1055 lines
46 KiB
Markdown
1055 lines
46 KiB
Markdown
# Introduction
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## Backstory
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This campaign tells a new story about the Deck of Many Things. The
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following information is for the DM only!
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In this universe, the deck is an enigmatic artifact that appears once
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every couple of hundred years. It shows up somewhere in the multiverse,
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it dispenses chaos, and then it vanishes again before anyone has a
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chance to make sense of it. The stories that have been written about it
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have been passed down for generations, and they have been distorted in
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the telling. Because of this distortion, many of the things you have
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read about the deck turn out not to be true.
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Recently, a man named Green came into possession of a deck. Knowing the
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hazards, Green decided not to draw cards himself. Instead, he advertised
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for *other* people who want to draw cards. He allows anyone to draw
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cards, with the following stipulation: if they draw three wishes, they
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are expected to make one wish on Green’s behalf. If they draw gems,
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Green gets a cut.
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Green’s scheme has turned out to be very profitable: Green gets an
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endless stream of wishes and gems, and he pawns off the risks on others.
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Green is using his wishes to make himself smarter, stronger, and more
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magically talented. So far, he doesn’t seem to have any intention of
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stopping.
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Green is greedy, but he’s not entirely evil: he truthfully warns his
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applicants of the danger, and he advises them that drawing cards is too
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big of a risk. Most people listen to that advice: Green pays them a
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token sum for their time, and sends them on their way. But even though
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most leave without drawing, there are a lot of desperate people in the
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multiverse. Green has been able to find hundreds of applicants to take
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him up on the offer.
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The news of Green’s activities has spread. Historians are worried. In
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the past, a Deck would show up, a few people would draw cards, and a day
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or two later, the Deck would disappear again. But this time, hundreds of
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people have drawn cards, and the Deck is not going away. It has flooded
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the local economy with a glut of gems. It has created a mountain of
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magic items. It has granted enough wishes to seriously warp the fabric
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of reality. How is it possible that one small magic item can wield such
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power? Why is the Deck not vanishing after a few uses, like it did in
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the past?
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Tymora, the goddess of Good Luck, has been watching this all unfold with
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consternation. The Deck is obviously a luck-based magic item: it gives
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out blessings and curses at random. But Tymora did not create the Deck,
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and she’s sure that Beshaba, her sister goddess of Bad Luck, didn’t
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create the Deck either. But that’s a problem. The deck is too powerful
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to have been created by a mortal. But if it was created by a god, then
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that means that somewhere out there, there might be a god of Luck who is
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more powerful than Tymora. That possibility has Tymora genuinely
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frightened that her place in the cosmos is not secure.
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Hundreds of desperate travelers are crossing the multiverse, arriving at
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Green’s castle hoping for a chance to turn their lives around. A handful
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of them will draw the card *Donjon*, which casts the victim into an
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inescapable prison. When a group of these victims find themselves
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imprisoned together, their quest to escape the Donjon will take them on
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a path that crosses the multiverse. They will try to help the people
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whose lives have been impacted by the deck. They may take sides with one
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of the powers who are fighting over the deck, they may seek to broker a
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peace. They will challenge Green himself. Finally, they will claim
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possession of the Deck, and when they do, they will learn why it exists,
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who created it, and what purpose it serves.
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## Who Will Enjoy this Campaign
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In order to play this campaign successfully, you will need three things:
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- You need players who are willing to accept help from NPCs. The
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> players will need *lots* of help. There are many situations where
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> NPCs have special skills without which the PCs have no hope of
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> success. The PCs will absolutely, positively need to build
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> friendly relationships with as many good-aligned NPCs as they can.
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> If they don’t, the PCs will not have the resources they need and
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> will get completely stuck.
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- You need players who *care* about NPCs and their happiness. There
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> are lots of NPCs in this campaign who are struggling, suffering,
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> or in danger. You need a group of players who are motivated to
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> protect the NPCs they care about. If your players don’t care about
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> helping NPCs, they will just walk away from most of the quests in
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> this campaign, uninterested.
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- You need players who like asking questions. This campaign is
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> jam-packed full of mysterious magical artifacts to investigate,
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> strange beings with mysterious motives, and places with
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> inexplicable phenomena. Letting players explore these mysteries is
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> half the fun of this campaign. If the players aren’t interested in
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> solving mysteries, this will all fall flat.
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As for combat: there are plenty of foes to fight in this campaign. But,
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there are likely to be many sessions with no combat at all. If the
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players want to be engaged in a *lot* of combat, then this probably
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isn’t the right module for your group.
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## The Key Players and their Motives
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This campaign revolves around the aspirations of three gods: Omta (the
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god of the Deck), Tymora, and Beshaba. It also revolves around the
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actions of two mortals: Rennick, and Green. To run the campaign well,
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you need to know who these NPCs are, and what their core motives are. Do
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not reveal any of this to your players! This campaign is in large part a
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mystery, and all of this must unfold gradually as the players reveal
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clues. But you, the DM, need to know what’s really happening.
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**Omta, Inventor of Randomness**
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Omta is an ancient deity who witnessed the creation of the multiverse.
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In the beginning, the universe obeyed strict rules, and was 100%
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predictable. In Omta’s eyes, that made it a little boring. Omta decided
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that what the universe needed was a little unpredictability to spice it
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up. So Omta invented the concept of *randomness*, which is deeply tied
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to the concept of *unpredictability*: a random event is an event whose
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outcome can’t be predicted.
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However, Omta knew that the creator god was very possessive and
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territorial, and that the creator wouldn't want anyone messing with his
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creation. Omta was tiny compared to the creator, and he knew that the
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creator could and would crush him like a bug. But Omta felt compelled by
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his own ideology: he snuck into the multiverse under cover of darkness,
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planted the tiniest seed of randomness that he could plant, and then
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fled the scene of the crime. He snuck away to the farthest reaches of
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the cosmos and hid, hoping that nobody saw him. Long story short, he got
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away with it. Eventually, he relaxed in his faraway corner, and fell
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asleep. He has been sleeping in the far reaches of the cosmos ever
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since.
