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# Introduction
## Backstory
This campaign tells a new story about the Deck of Many Things. The
following information is for the DM only!
In this universe, the deck is an enigmatic artifact that appears once
every couple of hundred years. It shows up somewhere in the multiverse,
it dispenses chaos, and then it vanishes again before anyone has a
chance to make sense of it. The stories that have been written about it
have been passed down for generations, and they have been distorted in
the telling. Because of this distortion, many of the things you have
read about the deck turn out not to be true.
Recently, a man named Green came into possession of a deck. Knowing the
hazards, Green decided not to draw cards himself. Instead, he advertised
for *other* people who want to draw cards. He allows anyone to draw
cards, with the following stipulation: if they draw three wishes, they
are expected to make one wish on Greens behalf. If they draw gems,
Green gets a cut.
Greens scheme has turned out to be very profitable: Green gets an
endless stream of wishes and gems, and he pawns off the risks on others.
Green is using his wishes to make himself smarter, stronger, and more
magically talented. So far, he doesnt seem to have any intention of
stopping.
Green is greedy, but hes not entirely evil: he truthfully warns his
applicants of the danger, and he advises them that drawing cards is too
big of a risk. Most people listen to that advice: Green pays them a
token sum for their time, and sends them on their way. But even though
most leave without drawing, there are a lot of desperate people in the
multiverse. Green has been able to find hundreds of applicants to take
him up on the offer.
The news of Greens activities has spread. Historians are worried. In
the past, a Deck would show up, a few people would draw cards, and a day
or two later, the Deck would disappear again. But this time, hundreds of
people have drawn cards, and the Deck is not going away. It has flooded
the local economy with a glut of gems. It has created a mountain of
magic items. It has granted enough wishes to seriously warp the fabric
of reality. How is it possible that one small magic item can wield such
power? Why is the Deck not vanishing after a few uses, like it did in
the past?
Tymora, the goddess of Good Luck, has been watching this all unfold with
consternation. The Deck is obviously a luck-based magic item: it gives
out blessings and curses at random. But Tymora did not create the Deck,
and shes sure that Beshaba, her sister goddess of Bad Luck, didnt
create the Deck either. But thats a problem. The deck is too powerful
to have been created by a mortal. But if it was created by a god, then
that means that somewhere out there, there might be a god of Luck who is
more powerful than Tymora. That possibility has Tymora genuinely
frightened that her place in the cosmos is not secure.
Hundreds of desperate travelers are crossing the multiverse, arriving at
Greens castle hoping for a chance to turn their lives around. A handful
of them will draw the card *Donjon*, which casts the victim into an
inescapable prison. When a group of these victims find themselves
imprisoned together, their quest to escape the Donjon will take them on
a path that crosses the multiverse. They will try to help the people
whose lives have been impacted by the deck. They may take sides with one
of the powers who are fighting over the deck, they may seek to broker a
peace. They will challenge Green himself. Finally, they will claim
possession of the Deck, and when they do, they will learn why it exists,
who created it, and what purpose it serves.
## Who Will Enjoy this Campaign
In order to play this campaign successfully, you will need three things:
- You need players who are willing to accept help from NPCs. The
> players will need *lots* of help. There are many situations where
> NPCs have special skills without which the PCs have no hope of
> success. The PCs will absolutely, positively need to build
> friendly relationships with as many good-aligned NPCs as they can.
> If they dont, the PCs will not have the resources they need and
> will get completely stuck.
- You need players who *care* about NPCs and their happiness. There
> are lots of NPCs in this campaign who are struggling, suffering,
> or in danger. You need a group of players who are motivated to
> protect the NPCs they care about. If your players dont care about
> helping NPCs, they will just walk away from most of the quests in
> this campaign, uninterested.
- You need players who like asking questions. This campaign is
> jam-packed full of mysterious magical artifacts to investigate,
> strange beings with mysterious motives, and places with
> inexplicable phenomena. Letting players explore these mysteries is
> half the fun of this campaign. If the players arent interested in
> solving mysteries, this will all fall flat.
As for combat: there are plenty of foes to fight in this campaign. But,
there are likely to be many sessions with no combat at all. If the
players want to be engaged in a *lot* of combat, then this probably
isnt the right module for your group.
