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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 Tarot Card Playing Card Summary of Effect
*Balance XI. Justice Two of spades Change alignment instantly.
*Comet Two of swords Two of diamonds Defeat the next monster you meet to
gain one level.
*Donjon Four of swords Ace of spades You are imprisoned.
Euryale Ten of swords Queen of spades -1 penalty on all saving throws

2
henceforth.
*The Fates Three of cups Ace of hearts Avoid any situation you choose
...once.
Flames XV. The Devil Queen of clubs Enmity between you and an outsider.
*Fool 0. The Fool Joker (trademark) Lose 10,000 experience points and
you must draw again.
*Gem Seven of cups Two of hearts Gain your choice of twenty-five
pieces of jewelry or fifty gems.
*Idiot Two of pentacles Two of clubs Lose Intelligence (permanent
drain). You may draw again.
Jester XII. Hanged Man Joker Gain 10,000 XP or two more draws
from the deck.
Key V. The Hierophant Queen of hearts Gain a major magic weapon.
Knight Page of swords Jack of hearts Gain the service of a 4th-level
fighter.
Moon XVIII. The Moon Queen of diamonds You are granted 1d4 wishes.
Rogue Five of swords Jack of spades One of your friends turns against
you.
Ruin XVI. The Tower King of spades Immediately lose all wealth and
real property.
Skull XIII. Death Jack of clubs Defeat dread wraith or be forever
destroyed.
Star XVII. The Star Jack of diamonds Immediately gain a +2 inherent
bonus to one ability score.
Sun XIX. The Sun King of diamonds Gain beneficial medium wondrous
item and 50,000 XP.
*Talons Queen of pentacles Ace of clubs All magic items you possess
disappear permanently.
Throne Four of staves King of hearts Gain a +6 bonus on Diplomacy checks
plus a small keep.
*Vizier IX. The Hermit Ace of diamonds Know the answer to your next
dilemma.
The Void Eight of swords King of clubs 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)
<jnc4p@virginia.edu>

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 -
- jnc4p@virginia.edu -
- 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 Mysticsyn@yahoo.com.

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

♥ ♦ ♠ ♣
Hearts Diamonds Spades Clubs
A: Hand of Youth Druid Withered Hand Magma
K: Ice Sword Black Sword Trident Hammer
Q: Ogre Skull Crow Vampire
J: Sea Gauntlet Djinni 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.

16
____________________________________________________________________

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 Spades Clubs
A: Red Dragon Beholder Lich Iron Golem
K: Fighter 4gds. MU 1app Cleric 2pr Thief 3 cohorts
Q: Succubus Night Hag Medusa Erinyes
J: Druid Assasin Monk Bard
10: Fire Elemental Air Water Earth
9: Cloud Giant Fire Giant Frost Giant Hill Giant
8: Ettin Orge Mage Troll Ogre
7: Bugbear Gnoll Hobgoblin Orc
6: Goblin Kobold Xvart Norker
5: Pseudo Dragon Brownie Imp Quasit
4: Cobra Python Rattlesnake Sea Snake
3: Treant Galeb Dhur Dryad Nerid
2: Sprite Fairy Sylph Will-O-Wisp
Joker Copy of the deck's owner.
Joker (with trademark) Copy of the 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 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 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 bard-
like 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 monk-
like 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 ex-
monk 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 Sickly One Two of Spades Retrain Constitution to a lower value.


The Speaker Three of Spades Retrain two languages. You may draw again.
The Investigator Four of Spades Retrain ranks into Search.
The Heroic Feat Five of Spades Retrain any feat.
The Ranger Six of Spades Retrain into a ranger substitution level.
The Paladin Seven of Spades Retrain into a paladin substitution level.
The Druid Eight of Spades Retrain into a druid substitution level.
The Monk Nine of Spades Retrain into a monk substitution level.
The Rogue Ten of Spades Retrain into a rogue substitution level.
The Lummox Jack of Spades Retrain Dexterity to a lower value.
The Moon Queen of Spades Retrain with lycanthrope template.
The Mage's Dilemma King of Spades Retrain school specialization and prohibited
schools.
The Halfwit Ace of Spades Retrain Intelligence to a lower value.
The Vampire Two of Hearts Rebuild with vampire template.
Draconic Heritage Three of Hearts Rebuild with half-dragon template.
Earthkin Four of Hearts Rebuild as dwarf or gnome.
Hellfire Five of Hearts Rebuild with fiendish or half-fiend
template.
Holy Light Six of Hearts Rebuild with celestial or half-celestial
template.
Innate Magic Seven of Hearts Retrain two bard or sorcerer spells.
Invulnerable Eight of Hearts Retrain energy resistance or immunity.
Life and Death Nine of Hearts Retrain positive/negative energy channeling.
Prestigious Enterprise Ten of Hearts Rebuild with prestige class.
Saving Grace Jack of Hearts Retrain a saving throw-affecting feat.
Spellbender Queen of Hearts Retrain a metamagic feat.
The Acrobat King of Hearts Retrain ranks into Tumble.
Aspect of Divinity Ace of Hearts Retrain one cleric domain.
The Exile Two of Clubs Rebuild as orc or half-orc.
The Barbarian Three of Clubs Retrain into a barbarian substitution level.
The Fighter Four of Clubs Retrain into a fighter substitution level.
The Footpad Five of Clubs Retrain ranks into Move Silently.
26
The Buffoon Six of Clubs Retrain Charisma to a lower value.
The Cleric Seven of Clubs Retrain into a cleric substitution level.
The Gregarious Neighbor Eight of Clubs Rebuild as human.
The Daydreamer Nine of Clubs Retrain Wisdom to a lower value.
The Bard Ten of Clubs Retrain into a bard substitution level.
The Eavesdropper Jack of Clubs Retrain ranks into Listen.
The Craftsman Queen of Clubs Retrain item creation feat.
The Diplomat King of Clubs Retrain ranks into Diplomacy.
The Small Folk Ace of Clubs Rebuild as halfling.
Trusted Companion Two of Diamonds Retrain animal companion or familiar.
The Zealot Three of Diamonds Retrain ranks into Knowledge (religion).
The Wizard Four of Diamonds Retrain into a wizard substitution level.
The Weakling Five of Diamonds Retrain Strength to a lower value.
The Vigilant Six of Diamonds Retrain ranks into Spot.
The Unseen Seven of Diamonds Retrain ranks into Hide.
The Unarmed Master Eight of Diamonds Retrain monk bonus feats.
The Ranger's Dilemma Nine of Diamonds Retrain ranger combat style.
The Trapbreaker Ten of Diamonds Retrain ranks into Disable Device.
The Ultimate Weapon Jack of Diamonds Retrain Weapon Focus and associated feats.
The Spellcrafter Queen of Diamonds Retrain ranks into Spellcraft.
The Sorcerer King of Diamonds Retrain into a sorcerer substitution level.
Woodkin Ace of Diamonds Rebuild as elf or half-elf.
The Gambler Black Joker Draw one card; you may ignore it and draw a
second card.
The Victim Red Joker 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

27
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 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.

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.

28
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 ex-
alchemist 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.

29
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 half-
solar, 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.

30
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 (if you are non-lawful, this means
you are an ex-monk which does not affect your other classes, such as your ability to
progress as a barbarian). If you are already a monk 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 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 ex-
thief). 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.

31
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.

32
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 Two of Spades Retrain Constitution to a lower value.


The Speaker Three of Spades Retrain two languages. You may draw again.
The Investigator Four of Spades Plus 40% to Search skill.
The Heroic Feat Five of Spades Plus 40% to Climb and tightrope skill.
The Ranger Six of Spades Rebuild into a ranger level.
The Paladin Seven of Spades Rebuild into a paladin level.
The Druid Eight of Spades Rebuild into a druid level.
The Monk Nine of Spades Rebuild into a monk level.
The Rogue Ten of Spades Rebuild into a thief level.
The Lummox Jack of Spades Retrain Dexterity to a lower value.
The Moon Queen of Spades Rebuild as a lycanthrope.
The Mage's Dilemma King of Spades Retrain school specialization.
The Halfwit Ace of Spades Retrain Intelligence to a lower value.
The Vampire Two of Hearts Rebuild as a vampire.
Draconic Heritage Three of Hearts Rebuild as a half-dragon.
Earthkin Four of Hearts Rebuild as a dwarf or gnome.
Hellfire Five of Hearts Rebuild as a half-fiend.
Holy Light Six of Hearts Rebuild as a half-celestial.
Innate Magic Seven of Hearts Exchange spell slots.
Invulnerable Eight of Hearts Rebuild resistance or immunity.
Life and Death Nine of Hearts Allowed to channel reverse energy.
Prestigious Enterprise Ten of Hearts Rebuild into a Psionicist level.
Saving Grace Jack of Hearts Retrain Psionic devotions.
Spellbender Queen of Hearts Rebuild into a mystic (cleric) level.
The Acrobat King of Hearts Rebuild into a thief acrobat level.
Aspect of Divinity Ace of Hearts Change faiths.
The Exile Two of Clubs Rebuild as orc or half-orc.
The Barbarian Three of Clubs Rebuild into a barbarian level.
The Fighter Four of Clubs Rebuild into a fighter level.
The Footpad Five of Clubs Plus 40% to Move Silently skill.
The Buffoon Six of Clubs Retrain Charisma to a lower value.
The Cleric Seven of Clubs Rebuild into a cleric level.

33
The Gregarious Neighbor Eight of Clubs Rebuild as a human.
The Daydreamer Nine of Clubs Retrain Wisdom to a lower value.
The Bard Ten of Clubs Rebuild into a bard level.
The Eavesdropper Jack of Clubs Plus 40% to your Listen skill.
The Craftsman Queen of Clubs Rebuild into an alchemist level.
The Diplomat King of Clubs Rebuild into a thief mountebank level.
The Small Folk Ace of Clubs Rebuild as a halfling.
Trusted Companion Two of Diamonds Gain an animal companion or familiar.
The Zealot Three of Diamonds Rebuild into a cavalier level.
The Wizard Four of Diamonds Rebuild into a wizard level.
The Weakling Five of Diamonds Retrain Strength to a lower value.
The Vigilant Six of Diamonds Plus 40% to your Spot Hidden skill.
The Unseen Seven of Diamonds Plus 40% to your Hide in Shadows skill.
The Unarmed Master Eight of Diamonds Rebuild into an assassin level.
The Ranger's Dilemma Nine of Diamonds Retrain into a dual classed ranger.
The Trapbreaker Ten of Diamonds Plus 40% to Find/Remove Traps skill.
The Ultimate Weapon Jack of Diamonds Retrain weapon speicalty.
The Spellcrafter Queen of Diamonds Rebuild into an illusionist level.
The Sorcerer King of Diamonds Rebuild into a savant (magic user) level.
Woodkin Ace of Diamonds Rebuild as an elf or half-elf.
The Gambler Black Joker Draw one card; you may ignore it and draw a
second card.
The Victim Red Joker 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.

__________________________________________________________________________

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…
34
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.

42
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.