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In his sleep, he unconsciously monitors the multiverse, making sure that
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randomness is not removed from the multiverse. Whenever he senses a
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threat, whenever somebody introduces too much predictability, Omta sends
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his avatar, the *Deck of Many Things*, to reintroduce as much randomness
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as possible. That is important: the Deck is not an “artifact” in the
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usual sense of the word. It is the avatar of a god. That is how it can
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wield so much power.
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Protecting randomness is Omta’s one and only passion. However, because
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Omta is asleep, his actions are often more instinctual than logical. His
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response to any threat to randomness is to just add more randomness,
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using the Deck, but that doesn’t always solve the problem.
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When Omta planted the first seed of randomness, he was a tiny, fragile
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god. He could have been trivially snuffed out by the immense powers that
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ruled in those days. But randomness spread in the universe, and now
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almost everything in the multiverse is governed by rolls of the dice. As
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his idea grew, so did his power. Omta does not know it, but he is now a
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greater god. Yet he still sees himself as tiny and fragile. He is scared
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of his own shadow, when he doesn’t need to be.
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**Tymora, Goddess of Good Luck**
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Tymora is the goddess of good luck, a kind and generous soul who wants
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good things to happen to people, and who uses luck magic to ensure that
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they do.
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She is also a very young goddess, and she is not entirely confident of
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her place in the universe. She perceives the *Deck of Many Things* as a
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threat: she thinks that it is an immensely powerful artifact, and that
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therefore, it must have been created by an immensely powerful god. She
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is convinced that this other god, whoever he is, is angling to be the
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new god of luck. Otherwise, why would he be parading around the most
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powerful luck-based artifact in the universe, apparently showing off the
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immensity of his power?
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She’s not wrong that the threat is real: people really are saying that
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whoever created the deck is a more impressive luck-god than Tymora. She
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really is losing respect. That’s lethal for a god.
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Tymora doesn’t want to fight. She’s not an violent deity. But she can’t
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let some other god steal the title of god of luck, leaving Tymora as
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second best. A goddess has to protect her portfolio, or she dies.
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**Beshaba, Goddess of Bad Luck**
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Beshaba is the sister of Tymora. Everybody loves Tymora. Everybody wants
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to worship Tymora. Tymora is loved, good, and everybody is her friend.
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Beshaba absolutely *despises* Tymora. Beshaba’s only real emotions are
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despair, envy, bitterness, and spite. She lives for one thing, and one
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thing alone: to hurt Tymora.
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Beshaba doesn’t even care about worshippers. Yes, she knows logically
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that she has to maintain some level of worship, so she does - she
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threatens people that if they don’t occasionally say a prayer for her,
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she will cause bad things to happen. Her worship is a giant protection
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racket. Half her priestesses are slaves, forced to serve under threat of
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eternal bad luck, and half are crazy. So yes, she maintains a following.
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But her heart isn’t really in it, because who cares about those idiot
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mortals anyway? The only thing that matters is hurting Tymora.
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Unlike her sister, Beshaba doesn’t see the deck’s creator as a threat.
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Beshaba is entirely used to living in the shadow of Tymora, a goddess
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who is more respected than Beshaba, more loved than Beshaba. What
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difference does it make if she is overshadowed by some other god
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instead? In fact, so much the better if it’s some other god. At least
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the new god won’t be the smug self-satisfied little worm that Tymora is.
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As for the deck - that could be useful bait. If Beshaba can draw Tymora
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into her realm in the Abyss, where Beshaba is at her strongest, maybe
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she can finally kill Tymora after all.
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**Rennick, Theoretical Fortunologist**
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Rennick is a member of Sigil’s Fraternity of Order. His day job is as a
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casino regulator: he visits casinos and makes sure the games work as
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advertised, no cheating. If the games are fair, the Fraternity of Order
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will sell the casino a *certificate of fair play*. If Rennick can’t
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confirm that the games are honest, or if the casino can’t afford a
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certificate, then the casino can still operate - it’s a free city - but
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no certificate. Establishing that the games are fair requires Rennick to
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have a deep knowledge of probability and statistics.
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But regulating casinos is just his day job. His real passion, like most
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members of the Fraternity, is understanding the laws that govern the
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universe. Specifically, Rennick is interested in how randomness works.
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He’s been at it for forty years, and he’s had a breakthrough - he has
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gained the ability to predict the outcome of random events. Roll a dice,
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and he can tell you before the dice stops what it’s going to land on.
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Omta knows about this breakthrough, and he feels that his entire concept
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of *randomness* is being destroyed: a random event is an event whose
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outcome can’t be predicted. If Rennick can predict random events, then
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they’re not unpredictable, are they? Which means they’re not really
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random any more.
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Rennick isn’t happy either. When he was working on his method, he was in
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the mindset of a scientist: pursuit of knowledge for the sake of
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knowledge. But now that he’s figured it out, he regrets it. He feels as
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if he’s unintentionally invented a weapon of mass destruction, and that
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it’s only a matter of time until some bad actor learns his technique and
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uses it for evil ends. Worse yet, he imagines a future in which his
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technique is common knowledge, and everyone can predict random events.
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In such a future, everything is predictable - and that would be an
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incredibly boring universe.
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The day he made his breakthrough, Rennick found a small box on his
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nightstand. It contained cards. He held onto the deck for several
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months, studying it. The deck never vanished, because it had not
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achieved its objective: to eliminate the threat to randomness. But
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Rennick never drew cards. Instead, he studied the deck, and he came to
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understand who Omta is. He also figured out that Omta is asleep, in a
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corner of the universe, reacting to events in his sleep.
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Rennick believes that if he could just talk to Omta, then he could show
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Omta how to fix the problem with the universe and make random events
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truly, completely unpredictable.
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But if he wants to talk to Omta, Rennick will have to wake Omta up. But
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as it turns out, waking Omta up is extremely difficult. Rennick has been
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trying for some time, and has not succeeded. Rennick has gotten
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progressively more and more aggressive about trying to agitate Omta, in
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the hope that if he provokes Omta enough, that will wake him up. Of
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course, deliberately agitating a god is a dangerous move for a mortal,
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but Rennick feels as if the fate of the multiverse depends on it, so
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he’s willing to take the risk.
