, until the next

level is attained. In addition, if a member of such a group as is mentioned above, drawer will not be promoted therein far three months after the customary time, "having failed to distinguish him or herself 67: Four of Pentacles A hunched-over figure, crowned with one pentacle, grasps another fervently with hands and arms, and stands firmly upon two more; he clings avidly to what is already held. Upright, this card signifies making sure of material gains; worldly gain leading to nothing beyond it; sometimes (not always) miserliness and a lack of generosity, but always a monetary, mercenary concern and point of view. Drawer receives no experience points for any material gains made during this expedition, except thieves, who suffer only a 10% penalty. Reversed, it signifies material setbacks, opposition, delay, hindrance, chance of material losses. From 4-16% (4d4) of the drawer's total wealth will disappear or be stolen in the next four days, never to be recovered. 68: Five of Pentacles Two ragged figures (one on crutches), a man and a woman, pass beneath a lighted window in a snowstorm. They are clearly in distress. Upright, it signifies loss of home, destitution, joblessness; affinities discovered through mutual suffering; generally, troubles in the materialfinancial realm. Within 5 weeks of returning from this adventure, the drawer will lose all homes, savings, jewelry, magic items and other valuables, and job (including henchman status), if any; for SdlQ weeks after drawing this card, drawer will be doubly susceptible to illness, and to parasitic infestations. If drawer has a lover or spouse, they will each increase in loyalty toward each other by 5%. Reversed, it signifies disorder, discord, severe toil, overcoming of ruin; new interest in spirituality; need for charity. Drawer quarrels with the rest of the party over division of the proceeds of this expedition, and receives only one fifth of his or her rightful share. The drawer will spend at least five days in retreat and meditation under the tutelage of a priest of his or her faith. 69: Six of Pentacles

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An opulently dressed figure, probably a merchant, gives money to the distressed from a balance or scales, giving out of goodness of heart from present wealth and plenty. Upright, the Six of Pentacles signifies just and righteous charity, gifts and inheritance, wealth received for good reason, just desserts. When the proceeds of this expedition are divided up, drawer's share is 6d6% larger than it normally would be; drawer will give at least half of this bonus to a good religious body, or to a charity (these monies are not to be given to a player character, NPC, or ruler, regardless of alignments). The effects of this good act, if done by an evil or neutral character, must be adjudicated by the DM. Reversed, it signifies greed, jealousy, pride, or arrogance of wealth, envy, selfishness, refusal to give. When the proceeds of this expedition are divided up, NPCs swindle the drawer, so that his or her share is (2d6xl2%) of what it ought to be. The drawer does not realize this for at least six days afterward. 70: Seven of Pentacles An intense young man leaning upon his staff hovers protectively near seven pentacles attached to the greenery of the garden-like space he is tending. Upright, it signifies speculative pauses, fretting, anxiety, success not yet attained, disappointment. During the next project the drawer is engaged in which a long period of time passes (training for a new level, enchanting an item, anything requiring 10 days or more for completion), he or she must save vs. death magic once each week. Failure to make a successful saving throw means that the drawer has ruined the process through over anxiousness, and must begin anew or pay whatever penalty is imposed for such interruption. Interruptions caused by this card cannot exceed seven in number; and on each saving throw after the first, the drawer has a cumulative +J on the roll (thus, the second roll will be at +1, third at +2, and so on). Reversed, it signifies impatience, apprehension, suspicion, especially in money matters. Drawer will have a permanent -1% reaction to strangers and casual acquaintances who ask for favors or act in any way "suspicious," this penalty doubles for loans or other financial favors. 71: Eight of Pentacles

An artist sits happily carving out apentacle; other completed examples are racked neatly nearby. Upright, this card signifies work, craftsmanship, skills (perhaps still at an apprentice level); job or commission to come. If drawer is less than 3rd-level (or less than four combined levels, for a multiclassed character), he or she gains 3d8 hundred experience points; if higher, the gain is 3d8xlO experience points. Reversed, it signifies vanity, thwarted ambition, greed, usury, skill in cunning and intrigue, sharp practices. Drawer will soon (8d8 days) be shortchanged or hoodwinked in a major transaction, losing at least 8,000 but not more than 80,000 gold pieces. If drawer is a thief, there is a gain JdJ2xlOO experience points. 72: Nine of Pentacles A stately woman stands in a flourishing vineyard, presumably part of her manorial domain. On her wrist is a tame hawk; she is otherwise alone, and seems serene in her isolation. Upright, the Nine of Pentacles signifies security, prudence, wealth, selfsufficiency, love of gardens and home, comfort in material matters. For the rest of this expedition or adventure, any pickpocketing attempts upon the drawer fail (although the thief will not be caught); and until the drawer returns, his or her home is safe from robbery, burglary, and banditry. Drawer also gains a secondary skill in gardening. If a mage with no familiar, the next time the drawer is in an outdoor setting a hawk will come, tamely, to serve as a familiar; it will be fully trained for hunting too. Reversed, this card signifies robbery, loss of things treasured, roguery, danger from thieves. Caution is advised. There will be a burglary, robbery, or bandit raid on the drawer's home or headquarters during the present absence; much (60—90%) of the drawer's property will be stolen, including at least one item precious to the drawer. 73: Ten of Pentacles A man and a woman stand in the entry way of a house; a child and an elderly man each pet a dog contentedly. Upright, the card denotes gain, security, riches, family, home, stability. Drawer soon (5d10 days) gains a small but sturdy home, free of encumbrance; this may be gift of a ruler or patron, an inheritance

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or dowry—whatever is natural for the campaign. Reversed, it signifies loss, robbery, family misfortunes; elderly people may become a burden. Drawer will soon (5d 10 days) become obligated for the care of his parents, clan/guild/village elders, feudal dependents, or other aged persons to whom drawer is obligated (whether aware of it or not). 74: Page of Pentacles A Pentacle rests lightly in, or hovers over, the hands of the Page, a very dark youth who moves slowly through a flourishing field, his gaze seemingly fixed upon the lone symbol in studious reverie. Page of Pentacles: 3rd-level thief (AC 3, hp 18, AT 1, Dmg 1d4 or 1d3, Str 12, Int 12, Wis 12, Dex 16, Con 12, Cha 12); wears bracers of defense (AC 5) and has a hidden dagger. 75: Knight of Pentacles Sturdy, laborious, and patient, the Knight rides placidly through a freshly plowed field. A thoroughgoing materialist, he looks upon, but not within, the Pentacle of his suit. He is very dark and earthy in coloring. Knight of Pentacles: 4th/4th-level fighter/thief (AC 0, hp 44, AT 1, Dmg 1d8+l); wears plate mail +1 and a ring of invisibility, and carries a scimitar +1 with no special abilities, 76: Queen of Pentacles Very dark of coloring and meditative of expression, the Queen contemplates her Pentacle on a throne in a fertile bower; her serious, even melancholy mien suggests that she sees curious things indeed within that symbol. Queen of Pentacles: 7th-leve! thief (AC 4, hp 42, AT 1, Dmg special); wears a ring of protection +4 and carries a dagger of venom (Dmg ld4+2 vs. S-sized opponents, 1d4+l vs. M-sized, 2-4 vs. Lsized, plus poison to all opponents). 77: King of Pentacles A dark and courageous, yet somewhat lethargic figure, the King sits stolidly upon his throne within a flourishing garden, and placidly holds the Pentacle upon his knee; a short rod or wand is his scepter. King of Pentacles: 7th-level thief (AC 3, hp 42, AT I, Dmg 1d4 or 1d3); wears leather armor and a cloak of protection +3, and carries a wand of magic missiles (70 charges) and a dagger.

The Ancient Minchiate Tarot Of Many Things (adapted new cards by Fred Haskell) Roll 10d10+2d4-11 for 1-97 For Major Arcana only 8d6-7 for 1-41 For Minor Arcana only 5d12-4 for 1-56 The primary difference between this deck and other magical tarot decks is that there are more Major Arcana cards. This tarot contains 41 Major Arcana cards. In addition, all the "Page" cards are female Princess cards for two male and two female court cards per suit. Court Princess Cards: 32: Princess of Wands The Princess is a fair blond girl with ice blue eyes, who stands boldly holding a raised wand as if ready to attack. Princess of Wands: 3rd-level mage (AC 8, hp 10, AT 1, Dmg ld6+3, Str 12, Int 16, Wis 14, Dex 13, Con 12, Cha 16); wears boots of speed and carries a staff of striking (15 charges). The Princess's spells are magic missile, shield, stinking cloud. 46: Princess of Cups A fancily dressed young girl of medium coloration, the Princess stands lightly, contemplating the fish or other curious images emerging from the Cup being carried. Princess of Cups: 3rd-level priestess (AC 4, hp 22, AT 1, Dmg 1d6+l, Str 12, Int 13, Wis 16, Dex 13, Con 12, Cha 14); has bracers of defense (AC 4) and a mace +1. The Princess can cast the following spells: command, cure light wounds, hold person. The Cup is her holy symbol. 60: Princess of Swords An alert, lithe, and athletic sword maiden with black hair, the Princess holds the sword ready for action while walking briskly over rough ground. Princess of Swords: 3rd-level fighter (AC 6, hp 28, AT 1 or 2, Dmg 1d8 (two attacks per round) or ld12+2 (one attack per round), Str 16, Int 12, Wis 13, Dex 14, Con 12, Cha 13); wears bracers of defense (AC 6) and wields a Sword which is a long sword +1 with no special abilities. The Princess is unable to cast spells. 74: Princess of Pentacles A Pentacle rests lightly in, or hovers over, the hands of the Princess, a very

