d20 93 Games Studio Deck of Many Woes and Wonders.pdf

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Deck of Many
Woes and Wonders
A D20 Fantasy Supplement
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Deck of Many Woes
and Wonders
© 2005, 2007 by 93 Games
Studio. All rights reserved. Except for the
purposes of reviews, reproduction without
the written permission of 93 Games Studio is
expressly forbidden. No part of this publication
may be reproduced, by any form or by any means,
without the prior written permission of 93 Games
Studio. Character sheets and other game aids
contained in this book may be reproduced for
personal use. All characters, names, places and
text herein are copyrighted by 93 Games Studio.
The mention of or reference to any
company or product in this product is not
a challenge to any trademark or copyright
concerned.
This book uses the supernatural for
settings, characters and themes. The presentation
of mystical and supernatural elements in this
book is fiction and intended for entertainment
purposes only. This book deals with mature
subject matter, reader discretion is advised.
Author: Keith Taylor and Andy Williams
Layout/Editing: Keith Taylor
Illustrations: Some artwork Misfit Studios ©
2005 by Steven Trustum, used with permission.
All rights reserved. Some artwork copyright John
Milner, used with permission. © 2006, UKG
Publishing, 38 Eastborough, Scarborough, North
Yorkshire, YO11 1NJ
93 Games
Studio
93 Games Studio is committed to bringing
the real world into the gaming world. Founded in
2001, 93 Games Studio started out as one man and the
guinea pigs that would playtest for him. In December
of 2003 our first product, The Swing, was released in
both print and PDF formats. Since then 93 Games
Studio has released over 30 products (mostly small
PDF supplements). We have also hired additional
freelance writers, worked with other publishers to
help produce supplemental products for some of our
games and have work written for White Wolf, Ronin
Arts and Expeditious Retreat Press.
www.93gamesstudio,com
smokewolf@93gamesstudio
715 Williams Ave
Raceland, Kentucky 41169
“Requires the use of the Dungeons & Dragons Player’s Handbook,
Third Edition, published by Wizards of the Coast, Inc.”
‘d20 System’ and the ‘d20 System’ logo are trademarks of Wizards of the Coast, Inc. and are used
according to the terms of the d20 System License version 6.0. A copy of this License can be found
at www.wizards.com/d20.
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Introduction
No other item can bring both hope and fear
at such levels as this deck. Some fear it, some love it
but all must respect it ability to forever alter their life
and the lives of their companions.
Many a night has been spent simply drawing
from the deck rather than attempting to complete a
mighty quest. Many a characters have lost themselves
to the deck. Many a terrors have been unleashed unto
the world from the deck. And yet, many a wonders
have been found thanks to the deck.
This supplement is about the Deck of
Many Things, variant decks and variant rules to use
with them. This supplement is broken into several
sections:
• The Decks – Explanations on how the decks
works, the rules necessary to use any of the
various decks and variant decks with unique
cards and characteristics
• Card Effects – Each card listed with its full
effects and explanations
• SRD Deck – The SRD Deck of Many
Things
• Cards – Separate file for use, designed to be
printed the size of normal playing cards
Why use these decks? For a change, a break
form the usual, to start an adventure, or simply for
excitement. Have power gamers or munchkins, give
them the Deck of Many Woes. Want to reward your
players, give them the Deck of Many Wonders. Want
to through in some chaos, let your group find the
Mad Deck of Abrimilan.
How the Cards Work
Most decks operate in the same manner
though. Each card imparts to the drawer some
knowledge through mystical means. Even cards
that bestow negative effects, the knowledge gained
is either confusing or misleading. Some cards will
impart their knowledge to someone or something
other than the drawer; as in the example of “Enmity
between you and an outer planar creature”, the
outer planar creature receives some information that
forces it to believe that the character is now a mortal
enemy.
This knowledge is transferred to the character
as soon as they draw the card. Drawing the card is
defined as separating a single card from the rest of
the deck. It matters not if the character ever looks
upon the card or if they return it to the deck.
With the exception of cards which specifically
create physical items and effects, all effects toward
the character transpire in the mind of the character.
No other character can intervene in the transfer of
this knowledge either for the character’s benefit or
for their woe. Afterwards, the characters may then
discuss what had transpired and actions may be taken
then; just not during the drawing of the card.
Game Mechanics
There really isn’t much mechanics to using
any of these Decks. There are two methods of
“drawing”; dice roll and drawing of cards (included
in a separate file).