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Rennick’s first attempt to prod Omta out of his sleep was to
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deliberately misuse the deck. Rennick knows the purpose of the deck is
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to make the universe *less predictable.* Rennick hoped that if he could
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use the deck to create a *predictable* income stream, that would go
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against everything the deck stands for, and that would force Omta to
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wake up to deal with the situation.
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**Green, Exploiter of the Deck**
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Green was an entrepreneur running a casino in Sigil, who naturally has
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had dealings with Rennick, the casino regulator.
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One day, Rennick came to Green and offered to just *give* him a Deck of
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Many Things. The only thing Rennick asked in return was that Green
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follow instructions: “Just have *other* people draw cards. Never draw
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cards yourself. Take a cut of the gems, and let other people deal with
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the good and bad things that happen.” That sounded like pure profit to
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Green, and it fit with his casino-owner mentality, so he accepted.
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Green came up with the idea of not just taking a cut of the gems, but
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also when somebody received *three wishes*. But that put him in an
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interesting position - he now had a supply of wishes. So what should he
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wish for? At first, he wished for the obvious stuff: money,
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intelligence, health, long life. But he still had an unlimited supply.
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He eventually figured out what he *really* wants: to be a dragon, a big
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one. He understands that one wish isn’t enough. It will take many.
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## Character Creation
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This is a campaign for newly-created characters of Level 2, and they
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will probably rise to level 8 or so during the campaign. The campaign is
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set in the Planescape campaign setting.
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The adventure begins in a medium-sized town in the Outlands called Saint
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Parnas, about 1 day travel spireward of tradegate. The party members do
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not know each other yet. All of the PCs will see a job posting:
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> JOB OFFER - EXTREME PAY - EXTREME RISK
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>
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> One day only, 5000 gp pay minimum. Very substantial risk of death.
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>
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> Only apply if you're willing to risk it all for the chance at a new
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> life. Apply at Castle Green.
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If the PC doesn’t accept the job offer, then they aren’t part of the
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campaign. You should show this job posting the players before they
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create characters. Give them these instructions:
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> Please design a character who *absolutely will* take this job offer.
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> Your character should have a backstory reason why they’re willing to
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> take an extreme risk. Perhaps they’re in a desperate situation,
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> perhaps their faith assures them they’re be fine, perhaps they’re just
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> extreme gamblers. Regardless, they *must* take the job offer in order
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> to be part of the campaign.
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The players should not be allowed to create flying characters: doing so
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would bypass some fun quests. It is okay if they learn the fly spell
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when they get higher level, but they shouldn’t start with that ability.
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## The Players Draw Cards
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In this introductory chapter, the PCs haven’t met each other yet. You
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should pick a single PC, and roleplay this initial chapter solo while
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the other players watch. It won’t take long.
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The DM must set up some kind of situation where the PC encounters the
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job posting. The situation could be as simple as “you are walking down
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the street and you see a sign on a lamppost,” but feel free to improvise
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something that makes sense for your character’s backstory. The job
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posting is:
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> JOB OFFER - EXTREME PAY - EXTREME RISK
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>
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> One day only, 5000 gp pay minimum. Very substantial risk of death.
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>
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> Only apply if you're willing to risk it all for the chance at a new
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> life. Apply at Castle Green.
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At the castle, the PC discovers a line of people waiting. Apparently,
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5000 gp is enough to attract a lot of job applicants, even given the
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risk of death. The people are mostly not from in-town: they have come
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from all over for the opportunity. They are an eclectic mix of races.
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The PC notices a bunch of hastily-erected booths, with signs that say
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“Pawn Shop.” The booths are manned by traders from Sigil’s Bazaar,
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Tradegate, and other places. The reason for the pawn shops is that
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sometimes, the Deck conjures a magic item. Many people emerge from
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Green’s castle with magic items they don’t need, they’d rather have
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money. Hence, an economic opportunity for a pawn shop.
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The PC will get in line with the other job applicants, and eventually be
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led inside to Green’s “office” - a large, very sturdy stone room, with
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absolutely nothing in the middle, and a desk in one corner with Green
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seated at it. There are four bodyguards in the room, resting calmly
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behind blast shields around the periphery of the room. There are scorch
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marks on the floor and on the blast shields.
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The player takes a seat facing Green at his desk. In front of Green is a
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decorated hardwood box which contains the Deck. On the cover of the box
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is a logo: a pair of dice in front of a sunburst. Green also has a
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scale, some small empty cloth bags, and a brush and a dustpan. If the
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player asks about any of that stuff, Green says, “It will all become
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clear.”
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Green then explains the job: to activate a magic item called a *Deck of
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Many Things*. He explains that it’s a magic item that grants a random
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combination of blessings and curses. At this point, Green then
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specifically explains his terms and conditions:
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> If you receive three wishes, you must use one wish for my benefit, as
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> I instruct you. You can use the other two as you wish. If you receive
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> gems, I will take 25% by weight without sorting the gems. If you get
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> any other boon or blessing, such as a magic item, or a castle, or a
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> skill improvement, then it’s entirely yours, I don’t get a cut. If you
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> get no material wealth, I’ll give you 5000 gp out of my own pocket. If
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> you get a bad card - and you probably will get at least one - then I
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> probably won’t be able to help you. If you die, are banished, or are
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> incapacitated, I’ll make sure your possessions get delivered to your
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> next-of-kin.
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The PC may ask Green any questions he wants. Green will answer most
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questions willingly, but he keeps a few things a secret, like where he
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got the Deck, and he also won’t tell about what he’s using his wishes
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for. Most anything else, he’s open about. If they ask about the scorch
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marks on the floor, and the blast shields, Green explains that
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sometimes, the device summons a monster, and the bodyguards have
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occasionally had to use fire spells.
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Then, Green makes a short speech about how the PC should probably not
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activate the device. Green has a code of ethics that dictates that he
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provide fair warning about the risks. He wants his profit-making scheme
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to continue, but he feels it’s unfair unless the people drawing cards
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know what they’re getting into. So he is clear about possible risks:
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mainly, banishment to far-away places, being attacked by monsters, or
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losing strength or intelligence.