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dark young woman who moves slowly through a flourishing field, her gaze seemingly fixed upon the lone symbol in studious reverie. Princess of Pentacles: 3rd-level thief (AC 3, hp 17, AT 1, Dmg 1d4 or 1d3, Str 12, Int 12, Wis 13, Dex 16, Con 12, Cha 14); wears bracers of defense (AC 5) and has a hidden poisoned dagger. The extra Major Arcana are as follows: 78: Hope The card pictures a woman praying under a crown. Upright it signifies waiting and a positive outlook despite negative events. The character will never again suffer from wanton fear and will have immunity to the fear aura of dragons and other fear spells. There is always hope! Reversed is indicates a negative outlook and worldview, pessimism, and a "glass is half empty" viewpoint. The character always will save at -2 vs. any fear or morale based attack. 79: Prudence The card pictures a woman holding snake and mirror with her reflection. Upright it signifies caution and moderation in all things, refusal to take risks, and shrewdness. The Drawer always has a +1 on all saves since he watches his back and is always prepared. He becomes a better listener and negotiator gaining a +1 on all reaction rolls. Reversed it signifies rashness, stupidity, rushing ahead and excess. The Drawer always suffers from impatience and is always -1 in all reaction rolls and -1 in all saves. 80: Faith The card depicts a woman with turban reading holy scripture. Upright it signifies trust, rectitude, devotion to family, and respect for traditions. The character must reentrench himself in the faith of his family and people. He will double whatever he gives to his gods or if a non-giver will give 10% of whatever he gains. He will however, gain the blessings of faith and a permanent +2 to all saves from now on. Reversed it signifies rejection of faith and family traditions. The character may suffer a class switch (if a paladin or cleric) due to crisis of faith and must save vs. magic or undergo an alignment and/or class change. His new alignment

will be 50% to be different on the good/evil axis and 50% to be different on the law/chaos axis. Both may change, but one axis, at least, must change. If neutral, roll for a new alignment randomly. If his class is no longer possible in the new alignment then that too must change. If the save is made he must go a lengthy spiritual quest to regain his faith. 81: Charity The card depicts a woman on throne holding a golden orb of regalia. Upright it represents purist charity, giving, generosity, altruism, and love of fellow man. The character must devote himself to giving and freely gives away 30% of everything he gains. This may result in an alignment shift. He gains a point of Charisma and a +1 to all reaction rolls. Reversed it represents greed, avarice, egoism, and distrust of fellow man. The character loses a point of Charisma and suffers a -1 on all reaction rolls. An alignment change may be necessary. But all checks for gem base values always go up or stay the same never drop. All odd divisions of treasure seem to fall toward your character. Elements Elemental cards summon the type of element pictured and they will be friendly or hostile to the drawer depending on whether or not they are upright or reversed. No element need be present to summon these tarot elementals and they can function in environments otherwise hostile to their element such as a fire elemental existing underwater or an earth elemental summoned in wildspace. 82: Earth The card shows a forest landscape with mountains in the distance. Int: low AL: Neutral AC: 2 MOVE: 6 HD: 8 HP: 64 THACO: 13 NO. OF ATT: 1 DAMAGE/ATTACK: 4-32 +2 or better to hit 83: Air The card shows a lamb in a field the sky overhead filled with stars and birds in flight. Int: low

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AL: Neutral AC: 2 MOVE: FL 36 (A) HD: 8 HP: 64 THACO: 13 NO. OF ATT: 1 DAMAGE/ATTACK: 2-20 +2 or better to hit 84: Water The card shows a ship at sea under sail. Int: low AL: Neutral AC: 2 MOVE: 6 SW 18 HD: 8 HP: 64 THACO: 12 NO. OF ATT: 1 DAMAGE/ATTACK: 5-30 +2 or better to hit 85: Fire The card shows a raging bonfire. Int: low AL: Neutral AC: 2 MOVE: 12 HD: 8 HP: 64 THACO: 13

NO. OF ATT: 1 DAMAGE/ATTACK: 3-24 +2 or better to hit 86: Capricorn earth 87: Aquarius air Djinni 88: Pisces water 89: Aires fire 90: Taurus earth Dao 91: Gemini air 92: Cancer water Marid 93: Leo fire 94: Virgo earth 95: Libra air 96: Scorpio water 97: Sagittarius fire Efreeti

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Tarot Deck of Unalterable Fate Roll if no deck is at hand, 2d10+1d4-2 for 1-22 The Dragon Magazine Vol. 3, No. 12, June 1979 by Kevin Hendryx Illustrations by Grey Newberry

Tarot cards have been used as a means of divining the future for at least six centuries in Europe, and some form of Tarot probably existed in India and the Middle East during even earlier periods. The exact origin of 64

the ancient cards cannot be explained. When selected and displayed in a preordained arrangement, or "spread", each card represents or symbolizes an event, idea, or personal characteristic. Historically, the use of Tarot has been confined to personality interpretation and fortune telling. However, I have recently incorporated a magical set of Tarot cards into my dungeon, drawing on my own experience at reading Tarot and then adapting Tarot symbolism for D&D purposes. I have found it an interesting and enlivening item, a quasi-occult variant on the Deck of Many Things (see Greyhawk) but with many extra possibilities for adding intrigue, confusion, and a little healthy bloodshed to your dungeon expeditions. Like the Deck of Many Things, the Tarot Deck of Unalterable Fate is a rare, extremely powerful magical artifact. Only one exists in the known Universe. It belongs to no individual, but tends to appear when least expected and is usually well-guarded and/or booby-trapped. When its true nature is revealed, each dungeon adventurer may assume the position of Questioner and invoke upon the power of the Tarot cards by saying aloud the name of his patron deity and drawing a card from the deck (a list of cards and explanatory notes are given below). The stated effect of the card drawn occurs immediately, with no saving throw allowed. Only one card per character may be chosen — taking a second card will inevitably arouse the wrath of the invoked deity (or, worse still, the DM), and usually brings about such undesirable consequences as permanent imprisonment inside the Tarot deck, the reversal of a previously-drawn "good" card, immediate teleportation to Muleshoe, Texas, etc. The Deck of Unalterable Fate is not to be abused. The following are the 21 numbered and one unnumbered cards in the Greater Arcana of the basic Tarot deck, the cards most commonly utilized in reading Tarot. They are given in their ancient mystical sequence, and should be chosen randomly by the Questioner's roll at the time when he selects his card. [Roll 2d10+1d4-2 for 1-22] The Tarot card system is, of course, wide-open to expansion and improvement within a Dungeons & Dragons context. Readers familiar with Tarot may wish to enlarge the scope by devising rules governing the Lesser Arcana, with its 56 cards and four suits (Epees, Batons, Coupes, and Pentacles), the forerunner of today's card deck. Card Number ---- (00) I II III IV V VI VII VIII IX X XI XII

The Greater Arcana Le Mat (The Fool) Le Bateleur (The Magician) Junon (The Goddess) L'Imperatrice (The Empress) L'Empereur (The Emperor) Jupiter (The God, or Pope) L'Amoureux (The Lovers) Le Chariot (The Chariot) La Justice (Justice) L'Ermite (The Hermit) Le Roue de Fortune (The Wheel of Fortune) La Force (Strength) Le Pendu (The Hanged Man) 65

XIII XIV XV XVI XVII XVIII XIX XX XXI

La Mort (Death) Temperance (Temperance) Le Diable (The Devil) La Maison de Dieu (The House of God, or The Lightning-Struck Tower) L'Etoie (The Star) La Lune (The Moon) Le Soleil (The Sun) Le Jugement (Judgment) Le Monde (The World)

Le Mat-The Fool: Signifies folly, frivolity. Any character drawing The Fool gains a silly, worthless item from the table below (or create your own "zonks"). Roll 1 2 3 4 5 6 7 8 9

A giant rabbit costume A plate of hot potato salad A "Learn-to-Speak-Magyar" record A leopard skin loincloth A plastic whirligig A rubber duck A hurdy-gurdy A pacifier One pair of long, glow in the dark, violet and chartreuse Argyle stockings 10 A bottle of Scope mouthwash Note to DMs — Some ingenious players will actually find various bizarre uses for a few of these things. Do not discourage their creativity — the results are often highly entertaining. I Le Bateleur - The Magician: Symbolizes mysticism, imagination, and craft. This card is specifically directed at Magic-Users. A non-Magic-User drawing it merely gains a miscellaneous magic item from the Greyhawk tables. A Magic-User not only gains a miscellaneous magic item, but also gains the permanent use of one spell of the next highest level, i.e., a 2nd level Magic-User gains the use of a spell usable by a 3rd Level MagicUser. The DM should select the spell by a die roll rather than let the player choose. II Junon - The Goddess: Represents wisdom, sagacity. This card has no effect on any player except Clerics. A Cleric taking this card has his wisdom boosted to 18 and gains permanent use of one spell of the next higher level. III L'Imperatrice - The Empress: Symbolizes feminine progress, attainment. Has no effect unless drawn by a female character. A woman gains a sum of money from the following table: Roll

Treasure 66

1-4 5-7 8-9 10

400 G.P. 600 G.P. 800 G.P. 1,000 G.P.

IV L'Empereur - The Emperor: Represents wealth, worldly power. The masculine equivalent of The Empress, this card affects only male characters. A man gains treasure on the same table as for a woman under The Empress, above. V Jupiter- The God, or Pope: Symbolizes mercy, humility, spiritualism. Like its companion card, Junon, Jupiter only affects Clerics. It also raises a cleric’s wisdom to 18, but grants two permanent spells of the next highest level. VI L'Amoureux - The Lovers: Signifies romance, yearning. The character drawing this card will fall uncontrollably in love with the first character (player or non-player) of the opposite sex he/she encounters. VII Le Chariot - The Chariot: Represents ordeal, turmoil, conquest war. The player gains one magic sword, miscellaneous weapon, or piece of armor from the Greyhawk [magic treasure] lists. VIII La Justice - Justice: Signifies justice, trial, honor, and fairness. This card brings about an immediate "Trial-by-Combat," in that a character of the same level, armament, and hit points but of opposite alignment will appear and engage the player in a fight to the death. If he kills the player, or is killed himself, he will instantly vanish. All other players in the room are frozen in suspended time and may not move, speak, or interfere; no wandering beasties will enter the room during the battle. Note: a player of neutral alignment will be matched against a neutral opponent, but the combat will be resolved in the same way as for a Good vs. Evil contest. Magic-Users, Clerics, Druids, etc. will face opponents commanding the exact same spells, though they may not necessarily employ them. IX L'Ermite - The Hermit: Represents withdrawal, solitude, and desertion. Drawing this card instantly transports the hapless player— and him alone—to another room of the dungeon, to be randomly chosen. As this is often tantamount to a death sentence in its own right (though not always), DMs should be merciful and at least keep the poor beggar on the same dungeon level. X La Roue de Fortune - The Wheel of Fortune: Signifies advancement (for better or possibly worse), luck, fate, and destiny. Because this is such an all-encompassing card I recommend a roll on the table below to determine the area of concern: Roll

Receive 67

01-20 21-40 41-60 61-70 71-80 81-90 91-00

Magic Misc. Magic Magic Magic Magic Misc.

