- Variant Deck of Many Things
--- In Maps_Gods_Stories@yahoogroups.com, "Digger" <splunk@...> wrote:
Deck of Many Things is now an artifact in 3rd edition? I suppose
that makes sense. Having it as a random magic item always seemed a
bit much.... yet, very, very amusing at times (& it would often kill
greedy players like Steve B, which was good I suppose).
By the way, if you have forgotten the specifics, 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 a 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 a jester or
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 by the second column in the
accompanying table. If no tarot deck is available, substitute
ordinary playing cards instead, as indicated by the third column.
Deck of Many Things
Plaque Tarot Card Playing Card
------ ---------- ------------
Balance XI. Justice Two of spades
Change alignment instantly.
Comet Two of swords Two of diamonds
Defeat the next monster you meet to gain one level.
Donjon Four of swords Ace of spaces
You are imprisoned (see above).
Euryale Ten of swords Queen of spades
-1 penalty to all saving throws henceforth.
The Fates Three of cups Ace of hearts
Avoid any situation you choose . . . once.
Flames XV. The Devil Queen of clubs
Enmity between you and an outsider.
Fool 0. The Fool Joker (with trademark)
Lose 10,000 experience points and you must draw again.
Gem Seven of cups Two of hearts
Gain your choice of twenty-five pieces of jewelry or fifty
Idiot I. The Juggler Ace of clubs
Lose Intelligence (permanent drain). You may draw again.
Jester XII. The Hanged Man Joker (without trademark)
Gain 10,000 XP or two more draws from the deck.
Key V. The Hierophant Queen of hearts
Gain a major magic weapon.
Knight Page of swords Jack of hearts
Gain the service of a 4th-level fighter.
Moon XVIII. The Moon Queen of diamonds
You are granted 1d4 wishes.
Rogue Five of swords Jack of spades
One of your friends turns against you.
Ruin XVI. The Tower King of spades
Immediately lose all wealth and real property.
Skull XIII. Death Jack of clubs
Defeat Death or be forever destroyed.
Star XVII. The Star Jack of diamonds
Immediately gain a +2 inherent bonus to one ability.
Sun XIX. The Sun King of diamonds
Gain beneficial medium wondrous item and 50,000 XP.
Talons Queen of pentacles Two of clubs
All magic items you possess disappear permanently.
Throne Four of staves King of hearts
Gain 6 ranks in Diplomacy plus a small keep.
Vizier IX. The Hermit Ace of diamonds
Know the answer to your next dilemma.
The Void Eight of swords King of clubs
Body functions, but soul is trapped elsewhere.