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Deck of Many Woes and Wonders A D20 Fantasy Supplement

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  • Deck of Many

    Woes and Wonders

    A D20 Fantasy Supplement

  • 1Deck of Many Woes and Wonders

    Author: Keith Taylor and Andy Williams

    Layout/Editing: Keith Taylor

    Illustrations: Some artwork Mist Studios 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 rst product, The Swing, was released in both print and PDF formats. Since then 93 Games Studio has released over 30 products (mostly small PDF supplements). We have also hired additional freelance writers, worked with other publishers to help produce supplemental products for some of our games and have work written for White Wolf, Ronin Arts and Expeditious Retreat Press.

    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 ction and intended for entertainment purposes only. This book deals with mature subject matter, reader discretion is advised.

    www.93gamesstudio,comsmokewolf@93gamesstudio

    715 Williams AveRaceland, Kentucky 41169

    Requires the use of the Dungeons & Dragons Players Handbook, Third Edition, published by Wizards of the Coast, Inc.

    d20 System and the d20 System logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System License version 6.0. A copy of this License can be found

    at www.wizards.com/d20.

  • 2IntroductionNo 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 le for use, designed to be printed the size of normal playing cardsWhy 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. Want to through in some chaos, let your group nd the Mad Deck of Abrimilan.

    The Dreaded DecksA deck of many things (both benecial 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.

    Why or how these decks are constructed is only known to those powerful wizards who construct them. Most believe these decks are created out of spite and malicious from mages who have long since gone mad. What is known, however, is that no two decks are alike; some contain only a few cards, some many, some bring more joy than pain, others the opposite.

    How the Cards WorkMost 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 dened 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 specically 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 characters benet 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.

    Game MechanicsThere really isnt much mechanics to using

    any of these Decks. There are two methods of drawing; dice roll and drawing of cards (included in a separate le).

    When using the dice roll method, use percentiles (D100) and consult the Card Effects section to determine what effect to apply to the drawer.

    Note: if using percentiles to determine effects, any dice roll (except cocked dice), even if it rolls off the table, or is an accidental roll, should count as drawn cards.

    When using the drawing of cards method, use the included le to create your decks and then draw cards. The included le of cards is designed to print on perforated business card paper; however, you can us regular paper and cut them out.

    Note: if playing with an actual deck, cards that accidentally separate themselves from the deck, through shufing and such, should count as drawn cards.

  • 3When 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. 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 can either use the main effect or include any or all of the random effects for better selections.

    Variant Decks There are several known decks oating

    around but many more are thought to exist.

    Deck of Many WoesThis deck contains only cards with woeful

    effects. Use only cards 51-100 to create this deck. Whenever a card is drawn from this deck it is removed. Strong (all schools); CL 20th.

    Deck of Many WondersThis deck contains only cards with

    benecial effects. Use only cards 1-50 to create this deck. Whenever a card is drawn from this deck it is removed. These types of decks should be few and far between. Strong (all schools); CL 20th.

    Mad Deck of AbramelinThis 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, 10th 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.

    Note: A particularly nasty variant of this deck is one in which Abramelins consciousness is switched with that of the drawer, leaving the drawers soul in the card and no one the wiser.

    Deck of GreedThis deck contains only cards with benecial

    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 shufed after each drawing. If a blank card is drawn the entire deck explodes triggering a Chain Lightening spell (cast as if by a 20th level Mage). The drawer is not allowed a saving 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 SacriceThis deck contains any and all of the listed

    cards. What makes this deck unique is that whenever a character is rewarded or penalized by an effect, a random member of their party is affected by the opposite effect. If the drawer is not part of an active party, then the effect goes to a random person. Strong (all schools); CL 20th.

    Example: Card drawn is Suffer -1 penalty to AC; then another member of the party gains a +1 bonus to AC.

    Note: Feel free to ignore opposite effects that either dont make sense or can not plausibly happen; such as draw 4 more cards. What is the opposite of that?

  • 4Card EffectsThis section list all available card effects and further details exactly what happens when the card is drawn.