Sword Magic Weapon Armor Potion Ring Wand, Stave, or Rod Magic item

Roll again for the actual result on the appropriate table. XI La Force - Strength: Symbolizes fortitude, energy, physical strength, and fervor. This card is specially tailored for the fighter character. All characters drawing La Force add one to their strength and have any lost hit points restored. But a fighter has his strength raised to 18, and may then roll for exceptional strength 18/01 to 18/00 in Advanced Dungeons & Dragons. XII Le Pendu - The Hanged Man: Suggests life in suspension, readjustment, transition, and sacrifice. Player drops one level of experience, losing all affected spells, hit points, modifiers, etc. Naturally, a 1st level (or 0 level) character will, (ahem) die. XIII La Mort - Death: Symbolizes loss, ruin, disaster, and death. Instant death. (Sorry, Charlie, It’s a 1-22 chance you take.) XIV Temperance - Temperance: Suggests harmony, and compatability. This card raises the player’s charisma 3 points. XV Le Diable - The Devil: Represents violence, astral influence, bondage, and black magic. Drawing this card summons a Bone Devil (See Advanced D&D Monster Manual) from the 5th plane of Hell who will attack the party and attempt to kill the characters or take them enslaved back to Hell. XVI La Maison de Dieu - The House of God, or The Lightning- Struck Tower: Suggests major catastrophe, misery, or bankruptcy. The player unfortunate to draw this card loses all his material wealth (money, gems, valuable or magic weapons, armor, potions, artifacts, etc.) except for a simple tunic, basic dungeon supplies, one non-magic weapon, and 13 G.P. XVII L'Etoile - The Star: Symbolizes good omen, hope, and good luck. The drawer permanently gains a +3 modifier on all saving throws. XVIII La Lune - The Moon: Implies deception, false pretense, trickery, and dishonesty. The player's alignment changes to Chaotic Evil. If already Chaotic Evil, the player goes insane. (See The Dragon #18, Sept. 1978 for insanity chart and rules by Kevin Thompson.) XIX Le Soleil - The Sun: Symbolizes success, triumph, and achievement. The drawer gains 100 to 600 G.P. (roll one 6-sided die) and 68

is automatically raised one level, with all benefits and modifiers taking immediate effect XX Le Jugement - Judgment: Suggests rebirth, rejuvenation, and readjustment. All lost hit points are restored at once to the drawer of this card. XXI Le Monde - The World: Represents attainment, ultimate culmination, and triumph in all undertakings. The player gains two miscellaneous magic items from the treasure tables and gains 100 to 800 G.P. (roll one 8-side die). __________________________________________________________________________

Deck of Fates (from Dungeon Crawl Classics Saga of the Witch Queen) This group of cards make up a 72-card deck that together comprise a fabled artifact known as the Deck of Fates. When all 72 cards are present, the holder is rumored to be able to predict future events with a great degree of accuracy. But even the lesser deck of 12 cards can work powerful magics. Mere possession of the deck grants a +1 luck bonus to all saving throws. It also allows the user to cast augury 1/day, divination 1/week, and legend lore 1/month. Further details of this ledgendary artifact are left to the discretion of the GM as to how it fits into his or her campaign. The full deck grants…. They are organized by icon and suit. Just as there can be an ace of diamonds, so here there are: Skull of Gems Skull of Shields Skull of Swords Skull of Trees Snake Snake Snake Snake Wyrm Wyrm Wyrm Wyrm

of of of of of of of of

Gems Shields Swords Trees Gems Shields Swords Trees

________________________________________________________________________ 69

Dynnod Tarot The Dynnod Tarot (Welsh for images) is a 22 card tarot deck of painted plaques used for seeing visions. It was made by dark and powerful gods before the time of good and evil. {from the works of T.E.D. Klien} 1. Sun (dower) 2. Moon (star is inside crescent) 3. Book (House of Souls, yellow cover) 4. Bird (white bird with red chest) 5. Watchers (3 cats) 6. Moth (leaf-like moth) 7. Wand (black and shiny) 8. Dhol (like a large rat) 9. Serpent (white) 10. Mound (large and dark) 11. Lovers (lying together)

12. Eye (in tree branches) 13. Rose (the inner petals have teeth) 14. Marriage (a woman and the Dhol) 15. Pool (dark and still) 16. Tree (same as 12 without the eye) 17. Joker Symbol (three concentric circles cut through by a line, see figure 1) 18. Spring (all white on dark) 19. Summer (all green on white) 20. Fall (all red on white) 21. Winter (all black on white, as after a fire) 22. Egg (the planet earth)

figure 1. Circles of Thaol ________________________________________________________________________ The Deck of Past & Future Possibilities by Sean K. Reynolds Use a standard 52-card playing card deck, including jokers. The deck follows the same rules as a deck of many things. Caster Level: 20th; Weight: ½ pound. If you have no cards, roll 5d10+1d6+1d4-6. Card Image Spades Ace Death 2 Time 3

Slaughter

Effect Undead gain a +2 to attacks, saves, and checks against you. You are immune to slow spells, plus immunity to aging and age effects as if you were a 15th-level druid. Critical threats against you are automatically confirmed. 70

4

Fate

5

Pestilence

6

War

7 8 9

Famine Nature Evil

fight their 10 Tactician Jack

Chaos

1d6 Queen

Life

King

Peace

Diamonds King Darkness Adaptation feat darkvision. Queen Ghost Jack

Earth

10

Pain

9

Air

8

Prison

7 6

Fire Scar

5 4

Water Coward

shaken 3 Light turn

You gain the granted power of the Luck domain. If you already have that ability, you can use it one more time per day. You are afflicted with demon fever, and magical attempts to cure it must succeed at a caster level check (DC 31). You are immune to fear, gain a +2 inherent bonus to Constitution, and a +1 competence bonus to attacks with one melee weapon of your choice. You must eat a meal every hour or face starvation checks each hour. You may speak with plants(Sp) at will and use control plant (Sp) once per day. You must fight a demon; it has exactly your abilities except it is an outsider (chaotic, evil) with SR 11+character level and DR 10/+2. Anyone who helps you must own demon. When you attack a creature in melee that is already flanked by your allies, you attack it as if you were flanking it as well. You gain a +2 resistance bonus to all saves against enchantments. All of your magic items are immediately drained of all power. You gain a touch attack that functions as a rod of cancellation, but each time you use it you deal yourself points of temporary Constitution damage. You gain a +2 inherent bonus to Constitution. The next time you die, you are immediately subject to a true resurrection spell. By concentrating, you may radiate a 30 ft. emanation of ca/m emotions and emotion: friendship. You gain 120 ft. darkvision but gain the light blindness special quality as if you were a drow. You may overcome this light sensitivity by acquiring the Daylight (it has no prerequisites); gaining the feat does not make you lose your You suffer 2 points of permanent Constitution drain and are -2 to attacks, saves, and checks against incorporeal undead (including ghosts). You are protected as if under the effects of a feather fall spell at all times. You gain the ability to speak, read, and understand Terran. You are plagued with constant pains, giving you a -2 penalty to Dexterity and a 20% spell failure chance. You may become invisible at will. You gain the ability to speak, read, and understand Auran. Body functions, but soul is trapped elsewhere (as The Void card from the Deck of Many Things). You gain fire resistance 30. You gain the ability to speak, read, and understand Ignan. The next three successful attacks against you cause terrible scarring, resulting in the permanent reduction of your Charisma by 6 points. One wish restores one point of Charisma, one miracle restores two, otherwise the scarring cannot be repaired. You may water walk at will. You gain the ability to speak, read, and understand Aquan. You have a -4 penalty to saving throws against fear effects (a paladin loses his immunity to fear). At the start of any combat you must succeed at a DC 15 Will save or be for the duration of the combat (your -4 penalty applies to this roll). You gain the ability to create light (Sp) at will. You may turn undead once per day as a cleric of your class level (if you can already turn undead, you gain one additional attempt per day). 71