________________________________________________________________________

the plane of the Tarot's master deity,


Tarot Deck of Many Things which is not the party's own home plane.
XP Value: 4,000 GP Value: 44,000 The person making the draws, hereafter
DRAGON Magazine 77 called the "drawer," should shuffle the
by Michael J. Lowrey cards well, in such a manner that the
Although the deck of many things in the images on almost one-half of the cards
AD&D game is a powerful and interesting are inverted or "reversed" in relation to
device, it is but half a reflection (the the others (which are termed "upright").
other being ordinary playing cards) of Each card is then turned over along the
the original on which all such card decks long axis of the card, and presented to
are based—the Tarot. The 78-card Tarot the DM (from whose viewpoint "upright"
deck consists of two parts. The Major and "reversed" are judged). After each
Arcana includes the card known as the person finishes drawing, the drawn cards
Fool, which is unnumbered, and the 21 are returned to the deck, and it is
numbered cards I (The Magician) through reshuffled by the next drawer. (In case
XXI (The World); these 22 cards are also the DM cannot obtain a real Tarot deck,
known as the Greater Trumps. The Minor each card has been given a number for the
Arcana, or Lesser Trumps, are divided use of percentile dice; a card will be
into the four suits of Wands, Cups, reversed or upright on a 50% chance. No
Swords, and Tentacles; each suit includes card can be received more than once by
the "pip" cards (Ace through Ten) and the the same drawer.)
court cards (Page, Knight, Queen, and
King). The effects of the Tarot are
instantaneous unless noted otherwise, and
The deck itself is a series of plaques or should be noted immediately by the DM
cards, fashioned of precious and rare (silently); characters will not notice
substances: ivory, gold, vellum made from any change until they perceive it in
dragon skin, carved bulette scales, or terms of how it alters their abilities or
the like, painted with costly pigments, activities. The effects are irrevocable
gilded, or even jeweled. These are unless otherwise stated, short of a wish
usually wrapped in silk or other simple for the Major Arcana, or a limited wish
but costly cloth, and placed within an for the Lesser Arcana. If the effects of
elaborate box or coffer of at least 5,000 a card would raise or reduce an ability
gp value, expensively decorated with score to a level outside racial
symbols, and with the holy symbol of the limitations, the DM can choose to effect
deity who is the master of the deck. It change in another ability if possible
could be sold unused for 39,000 gp plus within those same limits, in this order:
the value of the box or coffer, but if Constitution, Charisma, Wisdom,
anyone does more than look at the backs Dexterity, Intelligence, Strength. If a
of the cards, they are compelled (saving character loses one point or more from an
throw applicable) to draw from it. ability score and is therefore no longer
qualified to be a member of the class he
A person who wishes or is compelled to or she was pursuing, then the character
draw from the deck is allowed to announce loses the right to be in that class and
an intention to draw one, two, three, or (if not multiclassed) must begin anew as
four cards; when the last member of the a Ist-level character in some other
party who wishes to do so has drawn, or class. If the lost points are replaced
if one hour elapses without any draw, the later by some other means, the character
deck disappears—unless the party is on may resume study in the class that he or
she was forced to abandon.
43
things. Represented here is the rational
Above all, bear in mind that this is an mind, confident in its power and right to
artifact, not the tool of a chaotic game use the forces of the infinite to reshape
for foolhardy or suicidal characters; it the world of matter.
should be handled with respect and Upright, The Magician signifies will,
gravity. (Whether the random aspects of mastery, the ability to manipulate the
the deck make its use an act of chaotic universe through rational thought, self-
nature is a matter decided between lawful confidence, ability to manipulate others.
characters, their deities, and the DM.) Drawer gains one point of Intelligence,
The effects and values of the individual two points if a mage or specialty wizard.
cards in AD&D game terms, given in the Reversed, this card signifies ineptitude,
following text, are based on their failure of will, indecision; abuse of
divinatory and symbolic meanings, (The power; disquiet; mental illness. Drawer
effects of draws made by characters are loses one point of Intelligence, two
printed in italic type, with "upright" points if a mage or specialty wizard.
effects always given first.) Space does 02: The High Priestess
not allow for fuller explanation of The High Priestess sits enthroned in her
details. temple, dressed in flowing robes that
obscure a scroll or a book of secret laws
Roll 3d20+4d6-6 to get 1-78 and wisdom she holds securely. She is the
For Major Arcana only 2d10+1d4-2 for 1-22 mother of wisdom, sometimes identified
For Minor Arcana only 5d12-4 for 1-56 with Isis or Diana; the queenprotector of
hidden knowledge and occult mysteries.
THE MAJOR ARC ANA Upright, she signifies serene knowledge,
00: The Fool sagacity, intuition, foresight,
The Fool is a quirky and variable inspiration, the power of the inner mind
character; he may be clad in the fool's to heal, create, enlighten, and inform.
cap and motley of a jester (or joker), or Drawer gains one point of Wisdom, two
in gorgeous, elaborate, and costly points if a cleric or priest.
(though not cumbersome) vestments. A Reversed, she signifies superficiality,
staff and pouch over his shoulder, a conceit, shallowness, a lack of depth,
little dog behind him, he strides perception, or understanding; an
blithely into the world. The Fool is acceptance of external and superficial
often seen dancing at the brink of the "knowledge," of trivialities. Drawer
precipice, for his is the folly (and the loses one point of Wisdom, two points if
wisdom) of childhood, the innocence of a priest or cleric; in the latter case,
the babe and the mischief of a child. receives one new proficiency.
Upright, the Fool signifies unformed 03: The Empress
potential, the need to make choices and Royal and matronly, the Empress sits
the necessity of making the right choice, enthroned among rich fields, clad in
the wisdom of fools and the follies of opulent garments, and crowned with a
the wise. Drawer gains one more draw, but starry, open crown. Befitting her
the new draw does not count unless the position, she bears a scepter, for hers
card drawn is one with an effect that is is the realm of universal fecundity and
mostly good for the drawer. wealth.
Reversed, this card signifies thoughtless Upright, she signifies material wealth,
action, folly; choices must be made, but productivity for farmers and creative
may well be faulty. Effect as above, but workers, profitability for merchants,
the subsequent card must be mostly bad in practical application of knowledge. The
effect. next time treasures are divided, the
01: The Magician drawer will receive some item which turns
The Magician stands at a table on which out to be worth an extra 3d6(x.l ,000)
are various articles: swords, wands, gp; but even the drawer will not notice
pentacles, cups, dice, balls, bells, or until at least three days later.
others. One hand holds a double-ended Reversed, she signifies poverty,
wand toward the heavens, the other points sterility, inability to produce; waste or
to the earth; over his head is a dissipation of resources. The next time
lemniscate curve, the symbol of eternity treasures are divided, the drawer will
and infinity. The table, which resembles receive an item which proves to be
an altar, is surrounded by growing worthless (a seemingly magical mace which

44
actually has Nystul's magic aura on it, religious or secular, which does not base
or a "ruby " which is actually cut glass, rank solely on levels of ability, he or
and so on) as the largest part of a she will be promoted soon, in 5-25 (1d100
treasure share, but will not notice for /4 rounded up) days, after returning from
at least three days, this adventure. The Hierophant also
04: The Emperor serves as a remove curse spell for a
Regal and fatherly, the Emperor sits upon drawer who is in need of one.
his throne, with open spaces surrounding Reversed, this card signifies
him for a domain. He wears royal robes, overkindness, weakness;
and in his hands bears a scepter and an unconventionality, openness to novelty,
orb of rulership. His crown is simple but unorthodoxy. Drawer gets a permanent -2
majestic. He is the active principle, the on saving throws against charm,
ruler of the visible, material world suggestion, and other mental attach forms
through law. involving force of will; he or she also
Upright, he signifies leadership, receives a permanent +4 on reaction rolls
strength of mind, dominance, law, control to all persons and beings. If drawer is a
of natural drives, stability, power, member of any hierarchic body as
conviction, and protection. A lawful described above), within 5-25 (1d100 /4
drawer gains two points of Charisma; a rounded up) days of returning from the
chaotic drawer must successfully save vs. current adventure he or she will be
poison or suffer confusion for 2d4 demoted for "ineffectuality" and "lack of
months; a neutral drawer is unaffected. authority." If drawer is a chaotic
Reversed, he signifies immaturity, priest, one point of Intelligence is
confusion or loss of control, gained.
ineffectiveness, irrationality, attempts 06: The Lovers
to destroy one's authority or rights. A winged supernatural being hovers over a
Unless the drawer saves vs. death magic man and a woman, behind each of whom
at -4 (-2 for neutrals, no penalty for flourishes a different tree. The man
chaotics), over the next four days, the looks at the woman, but she, though open
PC gradually goes insane in one of the to him, looks up at the supernatural
following ways, becoming: messenger. The Lovers are emblematic of
manicdepressive, schizoid, demented the necessity for the conscious mind
(dementia praecox), or hebephrenic. ("intelligence") to approach the
05: The Hierophant supernatural and transcendent through the
Established in state within his temple, unconscious ("wisdom"), for a harmonious
the Hierophant is the embodiment of the and loving life depends on the
church in the world, the external pomp cooperation of both parts of the mind.
and ceremony of organized religion; his (In older decks the Lovers are often
elaborate crown, ornate robes, and shown as a young man standing between two
scepter of power establish him as a women; some different divinatory meanings
hierarch and a potentate. He is the link relate to this older symbolism.)
between deity and worshiper, his is the Upright, they signify attraction,
role of mediator and medium. As the High amativeness, love; difficulties overcome,
Priestess is mistress of the hidden tests and trials passed. The drawer's
mysteries, the Hierophant is the master Charisma increases by one point for every
of external, manifest religion, law, and 6 points of Wisdom or Intelligence
morality, usually depicted ministering (whichever is lower), rounding down; in
to, or being attended by, two lesser addition, the drawer's reaction rolls
priests, upon whom he bestows a blessing. increase l% for each point of Wisdom or
Upright, the Hierophant signifies the Intelligence (whichever is lower), toward
outer form of religion; social relations all persons (now known or encountered
with the world; ritualism; conformity, later) to whom she or he might be
traditionalism and orthodoxy; retention romantically inclined (based on race,
of outmoded ideas and attitudes; orderly gender, and other factors).
hierarchies; mercy and forgiveness. Reversed, they signify tests failed;
Drawer gains one point of Charisma (two fickleness, unreliability, infidelity; a
points if a lawful priest); priests also need to stabilize and harmonize the self,
gain one point of Intelligence. If drawer the possibility of a wrong choice. The
is a priest who belongs to any drawer's Charisma is reduced by one point
organization with a hierarchical nature, for every 6 points by which Wisdom or

45
Intelligence (whichever is lower) falls Upright, the card signifies spiritual
short of 18, rounding losses up; reaction power overcoming material power, the
rolls increase as above, but based on fortitude of the self-aware mind; courage
whichever ability score is higher, and if and magnanimity; the triumph of love over
the drawer already has a loved companion hate. The drawer gains +4 to saving
or spouse, the reaction roll toward her throws against fear, charm, suggestion,
or him is reduced by half the amount that illusion and other mental attack forms
other reaction rolls are increased by involving will force.
(round reduction up). Reversed, this card signifies the
07: The Chariot dominance of the material and physical,
A youthful and triumphant figure (a lack of faith and moral force, failure of
conqueror rather than a hereditary ruler) self-control, giving in to temptation,
stands in a chariot, covered over by a failure of will. Drawer suffers a -4 to
starry canopy and drawn by two steeds saving throws against the attack forms
(horses or sphinxes) of opposing colors listed above.
and pulling in somewhat opposing 09: The Hermit
directions. The charioteer bears a A robed figure, the archetypal "Old Wise
scepter of dominion, but no reins; the Man," the Hermit stands alone. He leans
Chariot must be controlled through the on a pilgrim's staff and holds up the
dominion of the mind. Here is represented lantern of wisdom, offering light to
the conqueror of the outer world, those who are humble enough to seek it.
victorious yet not truly in control of He illuminates the path to wisdom for
the fullness of reality. those who want to emerge from darkness.
Upright, the Chariot signifies triumph, Upright, he signifies prudent counsel,
success, conquest over the physical plane receiving wisdom or instruction from one
(including illness and one's own more knowledgeable, guidance on the path
weaknesses) by the rational mind, to one's goal; circumspection and
intelligence rather than wisdom; also caution; a solitary nature. Within nine
travel in comfort, state visits. Drawer days of returning home from this
is cured of all diseases, lycanthropy, adventure, drawer will meet a visiting
deafness, blindness, curses, charms, and priest of his or her own faith and of a
the like of which she or he is a victim, higher level, who will offer religious
and will be 15% less susceptible to them instruction to the drawer, "for the
from now on. Also, the drawer wilt be improvement of the mind," with a warning
able to coax an extra 3 MVout of any that the instruction will not be quick.
vehicle, mount, or other mode of travel, After one month of study (if the drawer
as long as the drawer's mind is clear and accepts the offer; this should be a
free to concentrate. decision of the player), the drawer
Reversed, it signifies decadence, ill emerges with a 2 point increase in
health, restlessness, victory through Wisdom, but a 1 point loss in Charisma.
foul means, disputes, failure. Drawer, The priest will then give the drawer a
over the next seven days, begins to hint to the location of a magical item,
manifest a severe and chronic disease, and depart for places unknown.
which can only be cured by a potion made Reversed, the Hermit signifies
from the brains of two different kinds of immaturity, folly, refusal to accept
sphinxes. The disease will not prove aging and growth. Drawer loses one third
fatal for at least 49 days. of accumulated age, gains one point of
08: Strength Charisma and loses two points of Wisdom.
A calm and self-contained, yet clearly When the drawer next seeks to gain a
quite human woman controls the jaws of a level, the process will be three times as
lion with her bare hands. Strength is long and expensive as usual, because of
both hers and the lion's. They are not his or her refusal to heed the
struggling, for she has already subdued instructor.
the beast, and they are now in a harmony 10: The Wheel of Fortune
of opposites: Hers is the Strength of the The Wheel of Fortune rotates eternally,
mind at one with itself; his is the bringing the great to naught and the
Strength of passion and carnal needs, humble to power, for a time. Descending
which are unable to withstand a (on the left) is an evil creature (often
consciousness aware of its link with the identified with Typhon or Set); ascending
infinite, and must submit to its control. is a canine-headed being (often

