Deck of Many Woes W oes and Wonders Wonders
Deck of Many Woes and Wonders Author: Keith Taylor and Andy Williams Layout/Editing: Keith Layout/Editing: Keith Taylor Illustrations: Some artwork Misfit Studios © Illustrations: Some 2005 by Steven Trustum, used with permission. All rights reserved. Some artwork copyright John Milner, used with permission. © 2006, UKG Publishing, 38 Eastborough, Scarborough, North Yorkshire, YO11 1NJ
93 Games Studio 93 Games Studio is committed to bringing the real world into the gaming world. Founded in 2001, 93 Games Studio started out as one man and the guinea pigs that would playtest for him. In December of 2003 our first product, The Swing, was released in
© 2005, 2007 by 93 Games Studio. All rights reserved. Except for the purposes of reviews, reproduction without the written permission of 93 Games Studio is expressly forbidden. No part of this publication may be reproduced, by any form or by any means, without the prior written permission of 93 Games Studio. Character sheets and other game aids contained in this book may be reproduced for personal use. All characters, names, places and text herein are copyrighted by 93 Games Studio. The mention of or reference to any company or product in this product is not a challenge to any trademark or copyright concerned. This book uses the supernatural for settings, characters and themes. The presentation of mystical and supernatural elements in this book is fiction and intended for entertainment purposes only. This book deals with mature subject matter, reader discretion is advised.
Introduction
How the Cards Work
No other item can bring both hope and fear at such levels as this deck. Some fear it, some love it but all must respect it ability to forever alter their life and the lives of their companions. Many a night has been spent simply drawing from the deck rather than attempting to complete a mighty quest. Many a characters have lost themselves to the deck. Many a terrors have been unleashed unto the world from the deck. And yet, many a wonders have been found thanks to the deck. This supplement is about the Deck of Many Things, variant decks and variant rules to use with them. This supplement is broken into several sections: The Decks – Explanations on how the decks works, the rules necessary to use any of the various decks and variant decks with unique cards and characteristics Card Effects – Each card listed with its full effects and explanations SRD Deck – The SRD Deck of Many Things Cards – Separate file for use, designed to be printed the size of normal playing playing cards Why use these decks? For a change, a break form the usual, to start an adventure, or simply for excitement. Have power gamers or munchkins, give them the Deck of Many Woes. Want to reward your players, give them the Deck of Many Wonders. Wonders. Want Want
Most decks operate in the same manner though. Each card imparts to the drawer some knowledge through mystical means. Even cards that bestow negative effects, the knowledge gained is either confusing or misleading. Some cards will impart their knowledge to someone or something other than the drawer; as in the example of “Enmity between you and an outer planar creature”, the outer planar creature receives some information that forces it to believe that the character is now a mortal enemy. This knowledge is transferred to the character as soon as they draw the card. Drawing the card is defined as separating a single card from the rest of the deck. It matters not if the character ever looks upon the card or if they return it to the deck. With the exception of cards which specifically create physical items and effects, all effects toward the character transpire in the mind of the character. No other character can intervene in the transfer of this knowledge either for the character’s benefit or for their woe. Afterwards, the characters may then discuss what had transpired and actions may be taken then; just not during the drawing of the card.
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Game Mechanics There really isn’t much mechanics to using any of these Decks. There are two methods of “drawing”; dice roll and drawing of cards (included
When “drawing” (regardless of method), alternate drawing a single card between each person who desires a draw. This will both help speed up the game and not cause anyone to get bored. Each character may decide individually when they wish to stop drawing. Unless otherwise noted: All cards only affect the drawer of the card. All effects are permanent. All effects are mandatory mandatory.. All effects take place immediately upon drawing the card. Most of the time there are no restrictions on when and where characters may draw from the deck. Sometimes it becomes necessary to apply restrictions in order to keep harmony within the party and in helping to keep game play from bogging down. Alternate restrictions to apply to the drawing of cards: Everyone or no one in the party must draw. No one can stop drawing unless the entire party wishes to stop. Everyone must draw X cards each time they draw (especially nasty when used with the Deck of Greed). After everyone gets X draws from the deck it disappears. Under each “random” effect is listed 8 possible options. These can be used or you may create your own “random” options. This was done mainly for ease of use when using the included cards. You •
Mad Deck of Abramelin This deck contains any and all of the listed cards with one exception. There exists one special card in this deck, the Abramelin card. When drawn, Abramelin, a Lawful Evil, 10 th level Mage, 10th level Red Wizard, is released from the deck. He possesses all of the necessary trappings of his classes and levels. Strong (all schools); CL 20th.
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Note: A particularly nasty variant of this deck is one in which Abramelin’s Abramelin’s consciousness is switched with that of the drawer, leaving the drawer’s soul in the card and no one the wiser.