2

Burn

that fire Ace Aura Clubs Ace

Decay

2

Touch

3 4

Drought Taste

5

Bleed

6 7

Soul Retch

8

Sight

9

Hackles

made 10

Sound

Jack Queen King

Failure Scent Loss

Hearts King Scroll level when this Queen Hate Jack

Blood

10

Break

spell, Saving

You take double damage from fire. Any time you see a fire of bonfire size or larger you must succeed at a DC 15 Will saving throw or be shaken as long as you can see or for 1 minute, whichever is longer. You may detect evil as a paladin. You can use true seeing (Sp) once per day as a cleric of your level. You lose 2 points of Constitution. Once per week you must make a DC 10 Constitution check or acquire a random nonmagical disease from those listed in the DMG. You gain a +10 competence bonus to Search checks. By making a successful touch attack against a creature, you can attune yourself to them, gaining a +2 competence bonus to attack rolls against them for 24 hours. You must drink a waterskin of liquid every hour or face thirst checks each hour. You can safely detect poison (Sp) by tasting the item in question and gain a +10 bonus to Alchemy checks to identify potions (by taste, can be done untrained, not requiring spending gp). All of your wounds bleed excessively. Any weapon used against you causes you to bleed as if it were a sword of wounding. You are protected by a death ward at all times. You suffer a -2 penalty to saving throws against poison and disease and 2 points of Constitution drain. You gain a +10 competence bonus to Spot checks and a +4 competence bonus to disbelieve illusions. All animals and beasts have the "unfriendly" attitude against you. You have a -4 penalty to Animal Empathy and Handle Animal checks, or to Charisma-based checks against characters with either of those skills. You gain a +10 competence bonus to Listen checks, a +5 competence bonus to Sense Motive checks, and a +5 competence bonus to Innuendo checks to understand a transmitted message. You suffer a -4 penalty to attacks, saves, and checks. You gain the Scent ability with a range of 30 feet. You go blind, deaf, and lose the ability to speak. A heal spell will restore your ability to speak. If you are a spellcaster, you gain the ability to cast a spell (as a spell-like ability) once per day of a spell level equal to the highest-level spell you can cast. If you are not a spellcaster, the spell is from a random spellcasting class' spell list and is of a spell equal to one-half your highest class level. In either case, the spell cannot have an expensive material component or XP cost. This spell is chosen randomly ability is acquired and never changes. You suffer a -4 to all Charisma-based checks, and all new people you meet dislike you as if under the effects of emotion: hate. You heal 1 point of damage per hour and are protected as if carrying a periapt of wound closure. Any creature that attacks you gains the benefits of the Sunder feat. Furthermore, your items are subject to damage whenever you fail a saving throw against a damaging instead of only when you roll a 1 on your saving throw (see Items Suffering a Throw, Player's Handbook page 150). 72

9

Song

to 8

Tread

7

Color

6

Deluge

DC 15 5

Thought

4

Thirst

this 3 2

Proof Numb

Ace

Star

Non-Suit Cards Red Joker Black Joker

You gain a +4 bonus to saving throws against sonic effects. If you are a bard, you gain one more use of bardic music each day. If you are not a bard, you gain the ability inspire courage as a bard of your character level once per day. You become extremely bowlegged and gain a limp. Your movement is reduced by half and you suffer 2 points of Dexterity drain. You gain a +2 inherent bonus to Wisdom and a +4 resistance bonus to all mind-affecting attacks. You suffer 2 points of Constitution drain and a -10 penalty to all Swim checks. Upon seeing any body of water that could hold your entire body ou must succeed at a Will save or be shaken for as long as you can see the water. You gain a +2 inherent bonus to Intelligence. Resting to prepare spells only takes you 4 hours instead of 8. You develop an unnatural thirst for the blood of creatures of your own type (for example, a human would crave human blood). You must drink a flask of blood of this type each day or be unable to heal naturally that day. Any day that you do not drink blood in manner causes you to permanently lose 1 hit point. You may concentrate to form a zone of truth at will. You are immune to stunning and pain effects. You suffer a -5 circumstance penalty to checks involving the sense of touch. You are immune to fire. At will by concentrating you may shine as if you were the source of a daylight spell. Absorption Desorption

Gains 10,000 XP or two more draws from the deck. Lose 10,000 XP and you must draw again.

________________________________________________________________________ Deck of Wondrous Power XP Value: 2,000 GP Value: 20,000 The Book of Marvelous Magic This unusual deck has 52 cards and appears to be standard, large deck. Its creation and powers are complete mysteries. When touched, the deck speaks and announces that its power is available but that it will disappear in 24 hours. It further explains that each member of the group finding it may draw one card, and only one card, during that time. The deck does not speak again. If a second card is drawn by any individual, or if a card is" drawn by someone who is not a member the group that found it, the deck disappears immediately, and the card is lost. The deck of wondrous power disappears 24 hours after making its speech: it disappears earlier if all persons entitled to a draw have either drawn or turned down the chance. During the game, an ordinary, modern 52 card deck is used. The DM shuffles the deck, and the players may each turn down the offer to draw or take a chance with the deck. To determine the effect, the player cuts the cards and turns over the top card; its effect is then immediately applied to the character. The card is then replaced, and the DM shuffles again before proceeding to the next player. Red cards give good fortune, but black cards bode ill. The effects cannot be altered, even with a wish, but some 73

bad results can be changed with time. For example, if experience points are lost, the character may regain them by normal means. (Optional rule: Hearts and Spades cause double effects.) (Optional rule: Jokers are strictly optional.) If you have no cards, roll 5d10+1d6+1d4-6. If you are not using jokers, roll 5d10+2d4-6. The effects of the cards are: Ace: If red, gain one wish. If black, lose one wish already possessed or the first wish gained thereafter. King: Gain (red) or lose (black) 50,000 experience points (minimum of 0). Queen: Gain (red) or lose (black) two points from the character's Prime Requisite score. If score reaches 3 or 18, apply excess points to or against Constitution. Jack: Gain (red) 50,000 gp in gems or lose (black) either three-fourths of all cash assets owned (counting all coins, gems, and jewelry either carried or stored) or 50,000 gp, whichever is less. Ten: Gain (red) or lose (black) 10,000 experience points (minimum of 0). Nine: Gain (red) one beneficial miscellaneous magic item (useful, not cursed) or lose (black) the most valuable magic item owned (checking miscellaneous magic items first even if cursed, then rings, rods, staves, wands, etc.) Eight: Gain (red) or lose (black) two points of Constitution (maximum of 18, minimum of 3, excess applied to or taken from Strength). Seven: +1 bonus (red) or -1 penalty (black) to all saving throws. Six: -1 bonus (red) or +1 penalty (black) to Armor Class because of unalterable skin changes. Five: Gain (red) or lose (black) two points of Charisma. Four: +1 bonus (red) or-1 penalty (black) to all hit rolls. Three: +1 bonus (red) or-1 penalty (black) to all damage rolls. Two: Movement speed is gained (red) or lost (black) by 3. Red Joker: gain 10,000 experience points, and do not have to draw again. Black Joker: lose 10,000 experience points, and must draw 2 more cards. ________________________________________________________________________

Deck of the Scrivener

by Fred Haskell ©2007 The Deck of the Scrivener is much like other magical decks in that is usually found wrapped or boxed. It is most often found double wrapped in runed silk wrapped in oiled sealskin to help protect it from moisture and rough handling. This in turn is often in one or more fitted boxes of wood and metal covered in fire and water protective glyphs. The cards themselves are either vellum with the backs painted on the rough vellum "back," or on thin ivory sheets. Sometimes the cards are painted platinum sheets. The Deck of the Scrivener's images are not normal, however. They magically move with animate liveliness and sparkle and glow with life.

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Merely unwrapping the cards bestows the knowledge that the drawer must choose to draw zero to three cards and announce this decision. Only intelligent beings may draw. Familiars may not draw for the deck owner. As soon as one of these cards is drawn from the pack, its magic is bestowed upon the person who drew it, for better or worse. The drawer who chooses to draw no cards may pass the deck on but may never again draw from this deck. Trying to do so reveals only blank cards. Cards must be drawn within 1 hour of each other, and a drawer may never again draw from this deck any more cards than he has announced (unless the cards direct otherwise). If the character does not willingly draw his allotted number (or if he is somehow prevented from doing so), the cards flip out of the deck on their own. Each time a card is taken from the deck, it is replaced (making it possible to draw the same card twice or thrice or more) unless the draw is the Scriptorium or the Black Lodge, in which case the card does not reappear even if replaced (For game play simply discard these cards once drawn.). A Deck of the Scrivener contains 22 cards. To simulate the magic cards, you may want to use playing cards. The cards and their effects are fully described below. Drawers pulling a card a second or more times must roll against 50% for additional effects or no additional effect. Once any additional effects have occurred, there are no more additional effects unless noted otherwise. If you have no deck roll 2d10+1d4-2 for 1-22 1) Air: The serene perfection of the ice blue Kirin represents the blessings of sky and the element of Air. The Drawer can now fly like a dove (Fly 12") and knows the languages of the birds. An additional effect would be to fly at Hawk speed 33". 2) Fire: The Foo-Lion of Fire roars at the Drawer granting the blessing of Fire. The Drawer is never again harmed by normal fire and can hereafter produce small fires at will. An additional effect would be to produce a 1d8 damage cone of fire 10" long once per day in addition to normal fires. 3) Water: A green Dragon-fish rides rough waves and grants the Drawer the blessing of Water, granting the ability to breathe water at will and speak to any fish in the seas. An additional effect would be to swim at dolphin speed 30". 4) Earth: A mighty panda of quartz rests in the mountains. The Drawer is blessed by the Earth and can never again suffer damage from any fall to the earth and can Passwall once a day at will. An additional effect would be to be able to speak to stones. 5) Nature: An albino Celestial dragon relaxes by cool shady trees and grants the boon of Mother Nature to the Drawer. The Drawer can speak to trees and plants and is 10% less likely to ever become lost on the ground. An additional effect would be to naturally have a hallucinatory terrain wherever one travels. 6) Time: Time waits for no man. But now it waits for thee. The Drawer has the power to step outside of time for 5 seconds each day. The world stops but the Drawer can move. But he pays a price this once and ages 1d10 years right now. An additional effect would be to be able to step outside time for 10 seconds and pay another 1d10 years. A third draw would pay the same 1d10 years but allow moving forward or backward in time up to one minute. 7) Scriptorium: The library of infinite knowledge awaits you. From the many possibilities of the Elder Keys of the Akashic Records the temptation is too great. You must draw twice more. Remove this card when drawn. 8) Tri-Mobius: The single Mobius has one surface area, the dual has two, but the TriMobius circles three times and three and is one. It represents completion of a cycle. The

75

Drawer has different. remain but definitely effect.

completed this life and now reincarnates as something or someone completely He only has a 50% chance to remember his old life. His clothes and belongings may or may not fit or be useful. An additional effect would be his old life gone and not remembered. No save. No wishes will reverse this additional