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You already told the players at character creation time that they *must*
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take Green up on his job offer. If they seem to hesitate now, remind
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them that if they walk out, then their PC is not part of the campaign.
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During all of this, it is very important that you convey the fact that
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Green is morally grey:
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- There’s no question that what he’s doing is exploitative. Many of
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> the people who draw cards end up suffering. It is also true that
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> many of the people who draw cards are doing so out of desperation.
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> At some level, Green knows this scheme is not entirely ethical,
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> but his greed overrides his qualms.
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- He has a code of ethics that requires that he provide transparent
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> disclosure about the risks. He feels that people must choose to
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> draw cards of their own *informed* consent. He is strict about
|
||
> this.
|
||
|
||
- Green is diligent about adhering to the terms of any deals he makes.
|
||
> For example, if he promises you 5000 gp, and you aren’t physically
|
||
> able to collect the money (say, because you’ve been banished to a
|
||
> *donjon*), Green won’t just keep the money. Instead, he’ll have it
|
||
> delivered to your next-of-kin. Green will take great lengths to
|
||
> honor his contracts.
|
||
|
||
Given all that, Green is neither pure good nor pure evil. He is selfish,
|
||
but he’s not “the Big Bad Evil Guy.” The reason you must convey this to
|
||
the PCs is that later in the campaign, the PCs will have to appeal to
|
||
Green’s conscience about certain things. They need to know that
|
||
negotiating with him is not hopeless - Green does not want the world to
|
||
burn.
|
||
|
||
If the PCs confront Green about the exploitativeness of his business
|
||
venture, Green will openly confess that he has some qualms. He makes the
|
||
usual libertarian argument that the people who draw cards are choosing
|
||
to do so, and that Green is not forcing them, and therefore, it must
|
||
make sense for them given their life situation. In the end, he says, “I
|
||
know it’s a gray area, but I’ve decided to continue for now.”
|
||
|
||
When the player is ready, Green gives instructions: take the entire deck
|
||
out of the box, and walk to the center of the room. Then, toss the
|
||
entire deck into the air.
|
||
|
||
The “cards” are ivory tablets, which are completely blank on both sides.
|
||
When the PC tosses them into the air, they form a ring hovering in the
|
||
air, spinning around each other. Green tells the PC to touch three of
|
||
the cards. When the PC touches a card, that card rises above the rest of
|
||
the ring. After choosing three cards, the unchosen tablets zip back into
|
||
the wooden box. The three chosen tablets remain hovering in the air,
|
||
spinning.
|
||
|
||
The physical description of this deck is different from what you may
|
||
have read in the DMG. The reason we gave the Deck a strange appearance
|
||
is to effectively put the players on notice: anything you think you know
|
||
about the Deck might be wrong.
|
||
|
||
The next thing that happens is that one of the cards flies forward, and
|
||
presents itself to the player. An image appears on its surface, and the
|
||
PC immediately knows what that image means.
|
||
|
||
At this point, the DM must pull out a small deck of eight good cards.
|
||
The cards are all beneficial, and they are pre-chosen so as to not
|
||
unbalance the game. The good cards are listed in the upcoming chapter,
|
||
*Cards of the Deck*.
|
||
|
||
The DM must spread the good cards out in front of the player, face down.
|
||
The player should pick three at random. The DM should show the 3
|
||
selected cards to the player, and then let the player choose the one he
|
||
likes best.
|
||
|
||
The card takes effect. The Deck is patient: it waits for the player to
|
||
finish dealing with the first card. If it’s gems, for example, the gems
|
||
will go all over the floor. Green will offer the brush, the dustpan, and
|
||
a small cloth sack to the PC. There is plenty of time to collect and
|
||
weigh the gems, and give Green his cut, before the next card takes
|
||
effect.
|
||
|
||
When the first card is completely done, the second card flies forward.
|
||
This time, the DM will pull out a small deck of eight bad cards. The
|
||
cards are all negative, but they are pre-chosen so as to not wreck the
|
||
player’s character. Again, you will find the bad cards in the upcoming
|
||
chapter, *Cards of the Deck.* The player will choose three at random.
|
||
Then, the player will look at the three, and choose the one he hates the
|
||
least.
|
||
|
||
If the bad card is the one that summons the avatar of death, Green asks
|
||
the player to fight. But if the player starts losing, Green will have
|
||
one of his bodyguards intervene. This will cause another avatar of death
|
||
to appear. The bodyguard is more than up to the task of killing two
|
||
avatars of death. The player gets off scott-free.
|
||
|
||
After the second card is fully done, the third flies forward. This time,
|
||
the card says *Donjon*. The PC instinctively knows what it means: they
|
||
will be cast into a prison, a dungeon from which there is no escape.
|
||
Everything fades to black.
|
||
|
||
Many of the cards that the players will draw are cards that are
|
||
described in the DM guide. But some of them are brand-new. This is a
|
||
second clue that anything the players think they know about the Deck
|
||
might be wrong.
|
||
|
||
You must now roleplay the same thing with the other players, one at a
|
||
time. This time, hurry things along. Skip the exterior of the castle,
|
||
and fast-forward to the part where they’re at Green’s desk. Skip the
|
||
speeches. Let them ask Green anything they want, and then let them draw
|
||
cards. Each PC gets one good card, then one bad card, and then *Donjon*.
|
||
|
||
## Cards of the Deck
|
||
|
||
This section lists cards that can be drawn from this particular Deck of
|
||
Many Things. The cards are divided into three groups: Good Cards, Bad
|
||
Cards, and Story Cards.
|
||
|
||
The Good Cards and Bad Cards are the lesser cards. These cards have
|
||
positive or negative effects, but they’re not game-breaking. Some good
|
||
cards grant reasonable amounts of wealth, some give modest bonuses to
|
||
character stats or ability scores, some grant new feats that are useful
|
||
but not overpowered. The bad cards do a little bit of damage to
|
||
character stats or abilities, they bestow minor curses, or they create
|
||
enemies that are feasible to defeat. When the PCs draw cards, they will
|
||
draw one good card and one bad card, semi-randomly.