46
identified with Anubis, or Hermes Reversed, she signifies bias, injustice,
Trismegistus); yet with another turn of excessive severity; legal complications.
the Wheel, the ascendant will descend and Unless drawer has been acting in very
the descendant will ascend. Resting atop strict conformance with his or her
the Wheel (yet undisturbed by its alignment (the DM should be very rigid in
rotations) is a sphinx casually holding a this evaluation), she or he is stripped
weapon, emblematic of the equilibrium of all property, effects, wealth,
which the enlightened mind manifests even allegiance or loyalties of followers
in the midst of fortune's everchanging (those over 50% base loyalty), except for
rounds. The sphinx, like the four winged any nonmagical clothing worn; and all but
beings of the apocalypse which occupy the 3/4ths of his or her experience points.
corners of the field, is also a denial of Drawer will also forget all spells
the apparent randomness of the universe, received or memorized.
and of the fatalism such false beliefs 12: The Hanged Man
induce. From a gibbet or a tau-cross of living
Upright, it signifies success, fortune, wood, a youth is suspended by one leg;
felicity, an unexpected bit of luck, a his arms form a triangle behind his back,
change for the better. Drawer gains a and his free leg is placed behind the
permanent +2 on all saving throws; in bound one to form a cross (if viewed
addition, the next treasure discovered by upside down, he seems to be dancing a
the party will include a magical item of jig). He represents Everyman, suspended
not less than 800 nor more than 8,000 by his own consent as a pause and
experience points in value, on which the decision point in the creation of an
arms, image, and name of the drawer are enlightened self. He is clearly in a
ineradicably engraved or otherwise contemplative state, not one of
incorporated, in such a way as to mark it suffering, suspended between the old life
as predestined only for that person. If and the new; he must create his new self
the drawer sells the item, both the card knowingly and willingly.
and the materials used to purchase it Upright, he signifies a pause, or
disintegrate, and the drawer's saving- suspension of ordinary activities;
throw bonus is negated. transcendence of material temptation;
Reversed, it signifies unexpected bad surrender to the purification of the
fate, ill luck, setbacks or interruptions self; spiritual wisdom, prophetic power;
in plans, unwanted change. Drawer suffers regeneration. Drawer goes into a
a -2 penalty on all saving throws; in contemplative state for 24 days, in which
addition, one magical item fat random) he or she is open-eyed, can walk (at an
belonging to the drawer disintegrates MVof3), drink, and eat (lightly), but
(this does not apply if no magical items will not fight or otherwise interact with
are currently owned by the character). the mundane world: during this period the
11: Justice character also regenerates as if wearing
Like the High Priestess and the a ring of regeneration. At the end of
Hierophant, Justice sits crowned and this period, the drawer loses one point
enthroned between pillars. In her right of Strength, but gains 2 points of
hand she bears a two-edged sword, its Wisdom. For a year and a day after that,
point toward the heavens; in her left the drawer will refuse all wealth,
hangs a set of balances. Firm and whether earned or offered, except that
resolute, hers is the power of moral necessary for his or her own modest needs
strength and integrity, of righteousness and those of any henchmen.
(good) rather than rectitude (law). Reversed, The Hanged Man signifies
Upright, she signifies justice, virtue, absorption in the ego and material
right judgments, the triumph of the good, matters, unwillingness to sacrifice;
just rewards, purity. Drawer of good false prophecies. Drawer goes into a
alignment gains 8,000 experience points; trance as described above, but "snaps out
drawer of evil alignment loses 8,000 of it" after ld20+5 rounds, having lost 2
experience points or % of all experience points of Wisdom, but gained 1 point of
points, whichever is the greater; neutral Charisma. The Drawer will seem to show a
drawer is unaffected. The DM may reduce new ability to prophesy the contents of
these gains or losses by up to 50% if the rooms, intentions of strangers, etc., but
drawer has not been entirely consistent after five such detailed, correct
in following his or her alignment. "visions," the supposed new ability will

47
go tragically awry, and completely Reversed, Death signifies stagnation,
vanishes after being discredited. mere existence, inertia or immobility,
13: Death lethargy, sleep, petrification. Drawer
Death, represented as a skeleton, regards falls under a permanent slow spell and
a desolate plain strewn with his victims, receives no experience points for this
who are of all ages and conditions, for adventure (while slowed, drawer will age
Death has no favorites. He is sometimes at half the normal rate).
shown wielding a scythe, sometimes 14: Temperance
"terrible with banners." A solemn, angelic figure, a flower or sun
Upright, he symbolizes transit to the emblem on its forehead, pours a fluid
next stage of being, transformation; from one of a pair of different-colored
abrupt and unexpected change of the old chalices to the other; behind the figure
self (not usually physical death), the are growing plants, and distant hills.
end of security and old situations and The card represents the inner self,
the beginning of a new kind of life. The enabling one to balance the forces of the
drawer dies. Body and effects burst into mind, to illuminate intelligence by
flames (which do 10d10 points of damage wisdom and to clarify wisdom with
if a character is foolish enough to go intelligence.
into them), after 1d8 rounds the flames Upright, it signifies control of self,
die down and the character steps from the adaptation, tempering of extremes;
ashes, reborn according to the following harmonious and fruitful combinations,
table: wise management of resources;
Roll Race cooperation. Drawer will gain two points
01-02 Bugbear of Intelligence or Wisdom (whichever of
03-08 Dwarf the two is presently lower) but will lose
09-14 Elf one point in whichever of the two is
15-16 Gnoll higher. If the two scores are equal, the
17-22 Gnome drawer gains one point in whichever other
23-24 Goblin characteristic is lowest, with ties
25-30 Half-elf settled by player preference. Also, the
31-36 Halfling drawer never again injures a companion
37-42 Half-orc through carelessness, ill timing, bad
43-44 Hobgoblin luck, or similar circumstance.
45-94 Human Reversed, this card signifies discord,
95-96 Kobold hostility, failure to communicate,
97-98 Orc conflicts of interests, unfortunate
99-00 Ogre combinations. Drawer gains one point in
Note: A very good or very evil person whatever characteristic is most useful
will not be reborn as a creature whose for his or her class (priests and druids
alignment is the opposite. Regardless of gain Wisdom; fighters, paladins, and
the form in which the character is rangers gain Strength; mages gain
reincarnated, allow the new form to Intelligence; thieves and monks gain
progress as far as possible in Dexterity; and bards gain Charisma), but
characteristics and abilities. Someone loses two points from whichever of his
reborn as a gnoll might eventually gain characteristics is the lowest. If there
Hit Dice up to 3, 4, or even 5, plus is a tie for lowest, the loss is taken
bonus points for a high Constitution; the from the lowest characteristic that the
character would be eligible to wear DM judges to be most generally useful for
armor, could use magical items available the drawer's class. In addition, from now
to fighters, and would have the on the drawer will have a reaction roll
intelligence level of its former adjustment of from —2% to —3 (50% chance
incarnation (or racial minimum). If the for either) to all persons.
new form is of a player character race, 15: The Fiend
the character must be generated as a new Bat-winged, horned, donkey-eared, with
character; the new form may be a member hairy legs and eagle's feet, the Fiend
of any player character class for which stands or squats upon a blocky pedestal
he or she is eligible, except the old (which sometimes resembles an altar,
character's former class (unless that is sometimes an anvil). His right hand gives
the only possible choice), is of Ist- a cryptic salute; in his left is a weapon
level, with no experience points. held in a bizarrely useless manner (a

48
sword held by the blade, a torch which is and size of the drawer as well. If the
upside down or burnt out). Connected by drawer fails to save vs. death magic, he
ropes to the altar are two figures or she is surprised by the fiend, for as
(usually a man and a woman), mostly human many rounds as the saving throw was
but with certain animal characteristics short. The fiend fights with a
such as horns and tails; they are much claw/claw/horn/horn routine, and if it
smaller than the Fiend, and appear scores two claw hits during a single
strangely serene about their bondage. round of melee it will also rake with its
Upright, the card signifies the bondage foot claws in that round for 1d4 points
of human nature to its own lowest needs each. When either the drawer or the fiend
and impulses, desires of greed and is slain, the fiend disappears with all
domination, sensation without of its effects, but the drawer receives
understanding; fatality, disaster, 15,000 experience points. If the drawer
violence; weird and destructive is killed in this combat, the experience
experiences; evil influences. Drawer is point gain is applied to the character's
attacked by the Fiend of the Tarot (see total if and when the drawer is raised
below). from the dead.
Reversed, it signifies release from 16: The Tower
bondage to the material; conquest of A tall square Tower topped with a crown
pride and greed; the first steps toward is being struck by lightning, which
spiritual enlightenment; freedom. Drawer topples the crown but leaves the tower
gains one point of Wisdom and is freed of standing. Hurtling (from its windows; it
all charms, suggestions, and other spells has no doors) earthward are two persons
subjecting the character to the will of (presumably a man and a woman) in rich
another; he or she gives away ail garments, along with showers of sparks
nonessential possessions at the end of and debris; they are stunned to see their
this expedition (clothing and jewelry Tower of isolation and pride broken open
items of less than 500 gp value may be by a stroke of fire from the heavens.
given to player characters or NPCs; the Upright, the Tower signifies the
rest going to religion and charity). overthrow of existing notions, the fall
The Fiend of the Tarot of pride; sudden and unexpected change; a
CLIMATE/TERRAIN: The Tarot of Many Things perceived catastrophe which may bring
FREQUENCY: Unique enlightenment in its wake; the
ORGANIZATION: Solitary destruction of false concepts and ideas.
ACTIVITY CYCLE: Any Drawer loses one level (from the most
DIET: Carnivore advanced if a multiclassed character of
INTELLIGENCE: Special uneven levels, choose randomly if equal;
TREASURE: Nil Ist-level drawer has experience points
ALIGNMENT: Neutral evil reduced to zero), loses all magic items
NO. APPEARING: 1 and wealth, but drawer gains +1 to saving
ARMOR CLASS: Special throws in a column of player's choice.
MOVEMENT: 9, Fl 15 Reversed, it signifies the same to a
HIT DICE: Special lesser degree; but also oppression, false
THACO: Special imprisonment or accusations; living in a
NO. OF ATTACKS: 4 or 1 rut, inability to effect worthwhile
DAMAGE/ATTACK: 1 d4/l d4/1 d2/l d2 or by change, being stuck in an unhappy
weapon type situation. Drawer loses one level (as
SPECIAL ATTACKS: Feet attack for 1d4/ld4, above); and, for a year and a day he or
surprise she is unable to gain a new level,
SPECIAL DEFENSES: Can be attacked only by regardless of experience points
drawer accumulated.
MAGIC RESISTANCE: 15% 17: The Star
SIZE: Special A vast, flamboyant Star of eight points
MORALE: Fearless (20) is surrounded by seven similar stars. In
XP VALUE: 15,000 the foreground, a young woman rests one
The tarot fiend appears as shown on the foot on land and one upon the waters, as
deck being used except that it has the from two identical jugs she pours the
face and gender of the drawer. It has the Water of Life both upon the land and into
Armor Class, Hit Points, THACO rolls, the larger body of water. Behind her is
weapons and magic items, Intelligence,

49
rising ground and a tree with a bird in The Sun in its splendor shines
it; in the distance are mountains. benevolently down, either upon a pair of
Upright, the Star represents inspiration children playing blithely and simply
freely flowing, the gifts of the spirit, together, or upon a single child riding a
the fruits of meditation, understanding, white horse and waving a scarlet banner.
hope; good health and pleasure; granting The innocent children (pair or single)
of wishes. The next time the drawer, are playing in front of a walled-in
after having earned enough experience garden which they have left behind.
points to advance to the next level, Upright, it signifies happiness, success,
spends an hour or more under a clear and contentment (particularly in marriage);
starlit sky, he or she will feel achievements and studies completed,
inspiration pour down from the very liberation to enjoy the simple pleasures;
stars, and find that the next level has devotion, friendship. Drawer receives
been gained without formal tutoring. enough experience points to reach the
Drawer also gains a +2 to saving throws next level, but not more than 19,000 in
vs. mental illness. any case. Also, drawer has a +1 reaction
Reversed, this card signifies pessimism, roll to all persons met later or known
doubt; chance of illness; arrogance, presently, and they have a +1 reaction to
haughtiness, stubbornness; lack of the drawer.
perception. Drawer becomes so smug, Reversed, this card signifies
arrogant, and skeptical a pupil, he or unhappiness, loneliness; plans and
she requires twice the usual amount of triumphs delayed; broken friendships or
tutoring before any new level can be engagements; possible loss of a job or
obtained. This change is permanent. home. Drawer loses all henchmen and
18: The Moon servitors after returning from this
The crescent Moon radiates its deceptive expedition (they leave town, take another
brightness upon a dim and foreboding leader, or otherwise leave for "personal
landscape. In the pool which fills the reasons " but do not become hostile). If
foreground lurks a crayfish (or other drawer is a henchman or vassal of
creature from the abyss); beyond this, another, he or she is dismissed, or
two dogs (or a dog and a wolf) bark and stripped of offices, unless a saving
howl at the Moon, which sheds a cryptic throw vs. death magic is successful.
dew upon them. In the background are two Also, the drawer is stripped of enough
towers, and a path leads from the pool to experience points to he reduced to the
the goal beyond the towers. bottom of his or her present level, but
Upright, this card signifies the "dark not more than 9,500 in any case.
night of the soul": trickery, deception, 20: Judgment
secret foes; unforeseen perils; bad luck An angel sounds forth the call to
for a loved one; danger, darkness, Judgment from a trumpet to which is
terror, occult forces; danger of falling attached a banner bearing a cross; the
into a trap or being misled, great danger clouds from which it emerges radiate
of making an error. Drawer must make a power. Below, a figure rises from a tomb
saving throw vs. death magic or fall prey while on each side a man and woman also
to lunacy at the next full moon. If the rise; all these figures are as one in the
save is made, drawer must then save vs. wonder, adoration, and ecstatic awe which
polymorph or succumb to lycanthropy (as a their whole bodies express as they answer
werewolf) upon the next full moon. If the summons.
both saves are made, a henchman or Upright, this card signifies rebirth,
servitor (at random) becomes disloyal renewal, awakening; rejuvenation, change
over the next,five turns (reduce loyalty of personal consciousness; a life well
and reaction rolls by ld6+4). lived and a work well done; atonement,
Reversed, the Moon signifies peace gained judgment, the need to forgive and to seek
at a cost; instability; lesser degrees of forgiveness, sincere self-appraisal.
deception or betrayal, trifling errors. Drawer becomes a young adult over the
The best magic item in the possession of course of the next hour (if not one
the drawer is permanently drained of alt already) but without any changes in
magical properties; if drawer has no characteristics. To determine exact age,
magic, 20% of all experience points select a young-adult age randomly, then
earned on this adventure are lost. add half the difference between that age
19: The Sun and maximum young adult age, rounding