Deck of Greed This deck contains only cards with beneficial effects. Use only cards 1-50 to create this deck. This deck appeals to the greed within those who draw from it. Whenever a card is drawn from this deck it is replaced with a blank card, and the deck is shuffled after each drawing. If a blank card is drawn the entire deck explodes triggering a Chain Lightening spell (cast as if by a 20 th level Mage). The drawer is not allowed a saving throw throw,, however, everyone else can save as normal. These types of decks begin with 5 blank cards in the place of 5 normal cards. Strong (all schools); CL 20th.
Deck of Sacrifice
one year. Whether the information gained can be successfully acted upon is another question entirely. 9. Add +1 to a random magic weapon or piece of armor the drawer already possesses; if he does not already possess any then add +2 to a random weapon or piece of armor. 10. Gain random beneficial magic item (one that is usable by the drawer’s class(s)). 11. Random item carried, receives intelligence. 12. Recharge all magic items (that has charges) to full. 13. Gain 20 pieces of jewelry or 50 gems. The jewelry is all gold set with gems, each piece worth 2,000 gp, and the gems 1,000 gp value each. 14. Gain 10,000 XP.
Card Effects This section list all available card effects and further details exactly what happens when the card is drawn.
Beneficial Effects 1. Gain a +2 bonus to AC.
15. Gain a +2 inherent bonus to one ability score. The 2 points are added to any ability the character chooses. They cannot be divided among two abilities. 16. Gain +1 bonus to all saving throws. 17. Gain Immunity to Fear. 18. You have gained the ability to regenerate 2pts/ rd, starting 3 rounds after you were damaged; if you go 10 past your CON you die, until raised from the
25. Any weapon you wield is considered to be “magical” for purposes of damage reduction.
35. Immunity to everything for D6 rounds, usable only once.
26. Gain the favor of an Outsider. Love, compassion and even pity are just some of the reasons why an Outsider has taken an interest in you. The favor can only be ended by either the Outsiders death or by an act of goodness/evil (depending on the Outsider) by the character. Generally the Outsider will only intervene in life and death situations regarding the character.
36. Gain a contact in every known city.
27. Gain an Everfull Wineskin. The wineskin is always produces top quality wine. If filled with water at sunset, the water will be turned to wine by sunrise. There is no effect if anything other than water is placed in the wineskin. 28. Gain a Pendant of Transportation. The pendant, when tossed to the ground, becomes a form of transportation based on the type of pendant. Each form contains all the necessary trappings such as saddles, harness, etc. 29. Gain a Cloak of the Wardrobe. When worn the cloak functions as a Hat of Disguise, but only for the characters clothing. It does not alter their physical appearance. 30. Gain a Backpack of Adventuring. This backpack functions like a Bag of Holding (Type IV) but comes filled with every item listed as Adventuring Gear.
37. Gain a favor from the local king/ruling class. This favor can be called in at any time; however, it is up to the king/ruling class to determine what an appropriate repayment is. 38. Gain nobility and land to rule. 39. Gain immunity to critical hits. 40. Gain the ability to wear any armor without penalty. 41. Gain 1st level of a class you do not already possess without penalty. This ability is better described as a shadow class; for you gain all of the benefits of having the class without any negative side effects (such as a monk’s prohibition against multiclassing). In order to gain any further levels in this “shadow” class, you must first purchase the first level again. Once you have done so you may continue to gain levels in this new class per normal rules (and you are then subject to all the normal rules of multiclassing). 42. Gain random Feat requirements for.
which you meet the
43. Gain 2x XP at the end of each session from this point forward.
49. Your base speed is now doubled. 50. Gain a random monster creature as a pet. Only creatures with Intelligence of 5 or less should be considered for this effect. The creature follows and obeys the character; however, it will react to the method and manner in which character treats it.
Woeful Effects 51. Defeat next foe (single-handedly) or lose a Level.
60. All hireling/followers possessed turn on you. 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. 61. Suffer a -1 penalty to all saving throws.
52. Defeat dread wraith or be forever destroyed. 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.
62. Gain the enmity on an Outsider. 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, if the result of the die roll is a 1, then the Outsider instantly teleports to the drawers location.