|
||
|
||
The Story Cards, on the other hand, are the cards that transform
|
||
people’s lives. That includes the one story card that all the PCs will
|
||
draw: *Donjon*. It also includes a variety of other cards that NPCs will
|
||
draw. Anybody who draws a story card is “deck-touched,” which means they
|
||
are deeply impacted by the deck. Deck-touched individuals will suffer
|
||
from deck side effects. Deck side effects will be discussed later.
|
||
|
||
The cards of the Deck are not the same as the ones listed in the DM
|
||
guide. That’s because the Deck doesn’t have a fixed set of cards that it
|
||
draws from: it makes up new cards periodically, and it changes the rules
|
||
for existing cards periodically. You cannot assume that what has been
|
||
true about the Deck in the past will always be true.
|
||
|
||
The negative effects of the bad cards cannot be canceled easily. Spells
|
||
like *remove curse, restoration*, and the like have no effect. A *wish*
|
||
spell will usually remove a Deck curse. A god can generally do it as
|
||
well. It may be possible to remove deck curses through some elaborate
|
||
quest, at the DM’s discretion.
|
||
|
||
In this manifestation, the deck always dispenses three cards. The first
|
||
two are usually, but not always, lesser cards (good or bad). The third
|
||
card is often a lesser card (good or bad), but it is sometimes a Story
|
||
Card.
|
||
|
||
For each card, we list the following:
|
||
|
||
- Effect: Summary of what happens to you when you draw the card.
|
||
|
||
- Symbolism: The card can be used as symbolism, to communicate ideas.
|
||
|
||
- NPCs: Names of some NPCs who will draw that card.
|
||
|
||
- Detailed effect: Same as effect, but with more information.
|
||
|
||
IMPORTANT: You may tell the players the symbolism of the two cards that
|
||
they drew randomly, and the *donjon* card, but you must *not* tell them
|
||
anything about the cards that they didn’t draw! This is essential,
|
||
because figuring out the symbolism of those cards will be an important
|
||
quest later in the campaign. Obviously, don’t tell them the names of any
|
||
NPCs either.
|
||
|
||
### Good Cards
|
||
|
||
**Owl.**
|
||
|
||
> Effect: Increase your Int, Wis, or Cha.
|
||
>
|
||
> Symbolism: Smart, Wise, Charismatic, Owl, Bird, Flight.
|
||
>
|
||
> NPCs: Asatya (the Astral Sleepwalker)
|
||
>
|
||
> When you draw this card, Increase your Int, Wis, or Cha by 2, your
|
||
> choice.
|
||
|
||
**Tiger**.
|
||
|
||
> Effect: Increase your Str, Dex, or Con.
|
||
>
|
||
> Symbolism: Strong, Dextrous, Healthy, Tiger, Wild Animal, Hunter.
|
||
>
|
||
> NPCs: Alyssa Varn (the Squatter)
|
||
>
|
||
> When you draw this card, Increase your Str, Dex, or Con by 2, your
|
||
> choice.
|
||
|
||
**Knight**.
|
||
|
||
> Effect: You receive magical weapon or armor.
|
||
>
|
||
> Symbolism: Weapon, Armor, Knight, Defender, Protector, Nobility,
|
||
> Quest.
|
||
>
|
||
> NPCs: Alyssa Varn (the Squatter)
|
||
>
|
||
> When you draw this card, receive a magical weapon or armor whose value
|
||
> may not exceed 5000 gp. Interpret “weapon” and “armor” loosely: for
|
||
> example, a ring of protection could be considered a kind of armor.
|
||
> Choose, then seek DM approval.
|
||
|
||
**Star**.
|
||
|
||
> Effect: You gain a wondrous magical item.
|
||
>
|
||
> Symbolism: Wondrous Item, Star, Beacon, Guidepost.
|
||
>
|
||
> NPCs: Sam Link (the Chosen One)
|
||
>
|
||
> When you draw this card, gain a wondrous magical item whose value may
|
||
> not exceed 5000 gp. Choose, then seek DM approval.
|
||
|
||
**Vizier**.
|
||
|
||
> Effect: You can divine hidden knowledge.
|
||
>
|
||
> Symbolism: Questions, Answers, Divination, Knowledge, Diviner,
|
||
> Scholar, Researcher.
|
||
>
|
||
> NPCs: Brunna (the Antiquarian)
|
||
>
|
||
> When you draw this card, gain a new ability: once a month, you can
|
||
> meditate on a question, and gain a truthful answer from the fates.
|
||
> Answers will be one short sentence only. To the DM: if the question
|
||
> would short-circuit the campaign, use your judgement about how cryptic
|
||
> an answer to give.
|
||
|
||
**Key**.
|
||
|
||
> Effect: Learn a new useful career.
|
||
>
|
||
> Symbolism: Career, Skill, Ability, Learn, Teach, Key, Lock, Unlock.
|
||
>
|
||
> NPCs: Pig (the Ogre King)
|
||
>
|
||
> When you draw this card, you gain a permanent +5 to all skill rolls
|
||
> related to a single mundane career of your choice. By *mundane
|
||
> career*, we mean such careers as would be held by zero-level NPCs.
|
||
> That includes such things as carpenter, actor, doctor, gemcutter,
|
||
> shopkeeper, or the like. Careers that require level advancement, such
|
||
> as mercenary, may not be chosen. You only get the +5 when you are
|
||
> doing something specifically relevant to your career. For example, if
|
||
> you choose “carpenter”, you would get +5 to an insight roll to
|
||
> determine how a building was built, but *not* +5 to all insight rolls.
|
||
> If you chose “gemcutter,” you would get +5 to a persuasion roll to
|
||
> persuade somebody to buy some cut gems, but *not* +5 to all persuasion
|
||
> rolls.
|
||
|
||
**Gem**.
|
||
|
||
> Effect: A shower of gems fall at your feet.
|
||
>
|
||
> Symbolism: Gems, Money, Gold, Wealthy, Precious, Rare, Beautiful.
|
||
>
|
||
> NPCs: Borghan (the Caged Beast), Balanestra (the Wish-Keeper)
|
||
>
|
||
> When you draw this card, a shower of gems fall at your feet. After
|
||
> giving Green his cut, what remains is worth 5,000 gp.