50
down. If drawer is already a young adult,
he or she will become 90% of the minimum THE MINOR ARCANA
young-adult age. If the drawer's behavior
is judged by the DM to have been strictly Wands
consistent with the character's alignment Wands generally represent enterprise and
and religion (observance of taboos, growth, progress, advancement, animation,
donations, etc.), 2d6 hit points, inventiveness, intelligence, and energy.
determined randomly, are also gained. The This is the suit of the mage, and of the
gain can only be up to the maximum laborer.
possible number of hit points for that 22: Ace of Wands
character. A hand issuing from clouds grasps a
Reversed, it signifies weakness; still-verdant branch in the shape of a
stupidity; a sentencing; disillusionment, wand. In the background may be a city or
disappointment; indecision leading to castle on a hill.
procrastination and delay. Drawer is Upright, it signifies creation, beginning
affected as if struck by a ray of (of an adventure, a journey, or an
enfeeblement from a mage 3rd-level or of endeavor), invention, enterprise. Drawer
the same level as the drawer (whichever (affected automatically) and certain
is higher); the drawer is also henceforth party members (those who fail to save vs.
subject to a penalty of 1 on initiative spell at —2) are freed from all existing
rolls, due to her or his inability to geas, quest spells, and charms, and
choose between alternatives. placed under a compulsion (equivalent to
21: The World a combined geas and quest) to Mil a
Surrounding by an elliptical wreath of single monster of 7,000 XP value (or a
living foliage is a female figure dancing single group of monsters of 21,000 XP
joyously, a short wand in each hand. In value) or more. Fulfillment of the task
the four corners of the card are the gains each participant an additional
heads of the four beings of the 1,000 XP, in addition to the XP reward
apocalypse, hovering protectively outside for the monster.
the wreath. Her legs form a cross, as do Reversed, the Ace of Wands signifies
those of the Hanged Man, but she stands false starts, clouded joy, ruin,
upright, supported by the ether, the very decadence, cancellation of projects,
fabric of the World; her dance is of the failure, and retreat. Effects as above,
sensitive life, of joy attained in the but the compulsion is to cancel the
body, of the soul's intoxication in a expedition and return to base as quickly
World-turnedparadise. as practical. While returning to home or
Upright, the World signifies completion, headquarters, the party has -2 to Armor
success, triumph in all things, Class (two places better) and +2 to
perfection, fulfillment; the path of saving throws, hut receives no experience
liberation and enlightenment; the points for actions performed during this
admiration of others. Drawer gains one retreat.
point to each ability score that is two 23: Two of Wands
or more below racial maximum. A majestic figure wearing princely
Reversed, this card signifies headgear regards the broad world from a
imperfection, failure, lack of vision, height. He holds one wand, and regards a
failure to complete task; fear of change globe; another wand is nearby.
or travel, fixity, permanence, Upright, this card signifies boldness,
stagnation. After 1d4 days, drawer begins courage, rule over others; and also the
to develop an increasing distrust of anguish and sorrow that may accompany
strange places: other cities or power. Drawer gains one point of
countries, dungeons, wildernesses, new Charisma; and if he or she is in danger
taverns, all places. Within an additional of going insane, that possibility is
2d4 days this becomes full-blown increased by % (a 4 in 10 chance becomes
paranoia, with drawer believing that 5 in 10) anytime during the next year;
everyone and everything outside his or the insanity will take the form of
her home (eventually, there too) is out melancholia.
to get him or her, and that any so-called Reversed, the Two of Wands signifies
"friend" or "loved one " who tries to get trouble, fear, sadness, surprise.
the drawer to come out into the world is Drawer's saving throws against fear and
clearly part of the conspiracy. hopelessness are reduced by 1.

51
24: Three of Wands Reversed, the Five of Wands signifies
A calm personage, back turned, leans victory after surmounting obstacles,
lightly upon one of three wands planted contradictions, or trickery. All
in the ground, and looks out across a characters involved in the party's next
sea, beyond which are mountains. victorious combat receive double
Upright, this card signifies established experience points for the action; thieves
strength, wealth, enterprise, discovery, in the party have a 10% better success
partnership in undertakings. When the rate in thefts attempted upon their own
drawer next seeks to go on an expedition companions until the end of this
or adventure, a nonplayer character of adventure.
1d3 levels higher will offer to come 27: Six of Wands
along, and to loan equipment and A rider crowned with a laurel wreath
supplies. (This should be an established bears a wand adorned with a laurel
NPC already friendly to the drawer. wreath, and is accompanied by five staff-
Reversed, the Three of Wands signifies bearing figures on foot.
cessation of adversity, an end to or Upright, it signifies victory, triumph,
suspension of difficulties; assistance good tidings, the successful completion
with an ulterior motive. Effects as of a struggle. Drawer is doubly effective
above, but the NPC will be planning to (double damage for weapon-wielders) in
trick or betray the drawer. This could be attacks against the next foe; mages
by stealing a magic item from the drawer, 'spells are of three times' normal
robbing and stranding the character on an duration, and saving throws against such
island, or other misadventure; generally spells is now at —3.
(80%), the betrayal is not meant to be Reversed, it signifies indefinite delay,
fatal. disloyalty, the success of an enemy,
25: Four of Wands fear. Drawers learn upon returning from
Four great wands are garlanded with this adventure that his or her most hated
chains of flowers, two women bear and feared opponent has had a great
flowers, and behind them is a bridge over success and is said to be intent upon
a moat, leading to a castle or manor. attacking the drawer soon. The opponent
Upright, the Four of Wands signifies can be anyone from a professional rival
repose, peace, rural refuge, country to an entire tribe of orcs—anyone the
domesticity and felicity. When drawer drawer has defeated, attacked, injured,
returns from this expedition to home or or merely outshone. Even a Ist-level
headquarters, after healing is finished, character will have had a rival fellow
the character feels a strong desire to apprentice, a traditional family or clan
rest a while at home; for every month of enemy, or something of the sort.
rest thereafter up to four months, the 28: Seven of Wands
drawer (unknowingly) receives 1,000 XP. A youth brandishes a staff from the top
The desire may be resisted (roll for of a hill, and is confronted by six more
saving throw vs. spell, at -2, not more wands in opposition.
than once a week), but can continue Upright, this card symbolizes a stand
beyond the four-month period. against unfavorable odds from an
Reversed, the meaning is the same but advantageous or superior position, the
less intense. Effects as above, but only need to hold an unpopular stand or defy
500 XP are given per month, and saving seemingly unbeatable opposition. In the
throws to resist the desire are at—I. next combat where drawer and party are
26: Five of Wands outnumbered 2 to 1 or worse, the drawer's
Five youths are apparently battling with parly has a +4 on initiative rolls; and a
huge wands, yet there is no sign of bonus of+1 on saving throws and AC (one
actual bodily injury. place better).
Upright, it signifies competition, Reversed, it signifies indecision,
strife, differences of opinion, nonfatal ignorance, perplexity, anxiety,
struggle. The effects of discord (as per embarrassment, doubt, hesitancy. Drawer
the symbol) will befall the drawer's becomes indecisive; he or she has a
party after ld4+3 turns; grappling and permanent -I on all initiative rolls for
other nonlethal combat techniques will he drawer and any party he or she lead.
used, but serious injuries are 29: Eight of Wands
nonetheless possible.

52
Eight wands fly through open space, but If the drawer bears up under the stress
near the end of their flight they will (which will not be unendurable, merely
clearly fall to ground soon. irksome in the extreme) for 1d10 weeks,
Upright, it signifies swiftness, haste; he or she will be relieved of the
that which is moving; approach to goals; oppression, and receive a reward of 1,000
travel by air; too rapid advancement. XP per week of suffering.
When next attacked, drawer will be hasted Reversed, it signifies loss, separation,
for 2d4 turns, rest of party for eight immigration; intrigue. Drawer is
rounds; those who make their saving teleported a distance of 1d4 levels in a
throws vs. death magic will not suffer dungeon setting, or 2d10 miles in a city
aging (the drawer's throw will be at—I). or wilderness setting, to a place he or
Reversed, the Eight of Wands signifies she is not familiar with at all. At least
delay, stagnation; quarrels and disputes. one party member will urge that the rest
When next attached, the entire party is of the party consider the drawer
slowed^cr ld8+8 rounds; afterward, those deceased, and that the character's
who do not save vs. spell suffer discord possessions (if any) being carried by
(as with the symbol), but they will not party members be considered extra
attack with lethal weapons. treasure for the "survivors."
30: Nine of Wands The Court Cards
A sturdy, muscular figure, with a minor The Court Cards of each suit (King,
wound (already bandaged) grasps or leans Queen, Knight, and Page) signify a being
on one staff and expectantly regards the who will aid or attack the drawer,
surroundings. Behind are eight other depending on whether the card is drawn
wands, arranged as for a palisade or as a upright or reversed. Each of these beings
sturdy boundary. is a material form of that which is
Upright, this card signifies a pause in symbolized by the card (their appearance
struggle, strength to meet opposition, will be exactly that of the person
power in reserve, discipline, preparation depicted on the card) rather than a
for an encounter, delay or suspension. natural being (human or otherwise); thus,
One time before the end of this they may possess combinations of classes
adventure, drawer and party will be able or other attributes which might be
to return to a designated sanctuary (as forbidden to player characters or NPCs.
the priest spell word of recall) for 9—12 They will materialize the next time the
turns. They may bind their wounds, drawer is attacked by another creature or
refresh themselves, and the like, but may character, and then engage in combat
not pick up or drop anything, nor until the combat is resolved by the
communicate with anyone. At the end of defeat of one side or the other, or by
the duration, they will reappear at the the successful evasion of one party by
time and place they left from, in the the other, or until the card being is
same positions and carrying the same slain. Upon resolution or death, the
equipment. being dematerializes along with all its
Reversed, the Nine of Wands signifies effects. Stated Armor Classes, damage
obstacles, adversity, opposition, figures, and the like, take account of
weakness, ill health, even calamity. the magic with which these beings are
Drawer s Strength is reduced to racial equipped, and of Dexterity or Strength
minimum when next confronted by an bonuses. All of the card creatures are
opponent, and remains reduced for eight neutral in alignment.
more turns. 32: Page of Wands
31: Ten of Wands The Page is a fair youth with blond hair
A weary figure stumbles toward a city or and light eyes, who stands boldly holding
castle, oppressed by the weight often a raised wand as if ready to deliver a
wands he is carrying. message or proclamation (the Page is
Upright, the Ten of Wands signifies often a bearer of tidings, good or ill).
oppression, testing by work and pain; Page of Wands: 3rd-level mage (AC 8, hp
also force, energy, or power misused and 12, AT 1, Dmg ld6+3, Str 12, Int 16, Wis
applied to selfish ends, the burden of 12, Dex 12, Con 12, Cha 12); wears boots
ill-controlled power. An employer, liege, of speed and carries a staff of striking
ruler, supervisor, or other person with (15 charges). The Page's spells are magic
power over the drawer, will, in 2d10 missile, shield, stinking cloud.
days, overwork and overburden the drawer. 33: Knight of Wands