    Benecial Effects1. Gain a +2 bonus to AC.

    2. Gain random Spell-Like Ability (SP) usable once per day.

    3. Gain Charisma of 18 plus a small keep.

    4. Gain the service of a 4th Level Fighter. The ghter appears out of nowhere and serves loyally until death. He or she is of the same race (or kind) and gender as the character.

    5. Gain a treasure map plus 1 random magical item.

    6. You are granted 1D3 wishes, which must be used in 1D3 days.

    7. Gain 2 levels, only if between 1st thru 4th level; otherwise increase Hit Points by D10.

    8. 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.

    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 benecial magic item (one that is usable by the drawers 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.

    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 dead.

    19. Defeat the next monster you meet to gain one level. The character must single-handedly defeat the next hostile monster or monsters encountered, or the benet is lost. If successful, the character gains enough XP to attain the next experience level.

    20. Gain D4 cross class skills as a class skill.

    21. Gain 1 rank in a skill that is exclusive for another class.

    22. Gain random racial trait.

    23. 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.

    24. Any spells that you cast are cast as if you were 1 level higher for determining the spells effects.

  • 525. Any weapon you wield is considered to be magical for purposes of damage reduction.

    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.

    27. Gain an Everfull Wineskin. The wineskin is always produces top quality wine. If lled 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 lled 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.

    31. 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).

    32. 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.

    33. Gain a chest of money and trade goods worth 10D100 gp split equally between money and trade goods.

    34. Gain a set of Mastercraft class appropriate tools/weapon/armor.

    35. Immunity to everything for D6 rounds, usable only once.

    36. Gain a contact in every known city.

    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 benets of having the class without any negative side effects (such as a monks prohibition against multiclassing). In order to gain any further levels in this shadow class, you must rst purchase the rst 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 which you meet the requirements for.

    43. Gain 2x XP at the end of each session from this point forward.

    44. Gain the same benet 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 benet of 8 hours of sleep.

    45. Gain random class ability usable once per day.

    46. Gain spell book with 2D20 levels of spells.

    47. Entire party is randomly teleported to another plane of existence.

    48. 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.

  • 649. 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 Effects51. Defeat next foe (single-handedly) or lose a Level.

    52. Defeat dread wraith or be forever destroyed. A dread wraith appears. Treat this creature as an unturnable undead. The character must ght it aloneif others help, they get dread wraiths to ght as well. If the character is slain, she is slain forever and cannot be revived, even with a wish or a miracle.

    53. All Magical Items in your possession have 70% chance each of being dispelled permanently.

    54. Lose 5,000 XP and a random item you possess.

    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 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 ght the battle), the new character is totally evil and must be played so. If characters alignment is ever changed again he dies instantly.

    57. Body functions, but soul is trapped else where. The characters body continues to function, as though comatose, but her psyche is trapped in a prison somewherein 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.

    58. Lose 1d4 points of Intelligence and draw 1d4 more cards.

    59. Suffer a -2 penalty to AC.

    60. All hireling/followers possessed turn on you. When this card is drawn, one of the characters 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.

    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 cant 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.

    63. You are now blind (curable only by a Wish).

    64. Drain all charged items down to one charge on everyone within 50 of the drawer.

    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 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.

    69. 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.

    70. Curse of Healing: You cannot be healed by any magical means, you must heal naturally.

    71. 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).

    72. 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 ghts to negative your CON; the Berserk Rage lasts for

  • 7characters level d4 rounds (i.e. 6 level ghter 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 level.

    78. Curse of Wounding: Once wounded in battle with a piercing or slashing weapon you lose 1-3 HPs/Round until the wound is bound.

    79. Curse of Miss-Guided Attack: When combat goes on within 50ft of the cursed person, do combat the following way:

    a. Determine how many people are within 50ft radius of the cursed PC (not just people ghting, but everyone that is within a 50ft radius; there could be 2 people ghting and 8 people watching for a total of 10 people).

    b. Determine AC of target normally

    c. Roll to hit.

    d. 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 ghter takes a hit, roll a d10 to see

    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 Reex 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 Reex 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 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.