53. All Magical Items in your possession have 70% chance each of being dispelled permanently.
63. You are now blind (curable only by a Wish).
54. Lose 5,000 XP and a random item you possess.
64. Drain all charged items down to one charge on everyone within 50’ of the drawer.
55. Random magical (+1 or better) item drops by -2 permanently. If the drawer does not have one, then the next closest person has this effect happen to them, if they do not have a +1 or better item then it goes to the next closest and so on until it happens. 56. Fight an evil duplicate of yourself. It has everything the character has (including spells / special
65. Lose all wealth and real property. 66. Lose 10,000 XP and draw another card. 67. All magic items you possess disappear. 68. Lose 2 levels. Drop to 1 point over the minimum
character’s level d4 rounds (i.e. 6 level fighter rolls 6d4). If the rage ends before the battle does, roll for Berserk Rage again until the battle is over. You Berserk until your enemies are dead. 73. Curse of Wild Surging: Anyone (including the cursed person) within 40’ of the cursed individual has a 50% chance of wild surging every time a spell is cast. 74. Curse of Aging: You age to one year beyond the next age category. If you were an adult human, then you would become a Middle Aged human at 36 years old. 75. Curse of the Undead: Every creature that you slain from this point forward will return from the grave as a Wraith in D4 days. There is a 10% chance that the newly risen Wraith will hunt the character down. 76. Curse of Anti-Magic: An invisible barrier totally impervious to all magic and magical spell effects surrounds the character permanently. The size of the barrier is 5’ /Level of the character. 77. Curse of Spell Vulnerability: You become vulnerable to every spell cast by a mage or cleric; now your character only saves vs Spells with a 15 or better (this does not count towards spells from devices, only spells from spell users); the save never goes down even when the character goes up in
which of the 10 people takes the damage). 80. Random magical item disintegrates. If user has no magical items then the next closet person with a magical item must save, etc, etc, until there is a magical item is found and it makes/fails the save. 81. You attract any missile (magic or non-magic) that comes within 20’ of you; if you make a successful Reflex save at a -2 penalty the missile continues on to its intended target. 82. Gain a -2 penalty to one ability score. The 2 points are subtracted from any ability the character chooses. They cannot be divided among two abilities. 83. Suffer a -3 penalty to all Reflex saves. 84. A magic “dead” zone now emanates from your body. This zone is 5’ per character level in radius. 85. You now begin to emit both light and sound. While not a blinding light nor is it a thunderous sound, this effectively negates any attempts at Hide in Shadows and Move Silently. 86. Gain an intense allergy to any and all types of metal. When in physical contact with any form of metal take 2D4 points of damage every round contact is maintained. (This effect begins the moment the card is drawn) 87. Lose the favor of your Deity. Your Deity has been
session from this point forward. 94. Lose your next level dependant feat (i.e.; the feat you gain at 1 st level, 3rd level, 5th level, etc.).
Random Spell-like Ability Roll
Summary of Effect
1
Haste
95. You are now under the influence of a Doom spell.
2
Message
3
Endure Elements
96. Vulnerability to critical hits. Every successful attack upon you is treated as a threat. Determine if the threat is a critical hit per normal rules.
4
Identify
5
Hypnotism
6
Disguise Self
7
Cause Fear
8
Expeditious Retreat
9
Jump
10
Detect Thoughts
11
Blur
12
Hypnotic Pattern
13
Darkvision
14
Consecrate
15
Cure Light Wounds
16
Magic Weapon
17
Silence
18
Resistance
19
Water Breathing
20
Player Choose (with DM approval)
97. You have awoken a Tarrasque. It is aware of who has awakened it and where that person is. It will stop at nothing to track that person down. 98. An opposite of you now exists somewhere in the world. Both the opposite and you are completely aware of each others existence but have no other spiritual/mental/metaphysical connection. Whenever you enter a town there is a 50% chance that your opposite has already visited and will cause the town to have a case of mistaken identity over you. 99. D4 Phantasmal Forces are generated around you each week. 100. Change alignment instantly. 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.
Note: While we had originally though of including
Random Beneficial Magic Item Roll
Summary of Effect
1
Random Armor or Shield
Random Feat
Random Monster Pet
Roll
Summary of Effect
Roll
Summary of Effect
1
Run
1
Wyrmling Dragon
2
Combat Expertise
2
Worg
3
Improved Initiative
3
Pseudodragon
4
Point Blank Shot
4
Displacer Beast
5
Alertness
5
Winter Wolf
6
Combat Reflexes
6
Griffon
7
Track
7
Krenshar
8
Dodge
8
Rust Monster
9
Leadership
9
Blink Dog
10
Great Fortitude
10
Shocker Lizard
11
Improved Critical
11
Pegasus
12
Blind Fight
12
Unicorn
13
Negotiator
13
Triceratops
14
Endurance
14
Dire Bear
15
Iron Will
15
Giriallon
16
Persuasion
16
Wyvern
17
Combat Casting
17
Yeth Hound
18
Acrobatic
18
Cockatrice
19
Toughness
19
Will O’ Wisp
20
Deceitful
20
Gargoyle
Random Class Ability
Random Polymorph
Roll
Summary of Effect
Roll
Summary of Effect
1
Uncanny Dodge
1
Male Elf
SRD Deck of Many Things Deck of Many Things: 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 she will draw before she 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. If the character does not willingly draw her allotted number (or if she 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, indicated in the third
Jester
Gain 10,000 XP or two more draws from the deck.
Key
Gain a major magic weapon.
Knight
Gain the service of a 4th-level fighter.