53
A handsome young man in plate armor, the creatures. The deck shows the cup
Knight, wand in hand, rides across the supported by a hand issuing from a cloud;
plains in haste. His hair is blond, his pouring from the cup are five streams
eyes pale, and he is fair of complexion. flowing into a body of water on which
Knight of Wands: 4th/4th-level float water-lilies; a white dove drops a
mage/fighter (AC 2, hp 26, AT 1, Dmg wafer into the cup.
ldS+3, Str 16, Int 16, Wis 12, Dex 12, Upright, the Ace of Cups signifies joy,
Con 12, Cha 12); wears plate mail +1 and nourishment, content; opulence,
carries a rod of smiting (30 charges). fulfillment, abundance; joys of faith,
Spells are: sleep, burning hands, push, "my cup runneth over," fertility,
mirror image, scare. If the setting is productiveness. This draw serves as
suitable (open meadow, a forest, city atonement, cure critical wounds, cure
street) the Knight will be riding a light disease, dispel evil, dispel magic,
war horse (16 hp) that wears horseshoes exorcize, or remove curse (any two of the
of speed. above needed by the drawer within the
34: Queen of Wands next 21 weeks) at the 16th level of
The crowned Queen sits on her throne, a ability.
wand in her hand, a black cat {her Reversed, it signifies change,
familiar, with 7 hp) at her feet. She is alteration, instability, bad faith, false
a fair blonde with pale eyes. love, erosion, inconsistency. The next
Queen of Wands: 7th-level mage (AC 9, hp two spells from the list above cast upon
28, AT 1, Dmg by weapon, Str 12, hit 16, the drawer will be ineffective.
Wis 12, Dex 12, Con 12, Cha 12); wears a 37: Two of Cups
ring of protection +l,a ring of fire A young man and woman share cups, perhaps
resistance, and a brooch of shielding (70 in pledge; above them is a caduceus,
points left) and carries a wand of fire surmounted by a winged lions-head.
(40 charges). Her spells are: enlarge, Upright, this card signifies love or
magic missile, shield, sleep, mirror friendship beginning or renewed; union;
image, scare, web, dispel magic, understanding, cooperation, and
protection from normal missiles, partnership. Drawer will fall in love
confusion. with the member of the party most
35: King of Wands attractive to her or him (based on
The King sits in royal robes upon his Charisma, racial preferences, and other
throne, a crown and cap of maintenance factors) over the next 24 hours; drawer
upon his head. There is a staff is in his gains four points of Charisma at the same
right hand and a little alchemical time—in the eyes of the beloved only.
salamander at his feet (it has 4 hit Reversed, the Two of Cups signifies
points and is as immune to fire as a misunderstanding, crossed desires,
standard salamander: so, therefore, is violent passion, disappointment in love,
the King), which looks like a small black disunity. Drawer will fall violently,
lizard. The King of Wands is a mature passionately, in unrequited love with the
man, blond and fair with pale eyes. member of the party most attractive to
King of Wands: 7th-level mage (AC 8, hp her or him, over the next 24 hours;
28, AT 1, Dmg by weapon, Str 12, Int 16, drawer loses seven points of Charisma—in
Wis 12, Dex 12, Con 12, Cha 12); wears a the eyes of the beloved only.
ring of protection +2 and a necklace of 38: Three of Cups
adaptation, and carries a wand of frost Three cups are lifted up, in a setting of
(35 charges). His spells are: burning flowers and other growing things.
hands, shield, sleep (x2), invisibility, Upright, the Three of Cups signifies
stinking cloud, web, blink, fireball, victorious and happy conclusions,
wall of fire. success, abundance, pleasure and
Cups hospitality, solace, fulfillment, and
Cups generally represent love, happiness, healing. Before the drawer appear three
deep feelings, gaiety, joy, and wisdom. large cups or chalices (which are wooden,
They hold water or wine, symbols of but resemble those on the card), on which
pleasure and happiness. This is the suit are carved the drawer's name. In each of
of the priests and minstrels. these the drawer can create food and
36: Ace of Cups water, / cubic foot of either, 7 times,
A large and ornate cup, usually shown after which they become simple cups worth
accompanied by flowers and other living 2 gold pieces each. If the drawer is a

54
priest, each cup will work 21 times. Drawer loses the affections of a current
These items are not salable far more than lover or, if none, those of a henchman to
the 2 gp, since the spell only works for whom drawer might be attracted (they do
the drawer, and only if all three are not become hostile, merely indifferent)
together; their experience point value is over the next five days: drawer's morale
1,000 for the set, 3,000 for a priest. and reaction rolls will be at-1 for
Reversed, it signifies achievement; ld2Q+5 weeks.
ending; overindulgence in drink and the Reversed, it signifies return of
pleasures of the senses; excess. Drawer pleasure, of an old friend or loved one,
becomes more susceptible to intoxication a new partnership or alliance. Drawer
from alcohol: slight intoxication gains or regains an old lover or henchman
(normally) becomes moderate, moderate to whom drawer might be attracted, within
becomes great, great becomes "beyond five days of returning from this
great," This change will first become adventure or expedition; drawer's morale
evident after the end of the current and reaction rolls •will be at +lfor
adventure. ld20+5 weeks after this.
39: Four of Cups 41: Six of Cups
A youth sits contemplatively on the grass Two young children stand in a garden or
beneath a tree. A hand from a mysterious village green, playing with one of six
cloud offers a cup; but the youth cups filled with flowers; the ambience is
seemingly ignores both it and the three bucolic and nostalgic.
other cups upon the ground nearby. Upright, it signifies remembrance of
Upright, it signifies weariness, surfeit, things past, the joys and happiness of
disgust with earthly pleasures and things days gone by. Drawer sees a clear vision
of this world, boredom and discontent, a of a beloved friend and companion of days
revaluation of lifestyle. Drawer will gone by (one who is still alive). Within
decline any nourishment but water for the 1d8 days of the drawer's return from this
next seven days ("to clear the mind and adventure, a parcel arrives from the old
system "); at the end of this adventure, friend, passed on by an obliging merchant
drawer will give all food and drink and or other appropriate courier. In addition
10% of his or her wealth to the poor, and to a letter of reminiscences, the parcel
half the gains from this adventure to his will include either a gem of 4,000 gp
or her faith (100% if a priest, druid, or value or less (49%), an item of jewelry
paladin). These donations will go to of 4,000 gp value or less (40%), or a
public institutions, not to player minor (gp and XP values of 4,000 or less)
characters or NPCs. The drawer then miscellaneous magical item usable by the
withdraws from the active world for 4 drawer (11%).
weeks + 4d4 days, emerging only for Reversed, it signifies renewal, thoughts
religious services that cannot be of the future, that which is to come.
performed at home. Drawer has a clear vision of the next
Reversed, the Four of Cups signifies being or group of beings the party is to
novelty; reawakening to new goals, new encounter after they have finished with
relationships, or new ambitions; the Tarot (although not the meaning of
refreshment. Drawer breaks free of any the vision, of course).
charm, insanity, beguilement, or the like 42. Seven of Cups
that afflicts him or her. Drawer will A startled figure is confronted by seven
move afoot at an extra 3 MV for 4d4 cups overflowing with fantastic visions:
weeks, and gains a bonus of 25% on all castles, dragons, jewels, and other
experience points earned for the rest of sights more bizarre.
this adventure. Upright, it signifies daydreaming,
40: Five of Cups dissipation, wishful thinking, ephemeral
A gloomy, cloaked figure in a hilly or illusory success. Drawer has a -2
setting looks sideways at three spilled penalty on saving throws vs. illusions
and fallen cups; two full ones stand from now on.
behind. In the background is a body of Reversed, it signifies resolution,
water. determination, strength of will,
Upright, this symbolizes partial loss, intelligent choice. Drawer will save at
failure to come up to expectations, +2 vs. illusions from now on; illusion
disappointment or disillusionment, specialists will gain one level instead.
dissolution of a friendship or marriage. 43: Eight of Cups

55
A dejected figure with a pilgrim's staff Reversed, it signifies misplaced
leaves eight neatly stacked cups behind confidence, false assurance, material
and trudges up a barren moonlit mountain loss, imperfections, mistakes, disputes,
into the distance. failure to fulfill a wish. Effects as
Upright, the Eight of Cups signifies above, but the wish will go wrong in one
abandonment of success, disappointment in of various ways; thus, a wish to bring a
material gains, the discarding of what character back to life might result in
has been achieved for a higher goal; the deceased becoming a zombie (as the
journeying from place to place. Over the spell animate dead,), or a wish to
remainder of this expedition drawer will transport the party into the fortress of
feel an increasing discontent and an an enemy might transport them into the
increase in religious interests. Within cells of the dungeon, without keys. The
eight days of returning home from this mistake or flaw may be disastrous, but
adventure, the character will sell all should not be fatal in and of itself.
nonportable properties, abdicate (or at 45: Ten of Cups
least take leave from) all official Ten cups in a rainbow appear as in a
positions, and enter a religious retreat vision; beneath it a couple raises their
for 4d8 weeks (after donating half of all arms in joy and ecstasy and two children
worldly goods to the faith). If drawer is dance together blithely; a home stands in
eligible, he or she becomes a priest, the background.
druid, or paladin of his or her deity Upright, it signifies contentment, repose
(allowing for alignment, gender, and of the heart, perfection of love and
racial requirements, and the restrictions friendship, peace. Reaction and loyalty
listed in the PHB). Priests, druids, and scores of the drawer's friends and
paladins will stay in religious retreat associates increase by +4.
for a year and a day, emerging with 4,000 Reversed, it signifies betrayal, loss of
additional experience points. Those who friendship, waste, criminal behavior
fall into neither of these strife, hatred, resentment. Reaction and
classifications emerge from retreat with loyalty scores of the drawer s friends
renewed spirituality and 1,000 extra and associates decrease by 'A of their
experience points. present amount (round losses up), but at
Reversed, this card signifies feasting, least -2 in any case.
joy, striving for material success, 46: Page of Cups
gaiety, a less spiritual outlook. While A fancily dressed youth of medium
healing and resting after the end of this coloration, the Page stands lightly,
expedition, drawer will become contemplating the fish or other curious
increasingly restive and frivolous. As images emerging from the Cup being
soon as it is safe to do so, he or she carried.
will spend at least 8% of total wealth on Page of Cups: 3rd-level priest (AC 4, hp
a feast or series of feasts and 24, AT 1, Dmg 1d6+l, Str 12, Int 12, Wis
carousals, stopping onty after money 16, Dex 12, Con 12, Cha 12); has bracers
starts running low or a daily saving of defense (AC 4) and a mace +1. The Page
throw vs. death magic (at —2) is can cast the following spells: command,
successful, Depending on alignment, cure light wounds, hold person. The Cup
deity, and profession, this debauchery is his holy symbol.
may require atonement by the drawer. 47: Knight of Cups
44: Nine of Cups Stately but not martial, the Knight
A prosperous figure, having feasted carries his Cup firmly as he approaches a
happily, rests before a counter on which stream. He wears plate armor and a winged
nine cups, generously filled, have been helmet; he is a young man, of medium
neatly arranged. coloring.
Upright, the Nine of Cups signifies Knight of Cups: 4th/4th-level
success, satisfaction, all the good priest/fighter (AC 1, hp 42, AT 1, Dmg by
things of life, well being, the granting weapon type); has plate mail and a cloak
of wishes. Drawer gains one immediate of displacement. His spells are cause
wish, which can only be used for physical fear, cure light wounds, light, chant,
or material matters (thus, it could be and hold person. The Cup is his holy
used to restore hit points, but not to symbol. If the setting is suitable
raise an Intelligence score). (plains, highway, a glade) the Knight is