9) Ouroboros: The Ouroboros represents infinity and the constant renewal of life. The snake sheds his skin and is reborn. The Drawer now sheds a level and adds a level in a new class. A new class is added even if a dual class is impossible for the Drawer's race or abilities. The nearest class possible to the Drawer's abilities is chosen, but one is chosen. First and Zero Level characters merely add a zero level in the new class but must pay double experience to raise to the first level. An additional effect would be to add yet another class and another. Even if this card is drawn five times, more classes are possible. 10) Black Lodge: The Black Lodge of ancient hidden mysteries and hermetic wisdom beckons. The Drawer gains one point of Wisdom but it may change (50%) his alignment. If so, it is an equal chance in any direction. You may draw once or twice more. Remove this card when drawn. 11) Grimoire: The ancient tome of the hoary sorcerer covered with elder cabalistic runes and protective sigils designed in fanciful arabesques executed in blood holds both knowledge and power. But it also holds danger. Energy bursts forth upon the Drawer and transforms one of his levels into that of a first level magic user. This happens regardless of whether it is allowed by race or class restriction. Zero and first level characters must save at -2 or be teleported 1,000 miles away. Current magic users gain two levels but lose a point of constitution for 1d4 months due to the strain. Teleported characters need draw no more cards even if draws were mandatory. An additional effect would be to add yet two more levels but no more are possible after this and the constitution cost is 2 points for 8 months, in addition to any previous loss. 12) Reliquary: The scintillant dark crystal surface of the Octahedron Sepulcher sparkles as it floats in the æther of nilspace. Also known as the Reliquary of Thom, it holds untold and unknown primordial powers. The Drawer must defeat himself to gain a powerful magic weapon. An additional effect would be the gift of another weapon or magic item at no cost with no combat required! 13) Oubliette: The Oubliette is a dark and hopeless place with no door…no exit. The grate of light is the only opening. The Drawer is sucked away to be a prisoner of a powerful outsider on another plane of existence. No more cards can be, nor need be, drawn after this card. 14) Fastitocalon: The great monster turtle as old as Oerth itself, who swims the seas of eternity gulps down the entire group of the Drawer and pulls them to a random outer plane. Roll 1d20 with 1-16 going to the upper level of the outer planes on the wheel starting with the Seven Heavens, 17 going to Concordant Opposition, 18 to the Astral, 19 to an alternate Prime and 20 to an unknown plane. No more cards can be, nor need be, drawn after this card unless the deck came through with the party. Roll to determine this, 50%. There are no additional effects, other than constantly moving between planes. No 50% roll needed! 15) Behemoth: From neath earth's shadowed hide comes the Behemoth. The Drawer has invoked the anger of the earth and is swallowed up. The Drawer is teleported into the nearest section of the caverns of the Underdark. No more cards can be, nor need be, drawn after this card. 16) Leviathan: Rising out of the waves is the great Leviathan, armored and terrible. The Drawer has invoked the anger of the seas and is teleported deep under the ocean to the nearest Sahuagin city. No more cards can be, nor need be, drawn after this card.

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17) Ziz: Flying from above with thunder in its wake is the mighty Ziz, Roc of Rocs. The Drawer has invoked the anger of the air and is teleported to the nearest cloud island thousands of feet in the air. No more cards can be, nor need be, drawn after this card. 18) Salamander: The flaming elemental sprite of Fire, the Salamander, marks the Drawer. The Drawer is whisked away to the fabled City of Brass in the Elemental Plane of Fire, to its slave quarters. No more cards can be, nor need be, drawn after this card. 19) Lama: The great long-lobbed Lama waits floating in the lines of probability over the sea of thought. The Drawer rolls against his Wisdom. Rolls below allow for 3 questions to be answered, much like a Contact Higher Plane. Rolling above sends the Drawer on a Geas Quest to find himself and gain wisdom. No more cards can be, nor need be, drawn after a wisdom quest result. Rolling exact to the Wisdom score allows for more complete answers. Creatures who draw with no Wisdom characteristic use a base score of 10. An additional effect would be gaining a second round of three questions but no more after that. 20) Kraken: The Kraken has been released! Rising from his phosphor-starry depths the Kraken pulls down the Drawer and takes away all his carried possessions, removes all but one life level, and removes all but one hit point, leaving him brine soaked and naked, scarred with the claws of the Kraken. Familiars, mounts, and linked intelligent magic weapons save at +2. There are never additional effects from drawing this card a second or third or more times, only a horrible roaring and the fetid breath and briny miasma of the Kraken washing over the party. 21) Phoenix: The Phoenix rises flaming from the ashes reborn. The Drawer is burned in fire. He loses all his possessions that fail to save. Magic items are not affected nor are mounts or familiars. His race, sex, age, and memories do not change but he looks like a new person different and changed forever. The Drawer also now always regenerates like a Troll, gaining 1 hit point per melee. An additional effect would be staying the same 'new self' but with sex reversed (or adding a sex if none was present)! 22) Occam's Razor: Simple and elegant, with an edge like sharp diamond, Occam's Razor cuts to the point. The Drawer gains a bejeweled hilt that can generate a blade of brilliant blue energy that can cut through almost anything. The blade responds at will and lasts as long as needed. It acts as a +4 hit and damage broadsword. It can affect even creatures requiring +5 and above weapons to hit. The blade is 1.5 inches long per Intelligence point of the character, maximum of 37.5 inches. It is usable by ANY class or race. An additional effect would be gaining a 2 inch increase per intelligence point on the drawer's existing blade. A third effect would be an additional shorter blade of 1 inch per INT point at +3 to hit and damage but otherwise identical to the first blade. No additional effects would occur after this. 1) Air: Deuce of Spades 2) Fire: Deuce of Diamonds 3) Water: Ace of Spades 4) Earth: Queen of Spades 5) Nature: Ace of Hearts 6) Time: Queen of Clubs 7) Scriptorium: Joker 8) Tri-Mobius: Deuce of Hearts 9) Ouroboros: Deuce of Clubs 10) Black Lodge: Joker (red or colored or with trademark) 11) Grimoire: Queen of Hearts 12) Reliquary: Jack of Hearts 13) Oubliette: Queen of Diamonds 14) Fastitocalon: Jack of Spades 15) Behemoth: King of Spades 16) Leviathan: Jack of Clubs 17) Ziz: Jack of Diamonds 18) Salamander: King of Diamonds

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19) 20) 21) 22)

Lama: Ace of Clubs Kraken: King of Hearts Phoenix: Ace of Diamonds Occam's Razor: King of Clubs

________________________________________________________________________ THE DECK OF FICKLE FORTUNE (of Tegal Manor) This enchanted deck of intricately hand-colored pasteboards has been in the Rump family for generations, though its origin is unknown. Its capricious nature has also earned it the name "Dame Fortune's Folly". It's magics are very potent, and the results usually permanent (though the details have been deliberately left somewhat vague for the GM to adapt to his own campaign and game system used). Normally, one may only draw once from the deck in any moon to derive a magical effect from the card drawn (unless one draws "Fortune's Wheel"); further attempts will only reveal the cards themselves, not their effects. In order for the cards to activate their magicks, they must be drawn blindlystacking the deck will achieve either nothing, or a most dire consequence (GM discretion). There are 22 cards. To determine the consequences of a card drawn from the pack, roll D100 and consult the table below: Roll: 01-02 03-04 05-06 07-08 09-10 11-12 13-14 15-16 17-18 19-20 21-22 23-24 25-26 27-28 29-31 32-34 35-37 38-40 41-43 44-46 47-49 50-52 53-55 56-58 59-61 62-64 65-67 68-70 71-72 73-74 75-76 77-78 79-80 81-82 83-84 85-86

Card drawn, and its effect: The Star: Major Blessing The Star, reversed: Minor Blessing The Enchantress: Alter Magicks (spell, good) The Mage: Alter Magic Item (good) The Moon: Enhance Magic Spell (adds skill to one) The Sun: Enhance Major Skill The Sun, reversed: Enhance Minor Skill The Coin: Nourish (eliminates hunger for one day) The Chalice: Restore Vitality (negates all fatigue penalties) The Candle: Alter Form (beneficial effect) The Wand: Alter Race (Roll 1D6: 1-Human, 2=Elf, 3=Dwarf, 4=Halfling, 5=Half-Elf, 6=Orc) The Quill: Alter Color (beautiful, even if bizarre) The Masque: Alter Sex The Sword: Alter Weapon (an enhancement) The King: Enhance Strength The Queen: Enhance Intelligence The Prince: Enhance Constitution The Princess: Enhance Wisdom The Knight: Enhance Agility The Lady: Enhance Dexterity The Jester: Enhance Charisma The Jester, reversed: Diminish Charisma The Lady, reversed: Diminish Dexterity The Knight, reversed: Diminish Agility The Princess, reversed: Diminish Wisdom The Prince, reversed: Diminish Constitution The Queen, reversed: Diminish Intelligence The King, reversed: Diminish Strength The Sword, reversed: Alter Weapon (an impairment) The Masque, reversed: Twin (become duplicate of random party-member) The Quill, reversed: Alter Color (ugly/repellent) The Wand, reversed: Exchange Form (with a random party-member) The Candle, reversed: Alter Form (detremental effect) The Chalice, reversed: Reduce Vitality (doubles all fatigue accrued) The Coin, reversed: Famish (hunger cannot be appeased for one day) Sun Eclipsed: Diminish Major Skill

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87-88 Sun Eclipsed, reversed: Diminish Minor Skill 89-90 The Moon, reversed: Diminish Magic Spell (reduces skill with one spell) 91-92 The Mage, reversed: Alter Magic Item (bad) 93-94 The Enchantress, reversed: Alter Magicks (spell, bad) 95-96 Old Night (The Dark), reversed: Minor Curse 97-98 Old Night (The Dark): Major Curse 99 Fortune's Wheel: Double (draw twice, but ignore this roll if repeated) 00 Fortune's Wheel, reversed: Nothing (and the deck vanishes!) Key Some are explained the rest are here: Major Blessing -- wish Minor Blessing –- limited wish Alter Magicks –- random beneficial spell cast on oneself or a bad spell Alter Magic Item -– gain beneficial magic item or gain cursed item Enhance Magic Spell –- gain or lose spell or proficiency slot (for weapon or otherwise) Enhance Major Skill –- plus one level or lose one Enhance Minor Skill -- +10,000 exp pts or minus Alter Form –- add wings, extra thumbs etc. or something bad like turn green Alter Weapon –- add +1 to weapon or -1 Enhance Strength etc. -- +1 or -1 for Diminish Minor Curse -- +1 to be hit by everyone Major Curse -- +2 to be hit by everyone