    88. Gain Mark of the Beast; all creatures (monsters and animals alike) will attack you on sight.

    89. 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.

    90. You are now affected by a life threatening poison. You will die in 2D20 days unless you nd the cure (which you must also discover). This poison is immune to magical healing.

    91. Switch gender; if male become female, if female become male.

    92. Randomly Polymorph into another creature.

    93. Gain only the normal XP at the end of each

  • 8session from this point forward.

    94. Lose your next level dependant feat (i.e.; the feat you gain at 1st level, 3rd level, 5th level, etc.).

    95. You are now under the inuence of a Doom spell.

    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.

    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 options for these random effects, we felt in the long run that it would be better for DMs to tailor these effects for their individual campaigns and style of running.

    Random Spell-like Ability

    Roll Summary of Effect

    1 Haste

    2 Message

    3 Endure Elements

    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)

    Random Beneficial Magic Item

    Roll Summary of Effect

    1 Random Armor or Shield

    2 Random Weapon

    3 Random Potion

    4 Random Ring

    5 Random Rod

    6 Random Staff

    7 Random Wand

    8 Random Wondrous Item

    9 Lions Shield

    10 Dwarven Thrower

    11 Holy Avenger

    12 Assassins Dagger

    13 Rod of Negation

    14 Staff of Illumination

    15 Wand of Magic Missiles

    16 Quiver of Ehlanna

    17 Vest of Escape

    18 Ring of Jumping

    19 Ring of Regeneration

    20 Player Choose (with DM approval)

  • 9Random Feat

    Roll Summary of Effect1 Run

    2 Combat Expertise

    3 Improved Initiative

    4 Point Blank Shot

    5 Alertness

    6 Combat Reexes

    7 Track

    8 Dodge

    9 Leadership

    10 Great Fortitude

    11 Improved Critical

    12 Blind Fight

    13 Negotiator

    14 Endurance

    15 Iron Will

    16 Persuasion

    17 Combat Casting

    18 Acrobatic

    19 Toughness

    20 Deceitful

    Random Class Ability

    Roll Summary of Effect

    1 Uncanny Dodge

    2 Summon Familiar

    3 Inspire Competence

    4 Unarmed Strike

    5 All simple and martial weapon prociencies

    6 Sneak Attack +1D6

    7 Animal Companion

    8 Woodland Stride

    9 Lay on Hands

    10 Flurry of Blows

    11 All armor and shield prociencies

    12 Turn Undead

    13 Wild Shape

    14 Still Mind

    15 Evasion

    16 Inspire Courage

    17 Detect Evil

    18 Trackless Step

    19 Favored Enemy

    20 Rage

    Random Monster Pet

    Roll Summary of Effect

    1 Wyrmling Dragon

    2 Worg

    3 Pseudodragon

    4 Displacer Beast

    5 Winter Wolf

    6 Griffon

    7 Krenshar

    8 Rust Monster

    9 Blink Dog

    10 Shocker Lizard

    11 Pegasus

    12 Unicorn

    13 Triceratops

    14 Dire Bear

    15 Giriallon

    16 Wyvern

    17 Yeth Hound

    18 Cockatrice

    19 Will O Wisp

    20 Gargoyle

    Random Polymorph

    Roll Summary of Effect

    1 Male Elf

    2 Female Elf

    3 Male Dwarf

    4 Female Dwarf

    5 Male Human

    6 Female Human

    7 Male Haling

    8 Female Haling

    9 Male Orc

    10 Female Orc

    11 Male Ogre

    12 Female Ogre

    13 Male Gnome

    14 Female Gnome

    15 Male Gnoll

    16 Female Gnoll

    17 Male Bug Bear

    18 Female Bug Bear

    19 Male Half Dragon

    20 Female Half Dragon

  • 10

    SRD Deck of Many Things Deck of Many Things: A deck of many things (both benecial 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 ip 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.

    Plaque Summary of Effect

    Balance Change alignment instantly.

    Comet Defeat the next monster you meet to gain one level.

    Donjon You are imprisoned.