56
riding a medium war horse (18 hp) with become useful again. This applies even if
horseshoes of the zephyr. the drawer was attempting to strike to
48: Queen of Cups subdue.
Beautiful and dreamy, the Queen 51: Two of Swords A blindfolded female
contemplates an extremely elaborate cup; figure balances two swords upon her
she is quite capable of turning those shoulders beneath a new moon; behind her
dreams into actions. She is of medium is a turbulent or rocky sea.
coloring. Upright, the Two of Swords signifies
Queen of Cups: 7th-level priest (AC 7, hp balance of forces, expedience,
56, AT 1, Dmg 1d6+l or ld6+3); wears a conformity, alliance of arms, indecision
ring of protection +1 and a cloak of or tension in relationships, stalemate,
protection +2 and carries a scepter that harmony, concord, affection. Loyalty and
also acts as a mace +3. The spells the reaction rolls of friends, henchmen, and
queen can cast include: command, servitors change 1d6 points toward 12,
sanctuary, cure light wounds, hold person going up or down as appropriate, over the
(x2), silence 15' radius, animate dead, next two turns.
dispel magic, cure serious wounds. The Reversed, it signifies treachery,
Cup is her holy symbol. disloyalty, duplicity, release, movement
49: King of Cups of affairs in the wrong direction.
Solemn, level-headed, and responsible, Loyalty and reaction rolls of friends,
the King sets the great Cup upon his henchmen, and servitors will change 1d6
right knee. Of medium coloring, he is a points toward 4, going up or down as
fair and lively minded man. appropriate, over the next two turns.
King of Cups: 7th-level priest (AC 2, hp 52: Three of Swords
56, AT 1, Dmg by weapon); wears bracers Against a turbulent background, a heart
of defense (AC 5) and a ring of is pierced by three swords.
protection +3', and his Cup is also a Upright, this card signifies division,
decanter of endless water. His spells arc quarreling, separation, upheaval, civil
cure light wounds, light, sanctuary, hold war or political struggle, arguments.
person, slow poison, resist fire, prayer Those members of the party who do not
(x2), cure serious wounds. The Cup also make successful saving throws vs. spell
serves as his holy symbol. (at -3) start a violent fight within the
Swords party in the next 1d4 turns; the drawer
Swords generally represent courage does not get a saving throw. The basis of
boldness, violence, force, strength, the fight may be philosophical, racial,
authority, aggression, ambition, political, or religious. Those quarreling
activity, accomplishment of goals (for cannot be stopped (except forcefully, by
good or ill); sometimes misfortune and those who made the saving throw) until at
disaster. This is the suit of fighters, least one party member is unconscious or
of kings, and rulers. dead.
50: Ace of Swords Reversed, it has much the same meaning
Issuing from a cloud, a hand grasps an but to a lesser degree. Effects as above,
upright sword, topped by a crown from but saving throws will be at +1, and
which hang branches of olive and laurel. those party members with a Wisdom of more
Upright, it signifies conquest, the than seven will be using nonlethal combat
triumph of brute force, championship, methods. (Note: In both these cases the
excessive use of power. Drawer will hit effects of the card wear off in Jd4+3
the next opponent in physical combat on hours, but the animosities created or
every attempt (unless 21 or better is revealed may linger.)
required to hit); but cannot strike to 53: Four of Swords
subdue that opponent. The image of a warrior lies upon a tomb
Reversed, it signifies debacle, disaster, or altar; alongside it is one sword, and
lack of productivity, Pyrrhic victory. three more hang in the background.
The next time drawer hits an opponent in Upright, the Four of Swords symbolizes
physical combat, his or her weapon will repose, release, hermit's retreat,
do 2d4 plus the normal points of damage solitude, exile, replenishment (not
hut then shatters irreparably. If the death). After this adventure is
blow is with a body part, said part will completed, drawer will refrain from
suffer a severe break, requiring a heal adventure and excitement for an extra
spell and four weeks of immobility to four weeks plus ld.4 days after healing

57
and other recovery are completed, Six swords stand hilt-up along the edge
regardless of inducements offered. The of the boat.
period of repose will be spent in Upright, it signifies a departure,
solitary study and meditation, at the end breaking away, travel, success after
of which the drawer rolls 4d4; if the anxiety, voluntary separation, water
resulting number is less than the journey. The next effort by drawer and
drawer's Wisdom, he or she gains one hit party to flee, avoid, or evade opposition
point permanently, or two in the case of that would normally fail, will succeed,
fighters (including paladins and unless the chance for success was zero
rangers). (but also even then, if there is a body
Reversed, this card signifies of water between the party and the
circumspection, precautions, a need for pursuers). Drawer has a permanent 5%
careful administration, economy, prudent bonus chance of evading pursuit, if he or
action. Drawer gains a permanent 10% she can cross a body of water ahead of
increase in the chance of success of the pursuers.
precautionary measures (listening at Reversed, it signifies outcry, lack of
doors, attempting to detect evil/good, immediate solution, staying in place. The
casting augury, and the like); but if the next time the drawer and party seek to
drawer is careless, the chance for him or flee, avoid, or evade, they fail badly
her to be surprised is 2 in 6 greater. because of slow speed, an involuntary
Thus, an elven drawer listening at a door outcry that alerts the opponents, or the
behind which a band of orcs lurk will inability to get across a body of water.
have a 5 in 20 (instead of 3 in 20) Drawer also becomes permanently sensitive
chance of hearing noise; a drawer (-1 on saving throw) to attack forms
checking an alley for danger with a based on loud sounds or outcries.
medallion of ESP will suffer a 56: Seven of Swords
malfunction on a 2 in 30 (rather than 5 A scurrying figure rushes away with five
in 30) chance, and so on; but a drawer swords, while two other swords are left
who blithely enters a presumably empty behind.
woods without drawing weapons and taking Upright, it signifies partial success, a
similar prudent measures will be plan that may fail, plots and schemes,
surprised on a 5 in 6 (instead of 3 in 6) tricky endeavors. The next encounter in
chance by the enemy therein. -which the drawer takes part will be a
54: Five of Swords partial success: some opponents will
A scornful youth watches as two dejected escape with part of the treasures,
figures slouch away; two swords lie on valuables will be damaged in the
the ground, two more are slung over the fighting, other, similar, mishaps will
youth's shoulder, and he holds the fifth occur. Any attempt to make the encounter
pointed toward the ground. The sky is more nearly a total success will bring
clouded and stormy. the whole effort to ruin (while sacking
Upright, this card signifies defeat, up the last copper pieces and checking
dishonor, loss, degradation, infamy, the chests for false bottoms, the party
destruction, conquest, cruelty, failure. 'is surprised by returning opponents—and
In their next conflict with beings not their allies).
evil in alignment, drawer and party will Reversed, this card signifies wishes soon
be defeated and surrender rather than be to be fulfilled, chance of unexpected
slain. They are stripped of weapons, success; sound counsel, instruction. The
valuables, and supplies— no lives are next plan devised in part or whole by the
lost. drawer that involves at least 7% but no
Reversed, it signifies more or less the more than 49% chance of failure, will he
same, plus sorrow, weakness, funerals, a success, if the scheme is based on
loss of a friend. Effects as above, but stealth, cunning, or deception (rather
the drawer suffers some form of than a "smash and grab " operation).
humiliation or injury, possibly including 57: Eight of Swords
the slaying of a familiar, henchman, or A female figure, her eyes covered, stands
servitor. alone, surrounded by the swords of the
55: Six of Swords card.
A ferry keeper conveys solemn passengers Upright, the Eight of Swords signifies
to a further shore across calm waters. restriction, bondage, betrayal,
imprisonment; chagrin; calumny or

58
censure; temporary sickness. Drawer will ready for action while walking briskly
be taken captive (and stripped of all over rough ground.
gear, weapons, and possessions) by the Page of Swords: 3rd-level fighter (AC 6,
next opposing group the party meets of hp 30, AT 1 or 2, Dmg 1d8 (two attacks
greater power than their own. per round) or ld12+2 (one attack per
Reversed, it signifies prior treachery, round)), Str 16, Int 12, Wis 12, Dex 12,
disquiet, unforeseen mishap, fatality. Con 12, Cha 12); wears bracers of defense
Drawer encounters wandering monsters at (AC 6) and wields a Sword which is a long
twice the normal chance until the end of sword +1 with no special abilities. The
this adventure. page is unable to cast spells.
58. Nine of Swords 61: Knight of Swords
A woman, racked with despair, is A dashing and chivalric young man of dark
surrounded by the swords of the card; she coloring, the Knight rides full tilt
is blanketed with roses, but feels only across open, stormswept country. Brave
their thorns. and proud, he brandishes his Sword at
Upright, this card signifies utter unseen foes, or from sheer spirit.
desolation, despair, misery, death, Knight of Swords: 5th-level fighter (AC
failure, disappointment, miscarriage or 2, hp 50, AT 1, Dmg 1-8 or ld12+3); wears
delay, deception, doubt, illness, loss. plate mail +1 and wields a long sword +2
Drawer falls prey to melancholia after with no special abilities. If the setting
nine turns; if a successful save vs. is suitable (heathland, plazas, moors)
death magic (at -2) is made, the the Knight is riding a roan medium war
melancholia will last for ld10+2 months; horse (18 hp) and will appear already
if not, it is permanent. During this charging.
period, the PC is doubly susceptible to 62: Queen of Swords
illness and parasitic infestation. Dark and grim, the Queen sits on her
Reversed, it signifies doubt, suspicion, throne beneath a cloudy sky and
shame, patient suffering, "time heals all brandishes her Sword as if to say
wounds," timidity, reasonable fear. "Approach who dares!"
Drawer has a -J to morale and react at -2 Queen of Swords: 7th-level fighter (AC 2,
for 2d4+l weeks and heals at half speed hp 70, AT 3/2, Dmg 1d8 or ld12+4); wears
until fully recovered from this a ring of protection +J and bracers of
adventure. The drawer then requires an defense (AC 3) and wields a Sword, which
additional Jd4+3 days of rest. is a long sword +3 with no special
59: Ten of Swords abilities.
A body, pierced by ten swords, lies upon 63: King of Swords
a desolate plain beneath a blackened sky. The crowned King, dark and stern-looking,
Upright, the Ten of Swords signifies sits on a throne of judgment beneath
defeat, darkness, disaster, woe, loss, stormy skies; his Sword is held in a
and desolation (but not death). Drawer manner which makes it menacingly clear
loses the affection of all lovers, that he is familiar with its use, for
henchman, and associates (reaction and good or evil.
loyalty rolls are reduced by 3d4 points, King of Swords: 7th-level fighter (AC 1,
with a new maximum of II), with the rest hp 70, AT 3/2, Dmg 1d8 or ld12+4); wears
of the drawers party feeling uneasy chain mail +4 under his robes, and wields
around him and wishing to get rid of the a Sword, which is a long sword +3 with no
drawer as soon as they can do so without special abilities.
endangering the party. Any home the Pentacles
drawer owns will be destroyed or taken, Pentacles represent material and
as will 80+ld20% of his or her material financial matters, money, occupation,
wealth. material gain, business development, and
Reversed, this card signifies benefit, involvement in the world. This is the
profit, success, and favor, but of a suit of the thief, and of the merchant.
passing and impermanent sort. Drawer has 64: Ace of Pentacles
1d10 additional hit points for the next A single pentacle takes the form of a
10 days. large coin or other piece of precious
60: Page of Swords metal or jewelry; it is usually held by a
An alert, lithe, and energetic youth of hand or hands. In the background are
dark coloring, the Page holds the sword flowers, butterflies, and the like.

59
Upright, it signifies gold, content level is attained. In addition, if a
prosperity, the happiness and pleasure member of such a group as is mentioned
that wealth can bring. Concealed in or on above, drawer will not be promoted
some item acquired during this therein far three months after the
expedition, drawer will discover a gem customary time, "having failed to
worth at least 10,000gp. distinguish him or herself
Reversed, it signifies greed, 67: Four of Pentacles
miserliness, that prosperity which gives A hunched-over figure, crowned with one
no happiness, misused or corrupted pentacle, grasps another fervently with
wealth. Effects as above; also, for 2d4 hands and arms, and stands firmly upon
months, all wealth gained by the drawer two more; he clings avidly to what is
has no experience point value at all. already held.
65: Two of Pentacles Upright, this card signifies making sure
A youth in frivolous costume dances and of material gains; worldly gain leading
juggles two pentacles; in the background to nothing beyond it; sometimes (not
ships are tossed on the high sea. always) miserliness and a lack of
Upright, this card signifies gaiety, generosity, but always a monetary,
lightheartedness, grace under pressure, mercenary concern and point of view.
but also difficulty in launching new Drawer receives no experience points for
ventures or adapting to additional any material gains made during this
burdens; variability of moods. Drawer expedition, except thieves, who suffer
gains one point of Dexterity, but only a 10% penalty.
receives only half the experience points Reversed, it signifies material setbacks,
actually earned until he or she has opposition, delay, hindrance, chance of
enough experience points for the next material losses. From 4-16% (4d4) of the
level. At this point, drawer will take drawer's total wealth will disappear or
twice the usual time for training and be stolen in the next four days, never to
study, in order to gain the new level. be recovered.
Reversed, it signifies enforced or 68: Five of Pentacles
simulated gaiety and enjoyment. The next Two ragged figures (one on crutches), a
time the drawer is under attack, he or man and a woman, pass beneath a lighted
she will suffer the effects of Otto's window in a snowstorm. They are clearly
irresistible daacefor ld4+3 rounds. in distress.
66: Three of Pentacles Upright, it signifies loss of home,
A master artist or mason carving destitution, joblessness; affinities
pentacles in stonework is regarded discovered through mutual suffering;
approvingly by two robed figures generally, troubles in the material-
(probably priests), one of whom holds a financial realm. Within 5 weeks of
set of plans from which the crafter has returning from this adventure, the drawer
been working. will lose all homes, savings, jewelry,
Upright, it signifies skill, magic items and other valuables, and job
craftsmanship, glory or renown (including henchman status), if any; for
(particularly in a commercial matter), SdlQ weeks after drawing this card,
mastery, rank and power in one's drawer will be doubly susceptible to
profession; it is also used to signify illness, and to parasitic infestations.
matters relating to secret societies, If drawer has a lover or spouse, they
guilds and the like. Drawer receives a will each increase in loyalty toward each
30% bonus on all earned experience points other by 5%.
until the next level is attained; thieves Reversed, it signifies disorder, discord,
also gain a permanent 3% bonus in all severe toil, overcoming of ruin; new
professional skills. In addition, if interest in spirituality; need for
drawer is a member of a society, guild, charity. Drawer quarrels with the rest of
or the like, whose ranks are not based on the party over division of the proceeds
character class levels, he or she will of this expedition, and receives only one
soon (3d'10 days) be promoted therein. fifth of his or her rightful share. The
Reversed, it signifies mediocrity and drawer will spend at least five days in
tack of skill, ineptitude, sloppiness, retreat and meditation under the tutelage
mercenary attitude, lack of destination. of a priest of his or her faith.
Drawer will Junction in all class skills 69: Six of Pentacles
as if one level lower, until the next