## The Key Players and their Motives
This campaign revolves around the aspirations of three gods: Omta (the
god of the Deck), Tymora, and Beshaba. It also revolves around the
actions of two mortals: Rennick, and Green. To run the campaign well,
you need to know who these NPCs are, and what their core motives are. Do
not reveal any of this to your players! This campaign is in large part a
mystery, and all of this must unfold gradually as the players reveal
clues. But you, the DM, need to know whats really happening.
**Omta, Inventor of Randomness**
Omta is an ancient deity who witnessed the creation of the multiverse.
In the beginning, the universe obeyed strict rules, and was 100%
predictable. In Omtas eyes, that made it a little boring. Omta decided
that what the universe needed was a little unpredictability to spice it
up. So Omta invented the concept of *randomness*, which is deeply tied
to the concept of *unpredictability*: a random event is an event whose
outcome cant be predicted.
However, Omta knew that the creator god was very possessive and
territorial, and that the creator wouldn't want anyone messing with his
creation. Omta was tiny compared to the creator, and he knew that the
creator could and would crush him like a bug. But Omta felt compelled by
his own ideology: he snuck into the multiverse under cover of darkness,
planted the tiniest seed of randomness that he could plant, and then
fled the scene of the crime. He snuck away to the farthest reaches of
the cosmos and hid, hoping that nobody saw him. Long story short, he got
away with it. Eventually, he relaxed in his faraway corner, and fell
asleep. He has been sleeping in the far reaches of the cosmos ever
since.
In his sleep, he unconsciously monitors the multiverse, making sure that
randomness is not removed from the multiverse. Whenever he senses a
threat, whenever somebody introduces too much predictability, Omta sends
his avatar, the *Deck of Many Things*, to reintroduce as much randomness
as possible. That is important: the Deck is not an “artifact” in the
usual sense of the word. It is the avatar of a god. That is how it can
wield so much power.
Protecting randomness is Omtas one and only passion. However, because
Omta is asleep, his actions are often more instinctual than logical. His
response to any threat to randomness is to just add more randomness,
using the Deck, but that doesnt always solve the problem.
When Omta planted the first seed of randomness, he was a tiny, fragile
god. He could have been trivially snuffed out by the immense powers that
ruled in those days. But randomness spread in the universe, and now
almost everything in the multiverse is governed by rolls of the dice. As
his idea grew, so did his power. Omta does not know it, but he is now a
greater god. Yet he still sees himself as tiny and fragile. He is scared
of his own shadow, when he doesnt need to be.
**Tymora, Goddess of Good Luck**
Tymora is the goddess of good luck, a kind and generous soul who wants
good things to happen to people, and who uses luck magic to ensure that
they do.
She is also a very young goddess, and she is not entirely confident of
her place in the universe. She perceives the *Deck of Many Things* as a
threat: she thinks that it is an immensely powerful artifact, and that
therefore, it must have been created by an immensely powerful god. She
is convinced that this other god, whoever he is, is angling to be the
new god of luck. Otherwise, why would he be parading around the most
powerful luck-based artifact in the universe, apparently showing off the
immensity of his power?
Shes not wrong that the threat is real: people really are saying that
whoever created the deck is a more impressive luck-god than Tymora. She
really is losing respect. Thats lethal for a god.
Tymora doesnt want to fight. Shes not an violent deity. But she cant
let some other god steal the title of god of luck, leaving Tymora as
second best. A goddess has to protect her portfolio, or she dies.
**Beshaba, Goddess of Bad Luck**
Beshaba is the sister of Tymora. Everybody loves Tymora. Everybody wants
to worship Tymora. Tymora is loved, good, and everybody is her friend.
Beshaba absolutely *despises* Tymora. Beshabas only real emotions are
despair, envy, bitterness, and spite. She lives for one thing, and one
thing alone: to hurt Tymora.
Beshaba doesnt even care about worshippers. Yes, she knows logically
that she has to maintain some level of worship, so she does - she
threatens people that if they dont occasionally say a prayer for her,
she will cause bad things to happen. Her worship is a giant protection
racket. Half her priestesses are slaves, forced to serve under threat of
eternal bad luck, and half are crazy. So yes, she maintains a following.
But her heart isnt really in it, because who cares about those idiot
mortals anyway? The only thing that matters is hurting Tymora.
Unlike her sister, Beshaba doesnt see the decks creator as a threat.