Moon
You are granted 1d4 wishes.
Rogue
One of your friends turns against you.
Ruin
Immediately lose all wealth and real property.
Skull
Defeat dread wraith or be forever destroyed.
Star
Immediately gain a +2 inherent bonus to one ability score.
Sun
Gain beneficial medium wondrous item and 50,000 XP.
Talons
All magic items you possess disappear permanently.
Throne
Gain a +6 bonus on Diplomacy checks plus a small keep.
Vizier
Know the answer to your next dilemma.
The Void
Body functions, but soul is trapped elsewhere.
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
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.
fight as well. If the character is slain, she is slain forever and cannot be revived, even with a wish or a miracle. Star: The 2 points are added to any ability the character chooses. They cannot be divided among two abilities.
Fool: The payment of XP and the redraw are mandatory. This card is always discarded when drawn, unlike all others except the jester.
Sun: Roll for a medium wondrous item until a useful item is indicated.
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.
Talons: When this card is drawn, every magic item owned or possessed by the character is instantly and irrevocably gone.
Idiot: This card causes the drain of 1d4+1 points of Intelligence immediately. The additional draw is optional.
Throne: The character becomes a true leader in people’s eyes. The castle gained appears in any open area she wishes (but the decision where to place it must be made within 1 hour).
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
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 her 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 her 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
Gain random Spell-Like Ability (SP) usable once per day.
Gain a +2 bonus to AC.
2
1
Gain 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.
4
Gain Charisma of 18 plus a small keep.
3
You are granted 1D3 wishes, which must be used in 1D3 days.
Gain a treasure map plus 1 random magical item.
5
6
Gain random Spell-Like Ability (SP) usable once per day.
Gain a +2 bonus to AC.
2
1
Gain 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.
4
Gain Charisma of 18 plus a small keep.
3
You are granted 1D3 wishes, which must be used in 1D3 days.
Gain a treasure map plus 1 random magical item.
5
6
Gain 2 levels, only if between 1st thru 4th level; otherwise increase Hit Points by D10.
Know answer to your next dilemma. 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 her request. The query or request must be made within one year. Whether the information gained can be successfully acted upon is another question entirely. 8
7
Gain random beneficial magic item (one that is usable by the drawer’s class(s)).
10
Add +1 to a random magic weapon or piece of armor the drawer already possesses; if he does not already possess any then add +2 to a random weapon or piece of armor.
9
Random item carried, receives intelligence.
11
Recharge all magic items (that has charges) to full.
12
Gain 2 levels, only if between 1st thru 4th level; otherwise increase Hit Points by D10.
Know answer to your next dilemma. 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 her request. The query or request must be made within one year. Whether the information gained can be successfully acted upon is another question entirely. 8
7
Gain random beneficial magic item (one that is usable by the drawer’s class(s)).
10
Add +1 to a random magic weapon or piece of armor the drawer already possesses; if he does not already possess any then add +2 to a random weapon or piece of armor.
9
Random item carried, receives intelligence.
11
Recharge all magic items (that has charges) to full.
12
Gain 20 pieces of jewelry or 50 gems. The jewelry is all gold set with gems, each piece worth 2,000 gp, and the gems 1,000 gp value each.
Gain 10,000 XP.
14
13
Gain +1 bonus to all saving throws.
16
15
Gain Immunity to Fear.
17
Gain a +2 inherent bonus to one ability score. The 2 points are added to any ability the character chooses. They cannot be divided among two abilities.
You have gained the ability to regenerate 2pts/rd, starting 3 rounds after you were damaged; if you go 10 past your CON you die, until raised from the dead.
18
Gain 20 pieces of jewelry or 50 gems. The jewelry is all gold set with gems, each piece worth 2,000 gp, and the gems 1,000 gp value each.
Gain 10,000 XP.
14
13
Gain +1 bonus to all saving throws.
16
15
Gain Immunity to Fear.
17
Gain a +2 inherent bonus to one ability score. The 2 points are added to any ability the character chooses. They cannot be divided among two abilities.
You have gained the ability to regenerate 2pts/rd, starting 3 rounds after you were damaged; if you go 10 past your CON you die, until raised from the dead.
18
Defeat the next monster you meet to gain one level. The character must singlehandedly 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.
20
19
Gain random racial trait.
22
Gain D4 cross class skills as a class skill.
Gain 1 rank in a skill that is exclusive for another class.
21
Gain 4 skill points in a random skill. This may raise the skill above the max ranks allowed. If this raises a skill above the max allowed, you can not continue to spend skill points on that skill until your max skill ranks have increased.
23
Any spells that you cast are cast as if you were 1 level higher for determining the spell’s effects.
24
Defeat the next monster you meet to gain one level. The character must singlehandedly 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.
Gain D4 cross class skills as a class skill.