60
An opulently dressed figure, probably a An artist sits happily carving out
merchant, gives money to the distressed apentacle; other completed examples are
from a balance or scales, giving out of racked neatly nearby.
goodness of heart from present wealth and Upright, this card signifies work,
plenty. craftsmanship, skills (perhaps still at
Upright, the Six of Pentacles signifies an apprentice level); job or commission
just and righteous charity, gifts and to come. If drawer is less than 3rd-level
inheritance, wealth received for good (or less than four combined levels, for a
reason, just desserts. When the proceeds multiclassed character), he or she gains
of this expedition are divided up, 3d8 hundred experience points; if higher,
drawer's share is 6d6% larger than it the gain is 3d8xlO experience points.
normally would be; drawer will give at Reversed, it signifies vanity, thwarted
least half of this bonus to a good ambition, greed, usury, skill in cunning
religious body, or to a charity (these and intrigue, sharp practices. Drawer
monies are not to be given to a player will soon (8d8 days) be shortchanged or
character, NPC, or ruler, regardless of hoodwinked in a major transaction, losing
alignments). The effects of this good at least 8,000 but not more than 80,000
act, if done by an evil or neutral gold pieces. If drawer is a thief, there
character, must be adjudicated by the DM. is a gain JdJ2xlOO experience points.
Reversed, it signifies greed, jealousy, 72: Nine of Pentacles
pride, or arrogance of wealth, envy, A stately woman stands in a flourishing
selfishness, refusal to give. When the vineyard, presumably part of her manorial
proceeds of this expedition are divided domain. On her wrist is a tame hawk; she
up, NPCs swindle the drawer, so that his is otherwise alone, and seems serene in
or her share is (2d6xl2%) of what it her isolation.
ought to be. The drawer does not realize Upright, the Nine of Pentacles signifies
this for at least six days afterward. security, prudence, wealth, self-
70: Seven of Pentacles sufficiency, love of gardens and home,
An intense young man leaning upon his comfort in material matters. For the rest
staff hovers protectively near seven of this expedition or adventure, any
pentacles attached to the greenery of the pickpocketing attempts upon the drawer
garden-like space he is tending. fail (although the thief will not be
Upright, it signifies speculative pauses, caught); and until the drawer returns,
fretting, anxiety, success not yet his or her home is safe from robbery,
attained, disappointment. During the next burglary, and banditry. Drawer also gains
project the drawer is engaged in which a a secondary skill in gardening. If a mage
long period of time passes (training for with no familiar, the next time the
a new level, enchanting an item, anything drawer is in an outdoor setting a hawk
requiring 10 days or more for will come, tamely, to serve as a
completion), he or she must save vs. familiar; it will be fully trained for
death magic once each week. Failure to hunting too.
make a successful saving throw means that Reversed, this card signifies robbery,
the drawer has ruined the process through loss of things treasured, roguery, danger
over anxiousness, and must begin anew or from thieves. Caution is advised. There
pay whatever penalty is imposed for such will be a burglary, robbery, or bandit
interruption. Interruptions caused by raid on the drawer's home or headquarters
this card cannot exceed seven in number; during the present absence; much (60—90%)
and on each saving throw after the first, of the drawer's property will be stolen,
the drawer has a cumulative +J on the including at least one item precious to
roll (thus, the second roll will be at the drawer.
+1, third at +2, and so on). 73: Ten of Pentacles
Reversed, it signifies impatience, A man and a woman stand in the entry way
apprehension, suspicion, especially in of a house; a child and an elderly man
money matters. Drawer will have a each pet a dog contentedly.
permanent -1% reaction to strangers and Upright, the card denotes gain, security,
casual acquaintances who ask for favors riches, family, home, stability. Drawer
or act in any way "suspicious," this soon (5d10 days) gains a small but sturdy
penalty doubles for loans or other home, free of encumbrance; this may be
financial favors. gift of a ruler or patron, an inheritance
71: Eight of Pentacles

61
or dowry—whatever is natural for the
campaign. The Ancient Minchiate Tarot
Reversed, it signifies loss, robbery,
family misfortunes; elderly people may Of Many Things
become a burden. Drawer will soon (5d 10
days) become obligated for the care of (adapted new cards by Fred Haskell)
his parents, clan/guild/village elders,
feudal dependents, or other aged persons Roll 10d10+2d4-11 for 1-97
to whom drawer is obligated (whether For Major Arcana only 8d6-7 for 1-41
aware of it or not). For Minor Arcana only 5d12-4 for 1-56
74: Page of Pentacles
A Pentacle rests lightly in, or hovers The primary difference between this deck
over, the hands of the Page, a very dark and other magical tarot decks is that
youth who moves slowly through a there are more Major Arcana cards. This
flourishing field, his gaze seemingly tarot contains 41 Major Arcana cards. In
fixed upon the lone symbol in studious addition, all the "Page" cards are female
reverie. Princess cards for two male and two
Page of Pentacles: 3rd-level thief (AC 3, female court cards per suit.
hp 18, AT 1, Dmg 1d4 or 1d3, Str 12, Int
12, Wis 12, Dex 16, Con 12, Cha 12); Court Princess Cards:
wears bracers of defense (AC 5) and has a
hidden dagger. 32: Princess of Wands
75: Knight of Pentacles The Princess is a fair blond girl with
Sturdy, laborious, and patient, the ice blue eyes, who stands boldly holding
Knight rides placidly through a freshly a raised wand as if ready to attack.
plowed field. A thoroughgoing Princess of Wands: 3rd-level mage (AC 8,
materialist, he looks upon, but not hp 10, AT 1, Dmg ld6+3, Str 12, Int 16,
within, the Pentacle of his suit. He is Wis 14, Dex 13, Con 12, Cha 16); wears
very dark and earthy in coloring. boots of speed and carries a staff of
Knight of Pentacles: 4th/4th-level striking (15 charges). The Princess's
fighter/thief (AC 0, hp 44, AT 1, Dmg spells are magic missile, shield,
1d8+l); wears plate mail +1 and a ring of stinking cloud.
invisibility, and carries a scimitar +1 46: Princess of Cups
with no special abilities, A fancily dressed young girl of medium
76: Queen of Pentacles coloration, the Princess stands lightly,
Very dark of coloring and meditative of contemplating the fish or other curious
expression, the Queen contemplates her images emerging from the Cup being
Pentacle on a throne in a fertile bower; carried.
her serious, even melancholy mien Princess of Cups: 3rd-level priestess (AC
suggests that she sees curious things 4, hp 22, AT 1, Dmg 1d6+l, Str 12, Int
indeed within that symbol. 13, Wis 16, Dex 13, Con 12, Cha 14); has
Queen of Pentacles: 7th-leve! thief (AC bracers of defense (AC 4) and a mace +1.
4, hp 42, AT 1, Dmg special); wears a The Princess can cast the following
ring of protection +4 and carries a spells: command, cure light wounds, hold
dagger of venom (Dmg ld4+2 vs. S-sized person. The Cup is her holy symbol.
opponents, 1d4+l vs. M-sized, 2-4 vs. L- 60: Princess of Swords
sized, plus poison to all opponents). An alert, lithe, and athletic sword
77: King of Pentacles maiden with black hair, the Princess
A dark and courageous, yet somewhat holds the sword ready for action while
lethargic figure, the King sits stolidly walking briskly over rough ground.
upon his throne within a flourishing Princess of Swords: 3rd-level fighter (AC
garden, and placidly holds the Pentacle 6, hp 28, AT 1 or 2, Dmg 1d8 (two attacks
upon his knee; a short rod or wand is his per round) or ld12+2 (one attack per
scepter. round), Str 16, Int 12, Wis 13, Dex 14,
King of Pentacles: 7th-level thief (AC 3, Con 12, Cha 13); wears bracers of defense
hp 42, AT I, Dmg 1d4 or 1d3); wears (AC 6) and wields a Sword which is a long
leather armor and a cloak of protection sword +1 with no special abilities. The
+3, and carries a wand of magic missiles Princess is unable to cast spells.
(70 charges) and a dagger. 74: Princess of Pentacles
A Pentacle rests lightly in, or hovers
over, the hands of the Princess, a very
62
dark young woman who moves slowly through will be 50% to be different on the
a flourishing field, her gaze seemingly good/evil axis and 50% to be different on
fixed upon the lone symbol in studious the law/chaos axis. Both may change, but
reverie. one axis, at least, must change. If
Princess of Pentacles: 3rd-level thief neutral, roll for a new alignment
(AC 3, hp 17, AT 1, Dmg 1d4 or 1d3, Str randomly. If his class is no longer
12, Int 12, Wis 13, Dex 16, Con 12, Cha possible in the new alignment then that
14); wears bracers of defense (AC 5) and too must change. If the save is made he
has a hidden poisoned dagger. must go a lengthy spiritual quest to
regain his faith.
The extra Major Arcana are as follows: 81: Charity
The card depicts a woman on throne
78: Hope holding a golden orb of regalia. Upright
The card pictures a woman praying under a it represents purist charity, giving,
crown. generosity, altruism, and love of fellow
Upright it signifies waiting and a man. The character must devote himself to
positive outlook despite negative events. giving and freely gives away 30% of
The character will never again suffer everything he gains. This may result in
from wanton fear and will have immunity an alignment shift. He gains a point of
to the fear aura of dragons and other Charisma and a +1 to all reaction rolls.
fear spells. There is always hope! Reversed it represents greed, avarice,
Reversed is indicates a negative outlook egoism, and distrust of fellow man. The
and worldview, pessimism, and a "glass is character loses a point of Charisma and
half empty" viewpoint. The character suffers a -1 on all reaction rolls. An
always will save at -2 vs. any fear or alignment change may be necessary. But
morale based attack. all checks for gem base values always go
79: Prudence up or stay the same never drop. All odd
The card pictures a woman holding snake divisions of treasure seem to fall toward
and mirror with her reflection. your character.
Upright it signifies caution and
moderation in all things, refusal to take Elements
risks, and shrewdness. The Drawer always Elemental cards summon the type of
has a +1 on all saves since he watches element pictured and they will be
his back and is always prepared. He friendly or hostile to the drawer
becomes a better listener and negotiator depending on whether or not they are
gaining a +1 on all reaction rolls. upright or reversed. No element need be
Reversed it signifies rashness, present to summon these tarot elementals
stupidity, rushing ahead and excess. The and they can function in environments
Drawer always suffers from impatience and otherwise hostile to their element such
is always -1 in all reaction rolls and -1 as a fire elemental existing underwater
in all saves. or an earth elemental summoned in
80: Faith wildspace.
The card depicts a woman with turban 82: Earth
reading holy scripture. The card shows a forest landscape with
Upright it signifies trust, rectitude, mountains in the distance.
devotion to family, and respect for Int: low
traditions. The character must re- AL: Neutral
entrench himself in the faith of his AC: 2
family and people. He will double MOVE: 6
whatever he gives to his gods or if a HD: 8
non-giver will give 10% of whatever he HP: 64
gains. He will however, gain the THACO: 13
blessings of faith and a permanent +2 to NO. OF ATT: 1
all saves from now on. DAMAGE/ATTACK: 4-32
Reversed it signifies rejection of faith +2 or better to hit
and family traditions. The character may 83: Air
suffer a class switch (if a paladin or The card shows a lamb in a field the sky
cleric) due to crisis of faith and must overhead filled with stars and birds in
save vs. magic or undergo an alignment flight.
and/or class change. His new alignment Int: low