    Euryale 1 penalty on all saving throws henceforth.

    The Fates Avoid any situation you choose . . . once.

    Flames Enmity between you and an outsider.

    Fool Lose 10,000 experience points and you must draw again.

    Gem Gain your choice of twenty-ve pieces of jewelry or fty gems.

    Idiot Lose Intelligence (permanent drain). You may draw again.

    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 ghter.

    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 benecial 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 the next hostile monster or monsters encountered, or the benet is lost. If successful, the character gains enough XP to attain the next experience level.

    Donjon: This card signies 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.

    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 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.

  • 11

    Flames: Hot anger, jealousy, and envy are but a few of the possible motivational forces for the enmity. The enmity of the outsider cant 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 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 characters hand.

    Knight: The ghter 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 characters 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 non-magical possessions of the drawer are lost.

    Skull: A dread wraith appears. Treat this creature as an unturnable undead. The character must ght it aloneif others help, they get dread wraiths to

    ght 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.

    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 peoples eyes. The castle gained appears in any open area she 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 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 characters body continues to function, as though comatose, but her psyche is trapped in a prison somewherein 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.

    Strong (all schools); CL 20th.

  • Gain a +2 bonus to AC.

    Gain the service of a 4th Level Fighter. The ghter

    appears out of nowhere and serves loyally until death.

    He or she is of the same race (or kind) and gender as the

    character.

    Gain a treasure map plus 1 random magical item.

    Gain random Spell-Like Ability (SP) usable once per

    day.

    Gain Charisma of 18 plus a small keep.

    You are granted 1D3 wishes, which must be used in 1D3

    days.

    1

    4

    2

    5 6

    3

  • Gain a +2 bonus to AC.

    Gain the service of a 4th Level Fighter. The ghter

    appears out of nowhere and serves loyally until death.

    He or she is of the same race (or kind) and gender as the

    character.

    Gain a treasure map plus 1 random magical item.

    Gain random Spell-Like Ability (SP) usable once per

    day.

    Gain Charisma of 18 plus a small keep.

    You are granted 1D3 wishes, which must be used in 1D3

    days.

    1

    4

    2

    5 6

    3

  • Gain 2 levels, only if between 1st thru 4th level;

    otherwise increase Hit Points by D10.

    Gain random benecial magic item (one that is usable by the drawers

    class(s)).

    Random item carried, receives intelligence.

    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.

    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.

    Recharge all magic items (that has charges) to full.

    7

    10

    8

    11 12

    9

  • Gain 2 levels, only if be-tween 1st thru 4th level;

    otherwise increase Hit Points by D10.

    Gain random benecial magic item (one that is usable by the drawers

    class(s)).

    Random item carried, re-ceives intelligence.

    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.

    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.

    Recharge all magic items (that has charges) to full.

    7

    10

    8

    11 12

    9

  • 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 +1 bonus to all saving throws.

    Gain Immunity to Fear.

    Gain 10,000 XP.

    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.

    13

    16

    14

    17 18

    15

  • 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 +1 bonus to all saving throws.

    Gain Immunity to Fear.

    Gain 10,000 XP.

    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.

    13

    16

    14

    17 18

    15

  • Defeat the next monster you meet to gain one level. The

    character must single-handedly defeat the next

    hostile monster or monsters encountered, or the benet

    is lost. If successful, the character gains enough XP

    to attain the next experience level.

    Gain random racial trait.

    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 D4 cross class skills as a class skill.

    Gain 1 rank in a skill that is exclusive for another class.

    Any spells that you cast are cast as if you were 1 level higher for determining the

    spells effects.

    19

    22

    20

    23 24

    21

  • Defeat the next monster you meet to gain one level. The

    character must single-handedly defeat the next

    hostile monster or monsters encountered, or the benet

    is lost. If successful, the character gains enough XP

    to attain the next experience level.

    Gain random racial trait.

    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 D4 cross class skills as a class skill.

    Gain 1 rank in a skill that is exclusive for another class.

    Any spells that you cast are cast as if you were 1 level higher for determining the

    spells effects.