20
19
21
Gain 4 skill points in a random skill. This may raise the skill above the max ranks allowed. If this raises a skill above the max allowed, you can not continue to spend skill points on that skill until your max skill ranks have increased.
Gain random racial trait.
22
Gain 1 rank in a skill that is exclusive for another class.
23
Any spells that you cast are cast as if you were 1 level higher for determining the spell’s effects.
24
Any weapon you wield is considered to be “magical” for purposes of damage reduction.
25
Gain the favor of an Outsider. Love, compassion and even pity are just some of the reasons why an Outsider has taken an interest in you. The favor can only be ended by either the Outsiders death or by an act of goodness/evil (depending on the Outsider) by the character. Generally the Outsider will only intervene in life and death situations regarding the character. 26
Gain a Pendant of Transportation. The pendant, when tossed to the ground, becomes a form of transportation based on the type of pendant. Each form contains all the necessary trappings such as saddles, harness, etc.
28
27
Gain a Cloak of the Wardrobe. When worn the cloak functions as a Hat of Disguise, but only for the characters clothing. It does not alter their physical appearance.
29
Gain an Everfull Wineskin. The wineskin is always produces top quality wine. If filled with water at sunset, the water will be turned to wine by sunrise. There is no effect if anything other than water is placed in the wineskin.
Gain a Backpack of Adventuring. This backpack functions like a Bag of Holding (Type IV) but comes filled with every item listed as Adventuring Gear. The backpack will not hold new items and never runs out of any of the items in the pack.
30
Any weapon you wield is considered to be “magical” for purposes of damage reduction.
25
Gain the favor of an Outsider. Love, compassion and even pity are just some of the reasons why an Outsider has taken an interest in you. The favor can only be ended by either the Outsiders death or by an act of goodness/evil (depending on the Outsider) by the character. Generally the Outsider will only intervene in life and death situations regarding the character. 26
Gain a Pendant of Transportation. The pendant, when tossed to the ground, becomes a form of transportation based on the type of pendant. Each form contains all the necessary trappings such as saddles, harness, etc.
28
27
Gain a Cloak of the Wardrobe. When worn the cloak functions as a Hat of Disguise, but only for the characters clothing. It does not alter their physical appearance.
29
Gain an Everfull Wineskin. The wineskin is always produces top quality wine. If filled with water at sunset, the water will be turned to wine by sunrise. There is no effect if anything other than water is placed in the wineskin.
Gain a Backpack of Adventuring. This backpack functions like a Bag of Holding (Type IV) but comes filled with every item listed as Adventuring Gear. The backpack will not hold new items and never runs out of any of the items in the pack.
30
Gain the ability to Egress from combat. Whenever you reach 1 or fewer HP you and the entire party are teleported a safe distance away. The location you are teleported to is safe from danger for at least 24 hours (this effect will sometimes be more harmful than helpful).
Gain the services of a non-combat servant. This servant is much like a butler, cook and maid all rolled into one; however they will never act in combat even to save their life or their masters. The servant appears out of nowhere and serves loyally until death. He or she is of the same race (or kind) and gender as the character. 32
31
Gain a set of Mastercraft class appropriate tools/ weapon/armor.
34
Gain a chest of money and trade goods worth 10D100 gp split equally between money and trade goods.
33
Immunity to everything for D6 rounds, usable only once.
35
Gain a contact in every known city.
36
Gain the ability to Egress from combat. Whenever you reach 1 or fewer HP you and the entire party are teleported a safe distance away. The location you are teleported to is safe from danger for at least 24 hours (this effect will sometimes be more harmful than helpful).
Gain the services of a non-combat servant. This servant is much like a butler, cook and maid all rolled into one; however they will never act in combat even to save their life or their masters. The servant appears out of nowhere and serves loyally until death. He or she is of the same race (or kind) and gender as the character. 32
31
Gain a set of Mastercraft class appropriate tools/ weapon/armor.
34
Gain a chest of money and trade goods worth 10D100 gp split equally between money and trade goods.
33
Immunity to everything for D6 rounds, usable only once.
35
Gain a contact in every known city.
36
Gain a favor from the local king/ruling class. This favor can be called in at any time; however, it is up to the king/ ruling class to determine what an appropriate repayment is.
37
Gain nobility and land to rule.
38
Gain 1st level of a class you do not already possess without penalty. This ability is better described as a shadow class; for you gain all of the benefits of having the class without any negative side effects (such as a monk’s prohi bition against multiclassing). In order to gain any further levels in this “shadow” class, you must first purchase the first level again. Once you have done so you may continue to gain levels in this new class per normal rules (and you are then subject to all the normal rules of multiclassing).
Gain the ability to wear any armor without penalty.
40
41
Gain immunity to critical hits.
39
Gain random Feat which you meet the requirements for .
42
Gain a favor from the local king/ruling class. This favor can be called in at any time; however, it is up to the king/ ruling class to determine what an appropriate repayment is.