________________________________________________________________________ Deck of Several Things by Lew Pulsipher (roll 3d6+1d3-3) 01 Joker-gain 12,000 experience or draw two additional cards. 02 Joker--as above. 03 Help from a hero with +1 armor, shield and sword for one hour when you call. Gear and man disappear at the end of the alloted time or when dead. 04 Gain 25,000 experience points. 05 Gain map to the third richest treasure on any level you name. 06 Gain potion of you choice. 07 Gain scroll of 5 spells. 08 Gain protection scroll: (roll type). 09 Gain 2-12 pieces of jewerly. 10 Add one to any characteristic except prime requisite. 11 Death, saving throw as against poison. 12 Lose one point from any but prime requisite. 13 Turn to stone, save applicable. 14 Swashbuckler with +2 sword, armor, and shield attacks. Gear and man disappear after defeat. 15 Lose 10,000 experience or one level, whichever is less points. 16 Lose one magic item of your choice (no potions or dud items). 17 Third level monster attacks. 18 One follower deserts permanently-the one picking or (if leader is picking) the one with the lowest loyalty. If not using followers, lose one point from Charisma. ________________________________________________________________________ Deck of a Few Things by Lew Pulsipher (roll 2d6+1d4-2) 01 Joker-gain 2,000 experience or draw two additional cards. 79

02 Joker-as above. 03 Gain 5,000 experience points. 04 Gain scroll of one second to seventh level spell. 05 Gain staff of power with one charge in it (not rechargable by any means). 06 Gain map out of dungeon, by way you don't know of, from where you found the deck (or if not in dungeon, gain map of way into any dungeon level you name, that you don't know of). 07 Gain one piece of jewelry. 08 Help from four dwarves for one hour when you call. 09 Blind 2-8 days. 10 Paralyzed (no save) at least ten turns and recipient of Remove Curse. 11 Lose 5,000 experience points. 12 Cursed with weakness (As the Ring). 13 Second level monster attacks by surprise. 14 Lose all the non-magical treasure on your person right now. ________________________________________________________________________ Deck of Fate by Agar [Hearts and Joker info added by Fred Haskell but not part of Agar's work] The deck is currently owned by Chance, a wandering gambler. The deck of fate is a set of thirty-nine cards made of paper. There are only three suits present, representing the three level of society. Diamonds represent the Royalty, Clubs signify the Military, and Spades for the Peasantry. The deck does not compel the owner to bid the deck into the pot unless the deck believes the owner would be better suited with out the deck. To prepare a deck for play as a Deck of Fate, simply take a standard deck of playing cards and remove the hearts suit and any jokers. This leaves only the suits of Diamonds, Clubs and Spades. Betting is in items of value, backpacks, horses, rations, etc. Should the group of travelers decide to part ways, the deck is always included in the pot of the last hand. Keep track of the winning hand when the deck is in the pot for that is how the deck's magic works. Hands are played as Vagabond poker. That is: PLAYERS: 3-5 INITIAL DEAL: seven cards face down to each player and three cards up in the center, a beat card, a wild card, and a killer card. PLAY: Do not look at your cards! The player to the dealer's left is the lead player. The lead player starts rolling cards until his revealed hand beats the highest revealed hand on the table (initially, the beat card). As soon as his revealed hand becomes the best hand, he stops rolling cards and begins a round of betting. If he rolls all his cards and does not beat 80

what is on the table, he is out and a betting round begins with the high hand. Either way, the next player becomes the new lead player and the process repeats, with a round of betting whenever someone stops rolling cards. If at any time the lead player rolls a card of the same rank as the killer card dealt up from the deck at the initial deal, he must immediately fold and a betting round begins with the high hand. The game continues until all the cards have been turned up or there is only one person left in the game. WINNER: High hand 1. Straight flush, five cards of the same suit in sequence, such as 76543 of hearts. Ranked by the top card, so that AKQJT is the best straight flush, also called a royal flush. The ace can play low to make 5432A, the lowest straight flush. . 2. Full house, three cards of one rank accompanied by two of another, such as 777JJ. Ranked by the trips, so that 44422 beats 333AA. 3. Three of a kind, three cards of the same rank and two kickers of different ranks, such as KKK84. Ranked by the trips, so that KKK84 beats QQQAK, but QQQAK beats QQQA7. 4. Flush, five cards of the same suit, such as AJ942 of hearts. Ranked by the top card, and then by the next card, so that AJ942 beats AJ876. Suits are used to break ties and rank as follows: Hearts (the Church), Diamonds (the Royalty), Clubs (the Military) and Spades (the Peasantry). 5. Straight, five cards in sequence, such as 76543. The ace plays either high or low, making AKQJT and 5432A. "Around the corner" straights like 32AKQ are not allowed. 6. Two pair, two cards of one rank, two cards of another rank and a kicker of a third rank, such as KK449. Ranked by the top pair, then the bottom pair and finally the kicker, so that KK449 beats any of QQJJA, KK22Q, and KK445. 7. One pair, two cards of one rank accompanied by three kickers of different ranks, such as AAK53. Ranked by the pair, followed by each kicker in turn, so that AAK53 beats AAK52. 8. High card, any hand that does not qualify as one of the better hands above, such as KJ542 of mixed suits. Ranked by the top card, then the second card and so on, as for flushes. Suits are used to break ties and rank as follows: Hearts (the Church), Diamonds (the Royalty), Clubs (the Military) and Spades (the Peasantry). After a winner is decided, the deck's magical properties begin. Look up the winning hand when the deck was in the pot. The decks owner is the target of effects and encounters below. Magical Properties: [Five of a kind – This hand can only be had with a Joker so see the Joker entry below. Five of a kind hands can have differing results. The results are as below for four of a kind but MAY be reversed or temporary due to the Joker's influence.] 81

Straight Flush - Pull out the stops. The party has done something really unlikely. Reward them with knighting, deeds to minor pieces of property, that thing they've been hunting down, give them something really nice. Nothing so wonderful their heart's desire is fulfilled, they should want to keep adventuring after all, but some really choice gear. Four of a kind – Four of any numbered suit results in a windfall of material wealth for players. They may find a treasure map to an unclaimed unguarded treasure. They gain approximately 20,000 to 100,000 gp in value depeneding on the number of four of a kind (2-10). Four Jacks is very bad. The players risk loosing everything they own of value. Four Queens results in a lasting love for one or all the players. Four Kings indicates notice from royalty or titles beyond knighthood. Four Aces indicate celestial notice and palyers may be granted familiars or protective spirits or sent on missions by a deity. Full house - The party will come across an abandoned but serviceable building. Any challenges to claiming this property will be minor, for example, the previous inhabitants might have been run off by a small party of orcs, or moved to another country due to a relatives financial windfall. The lord of the land will want property taxes and fealty of course, but only a small and reasonable fee. Three of a kind - The party comes into a situation where they make the wrong assumptions and/or pick the wrong side. A woman fleeing a group of armed men turns out to be a thief/ spy/ murderer. The drunken fop they throw out of the tavern may be a baron's son. The actions taken by the party result in placing them in the great disfavor of someone in a position of power. No simple apology will make amends and the person will actively hamper the party's goals. Flush - The suit of the flush is important to the effects of this hand. 1. Spade Flush - The party is indebted to by a craftsman of some type. He will offer his services to the party free of charge as long as the party does not abuse their relationship. For example, a blacksmith saved from ambush would gladly repair and sharpen their weapons and shoe their horses, but asking him to forge enough swords for an army would be unreasonable. 2. Club Flush - A soldier or fighter of some type wants to join the party. He has no dishonorable motives and only wants a fair share for his services. He is competent and loyal, and has his own equipment. His equipment is comparable to the party's but nothing superior. For example, he would have a sword, but not magical, a horse only if the party had horses already, and his horse would not be a battle breed steed, but a reliable and able mount. 3. Diamond Flush - A person of minor nobility takes a favorable notice in the party. Within their realms the party can find shelter and services and contact their patron. The patron will use their influence and resources to help the party find information and persons to help them on their quests. After all, the patron is likely to have a quest or two in mind for the 82

party themselves. The patron will only use the party for tasks they believe the party can accomplish, never for suicide missions or futile searches. The person of nobility is looking for competent, reliable people to aid them in their endeavors, not someone to spread evil through the land. Parties who over-stretch their authority in the name of their patron will find themselves abandoned and possibly hunted. [4. Heart Flush – (should the fourth suit be used) A love interest becomes an entanglement for one of the players. However, this can result in something good or bad. A barmaid was really a wealthy landowner's daughter (the black sheep) and now he wants a "crossbow in the back" wedding. It can also result in aid, shelter and resources for the potential suitor or even a payoff to get out of town.] Straight - The party is press ganged into laboring. It may simply be a noble telling them they are going to help shore up a levy on a swollen river, or a military officer telling them they will be digging the earth works in front of the keep. The work will not put them directly in danger and they are cared for, injuries gotten while working tended to and food and shelter provided. The work only lasts for a number of days equal to the highest card in the straight, face cards worth two weeks, aces 3 weeks, and once done, the party is free to go. The party is informed by a foreman of this fact in the first few days, BEFORE the party can act on any rash, irrational ideas. Two pair - The party receives a significant windfall. A teamster caught in an ambush could expire after the party drives off his attackers, but gives the party his wagon and team to the party if they will see to it his last delivery makes it to it's destination. A wizard may reward the party for retrieving a component or escorting his person with a useful magical item. In short, the party gets their hands on something good and useful. One pair - Party is very likely to get hurt. Over the next 1d6 days, each person will take 1d4 points of damage twice and 2d4 once during the time period. These wounds will not be grievous, but significant. Hammer on the thumb, slice on the webbing between thumb and forefinger, twisted elbow, black eye, twisted ankle are all examples of injuries that will slow down party, but not kill them outright. High Card - Minor set backs will plague the party for 4d4 days. The buckle on a saddle cinch strap may be bent, woodland creatures may investigate the parties supplies, weather may turn wet and dreary. Nothing lifethreatening, but inconvenient. [Jokers – (should jokers be used) If any suit is won using a Joker or if the Joker is the High Card, strange things can happen. It is as though Gremlins were following the party with misteps. However, some spins of luck will fall the party’s way. The Joker represents a random element for the game master.]