Beshaba is entirely used to living in the shadow of Tymora, a goddess
who is more respected than Beshaba, more loved than Beshaba. What
difference does it make if she is overshadowed by some other god
instead? In fact, so much the better if its some other god. At least
the new god wont be the smug self-satisfied little worm that Tymora is.
As for the deck - that could be useful bait. If Beshaba can draw Tymora
into her realm in the Abyss, where Beshaba is at her strongest, maybe
she can finally kill Tymora after all.
**Rennick, Theoretical Fortunologist**
Rennick is a member of Sigils Fraternity of Order. His day job is as a
casino regulator: he visits casinos and makes sure the games work as
advertised, no cheating. If the games are fair, the Fraternity of Order
will sell the casino a *certificate of fair play*. If Rennick cant
confirm that the games are honest, or if the casino cant afford a
certificate, then the casino can still operate - its a free city - but
no certificate. Establishing that the games are fair requires Rennick to
have a deep knowledge of probability and statistics.
But regulating casinos is just his day job. His real passion, like most
members of the Fraternity, is understanding the laws that govern the
universe. Specifically, Rennick is interested in how randomness works.
Hes been at it for forty years, and hes had a breakthrough - he has
gained the ability to predict the outcome of random events. Roll a dice,
and he can tell you before the dice stops what its going to land on.
Omta knows about this breakthrough, and he feels that his entire concept
of *randomness* is being destroyed: a random event is an event whose
outcome cant be predicted. If Rennick can predict random events, then
theyre not unpredictable, are they? Which means theyre not really
random any more.
Rennick isnt happy either. When he was working on his method, he was in
the mindset of a scientist: pursuit of knowledge for the sake of
knowledge. But now that hes figured it out, he regrets it. He feels as
if hes unintentionally invented a weapon of mass destruction, and that
its only a matter of time until some bad actor learns his technique and
uses it for evil ends. Worse yet, he imagines a future in which his
technique is common knowledge, and everyone can predict random events.
In such a future, everything is predictable - and that would be an
incredibly boring universe.
The day he made his breakthrough, Rennick found a small box on his
nightstand. It contained cards. He held onto the deck for several
months, studying it. The deck never vanished, because it had not
achieved its objective: to eliminate the threat to randomness. But
Rennick never drew cards. Instead, he studied the deck, and he came to
understand who Omta is. He also figured out that Omta is asleep, in a
corner of the universe, reacting to events in his sleep.
Rennick believes that if he could just talk to Omta, then he could show
Omta how to fix the problem with the universe and make random events
truly, completely unpredictable.
But if he wants to talk to Omta, Rennick will have to wake Omta up. But
as it turns out, waking Omta up is extremely difficult. Rennick has been
trying for some time, and has not succeeded. Rennick has gotten
progressively more and more aggressive about trying to agitate Omta, in
the hope that if he provokes Omta enough, that will wake him up. Of
course, deliberately agitating a god is a dangerous move for a mortal,
but Rennick feels as if the fate of the multiverse depends on it, so
hes willing to take the risk.
Rennicks first attempt to prod Omta out of his sleep was to
deliberately misuse the deck. Rennick knows the purpose of the deck is
to make the universe *less predictable.* Rennick hoped that if he could
use the deck to create a *predictable* income stream, that would go
against everything the deck stands for, and that would force Omta to
wake up to deal with the situation.
**Green, Exploiter of the Deck**
Green was an entrepreneur running a casino in Sigil, who naturally has
had dealings with Rennick, the casino regulator.
One day, Rennick came to Green and offered to just *give* him a Deck of
Many Things. The only thing Rennick asked in return was that Green
follow instructions: “Just have *other* people draw cards. Never draw
cards yourself. Take a cut of the gems, and let other people deal with
the good and bad things that happen.” That sounded like pure profit to
Green, and it fit with his casino-owner mentality, so he accepted.
Green came up with the idea of not just taking a cut of the gems, but
also when somebody received *three wishes*. But that put him in an
interesting position - he now had a supply of wishes. So what should he
wish for? At first, he wished for the obvious stuff: money,
intelligence, health, long life. But he still had an unlimited supply.
He eventually figured out what he *really* wants: to be a dragon, a big
one. He understands that one wish isnt enough. It will take many.
## Character Creation
This is a campaign for newly-created characters of Level 2, and they
will probably rise to level 8 or so during the campaign. The campaign is
set in the Planescape campaign setting.