37
Gain nobility and land to rule.
38
Gain 1st level of a class you do not already possess without penalty. This ability is better described as a shadow class; for you gain all of the benefits of having the class without any negative side effects (such as a monk’s prohi bition against multiclassing). In order to gain any further levels in this “shadow” class, you must first purchase the first level again. Once you have done so you may continue to gain levels in this new class per normal rules (and you are then subject to all the normal rules of multiclassing).
Gain the ability to wear any armor without penalty.
40
41
Gain immunity to critical hits.
39
Gain random Feat which you meet the requirements for.
42
Gain 2x XP at the end of each session from this point forward.
Gain the same benefit as if wearing a Ring of Sustenance. This ability continually provides its wearer with life-sustaining nourishment. It also refreshes the body and mind, so that the character needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. 44
43
46
45
Entire party is randomly teleported to another plane of existence.
Gain spell book with 2D20 levels of spells.
47
Gain random class ability usable once per day.
Avoid any situation you choose, once. 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 that drew the card; other party members may have to endure the situation. 48
Gain 2x XP at the end of each session from this point forward.
Gain the same benefit as if wearing a Ring of Sustenance. This ability continually provides its wearer with life-sustaining nourishment. It also refreshes the body and mind, so that the character needs only sleep 2 hours per day to gain the benefit of 8 hours of sleep. 44
43
46
45
Entire party is randomly teleported to another plane of existence.
Gain spell book with 2D20 levels of spells.
47
Gain random class ability usable once per day.
Avoid any situation you choose, once. 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 that drew the card; other party members may have to endure the situation. 48
Your base speed is now doubled.
49
Defeat dread wraith or be forever destroyed. 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. 52
Gain a random monster creature as a pet. Only creatures with Intelligence of 5 or less should be considered for this effect. The creature follows and obeys the character; however, it will react to the method and manner in which character treats it.
50
All Magical Items in your possession have 70% chance each of being dispelled permanently.
53
Defeat next foe (singlehandedly) or lose a Level.
51
Lose 5,000 XP and a random item you possess.
54
Gain a random monster creature as a pet. Only creatures with Intelligence of 5 or less should be considered for this effect. The creature follows and obeys the character; however, it will react to the method and manner in which character treats it.
Your base speed is now doubled.
49
Defeat dread wraith or be forever destroyed. 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. 52
50
All Magical Items in your possession have 70% chance each of being dispelled permanently.
53
Defeat next foe (singlehandedly) or lose a Level.
51
Lose 5,000 XP and a random item you possess.
54
Random magical (+1 or better) item drops by -2 permanently. If the drawer does not have one, then the next closest person has this effect happen to them, if they do not have a +1 or better item then it goes to the next closest and so on until it happens.
Fight an evil duplicate of yourself. It has everything the character has (including spells / special abilities). No one can help because combat takes place in the mind of the character. If the character loses combat, the evil character takes over the body (take the person to another room to fight the battle), the new character is totally evil and must be played so. If character’s alignment is ever changed again he die’s instantly. 56
55
5Lose 1d4 points of Intelligence and draw 1d4 more cards.
58
57
Suffer a -2 penalty to AC.
59
Body functions, but soul is trapped else where. The character’s body continues to function, as though comatose, but her 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. The drawer can draw no more cards; however, the party is free to continue drawing.
All hireling/followers possessed turn on you. 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. 60
Random magical (+1 or better) item drops by -2 permanently. If the drawer does not have one, then the next closest person has this effect happen to them, if they do not have a +1 or better item then it goes to the next closest and so on until it happens.
Fight an evil duplicate of yourself. It has everything the character has (including spells / special abilities). No one can help because combat takes place in the mind of the character. If the character loses combat, the evil character takes over the body (take the person to another room to fight the battle), the new character is totally evil and must be played so. If character’s alignment is ever changed again he die’s instantly. 56
55
5Lose 1d4 points of Intelligence and draw 1d4 more cards.
58
57
Suffer a -2 penalty to AC.
59
Body functions, but soul is trapped else where. The character’s body continues to function, as though comatose, but her 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. The drawer can draw no more cards; however, the party is free to continue drawing.
All hireling/followers possessed turn on you. 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. 60
Suffer a -1 penalty to all saving throws.
Gain the enmity on an Outsider. 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, if the result of the die roll is a 1, then the Outsider instantly teleports to the drawers location. 62
61
Drain all charged items down to one charge on everyone within 50’ of the drawer.
64
You are now blind (curable only by a Wish).
63
Lose all wealth and real property.
65
Lose 10,000 XP and draw another card.
66
Suffer a -1 penalty to all saving throws.
Gain the enmity on an Outsider. 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, if the result of the die roll is a 1, then the Outsider instantly teleports to the drawers location. 62
61
Drain all charged items down to one charge on everyone within 50’ of the drawer.