63
AL: Neutral NO. OF ATT: 1
AC: 2 DAMAGE/ATTACK: 3-24
MOVE: FL 36 (A) +2 or better to hit
HD: 8 86: Capricorn
HP: 64 earth
THACO: 13 87: Aquarius
NO. OF ATT: 1 air Djinni
DAMAGE/ATTACK: 2-20 88: Pisces
+2 or better to hit water
84: Water 89: Aires
The card shows a ship at sea under sail. fire
Int: low 90: Taurus
AL: Neutral earth Dao
AC: 2 91: Gemini
MOVE: 6 SW 18 air
HD: 8 92: Cancer
HP: 64 water Marid
THACO: 12 93: Leo
NO. OF ATT: 1 fire
DAMAGE/ATTACK: 5-30 94: Virgo
+2 or better to hit earth
85: Fire 95: Libra
The card shows a raging bonfire. air
Int: low 96: Scorpio
AL: Neutral water
AC: 2 97: Sagittarius
MOVE: 12 fire Efreeti
HD: 8
HP: 64
THACO: 13

________________________________________________________________________

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

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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 The Greater Arcana


---- (00) Le Mat (The Fool)
I Le Bateleur (The Magician)
II Junon (The Goddess)
III L'Imperatrice (The Empress)
IV L'Empereur (The Emperor)
V Jupiter (The God, or Pope)
VI L'Amoureux (The Lovers)
VII Le Chariot (The Chariot)
VIII La Justice (Justice)
IX L'Ermite (The Hermit)
X Le Roue de Fortune (The Wheel of Fortune)
XI La Force (Strength)
XII Le Pendu (The Hanged Man)

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XIII La Mort (Death)
XIV Temperance (Temperance)
XV Le Diable (The Devil)
XVI La Maison de Dieu (The House of God, or The
Lightning-Struck Tower)
XVII L'Etoie (The Star)
XVIII La Lune (The Moon)
XIX Le Soleil (The Sun)
XX Le Jugement (Judgment)
XXI 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 A giant rabbit costume
2 A plate of hot potato salad
3 A "Learn-to-Speak-Magyar" record
4 A leopard skin loincloth
5 A plastic whirligig
6 A rubber duck
7 A hurdy-gurdy
8 A pacifier
9 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 Magic-
User. 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

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1-4 400 G.P.
5-7 600 G.P.
8-9 800 G.P.
10 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

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01-20 Magic Sword
21-40 Misc. Magic Weapon
41-60 Magic Armor
61-70 Magic Potion
71-80 Magic Ring
81-90 Magic Wand, Stave, or Rod
91-00 Misc. 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

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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 of Gems
Snake of Shields
Snake of Swords
Snake of Trees

Wyrm of Gems
Wyrm of Shields
Wyrm of Swords
Wyrm of Trees

________________________________________________________________________

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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) 12. Eye (in tree branches)


2. Moon (star is inside crescent) 13. Rose (the inner petals have teeth)
3. Book (House of Souls, yellow cover) 14. Marriage (a woman and the Dhol)
4. Bird (white bird with red chest) 15. Pool (dark and still)
5. Watchers (3 cats) 16. Tree (same as 12 without the eye)
6. Moth (leaf-like moth) 17. Joker Symbol (three concentric circles cut through
7. Wand (black and shiny) by a line, see figure 1)
8. Dhol (like a large rat) 18. Spring (all white on dark)
9. Serpent (white) 19. Summer (all green on white)
10. Mound (large and dark) 20. Fall (all red on white)
11. Lovers (lying together) 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 Effect


Spades
Ace Death Undead gain a +2 to attacks, saves, and checks against you.
2 Time You are immune to slow spells, plus immunity to aging and age effects as if you were a
15th-level druid.
3 Slaughter Critical threats against you are automatically confirmed.
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4 Fate You gain the granted power of the Luck domain. If you already have that ability, you can
use it one more time per day.
5 Pestilence You are afflicted with demon fever, and magical attempts to cure it must succeed at a
caster level check (DC 31).
6 War 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.
7 Famine You must eat a meal every hour or face starvation checks each hour.
8 Nature You may speak with plants(Sp) at will and use control plant (Sp) once per day.
9 Evil 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
fight their own demon.
10 Tactician 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.
Jack Chaos 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
1d6 points of temporary Constitution damage.
Queen Life You gain a +2 inherent bonus to Constitution. The next time you die, you are
immediately subject to a true resurrection spell.
King Peace By concentrating, you may radiate a 30 ft. emanation of ca/m emotions and emotion:
friendship.

Diamonds
King Darkness 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
Adaptation feat (it has no prerequisites); gaining the feat does not make you lose your
darkvision.
Queen Ghost You suffer 2 points of permanent Constitution drain and are -2 to attacks, saves, and
checks against incorporeal undead (including ghosts).
Jack Earth 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.
10 Pain You are plagued with constant pains, giving you a -2 penalty to Dexterity and a 20%
spell failure chance.
9 Air You may become invisible at will. You gain the ability to speak, read, and understand
Auran.
8 Prison Body functions, but soul is trapped elsewhere (as The Void card from the Deck of Many
Things).
7 Fire You gain fire resistance 30. You gain the ability to speak, read, and understand Ignan.
6 Scar 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.
5 Water You may water walk at will. You gain the ability to speak, read, and understand Aquan.
4 Coward 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
shaken for the duration of the combat (your -4 penalty applies to this roll).
3 Light 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
turn attempt per day).

71
2 Burn 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
that fire or for 1 minute, whichever is longer.
Ace Aura You may detect evil as a paladin. You can use true seeing (Sp) once per day as a cleric of
your level.

Clubs
Ace Decay 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.
2 Touch 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.
3 Drought You must drink a waterskin of liquid every hour or face thirst checks each hour.
4 Taste 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).
5 Bleed All of your wounds bleed excessively. Any weapon used against you causes you to bleed
as if it were a sword of wounding.
6 Soul You are protected by a death ward at all times.
7 Retch You suffer a -2 penalty to saving throws against poison and disease and 2 points of
Constitution drain.
8 Sight You gain a +10 competence bonus to Spot checks and a +4 competence bonus to
disbelieve illusions.
9 Hackles 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
made against characters with either of those skills.
10 Sound 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.
Jack Failure You suffer a -4 penalty to attacks, saves, and checks.
Queen Scent You gain the Scent ability with a range of 30 feet.
King Loss You go blind, deaf, and lose the ability to speak. A heal spell will restore your ability to
speak.

Hearts
King Scroll 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
level 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
when this ability is acquired and never changes.
Queen Hate 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.
Jack Blood You heal 1 point of damage per hour and are protected as if carrying a periapt of wound
closure.
10 Break 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
spell, instead of only when you roll a 1 on your saving throw (see Items Suffering a
Saving Throw, Player's Handbook page 150).

72
9 Song 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
to inspire courage as a bard of your character level once per day.
8 Tread You become extremely bowlegged and gain a limp. Your movement is reduced by half
and you suffer 2 points of Dexterity drain.
7 Color You gain a +2 inherent bonus to Wisdom and a +4 resistance bonus to all mind-affecting
attacks.
6 Deluge 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
DC 15 Will save or be shaken for as long as you can see the water.
5 Thought You gain a +2 inherent bonus to Intelligence. Resting to prepare spells only takes you 4
hours instead of 8.
4 Thirst 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
this manner causes you to permanently lose 1 hit point.
3 Proof You may concentrate to form a zone of truth at will.
2 Numb You are immune to stunning and pain effects. You suffer a -5 circumstance penalty to
checks involving the sense of touch.
Ace Star You are immune to fire. At will by concentrating you may shine as if you were the source
of a daylight spell.

Non-Suit Cards
Red Joker Absorption Gains 10,000 XP or two more draws from the deck.
Black Joker Desorption 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
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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.

74
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 Tri-
Mobius circles three times and three and is one. It represents completion of a cycle. The

75
Drawer has completed this life and now reincarnates as something or someone completely
different. He only has a 50% chance to remember his old life. His clothes and belongings
remain but may or may not fit or be useful. An additional effect would be his old life
definitely gone and not remembered. No save. No wishes will reverse this additional
effect.

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) Lama: Ace of Clubs
20) Kraken: King of Hearts
21) Phoenix: Ace of Diamonds
22) 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 blindly-
stacking 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: Card drawn, and its effect:


01-02 The Star: Major Blessing
03-04 The Star, reversed: Minor Blessing
05-06 The Enchantress: Alter Magicks (spell, good)
07-08 The Mage: Alter Magic Item (good)
09-10 The Moon: Enhance Magic Spell (adds skill to one)
11-12 The Sun: Enhance Major Skill
13-14 The Sun, reversed: Enhance Minor Skill
15-16 The Coin: Nourish (eliminates hunger for one day)
17-18 The Chalice: Restore Vitality (negates all fatigue penalties)
19-20 The Candle: Alter Form (beneficial effect)
21-22 The Wand: Alter Race (Roll 1D6: 1-Human, 2=Elf, 3=Dwarf, 4=Halfling, 5=Half-Elf,
6=Orc)
23-24 The Quill: Alter Color (beautiful, even if bizarre)
25-26 The Masque: Alter Sex
27-28 The Sword: Alter Weapon (an enhancement)
29-31 The King: Enhance Strength
32-34 The Queen: Enhance Intelligence
35-37 The Prince: Enhance Constitution
38-40 The Princess: Enhance Wisdom
41-43 The Knight: Enhance Agility
44-46 The Lady: Enhance Dexterity
47-49 The Jester: Enhance Charisma
50-52 The Jester, reversed: Diminish Charisma
53-55 The Lady, reversed: Diminish Dexterity
56-58 The Knight, reversed: Diminish Agility
59-61 The Princess, reversed: Diminish Wisdom
62-64 The Prince, reversed: Diminish Constitution
65-67 The Queen, reversed: Diminish Intelligence
68-70 The King, reversed: Diminish Strength
71-72 The Sword, reversed: Alter Weapon (an impairment)
73-74 The Masque, reversed: Twin (become duplicate of random party-member)
75-76 The Quill, reversed: Alter Color (ugly/repellent)
77-78 The Wand, reversed: Exchange Form (with a random party-member)
79-80 The Candle, reversed: Alter Form (detremental effect)
81-82 The Chalice, reversed: Reduce Vitality (doubles all fatigue accrued)
83-84 The Coin, reversed: Famish (hunger cannot be appeased for one day)
85-86 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.
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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.]

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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 life-
threatening, 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.]

84
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 Race Age Attribute*


1 Woods Elf -1 age category -10 pints
2 Gnome -20 years -5 points
3 Half-Orc -10 years -3 points
4 Elf -5 years -2 points
5 Human -1 year -1 point
6 Pixie Fairy +1 year +1 point
7 Dwarf +5 years +2 points
8 Stout Halfling +10 years +3 points

85
9 Half-Elf +20 years +5 points
10 Drow +1 age category +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.]

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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 3-
8: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 7-
17: 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]

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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.

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Horde: The character gains a random Major Wondrous Item from The Table 7-
29: 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 7-
28 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

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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 level-
up. 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

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… 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.
King of Staffs Educated +2 permanent bonus to Intelligence
Queen of Staffs 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

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Nine of Staffs Burdens&Delays +2 Permanent bonus to Strength
Ten of Staffs Development +2 Permanent bonus to Constitution
King of Cups Knowledge Gain a +2 competence bonus to all knowledge
skills
Queen of Cups Sensitivity Gain the services of a 4th level sorcerer
or warlock
Knight of Cups Naivety You will be tricked
Page of Cups 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.
Ace of Cups Enthusiam +2 Permanent bonus to Charisma
Two of Cups 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.
Three of Cups Whim Avoid any situation you choose, once
Four of Cups Disillusion Character granted 1 miracle, once, at any
time the character desires by his or her deity.
Five of Cups 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)
Six of Cups The Past You will meet someone from your past
Seven of Cups Wishful Thinking Gain 25 pieces of jewelry or 50 gems
Eight of Cups Indolence -2 permanent penalty to Dexterity
Nine of Cups Abundance You gain XP equal to 1000 x character level
and you may draw again.
Ten of Cups Fear Lose all nerve permanently. -10 to all fear-based
checks.
King of Blades 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.
Queen of Blades Loss You lose XP equal to 2500 x character level. This
loss may result in the loss of levels.
Knight of Blades Knight Gain services of a 4th level fighter, paladin,
war-monk or commander.
Page of Blades Spy Gain the services of a 4th level rogue or bard.
Ace of Blades Struggle All XP the character gains from now on
reduced by 25%
Two of Blades 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.
Three of Blades Depression You are thrust into a depression. -5 to
Will save.
Four of Blades Stagnation You are imprisoned
Five of Blades Rogue One of your friends turns against you.
Six of Blades Spirituality +2 Permanent bonus to Wisdom.
Seven of Blades Futility Your most prized possession will be stolen
from you.

93
Eight of Blades Enclosure Body functions, but soul is trapped forever.
Nine of Blades Slander -2 permanent penalty to Charisma
Ten of Blades Anguish -1 on all saving throws permanently
King of Pentacles 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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