The adventure begins in a medium-sized town in the Outlands called Saint
Parnas, about 1 day travel spireward of tradegate. The party members do
not know each other yet. All of the PCs will see a job posting:
> JOB OFFER - EXTREME PAY - EXTREME RISK
>
> One day only, 5000 gp pay minimum. Very substantial risk of death.
>
> Only apply if you're willing to risk it all for the chance at a new
> life. Apply at Castle Green.
If the PC doesnt accept the job offer, then they arent part of the
campaign. You should show this job posting the players before they
create characters. Give them these instructions:
> Please design a character who *absolutely will* take this job offer.
> Your character should have a backstory reason why theyre willing to
> take an extreme risk. Perhaps theyre in a desperate situation,
> perhaps their faith assures them theyre be fine, perhaps theyre just
> extreme gamblers. Regardless, they *must* take the job offer in order
> to be part of the campaign.
The players should not be allowed to create flying characters: doing so
would bypass some fun quests. It is okay if they learn the fly spell
when they get higher level, but they shouldnt start with that ability.
## The Players Draw Cards
In this introductory chapter, the PCs havent met each other yet. You
should pick a single PC, and roleplay this initial chapter solo while
the other players watch. It wont take long.
The DM must set up some kind of situation where the PC encounters the
job posting. The situation could be as simple as “you are walking down
the street and you see a sign on a lamppost,” but feel free to improvise
something that makes sense for your characters backstory. The job
posting is:
> JOB OFFER - EXTREME PAY - EXTREME RISK
>
> One day only, 5000 gp pay minimum. Very substantial risk of death.
>
> Only apply if you're willing to risk it all for the chance at a new
> life. Apply at Castle Green.
At the castle, the PC discovers a line of people waiting. Apparently,
5000 gp is enough to attract a lot of job applicants, even given the
risk of death. The people are mostly not from in-town: they have come
from all over for the opportunity. They are an eclectic mix of races.
The PC notices a bunch of hastily-erected booths, with signs that say
“Pawn Shop.” The booths are manned by traders from Sigils Bazaar,
Tradegate, and other places. The reason for the pawn shops is that
sometimes, the Deck conjures a magic item. Many people emerge from
Greens castle with magic items they dont need, theyd rather have
money. Hence, an economic opportunity for a pawn shop.
The PC will get in line with the other job applicants, and eventually be
led inside to Greens “office” - a large, very sturdy stone room, with
absolutely nothing in the middle, and a desk in one corner with Green
seated at it. There are four bodyguards in the room, resting calmly
behind blast shields around the periphery of the room. There are scorch
marks on the floor and on the blast shields.
The player takes a seat facing Green at his desk. In front of Green is a
decorated hardwood box which contains the Deck. On the cover of the box
is a logo: a pair of dice in front of a sunburst. Green also has a
scale, some small empty cloth bags, and a brush and a dustpan. If the
player asks about any of that stuff, Green says, “It will all become
clear.”
Green then explains the job: to activate a magic item called a *Deck of
Many Things*. He explains that its a magic item that grants a random
combination of blessings and curses. At this point, Green then
specifically explains his terms and conditions:
> If you receive three wishes, you must use one wish for my benefit, as
> I instruct you. You can use the other two as you wish. If you receive
> gems, I will take 25% by weight without sorting the gems. If you get
> any other boon or blessing, such as a magic item, or a castle, or a
> skill improvement, then its entirely yours, I dont get a cut. If you
> get no material wealth, Ill give you 5000 gp out of my own pocket. If
> you get a bad card - and you probably will get at least one - then I
> probably wont be able to help you. If you die, are banished, or are
> incapacitated, Ill make sure your possessions get delivered to your
> next-of-kin.
The PC may ask Green any questions he wants. Green will answer most
questions willingly, but he keeps a few things a secret, like where he
got the Deck, and he also wont tell about what hes using his wishes
for. Most anything else, hes open about. If they ask about the scorch
marks on the floor, and the blast shields, Green explains that
sometimes, the device summons a monster, and the bodyguards have
occasionally had to use fire spells.
Then, Green makes a short speech about how the PC should probably not
activate the device. Green has a code of ethics that dictates that he
provide fair warning about the risks. He wants his profit-making scheme
to continue, but he feels its unfair unless the people drawing cards
know what theyre getting into. So he is clear about possible risks:
mainly, banishment to far-away places, being attacked by monsters, or
losing strength or intelligence.
