Deck of Many Things
Legendary Artifact
A deck of many things (both beneficial and baneful) is usually found in a box or leather pouch. An unused deck contains 22 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.
Use
The character with a deck of many things who wishes to draw a card must announce how many cards they will draw before they begin. Cards must be drawn within 1 hour of each other, and a character can never draw again from this deck any more cards than they have announced. If the character does not willingly draw her allotted number (or if they are 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.
Card List
Balance
Change to a radically different alignment or gain a negative level.
Comet
Defeat the next hostile monster or monsters encountered and you will gain enough XP to attain the next experience level. You must defeat them single-handedly or the benefit is lost.
Donjon
You are imprisoned, magically entombed beneath the earth. All of your gear and spells are stripped away. Draw no more cards. Gear may or may not be recoverable.
Euryale
Permanent -1 penalty on all saving throws. Only the fates card or a deity can remove this curse.
The Fates
Avoid any situation you choose...once. This unraveling and respinning of the fabric of reality does not enable something to happen, it can only stop something from happening or reverse a past occurrence. The reversal is only for the person who drew the card. Other party members may have to endure the situation.
Flames
Enmity is created between you and an outsider (anger, jealousy, envy) and can only end in death. The outsider is encountered within 1d20 days.
Fool
Once drawn, this card disappears from the deck. Lose 10,000 XP and you are magically compelled to draw again.
Gem
Gain choice of either 25 jewelry pieces or 50 gems. The gold encrusted jewelry pieces are worth 2000 gp each, the gems are worth 1000 gp each.
Idiot
Immediately and permanently lose 1d4+1 Intelligence. You may draw again.
Jester
Once drawn, this card is discarded. Either draw two more cards from the deck or gain 10,000 XP.
Key
A usable, major magic weapon appears in hand.
Knight
Gain the services 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 the one who drew the card.
Moon
You are granted 1d4 wishes, which must be used within a number of minutes equal to the number of wishes received.
Rogue
One of your NPC friends is totally alienated and forever after hostile. Their hatred is kept secret until their plans for your devastation are ripe. If you have not friends, you earn the enmity of a powerful personage, community or religious order.
Ruin
Immediately lose all wealth, non-magical possessions, and property.
Skull
A Dread Wraith appears, unturnable undead. You must fight it alone. If others attempt to help, Dread Wraiths appear to fight each of them. If you are slain, you are dead forever, no wish or miracle will bring you back.
Star
Immediately gain +2 stat bonus to ONE ability.
Sun
Gain 50,000 XP and a medium wondrous item.
Talons
All magical items you own or possess are instantly and irrevocably gone.
Throne
You are looked upon as a leader. Gain Diplomacy +6 and a small keep will appear in any open area you choose, but the decision of where to place the castle gained 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 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
Your body slumps into a coma, as your psyche has been trapped in an object elsewhere. A wish or miracle can show the plane of entrapment, but not bring you back. Draw no more cards.
Top
3.5E Dungeon Master's Guide, p. 278 |
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