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Deck of Wondrous Things [converted from Hackmaster] This remarkably potent magic item takes the form of a high-quality wooden box lined with red velvet and containing 22 intricately designed ivory cards. The members of any group that stumbles upon this deck may, upon discovery, choose to make one to four draws. Each person must actually announce how many draws he is making; this amount is then fixed and no single person can go over his limit. (Note that there is no time limit on when draws are made, nor must the order be specified; so a given person could decide to make four draws and then wait years to actually make them.) Once everyone has made their draws the deck vanishes. The cards in the deck are as follows: If no deck roll: 3d8-2 Acrobat: This card depicts a woman dancing on a wire high above the ground. The drawer's Dexterity increases to 18, or by one full point if it is already 18. Advisor: This card depicts a robed figure whispering into the ear of a majestic king on an ornate throne. The drawer is granted the answer to his next dilemma. Balance: This card depicts a set of golden scales. The drawer is transported to the halls of his patron god and, if he has not been true to his alignment or faith, his alignment changes instantly with all associated penalties and he is returned to his previous position. In the case of severe violations, the character’s class might also be changed to something more suited to his playing style (the GM should consider the player's history carefully before proceeding). Coward: This card depicts a small frail man hiding in a shadowed corner. The drawer loses two full points of Strength and two point of Constitution. Bards in the area begin telling tales of his craven behaviors, permanently reducing his Honor by 50% and keeping it at its current level until a 20th level cleric can be convinced to cast a Remove Curse spell. [For AD&D bards will still sing but there is no Honor statistic.] Demon: This card depicts a fearsome nefarian (demon) dragging a hapless knight into a fiery portal. The character who draws this card immediately attracts the attention of a Type XI Demon (see the Hacklopedia of Beasts For details) who will engage him in combat. If the demon wins, the character is pulled into the Nine Hells. If the character wins, demons will continue to appear every week and challenge him similarly until a Remove Curse spell is cast upon him. [For AD&D it is a Type V Demon and the character would be dragged to a plane of the Abyss.]

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Fool: This card depicts a man in a jester’s costume running headfirst into a wall. The drawer loses 10,000 experience points and forfeits all remaining draws. Genie: This card depicts a handsome man whose lower body has been replaced by smoke emerging from a small bottle. The person who draws this card is granted ld4 Wishes (as per the 9rh level magic user spell). Hero: This card depicts a mounted fighter in shining armor. The drawer’s Strength increases to l8 (or increases by one point if it is already 18) and bards spontaneously begin rolling flattering tales of his exploits, increasing his Fame Factor. [In AD&D there is no fame factor. Also should a fighter be the drawer, and have exceptional Strength (18/45), his strength will merely go to 18/00. Characters with 18/00 will go to 19.] Klutz: This card depicts a woman tripping over her own feet. The drawer permanently loses 7 points of Dexterity (though his Dexterity never drops below one) and automatically fails all thief skill checks and other checks relating to Dexterity until a Remove Curse spell is cast upon him. Laughingstock: This card depicts a man standing naked before a laughing crowd. The drawer is doomed to be repeatedly embarrassed whenever he is in public (-8 to Charisma) until two Remove Curse spells are cast upon him by a cleric of 15th level or higher. Mime: This card depicts an adventurer who has obviously been silenced magically by the daunting villain he faces, but is nevertheless taunting him by pretending to walk into the wind. The drawer gains a +2 bonus to Charisma whenever he is silent, and a +25% bonus to all skills relating to taunting and entertainment under the same condition. He also gains a +2 bonus to saving throws against fear effects. Metamorphosis: This card depicts a butterfly emerging from its cocoon. The drawer is transformed physically in some way. Roll 1d4 to determine the area changed: 1 Gender 2 Race 3 Age 4 Physical Attribute Then roll 1d10 to randomly determine the exact effects of Roll 1 2 3 4 5 6 7 8

Race Woods Elf Gnome Half-Orc Elf Human Pixie Fairy Dwarf Stout Halfling

Age -1 age category -20 years -10 years -5 years -1 year +1 year +5 years +10 years

Attribute* -10 pints -5 points -3 points -2 points -1 point +1 point +2 points +3 points 85

9 10

Half-Elf Drow

+20 years +1 age category

+5 points +10 points

the Metamorphosis (except in the case of gender, which is simply reversed). If a roll indicates a change in race, keep rolling until a race different from the drawer’s original race is determined. [*Ages cannot be taken back before birth or after death. Attribute points can never be reduced below 1 and never exceed 20 by use of this magic.] Thief: This card depicts a henchman turning on his master; and indeed, that becomes the drawer’s destiny … betrayal by any henchman he gains. Sage: This card depicts a man sitting in a meditative position. The drawer’s Wisdom increases to 18 (or increases by one point if it already is 18). Scholar: This card depicts an elderly woman poring over an ancient tome. The drawer’s Intelligence increases to 18 (or increases by one point if it already is 18). Skull: This card depicts a black human skull with blood-red eyes. When drawn it summons a Death Harvester that immediately attacks the drawer. Anyone who attempts to aid the drawer by attacking the skeleton is given his own separate Death Harvester to deal with. If a given character is defeated by the skeleton, it will take the victim’s body and return to its home plane. At the GM’s option, PC’s may successfully bargain with the Death Harvester. [For AD&D use a Minor Death as from the Deck of Many Things.] Struggle: This card depicts a man climbing to the top of a tall mountain as snakes and vultures surround him. The drawer’s Constitution increases to 18 (or increases by one point if it already is 18). Student: This card depicts a young child paying eager attention to his teacher. The drawer automatically advances one experience level (with full BBI benefits). [For AD&D there are no BBI benefits, however no training is needed, the level increase is complete.] Sun: This card depicts a blazing golden sun and immediately grants the drawer 50,000 experience points. Throne: This card depicts a beautiful empress sitting on a dazzling throne. The drawer’s Charisma increases to 18 (or increases by one point if it already is 18) and the deed to a small keep (in or near the drawer's hometown) appears in his hand. Village Idiot: This card depicts a man of ludicrous appearance riding a donkey backwards. The drawer loses five points of Intelligence.

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Void: This card contains nothing but a black circle. The drawer loses his mind (Falling to 0 Intelligence and Wisdom) and the deck vanishes. [In AD&D, most 0 attributes result in death. Use a 1 Intelligence and a 1 Wisdom instead.] __________________________________________________________________________ Homemade Deck of Things by Draken I'm making my Homemade Version of the Deck of Many Things and I wanna see what you guys think of it. By DJ_Draken07 Rules of The Deck of Many Things: You can choose as any number of cards from the deck of many things, but once you draw the effect of the card happens in order of which it was drawn. Then Discard the card into the Discard pile. [For this 56 card deck, use playing cards with an extra two jokers or roll: 5d12-4.] If you got any ideas for cards please post! Adventurer: The Character gains 1d6 random Mundane Items from The Table 38:Mundane Items on Pg:56 in The Dungeon Master's Guide. [Use any list of mundane items.] Agile: The Character gains 2 points of Dex. Alchemy: The Character gains 1d6 random Potions and Oils from The Table 717: Potions and Oils on Pg:230 in the Dungeon Masters Guide. (1-50% = Minor / 51-80% = Medium / 81-100% = Major) [1st ed. page 112] Balance: The Character must change to a radically different alignment. If the character fails to act according to the new alignment, he gains a negative level. Berserk: The Character becomes enraged and whoever is closest to this character will be attack. This effect is like the Barbarian's "Rage" ability. This effect lasts for 1d4 hours. Black Out: The 2 points are subtracted to any ability the character chooses. They cannot be divided among two abilities. Blind: The character cannot see for 1d4 hours. All checks made with the eyes automatically fail. Book: The Character gains 1d6 random Scrolls on Pg:238 in The Dungeon Master's Guide. [1st ed. page 112] 87

Cancer: The character gains a random disease of the DM's Choice from The Table 2-4 on Pg:30 in the Book of Vile Darkness. [1st ed. page 13] Charismatic: The characters gains 2 points of Cha. Clumsy: The character loses 2 points of Dex. Comet: The character must single-handedly defeat the next hostile monster or monsters encountered, or the benefit is lost. If successful, the character gains enough XP to attain the next experience level. Deaf: The character cannot hear for 1d4 hours. All checks made with the ears automatically fail. Donjon: This card signifies imprisonment -- either by the imprisonment spell or by some powerful being. All gear and spells are stripped from the victim in any case. Draw no more cards. Dunce: The character loses 2 points of Wis Euryale: The medusalike visage of this card brings a curse that only the fates card or a deity can remove. The –1 penalty on all saving throws is otherwise permanent. Fail: The character loses 50,000 EXP. The Fates: This card enables the character to avoid even an instantaneous occurrence if so desired, for the fabric of reality is unraveled and respun. Note that it does not enable something to happen. It can only stop something from happening or reverse a past occurrence. The reversal is only for the character who drew the card; other party members may have to endure the situation. Flames: Hot anger, jealousy, and envy are but a few of the possible motivational forces for the enmity. The enmity of the outsider can’t be ended until one of the parties has been slain. Determine the outsider randomly, and assume that it attacks the character (or plagues her life in some way) within 1d20 days. Fool: The character loses 10,000 experience points and must draw again. Gender: The character changes into the opposite sex. Greed: The character chooses a card from The Deck of Many Things (Not Discarded Cards) The DM chooses a card from The Deck of Many Things. Another card is chosen at Random. Shuffle the three cards. The character chooses one face down. Healthy: The characters gains 2 points of Con. 88

Horde: The character gains a random Major Wondrous Item from The Table 729: Major Wondrous Item on Pg:251 in The Dungeon Master's Guide. [1st ed. page 122] Idiot: The character loses 2 points of Int. Jester: The character gains 10,000 EXP or two more draws from the deck. Key: The character Gains a major magic weapon of DM's choice. Knight: The character gains the service of a 4th-level fighter. The fighter appears out of nowhere and serves loyally until death. He or she is of the same race (or kind) and gender as the character. MaMa: The character gains a random egg. [A magic egg or any live egg.] Materialize: The character chooses any Weapon, Armor or Shield to be changed into a Different Material of DM's Choice. Mime: The character draws another card from the used cards from The Deck of Many Things Moon: The Character is granted 1d4 wishes as if it were the "Limited Wish" spell. Mulagen: The character may ignore any effect that came from The Deck of Many Things and Draw a New Card. Mute: The character cannot speak for 1d4 hours. Any checks use for speaking automatically fail. Restock: All cards are shuffled back into The Deck of Many Things Rogue: One of your friends turns against you. Ruin: The character Immediately lose all wealth and real nonmagical property. Rune: The character gains a legendary artifact of DM's Choice. Skull: The character must fight Death (Grim Reaper) or be Forever Destroyed. Smart: The character gains 2 points of Int. Smith: The characters gains a Major Magical peice of Armor or Shield of DM's Choice.