|
||
|
||
### Bad Cards
|
||
|
||
**Euryale**.
|
||
|
||
> Effect: Fear of Monsters.
|
||
>
|
||
> Symbolism: Fear, Paranoia, Anxiety, Panic, Irrational Fear.
|
||
>
|
||
> NPCs: Rackle (the Punching Bag)
|
||
>
|
||
> You tend to see terrifying monsters everywhere, and you may be
|
||
> paralyzed with fear when you encounter monsters. In combat, the first
|
||
> time you attack a creepy or alien species (using weapon, spell, or
|
||
> special ability), you must make a WIS saving throw DC 12. If you fail,
|
||
> you are paralyzed with fear and lose your attack action. The next
|
||
> round, you may try again (or do something else). Once you succeed at
|
||
> the saving throw, you are no longer afraid of that species, forever.
|
||
> It is up to the DM to determine what counts as sufficiently creepy or
|
||
> alien.
|
||
|
||
**Idiot**.
|
||
|
||
> Effect: Reduce your Int, Wis, or Cha.
|
||
>
|
||
> Symbolism: Stupid, Unwise, Ugly, Foolish.
|
||
>
|
||
> NPCs: Brunna (the Antiquarian)
|
||
>
|
||
> You lose 2 points from either Int, Wis, or Cha, your choice.
|
||
|
||
**Cripple**.
|
||
|
||
> Effect: Reduce your Str, Dex, or Con.
|
||
>
|
||
> Symbolism: Weak, Clumsy, Unhealthy, Cripple, Crippled.
|
||
>
|
||
> NPCs: Sam Link (the Chosen One)
|
||
>
|
||
> You lose 2 points from either Str, Dex, or Con, your choice.
|
||
|
||
**Fool**.
|
||
|
||
> Effect: You lose an important feat.
|
||
>
|
||
> Symbolism: Forget, Forgetfulness, Loss, Disappearance.
|
||
>
|
||
> NPCs: Asatya (the Astral Sleepwalker)
|
||
>
|
||
> You lose an important feat or skill. Lose a feat or skill that means
|
||
> something to you, but not one that would cripple your character.
|
||
|
||
**Ruin**.
|
||
|
||
> Effect: When you touch a precious item, it may be destroyed.
|
||
>
|
||
> Symbolism: Destruction, Destroyed, Destroyer.
|
||
>
|
||
> NPCs: Rackle (the Punching Bag)
|
||
>
|
||
> Each time you hold a item valued at 500 gp or more, roll a D20. On a
|
||
> 1, the item is destroyed. This includes most magic items. If you
|
||
> successfully attune a magic item without destroying it, it is immune
|
||
> from that point forward. Merely touching something doesn’t trigger the
|
||
> effect - you have to actually hold the object. Living things are not
|
||
> affected. The DM may also, at his discretion, decide that certain very
|
||
> special items are immune - especially quest-related MacGuffins. The DM
|
||
> should use this exception rarely.
|
||
|
||
**Skull**.
|
||
|
||
> Effect: You summon an avatar of death, and must fight.
|
||
>
|
||
> Symbolism: Death, Dead, Murderer, Psychopath.
|
||
>
|
||
> NPCs: Balanestra (the Wish-Keeper)
|
||
>
|
||
> You summon an avatar of death, and must fight.
|
||
|
||
**Jester**.
|
||
|
||
> Effect: Nobody takes you seriously.
|
||
>
|
||
> Symbolism: Joke, Joker, Laughter, Dismissive.
|
||
>
|
||
> NPCs: Pig (the Ogre King)
|
||
>
|
||
> Nobody takes you seriously. You get -5 to persuasion and intimidation.
|
||
> Note: you are not necessarily disliked.
|
||
|
||
### Story Cards
|
||
|
||
**Sun.**
|
||
|
||
> Effect: You are granted a divine spark. You have the potential to
|
||
> ascend to godhood.
|
||
>
|
||
> Symbolism: Divine Ascension, Godhood, God, Goddess, Sun, Light,
|
||
> Bright, Daytime.
|
||
>
|
||
> NPCs: Sam Link (the chosen one)
|
||
>
|
||
> You are granted a divine spark. You have the potential to ascend to
|
||
> godhood. You may immediately gain certain divine abilities, such as
|
||
> healing.
|
||
|
||
**Moon**.
|
||
|
||
> Effect: You receive three wishes.
|
||
>
|
||
> Symbolism: Wishes, Desires, Fulfillment, Moon, Moonlight, Nighttime.
|
||
>
|
||
> NPCs: Balanestra (the Wish-Keeper)
|
||
>
|
||
> You receive three wishes. Your wishes are interpreted as intended,
|
||
> there is no malign force trying to misinterpret your wishes. Wishes
|
||
> have limited power - DMs discretion - but they’re more powerful than a
|
||
> normal Wish spell. If you wish for more than what is possible, the
|
||
> wish does its best to give you a portion of what you want. For
|
||
> example, if you wish for a trillion gold pieces, the wish will give
|
||
> you 50,000 gp.
|
||
|
||
**Throne**.
|
||
|
||
> Effect: You are made king or queen of a small nation or city-state.
|
||
>
|
||
> Symbolism: King, Leader, Leadership, Rule, Domination, Throne, Chair.
|
||
>
|
||
> NPCs: Pig (the Ogre King)
|
||
>
|
||
> You are made king or queen of a small nation or city-state. This card
|
||
> often takes time to complete - for example, you may be surprised to
|
||
> learn that you are the heir to a throne, and that the old king is
|
||
> dying.
|
||
|
||
**Bricklayer**.
|
||
|
||
> Effect: The deck builds an impressive structure for you, which you
|
||
> must now live in.
|
||
>
|
||
> Symbolism: Building, Construction, Creation, Ownership, Possession,
|
||
> Possessive, Home, House.