64
You are now blind (curable only by a Wish).
63
Lose all wealth and real property.
65
Lose 10,000 XP and draw another card.
66
All magic items you possess disappear.
Lose 2 levels. Drop to 1 point over the minimum XP needed for the new level. Example: if you are currently 7th level, drop to 10,001 and are now 5th level. If you possess more than one class, lose one level each in two of you classes.
68
67
70
69
Curse of Fumbling: All DEX checks are made at a -5, you fumble on an attack roll 1-3, and when casting you have a 30% chance of spell failure (or wild surging).
Curse of Healing: You cannot be healed by any magical means, you must heal naturally.
71
You become the hated enemy of a race of monsters (DM decides). The hatred they feel towards you is so deep that all members of that race recognize you on sight. They receive a +3 bonus to hit and damage against you.
Curse of Berserking Rage: When a battle presents itself, the character throws all caution into the wind and charges into battle with a +2 hit/dmg, -2 penalty to AC, +1 number of attacks, and fights to negative your CON; the Berserk Rage lasts for character’s level d4 rounds (i.e. 6 level fighter rolls 6d4). If the rage ends before the battle does, roll for Berserk Rage again until the battle is over. You Berserk until your enemies are dead. 72
All magic items you possess disappear.
Lose 2 levels. Drop to 1 point over the minimum XP needed for the new level. Example: if you are currently 7th level, drop to 10,001 and are now 5th level. If you possess more than one class, lose one level each in two of you classes.
68
67
70
69
Curse of Fumbling: All DEX checks are made at a -5, you fumble on an attack roll 1-3, and when casting you have a 30% chance of spell failure (or wild surging).
Curse of Healing: You cannot be healed by any magical means, you must heal naturally.
71
You become the hated enemy of a race of monsters (DM decides). The hatred they feel towards you is so deep that all members of that race recognize you on sight. They receive a +3 bonus to hit and damage against you.
Curse of Berserking Rage: When a battle presents itself, the character throws all caution into the wind and charges into battle with a +2 hit/dmg, -2 penalty to AC, +1 number of attacks, and fights to negative your CON; the Berserk Rage lasts for character’s level d4 rounds (i.e. 6 level fighter rolls 6d4). If the rage ends before the battle does, roll for Berserk Rage again until the battle is over. You Berserk until your enemies are dead. 72
Curse of Wild Surging: Anyone (including the cursed person) within 40’ of the cursed individual has a 50% chance of wild surging every time a spell is cast.
73
Curse of Aging: You age to one year beyond the next age category. If you were an adult human, then you would become a Middle Aged human at 36 years old.
74
76
75
Curse of Spell Vulnerability: You become vulnerable to every spell cast by a mage or cleric; now your character only saves vs Spells with a 15 or better (this does not count towards spells from devices, only spells from spell users); the save never goes down even when the character goes up in level.
Curse of Anti-Magic: An invisible barrier totally impervious to all magic and magical spell effects surrounds the character permanently. The size of the barrier is 5’ /Level of the character.
77
Curse of the Undead: Every creature that you slain from this point forward will return from the grave as a Wraith in D4 days. There is a 10% chance that the newly risen Wraith will hunt the character down.
Curse of Wounding: Once wounded in battle with a piercing or slashing weapon you lose 1-3 HP’s/Round until the wound is bound.
78
Curse of Wild Surging: Anyone (including the cursed person) within 40’ of the cursed individual has a 50% chance of wild surging every time a spell is cast.
73
Curse of Aging: You age to one year beyond the next age category. If you were an adult human, then you would become a Middle Aged human at 36 years old.
74
76
75
Curse of Spell Vulnerability: You become vulnerable to every spell cast by a mage or cleric; now your character only saves vs Spells with a 15 or better (this does not count towards spells from devices, only spells from spell users); the save never goes down even when the character goes up in level.
Curse of Anti-Magic: An invisible barrier totally impervious to all magic and magical spell effects surrounds the character permanently. The size of the barrier is 5’ /Level of the character.
77
Curse of the Undead: Every creature that you slain from this point forward will return from the grave as a Wraith in D4 days. There is a 10% chance that the newly risen Wraith will hunt the character down.
Curse of Wounding: Once wounded in battle with a piercing or slashing weapon you lose 1-3 HP’s/Round until the wound is bound.
78
Curse of Miss-Guided Attack: When com bat goes on within 50ft of the cursed person, do combat the following way: Determine how many people are within 50ft radius of the cursed PC (not just people fighting, but everyone that is within a 50ft radius; there could be 2 people fighting and 8 people watching for a total of 10 people). a.
b. Determine c.
AC of target normally
Roll to hit.
If a hit is scored, roll randomly to see who took the damage, including the cursed PC (using the example from above, if one of the cursed fighter takes a hit, roll a d10 to see which of the 10 people takes the damage). d.