    19

    22

    20

    23 24

    21

  • Any weapon you wield is considered to be

    magical for purposes of damage reduction.

    Gain a Pendant of Transpor-tation. 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.

    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.

    Gain the favor of an Outsider. Love, compassion and even pity are just some

    of the reasons why an Outsider has taken an inter-

    est 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 Out-sider will only intervene in

    life and death situations regarding the character.

    Gain an Everfull Wineskin. The wineskin is always

    produces top quality wine. If lled 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 wine-

    skin.

    Gain a Backpack of Adven-turing. This backpack func-tions like a Bag of Holding (Type IV) but comes lled 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.

    25

    28

    26

    29 30

    27

  • Any weapon you wield is considered to be

    magical for purposes of damage reduction.

    Gain a Pendant of Transpor-tation. 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.

    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.

    Gain the favor of an Outsider. Love, compassion and even pity are just some

    of the reasons why an Outsider has taken an inter-

    est 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 Out-sider will only intervene in

    life and death situations regarding the character.

    Gain an Everfull Wineskin. The wineskin is always

    produces top quality wine. If lled 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 wine-

    skin.

    Gain a Backpack of Adven-turing. This backpack func-tions like a Bag of Holding (Type IV) but comes lled 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.

    25

    28

    26

    29 30

    27

  • 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 a set of Mastercraft class appropriate tools/

    weapon/armor.

    Immunity to everything for D6 rounds, usable only once.

    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.

    Gain a chest of money and trade goods worth 10D100 gp split equally between money and trade goods.

    Gain a contact in every known city.

    31

    34

    32

    35 36

    33

  • 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 a set of Mastercraft class appropriate tools/

    weapon/armor.

    Immunity to everything for D6 rounds, usable only once.

    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.

    Gain a chest of money and trade goods worth 10D100 gp split equally between money and trade goods.

    Gain a contact in every known city.

    31

    34

    32

    35 36

    33

  • 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.

    Gain the ability to wear any armor without penalty.

    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 benets of having the class without any negative side effects (such as a monks prohi-bition against multiclassing). In order to gain any further levels

    in this shadow class, you must rst purchase the rst 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 nobility and land to rule.

    Gain immunity to critical hits.

    Gain random Feat which you meet the requirements for.

    37

    40

    38

    41 42

    39

  • 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.

    Gain the ability to wear any armor without penalty.

    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 benets of having the class without any negative side effects (such as a monks prohi-bition against multiclassing). In order to gain any further levels

    in this shadow class, you must rst purchase the rst 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 nobility and land to rule.

    Gain immunity to critical hits.

    Gain random Feat which you meet the requirements for.

    37

    40

    38

    41 42

    39

  • Gain 2x XP at the end of each session from this point

    forward.

    Gain spell book with 2D20 levels of spells.

    Entire party is randomly teleported to another plane

    of existence.

    Gain the same benet 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 benet of 8 hours of

    sleep.

    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 some-thing 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.

    43

    46

    44

    47 48

    45

  • Gain 2x XP at the end of each session from this point

    forward.

    Gain spell book with 2D20 levels of spells.

    Entire party is randomly teleported to another plane

    of existence.

    Gain the same benet 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 benet of 8 hours of

    sleep.

    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 some-thing 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.

    43

    46

    44

    47 48

    45

  • Your base speed is now doubled.

    Defeat dread wraith or be forever destroyed. A dread wraith appears. Treat this creature as an unturnable

    undead. The character must ght it aloneif others help,

    they get dread wraiths to ght as well. If the character is slain, she is slain forever and cannot be revived, even

    with a wish or a miracle.

    All Magical Items in your possession have 70% chance

    each of being dispelled permanently.

    Gain a random monster creature as a pet. Only

    creatures with Intelligence of 5 or less should be con-sidered for this effect. The creature follows and obeys the character; however, it

    will react to the method and manner in which character

    treats it.

    Defeat next foe (single-handedly) or lose a Level.

    Lose 5,000 XP and a random item you possess.