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Star: The 2 points are added to any ability the character chooses. They cannot be divided among two abilities. Strong: The character gains 2 points of Str. Sun: The character gains a beneficial medium wondrous item on The Table 728 on Pg:249 from the Dungeon Master's Guide, and 50,000 XP. [Use tresure table page 120] Switch: The character switchs bodies with a random playable character (Switch Character Sheets) for 1d4 hours. If one of them dies then They both die. Talons: The character's magic items disappear permanently. Thief: The character loses one item of the DM's choice, random party member or NPC gains the lost item and will not return it until a deal is made. Throne: The character gains 25,000 Gold Ugly: The character loses 2 points of Cha. Unhealthy: The character loses 2 points of Con. Venom: The character becomes poisoned. (1d6 con damage for every Minute, DC 20 Fort Save +1 per minute) Vizier: The character knows the answer to the next question on his or her mind. Void: The character’s body continues to function, as though comatose, but his/her soul is trapped in a prison somewhere -- in an object on a far plane or planet, possibly in the possession of an outsider. A wish or a miracle does not bring the character back, instead merely revealing the plane of entrapment. Draw no more cards. Voodoo: He character gains a cursed artifact of DM's Choice. Weak: The Character loses 2 points of Str. Wise: The character gains 2 points of Wis

__________________________________________________________________________ Homebrew Tarrot of Many Things 90

This version is a derivative work by Andre` Michael Pietroschek, based on the web-based alternative definitions under similar file-names or titles. My own edition is, what roleplayers often call or translate as “homebrew.” Roll 3d20+4d6-6 to get 1-78 For Major Arcana only 2d10+1d4-2 for 1-22 For Minor Arcana only 5d12-4 for 1-56 0

The Fool

You get 25% less from all regular XP earned, but you get 150% exp from surviving any foolish action or maneuver. I The Magician +1 to each Mental Stat, get one less hitpoint each levelup. Minimal gain is 1 point. II The Priestess Gain either double number of healing surges, or oracle ability like true seeing or divination. III The Empress Everyone loses trust in you. -5 to any empathy or diplomacy attempt, +5 to any intimidate, intrigue or dominate attempt. IV The Emperor Gain 100 NPC cohort-members, class by your choice and an enemy, gender&class vary, who leads a competing cohort. V The Hierophant Gain 8 ranks in public speaking or preaching. Gain a political enemy or religious nemesis of equal level. VI The Lovers A dilemma will occur in the near future but you gain a beneficial +4 on all rolls to survive it. VII The Chariot Gain an unseen ally that will aid you in the future, be Forced to side with this ally against his or her enemies once too. VIII Fortitude +1 to each Physical Stat and a quest or geas testing your body. IX The Hermit Solitude gives you a bonus of +4 on all rolls, publicity Weakens you with a -4 penalty. X Cycle of Fate Draw one major arcane for the benefit, but another for the penalty or disadvantage to reflect fates` whimsical tyranny. XI Justice Correct alignment or allegiance instantly. Face serious Legal punishment in the near future. XII The Hanged Man Your latent sociopathic urges or twisted mind make you see 91

… alternate truths on occasion. Delusions haunt you on as many occasions, as you benefit from this (DM decides). XIII Death You are forced to change your class or race, yet get a bonus level due the transformation. XIV

Temperance You get a bonus of +4 when combining extremes in harmony. You get an alchemist adversary who declares you his or her lab-rat.

XV

The Devil Your spirit, soul or mind can resist disasters which harm and kill good people with a +9 bonus. You bear the mark of Asmodeus or Lloth or a major demon or devil though.

XVI

The Tower Immediately lose all wealth and real property. Automatically escape one trap, ambush or judgement though.

XVII The Star Immediately gain a +2 bonus to one ability score of your choice. Be forced to use this ability for a greater cause at least once, too. XVIII The Moon You go insane yet are granted 1d4 lesser wishes. XIX

The Sun You gain a beneficial medium wondrous item and 2,500 XP per character level. And a veteran rogue sworn to steal it from you or die trying.

XX

Judgment You are judged for every action you have made in your life by a meddling deity or force. Good and Bad in one.

XXI

The World

-1 to each stat, get a bonus level. Educated +2 permanent bonus to Intelligence Nature Gain the services of a 4th level ranger or Druid. Knight of Staffs Exile You are required to perform a quest or be forever exiled into oblivion. Page of Staffs Unwitting -2 permanent penalty to Intelligence. Ace of Staffs Calamity A dilemma in the future will have disastrous results. Two of Staffs Dominion Character is possessed by an evil spirit. Three of Staffs Separation Transported randomly from your current location. Four of Staffs Throne Gain a +6 on Diplomacy checks plus a small keep. Five of Staffs Strife You gain an enemy group or faction on the material plane! Six of Staffs Prowess Next dilemma is guaranteed to be successful Seven of Staffs Intellectuality Next dilemma will have embarrassing results Eight of Staffs Fluctuation +2 Permanent bonus to Dexterity King of Staffs Queen of Staffs

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Nine of Staffs Ten of Staffs King of Cups Queen of Cups Knight of Cups Page of Cups

Ace of Cups Two of Cups

Three of Cups Four of Cups Five of Cups

Six of Cups Seven of Cups Eight of Cups Nine of Cups Ten of Cups King of Blades Queen of Blades Knight of Blades Page of Blades Ace of Blades Two of Blades Three of Blades Four of Blades Five of Blades Six of Blades Seven of Blades

Burdens&Delays +2 Permanent bonus to Strength Development +2 Permanent bonus to Constitution Knowledge Gain a +2 competence bonus to all knowledge skills Sensitivity Gain the services of a 4th level sorcerer or warlock Naivety You will be tricked Perfectionist The following will happen on the next natural 20 or 1 you roll 20 = +1 permanently to the stat revolving around the roll. 1 = -1 permanently to the stat revolving around the roll. Enthusiam +2 Permanent bonus to Charisma Understanding You have an aura about you that strengthens your spirit. +4 to animal empathy, bluff, diplomacy, disguise, gather information, handle animal, intimidate, and perform. Whim Avoid any situation you choose, once Disillusion Character granted 1 miracle, once, at any time the character desires by his or her deity. Disappointment Character loses exactly as much XP as he has gained since last level plus 2. (Example If the PC has 8500 XP, then he loses 2502, which would cause a level loss) The Past You will meet someone from your past Wishful Thinking Gain 25 pieces of jewelry or 50 gems Indolence -2 permanent penalty to Dexterity Abundance You gain XP equal to 1000 x character level and you may draw again. Fear Lose all nerve permanently. -10 to all fear-based checks. Cruelty You take on a vindictive nature and every living creature you make contact with must make a Will save (DC 10 + character level) or forever hate you. Loss You lose XP equal to 2500 x character level. This loss may result in the loss of levels. Knight Gain services of a 4th level fighter, paladin, war-monk or commander. Spy Gain the services of a 4th level rogue or bard. Struggle All XP the character gains from now on reduced by 25% Doubt Defeat the next monster you meet without any other help to gain one level. However, if you lose the battle for any reason, you lose one level. Depression You are thrust into a depression. -5 to Will save. Stagnation You are imprisoned Rogue One of your friends turns against you. Spirituality +2 Permanent bonus to Wisdom. Futility Your most prized possession will be stolen from you. 93

Eight of Blades Nine of Blades Ten of Blades King of Pentacles

Enclosure Body functions, but soul is trapped forever. Slander -2 permanent penalty to Charisma Anguish -1 on all saving throws permanently Experience All XP the character gains from now on increased by 25% Queen of Pentacles Ruin All items you possess are sundered or destroyed or stolen. Knight of Pentacles Stagnation You age until you reach venerable age. You gain all of the penalties of aging but you do not gain any of the benefits. Page of Pentacles Degeneration -2 to each Mental stat. Ace of Pentacles Spiritual Starvation -2 permanent penalty to Wisdom. Two of Pentacles Falsity No matter what you do you will always make a mistake in some way, be it small as mistaking north from south, or as critical as stabilizing a dying person. Three of Pentacles Rewards Your next encounter will yield twice as much XP as normal to you. Four of Pentacles Greed Your next encounter will yield half as much XP as normal to you. Five of Pentacles Sickness -2 Permanent penalty to Constitution Six of Pentacles Success Character gains a permanent +1 to all rolls Seven of Pentacles Failure Character suffers a -1 to all rolls permanently Eight of Pentacles Training You gain exactly enough XP to obtain the next level Nine of Pentacles Gain Character Gains a magic item worth approximately 1000GP per level of the character Ten of Pentacles Wealth A Pouch of 1000 x the characters level in platinum coins appears on his side. __________________________________________________________________________

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