79
Random magical item disintegrates. If user has no magical items then the next closet person with a magical item must save, etc, etc, until there is a magical item is found and it makes/ fails the save.
80
Gain a -2 penalty to one ability score. The 2 points are subtracted from any ability the character chooses. They cannot be divided among two abilities.
82
You attract any missile (magic or non-magic) that comes within 20’ of you; if you make a successful Reflex save at a -2 penalty the missile continues on to its intended target.
81
A magic “dead” zone now emanates from your body. This zone is 5’ per character level in radius.
Suffer a -3 penalty to all Reflex saves.
83
84
Curse of Miss-Guided Attack: Whe n com bat goes on within 50ft of the cursed person, do combat the following way: Determine how many people are within 50ft radius of the cursed PC (not just people fighting, but everyone that is within a 50ft radius; there could be 2 people fighting and 8 people watching for a total of 10 people). a.
b. Determine c.
AC of target normally
Roll to hit.
If a hit is scored, roll randomly to see who took the damage, including the cursed PC (using the example from above, if one of the cursed fighter takes a hit, roll a d10 to see which of the 10 people takes the damage). d.
79
Random magical item disintegrates. If user has no magical items then the next closet person with a magical item must save, etc, etc, until there is a magical item is found and it makes/ fails the save.
80
Gain a -2 penalty to one ability score. The 2 points are subtracted from any ability the character chooses. They cannot be divided among two abilities.
82
You attract any missile (magic or non-magic) that comes within 20’ of you; if you make a successful Reflex save at a -2 penalty the missile continues on to its intended target.
81
A magic “dead” zone now emanates from your body. This zone is 5’ per character level in radius.
Suffer a -3 penalty to all Reflex saves.
83
84
You now begin to emit both light and sound. While not a blinding light nor is it a thunderous sound, this effectively negates any attempts at Hide in Shadows and Move Silently.
Gain an intense allergy to any and all types of metal. When in physical contact with any form of metal take 2D4 points of damage every round contact is maintained. (This effect begins the moment the card is drawn)
86
85
88
87
The entire party if teleported to a random place, however, all equipment and clothing (including the deck) is left at the location where the card was drawn from.
Gain Mark of the Beast; all creatures (monsters and animals alike) will attack you on sight.
89
Lose the favor of your Deity. Your Deity has been slighted by your actions and no longer considers you one of their own. They will no longer grant you spells or other favors. This slight was so disrespectful that no other deity will accept you either.
You are now affected by a life threatening poison. You will die in 2D20 days unless you find the cure (which you must also discover). This poison is immune to magical healing.
90
You now begin to emit both light and sound. While not a blinding light nor is it a thunderous sound, this effectively negates any attempts at Hide in Shadows and Move Silently.
Gain an intense allergy to any and all types of metal. When in physical contact with any form of metal take 2D4 points of damage every round contact is maintained. (This effect begins the moment the card is drawn)
86
85
88
87
The entire party if teleported to a random place, however, all equipment and clothing (including the deck) is left at the location where the card was drawn from.
Gain Mark of the Beast; all creatures (monsters and animals alike) will attack you on sight.
89
Lose the favor of your Deity. Your Deity has been slighted by your actions and no longer considers you one of their own. They will no longer grant you spells or other favors. This slight was so disrespectful that no other deity will accept you either.
You are now affected by a life threatening poison. You will die in 2D20 days unless you find the cure (which you must also discover). This poison is immune to magical healing.
90
Switch gender; if male become female, if female become male.
92
91
Lose your next level dependant feat (i.e.; the feat you gain at 1st level, 3rd level, 5th level, etc.).
94
Gain only ½ the normal XP at the end of each session from this point forward.
Randomly Polymorph into another creature.
93
You are now under the influence of a Doom spell.
95
Vulnerability to critical hits. Every successful attack upon you is treated as a threat. Determine if the threat is a critical hit per normal rules.
96
Switch gender; if male become female, if female become male.
92
91
Lose your next level dependant feat (i.e.; the feat you gain at 1st level, 3rd level, 5th level, etc.).
94
Gain only ½ the normal XP at the end of each session from this point forward.
Randomly Polymorph into another creature.
93
You are now under the influence of a Doom spell.
95
Vulnerability to critical hits. Every successful attack upon you is treated as a threat. Determine if the threat is a critical hit per normal rules.
96
You have awoken a Tarrasque. It is aware of who has awakened it and where that person is. It will stop at nothing to track that person down.
97
Change alignment instantly. 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.
100
An opposite of you now exists somewhere in the world. Both the opposite and you are completely aware of each others existence but have no other spiritual/mental/metaphysical connection. Whenever you enter a town there is a 50% chance that your opposite has already visited and will cause the town to have a case of mistaken identity over you. 98
D4 Phantasmal Forces are generated around you each week.
99