|
||
>
|
||
> NPCs: Alyssa Varn (the Squatter), Borghan (the Caged Beast)
|
||
>
|
||
> The deck builds an impressive structure for you, which you now
|
||
> consider “home.” The structure is something appropriate for you: for
|
||
> example, if you’re a priest, the building might be a temple with a
|
||
> rectory. You feel an overwhelming compulsion to live in your new
|
||
> structure. You aren’t a prisoner, the building is your home, but you
|
||
> can take trips away from home like anyone else. Once per month, you
|
||
> get a WIS save DC 15, and if you succeed, the compulsion to stay in
|
||
> your new structure diminishes and you can move out if you want to.
|
||
> However, you will always feel a certain fondness for the building.
|
||
|
||
**The Void**.
|
||
|
||
> Effect: You fall into a sleep from which you cannot awaken.
|
||
>
|
||
> Symbolism: Sleep, Coma, Unconscious, Emptiness, Silence, Darkness.
|
||
>
|
||
> NPCs: Asatya (the Astral Sleepwalker)
|
||
>
|
||
> You immediately fall asleep, and nothing can wake you up. You still
|
||
> need food and water and must be cared for by a nurse. While you sleep,
|
||
> you have dreams in which you can observe other people who also drew
|
||
> cards from the deck.
|
||
|
||
**Beast**.
|
||
|
||
> Effect: You are transformed into a beast.
|
||
>
|
||
> Symbolism: Beast, Wild Animal, Animalistic, Hunger, Reproduction.
|
||
>
|
||
> NPCs: Borghan (the Caged Beast)
|
||
>
|
||
> You are transformed into a beast. You become a hybrid of your original
|
||
> race, and an animal species, and you become much larger. You lose the
|
||
> capacity for rational thought, becoming a wild animal. You are driven
|
||
> by powerful animalistic urges.
|
||
|
||
**Donjon**.
|
||
|
||
> Effect: You are cast into an apparently inescapable prison.
|
||
>
|
||
> Symbolism: Prison, Dungeon, Cavern, Bunker.
|
||
>
|
||
> NPCs: None, but all the PCs draw this card.
|
||
>
|
||
> You are cast into an apparently inescapable prison. There are endless
|
||
> prisons throughout the multiverse, the Deck picks one for its own
|
||
> incomprehensible reasons.
|
||
|
||
**Comet**.
|
||
|
||
> Effect: You gain a new ability to see the past.
|
||
>
|
||
> Symbolism: The Past, History, Time, Ancient, Comet, Shooting Star.
|
||
>
|
||
> NPCs: Brunna (the Antiquarian)
|
||
>
|
||
> You gain a new ability to see the past. When you touch an object or a
|
||
> person, make a DC13 wisdom check to learn something of the history of
|
||
> that object or person. You can only do this once for a given topic.
|
||
> You do not choose what you learn, the DM does.
|
||
|
||
**Rogue**.
|
||
|
||
> Effect: You are perceived as a criminal.
|
||
>
|
||
> Symbolism: Criminal, Crime, Thief, Assassin, Accusation, Sneak, Prowl,
|
||
> Lurk.
|
||
>
|
||
> NPCs: Rackle (the Punching Bag)
|
||
>
|
||
> Everywhere you go, you are accused of crimes, often with negligible
|
||
> evidence. You are extremely likely to end up in jail, regardless of
|
||
> whether you’re actually a criminal. Organized crime syndicates will
|
||
> perceive you as a potential recruit. You do not gain any crime-related
|
||
> skills.
|
||
|
||
## Deck Side Effects
|
||
|
||
Anybody who draws a story card (including the PCs) is deeply affected by
|
||
the deck. Such people are called *deck-touched*, they will experience a
|
||
variety of side effects. This section lists the three most important
|
||
deck side effects.
|
||
|
||
### Deck Awareness
|
||
|
||
When a deck-touched individual looks at another deck-touched individual,
|
||
they immediately know what cards the other person drew, because they see
|
||
them as illusionary cards hovering over the other person’s head. The
|
||
effect is mutual: both people can see the other one’s cards. People who
|
||
aren’t deck-touched can’t see the cards.
|
||
|
||
*Deck Awareness* is actually a form of telepathy. The deck-touched
|
||
individuals are all linked by a common telepathic connection. They are
|
||
continuously broadcasting their cards to each other.
|
||
|
||
### Deck Immunity
|
||
|
||
After you have drawn cards from the deck, you are permanently unable to
|
||
draw from the deck, ever again. The deck has already decided what
|
||
effects it is going to apply to you. You already received your judgment.
|
||
It is not going to do anything more to you, no matter what.
|
||
|
||
One weird consequence of this is that if somebody else draws a card,
|
||
their card cannot affect you. For example, if I draw a card that
|
||
conjures a sword, and I try to cut you with it, the sword will pass
|
||
right through you without cutting you. You also cannot receive any
|
||
benefit from my weapon: if you try to hold it, your hand will pass
|
||
through it.
|
||
|
||
You aren’t immune to indirect effects. For example, if the deck gives me
|
||
a magic item that can unlock doors, and I unlock a door, then when you
|
||
try to open that door, it’s unlocked. That’s because my magic item
|
||
wasn’t really affecting you, it was affecting the door.
|
||
|
||
Another example of an indirect effect: if a card grants me gems, I can’t
|
||
hand you those gems. They will pass through your hands. But if and I use
|
||
those gems to buy a weapon, then I *can* cut you with that weapon. The
|
||
deck didn’t create the weapon.
|
||
|
||
If the deck conjures a weapon for me, and I sell that weapon to a
|
||
pawnshop, it isn’t my weapon any more. Once ownership passes to a third
|
||
party, deck immunity no longer applies. From that point forward, the
|
||
weapon can cut you, and you can buy it and use it. To use this loophole,
|
||
the item must go through the hands of a third party who didn’t draw
|
||
cards.
|
||
|
||
Philosophers debate about whether items created by a deck are illusions,
|
||
given that they sometimes appear to pass through other people’s hands.
|
||
If they are illusions, they are exceptionally solid illusions most of
|
||
the time.
|
||
|
||
Once you have drawn cards, the deck won’t do anything more to you.
|
||
Another consequence of the rule is that you can’t be magically charmed
|
||
by somebody else’s card. For example, if I drew the *rogue* card, this
|
||
makes people think I’m a criminal. The card effectively casts an
|
||
enchantment, not on me, but on all the people who approach me, warping
|
||
their minds into falsely believing that I’m a criminal.