    49

    52

    50

    53 54

    51

  • Your base speed is now doubled.

    Defeat dread wraith or be forever destroyed. A dread wraith appears. Treat this creature as an unturnable

    undead. The character must ght it aloneif others help,

    they get dread wraiths to ght as well. If the character is slain, she is slain forever and cannot be revived, even

    with a wish or a miracle.

    All Magical Items in your possession have 70% chance

    each of being dispelled permanently.

    Gain a random monster creature as a pet. Only

    creatures with Intelligence of 5 or less should be con-sidered for this effect. The creature follows and obeys the character; however, it

    will react to the method and manner in which character

    treats it.

    Defeat next foe (single-handedly) or lose a Level.

    Lose 5,000 XP and a random item you possess.

    49

    52

    50

    53 54

    51

  • Random magical (+1 or bet-ter) item drops by -2 perma-

    nently. 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 clos-

    est and so on until it happens.

    5Lose 1d4 points of Intelligence and draw 1d4

    more cards.Suffer a -2 penalty to AC.

    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 ght the battle), the new character is

    totally evil and must be played so. If characters alignment is ever changed again he dies

    instantly.

    Body functions, but soul is trapped else where. The

    characters body continues to function, as though comatose, but her psyche is trapped in a prison somewherein 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 entrap-ment. 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 characters 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 or-der) can be substituted. The

    hatred is secret until the time is ripe for it to be revealed

    with devastating effect.

    55

    58

    56

    59 60

    57

  • Random magical (+1 or bet-ter) item drops by -2 perma-

    nently. 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 clos-

    est and so on until it happens.

    5Lose 1d4 points of Intelligence and draw 1d4

    more cards.Suffer a -2 penalty to AC.

    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 ght the battle), the new character is

    totally evil and must be played so. If characters alignment is ever changed again he dies

    instantly.

    Body functions, but soul is trapped else where. The

    characters body continues to function, as though comatose, but her psyche is trapped in a prison somewherein 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 entrap-ment. 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 characters 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 or-der) can be substituted. The

    hatred is secret until the time is ripe for it to be revealed

    with devastating effect.

    55

    58

    56

    59 60

    57

  • Suffer a -1 penalty to all saving throws.

    Drain all charged items down to one charge on

    everyone within 50 of the drawer.

    Lose all wealth and real property.

    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 cant be ended until one of the parties has been

    slain. Determine the outsider randomly, and assume that it at-tacks 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 draw-

    ers location.

    You are now blind (curable only by a Wish).

    Lose 10,000 XP and draw another card.

    61

    64

    62

    65 66

    63

  • Suffer a -1 penalty to all saving throws.

    Drain all charged items down to one charge on

    everyone within 50 of the drawer.

    Lose all wealth and real property.

    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 cant be ended until one of the parties has been

    slain. Determine the outsider randomly, and assume that it at-tacks 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 draw-

    ers location.

    You are now blind (curable only by a Wish).

    Lose 10,000 XP and draw another card.

    61

    64

    62

    65 66

    63

  • All magic items you possess disappear.

    Curse of Healing: You cannot be healed by any

    magical means, you must heal naturally.

    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 surg-

    ing).

    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.

    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 cau-

    tion into the wind and charges into battle with a +2 hit/dmg,

    -2 penalty to AC, +1 number of attacks, and ghts to negative your CON; the Berserk Rage lasts for characters level d4

    rounds (i.e. 6 level ghter 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.

    67

    70

    68

    71 72

    69

  • All magic items you possess disappear.

    Curse of Healing: You cannot be healed by any

    magical means, you must heal naturally.

    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 surg-

    ing).

    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.

    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 cau-

    tion into the wind and charges into battle with a +2 hit/dmg,

    -2 penalty to AC, +1 number of attacks, and ghts to negative your CON; the Berserk Rage lasts for characters level d4

    rounds (i.e. 6 level ghter 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.

    67

    70

    68

    71 72

    69

  • 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.

    Curse of Anti-Magic: An invisible barrier totally

    impervious to all magic and magical spell effects sur-

    rounds the character permanently. The size of

    the barrier is 5 /Level of the character.