You already told the players at character creation time that they *must*
take Green up on his job offer. If they seem to hesitate now, remind
them that if they walk out, then their PC is not part of the campaign.
During all of this, it is very important that you convey the fact that
Green is morally grey:
- Theres no question that what hes doing is exploitative. Many of
> the people who draw cards end up suffering. It is also true that
> many of the people who draw cards are doing so out of desperation.
> At some level, Green knows this scheme is not entirely ethical,
> but his greed overrides his qualms.
- He has a code of ethics that requires that he provide transparent
> disclosure about the risks. He feels that people must choose to
> 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 arent physically
> able to collect the money (say, because youve been banished to a
> *donjon*), Green wont just keep the money. Instead, hell 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 hes 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
Greens 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 its a gray area, but Ive 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 its 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
players 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 theyre at Greens 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 theyre 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
peoples 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. Thats because the Deck doesnt 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 DMs 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 didnt draw! This is essential,
because figuring out the symbolism of those cards will be an important
quest later in the campaign. Obviously, dont 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 doesnt 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 theyre 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 youre a priest, the building might be a temple with a
> rectory. You feel an overwhelming compulsion to live in your new
> structure. You arent 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 youre 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 persons head. The
effect is mutual: both people can see the other ones cards. People who
arent deck-touched cant 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 arent 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, its unlocked. Thats because my magic item
wasnt really affecting you, it was affecting the door.
Another example of an indirect effect: if a card grants me gems, I cant
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 didnt create the weapon.
If the deck conjures a weapon for me, and I sell that weapon to a
pawnshop, it isnt 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 didnt draw
cards.
Philosophers debate about whether items created by a deck are illusions,
given that they sometimes appear to pass through other peoples hands.
If they are illusions, they are exceptionally solid illusions most of
the time.
Once you have drawn cards, the deck wont do anything more to you.
Another consequence of the rule is that you cant be magically charmed
by somebody elses card. For example, if I drew the *rogue* card, this
makes people think Im 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 Im 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 Im 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 elses 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 dont take enough long rests to experience all of these, then
consider giving two dreams per night on some nights. If the players
still havent received all the dreams by Chapter two, continue giving
them deck dreams until theyve received all these dreams.
In Chapter two, the PCs will meet all the people on this list. If, as a
DM, youd like to know who these people are, skip ahead to chapter two,
and read the section *Deck-Touched NPCs*. But of course, dont give your
players any spoilers!
Here are the dreams that the PCs experience:
*Seeing through Borghans Eyes:*
> You are ravenously hungry, but youre in an empty corridor, theres
> nothing to eat. You run down the corridor, turn, run some more, turn
> again, and run some more, but theres nothing but corridors. You see a
> door, already smashed - you feel like youve been here before. You
> pass through the broken door, and on the other side, theres more
> corridors. Youre so hungry, and theres no food.
*Seeing through Sam Links 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 its 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, “Im not a cleric, but youre
> welcome.”
*Seeing through Alyssa Varns Eyes:*
> Its nighttime. Youre 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 - youre an
> unusually thin woman, and youre really flexible, a contortionist. A
> male voice behind you says, “stop it, youre being absolutely crazy.”
> You say, “This is my castle!” He says: “Its 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, “Youre nuts, and Im
> done. Goodbye.”
*Seeing through Balanestras Eyes:*
> Green, at his desk: “I cant fight a goddess. What do we do if she
> attacks?”\
> Balanestra: “We teleport away, of course.”\
> Green: “Sure, but shes a goddess. She can follow us anywhere.”\
> Balanestra: “She can follow us *almost* anywhere.”
>
> Green: “Where could I go that she cant follow… oh, shit. No, no no no
> no!”
>
> Balanestra: “Trust me.”
*Seeing through Pigs 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 dont
> understand, but you like the fruit and meat.
*Seeing through Brunnas 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 Asatyas 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 dont seem to be able to. In your confusion, you dont know
> why you cant pull the weed.
*Seeing through Rackles Eyes:*
> You are lying on a wooden floor, inside a tiny round stone building.
> Your wrists have been slit, and youre 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, its very
> easy to identify because youve been cured tons of times yourself).
> Your wounds close up.