|
||
|
||
But because you drew cards from the deck, you are immune to any further
|
||
effects of the deck. So if you approach me, you are not charmed into
|
||
thinking I’m a criminal.
|
||
|
||
Again, the underlying principle of Deck Immunity is that you gain the
|
||
benefit and the harms of your *own* cards. Having received those, the
|
||
deck refuses to do anything else to you. You can gain no benefit or harm
|
||
from somebody else’s card.
|
||
|
||
There is one exception to the deck immunity rule: *three wishes*. If you
|
||
get three wishes, you can use those wishes to affect other people who
|
||
drew cards from the deck. It is not known why *three wishes* override
|
||
the deck immunity rule.
|
||
|
||
### Deck Dreaming
|
||
|
||
After drawing cards from the deck, you will experience dreams in which
|
||
you see through the eyes of other deck-touched individuals. This is
|
||
actually another manifestation of the telepathic connection that exists
|
||
between deck-touched people.
|
||
|
||
In the upcoming chapter, the PCs will be far away from Green and his
|
||
deck for a while. During this time, Green will continue to let people
|
||
draw cards from his deck. Many NPCs will draw cards. So, whenever the
|
||
PCs take a long rest, you should give one PC a dream from the following
|
||
list. They will be seeing through the eyes of these NPCs who drew cards.
|
||
|
||
If the PCs don’t take enough long rests to experience all of these, then
|
||
consider giving two dreams per night on some nights. If the players
|
||
still haven’t received all the dreams by Chapter two, continue giving
|
||
them deck dreams until they’ve received all these dreams.
|
||
|
||
In Chapter two, the PCs will meet all the people on this list. If, as a
|
||
DM, you’d like to know who these people are, skip ahead to chapter two,
|
||
and read the section *Deck-Touched NPCs*. But of course, don’t give your
|
||
players any spoilers!
|
||
|
||
Here are the dreams that the PCs experience:
|
||
|
||
*Seeing through Borghan’s Eyes:*
|
||
|
||
> You are ravenously hungry, but you’re in an empty corridor, there’s
|
||
> nothing to eat. You run down the corridor, turn, run some more, turn
|
||
> again, and run some more, but there’s nothing but corridors. You see a
|
||
> door, already smashed - you feel like you’ve been here before. You
|
||
> pass through the broken door, and on the other side, there’s more
|
||
> corridors. You’re so hungry, and there’s no food.
|
||
|
||
*Seeing through Sam Link’s Eyes:*
|
||
|
||
> You are walking through the streets of St Parnas. You see several
|
||
> buildings with broken windows and minor damage. You see a woman on the
|
||
> ground. You run up to her and ask, “are you hurt?” She says, “my leg.”
|
||
> Looking more closely at her leg, you can see that it’s bent at a weird
|
||
> angle, and there is severe bruising. You put a hand on her leg, and
|
||
> you allow energy to flow. The leg straightens, and the bruising fades.
|
||
> She says, “thank you, cleric.” You say, “I’m not a cleric, but you’re
|
||
> welcome.”
|
||
|
||
*Seeing through Alyssa Varn’s Eyes:*
|
||
|
||
> It’s nighttime. You’re standing next to a sturdy stone building, which
|
||
> has a narrow vertical window, like a castle window. You try to squeeze
|
||
> yourself through the window, and you almost make it - you’re an
|
||
> unusually thin woman, and you’re really flexible, a contortionist. A
|
||
> male voice behind you says, “stop it, you’re being absolutely crazy.”
|
||
> You say, “This is my castle!” He says: “It’s not yours, you sold it!”
|
||
> You cram yourself into the window again, and this time, you actually
|
||
> succeed in getting through. The male voice says, “You’re nuts, and I’m
|
||
> done. Goodbye.”
|
||
|
||
*Seeing through Balanestra’s Eyes:*
|
||
|
||
> Green, at his desk: “I can’t fight a goddess. What do we do if she
|
||
> attacks?”\
|
||
> Balanestra: “We teleport away, of course.”\
|
||
> Green: “Sure, but she’s a goddess. She can follow us anywhere.”\
|
||
> Balanestra: “She can follow us *almost* anywhere.”
|
||
>
|
||
> Green: “Where could I go that she can’t follow… oh, shit. No, no no no
|
||
> no!”
|
||
>
|
||
> Balanestra: “Trust me.”
|
||
|
||
*Seeing through Pig’s Eyes:*
|
||
|
||
> You sitting in the market square. You see that you are not human, you
|
||
> have enormous legs and arms, and huge clawed hands. You are playing
|
||
> the mandolin expertly, and you are telling a sad story about how you
|
||
> became sick, and your bride left you. You are surrounded by a crowd,
|
||
> they laugh at everything you say, even though your story is sad. They
|
||
> keep coming up to you and dropping coins at your feet, and fruit, and
|
||
> meat, and they tell you what a great comedian you are. You don’t
|
||
> understand, but you like the fruit and meat.
|
||
|
||
*Seeing through Brunna’s Eyes:*
|
||
|
||
> You are holding a rusty saber, which is resting across your two palms.
|
||
> You say, “This saber was made by a man named Jorrell. It was one of a
|
||
> set of three, one of which was sold to your grandfather.”
|
||
|
||
*Seeing through Asatya’s Eyes:*
|
||
|
||
> You are wandering through an orchard. There are a few other people
|
||
> walking along the paths of the garden. You feel confused, your mind is
|
||
> foggy. You notice a weed that needs pulling. You bend over to pull it,
|
||
> but you don’t seem to be able to. In your confusion, you don’t know
|
||
> why you can’t pull the weed.
|
||
|
||
*Seeing through Rackle’s Eyes:*
|
||
|
||
> You are lying on a wooden floor, inside a tiny round stone building.
|
||
> Your wrists have been slit, and you’re bleeding out. You are almost
|
||
> unconscious. A woman is in front of you, wearing purplish priest
|
||
> robes. She casts cure wounds (you recognize it using arcana, it’s very
|
||
> easy to identify because you’ve been cured tons of times yourself).
|
||
> Your wounds close up.
|
||
|