    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 Aging: You age to one year beyond the next

    age category. If you were an adult human, then you would become a Middle Aged hu-

    man at 36 years old.

    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 charac-

    ter down.

    Curse of Wounding: Once wounded in battle with a

    piercing or slashing weapon you lose 1-3 HPs/Round until the wound is bound.

    73

    76

    74

    77 78

    75

  • 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.

    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.

    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 Aging: You age to one year beyond the next

    age category. If you were an adult human, then you would become a Middle Aged hu-

    man at 36 years old.

    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 charac-

    ter down.

    Curse of Wounding: Once wounded in battle with a

    piercing or slashing weapon you lose 1-3 HPs/Round until the wound is bound.

    73

    76

    74

    77 78

    75

  • Curse of Miss-Guided Attack: When com-bat goes on within 50ft of the cursed person,

    do combat the following way:

    a. Determine how many people are within 50ft radius of the cursed PC (not just people ghting, but everyone that is within a 50ft radius; there could be 2 people ghting and 8 people watching for a total of 10 people).

    b. Determine AC of target normally

    c. Roll to hit.

    d. 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 ghter takes a hit, roll a d10 to see which of the 10 people takes the damage).

    Gain a -2 penalty to one ability score. The 2 points

    are subtracted from any abil-ity the character chooses. They cannot be divided

    among two abilities.

    Suffer a -3 penalty to all Reex saves.

    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.

    You attract any missile (magic or non-magic) that comes within 20 of you; if

    you make a successful Reex save at a -2 penalty the missile continues on to

    its intended target.

    A magic dead zone now emanates from your body.

    This zone is 5 per character level in radius.

    79

    82

    80

    83 84

    81

  • Curse of Miss-Guided Attack: When com-bat goes on within 50ft of the cursed person,

    do combat the following way:

    a. Determine how many people are within 50ft radius of the cursed PC (not just people ghting, but everyone that is within a 50ft radius; there could be 2 people ghting and 8 people watching for a total of 10 people).

    b. Determine AC of target normally

    c. Roll to hit.

    d. 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 ghter takes a hit, roll a d10 to see which of the 10 people takes the damage).

    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.

    Suffer a -3 penalty to all Reex saves.

    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.

    You attract any missile (magic or non-magic) that comes within 20 of you; if

    you make a successful Reex save at a -2 penalty the missile continues on to

    its intended target.

    A magic dead zone now emanates from your body.

    This zone is 5 per character level in radius.

    79

    82

    80

    83 84

    81

  • 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 Mark of the Beast; all creatures (monsters and

    animals alike) will attack you on sight.

    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 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)

    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 nd the cure (which you

    must also discover). This poison is immune to magical

    healing.

    85

    88

    86

    89 90

    87

  • 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 Mark of the Beast; all creatures (monsters and

    animals alike) will attack you on sight.

    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 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)

    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 nd the cure (which you

    must also discover). This poison is immune to magical

    healing.

    85

    88

    86

    89 90

    87

  • Switch gender; if male become female, if female

    become male.

    Lose your next level dependant feat (i.e.; the feat

    you gain at 1st level, 3rd level, 5th level, etc.).

    You are now under the inuence of a Doom spell.

    Randomly Polymorph into another creature.

    Gain only the normal XP at the end of each session from this point forward.

    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.

    91

    94

    92

    95 96

    93

  • Switch gender; if male become female, if female

    become male.

    Lose your next level dependant feat (i.e.; the feat

    you gain at 1st level, 3rd level, 5th level, etc.).

    You are now under the inuence of a Doom spell.

    Randomly Polymorph into another creature.

    Gain only the normal XP at the end of each session from this point forward.

    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.

    91

    94

    92

    95 96

    93

  • 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.

    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.

    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/men-tal/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.

    D4 Phantasmal Forces are generated around you each

    week.

    97

    100

    98 99

  • 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.

    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.

    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/men-tal/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.

    D4 Phantasmal Forces are generated around you each

    week.

    97

    100

    98 99