When using the dice roll method, use
percentiles (D100) and consult the Card Effects
section to determine what effect to apply to the
drawer.
The Dreaded Decks
A deck of many things (both beneficial and
baneful) is usually found in a box or leather pouch.
Each deck contains a number of cards or plaques
made of ivory or vellum. Each is engraved with
glyphs, characters, and sigils. As soon as one of these
cards is drawn from the pack, its magic is bestowed
upon the person who drew it, for better or worse.
Why or how these decks are constructed is
only known to those powerful wizards who construct
them. Most believe these decks are created out of
spite and malicious from mages who have long since
gone mad. What is known, however, is that no two
decks are alike; some contain only a few cards, some
many, some bring more joy than pain, others the
opposite.
Note: if using percentiles to determine effects, any
dice roll (except “cocked” dice), even if it rolls off
the table, or is an accidental roll, should count as
drawn cards.
When using the drawing of cards method,
use the included file to create your decks and then
draw cards. The included file of cards is designed
to print on perforated business card paper; however,
you can us regular paper and cut them out.
Note: if playing with an actual deck, cards that
accidentally separate themselves from the deck,
through shuffling and such, should count as drawn
cards.
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When “drawing” (regardless of method),
alternate drawing a single card between each person
who desires a draw. This will both help speed up
the game and not cause anyone to get bored. Each
character may decide individually when they wish to
stop drawing.
Unless otherwise noted:
• All cards only affect the drawer of the card.
• All effects are permanent.
• All effects are mandatory.
• All effects take place immediately upon
drawing the card.
Most of the time there are no restrictions on
when and where characters may draw from the deck.
Sometimes it becomes necessary to apply restrictions
in order to keep harmony within the party and in
helping to keep game play from bogging down.
Alternate restrictions to apply to the drawing
of cards:
• Everyone or no one in the party must draw.
• No one can stop drawing unless the entire
party wishes to stop.
• Everyone must draw X cards each time they
draw (especially nasty when used with the
Deck of Greed).
• After everyone gets X draws from the deck
it disappears.
Under each “random” effect is listed 8
possible options. These can be used or you may create
your own “random” options. This was done mainly
for ease of use when using the included cards. You
can either use the main effect or include any or all of
the random effects for better selections.
Mad Deck of Abramelin
This deck contains any and all of the listed
cards with one exception. There exists one special
card in this deck, the Abramelin card. When drawn,
Abramelin, a Lawful Evil, 10 th level Mage, 10 th level
Red Wizard, is released from the deck. He possesses
all of the necessary trappings of his classes and
levels. Strong (all schools); CL 20th.
Note: A particularly nasty variant of this deck is
one in which Abramelin’s consciousness is switched
with that of the drawer, leaving the drawer’s soul in
the card and no one the wiser.
Deck of Greed
This deck contains only cards with beneficial
effects. Use only cards 1-50 to create this deck. This
deck appeals to the greed within those who draw
from it. Whenever a card is drawn from this deck it
is replaced with a blank card, and the deck is shuffled
after each drawing. If a blank card is drawn the entire
deck explodes triggering a Chain Lightening spell
(cast as if by a 20 th level Mage). The drawer is not
allowed a saving throw, however, everyone else can
save as normal. These types of decks begin with 5
blank cards in the place of 5 normal cards. Strong
(all schools); CL 20th.
Deck of Sacrifice
This deck contains any and all of the listed
cards. What makes this deck unique is that whenever
a character is rewarded or penalized by an effect,
a random member of their party is affected by the
opposite effect. If the drawer is not part of an active
party, then the effect goes to a random person. Strong
(all schools); CL 20th.
Variant Decks
There are several known decks floating
around but many more are thought to exist.
Deck of Many Woes
This deck contains only cards with woeful
effects. Use only cards 51-100 to create this deck.
Whenever a card is drawn from this deck it is
removed. Strong (all schools); CL 20th.
Example: Card drawn is Suffer -1 penalty to AC;
then another member of the party gains a +1 bonus
to AC.
Note: Feel free to ignore opposite effects that either
don’t make sense or can not plausibly happen; such
as draw 4 more cards. What is the opposite of that?
Deck of Many Wonders
This deck contains only cards with
beneficial effects. Use only cards 1-50 to create this
deck. Whenever a card is drawn from this deck it is
removed. These types of decks should be few and far
between. Strong (all schools); CL 20th.
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one year. Whether the information gained can be
successfully acted upon is another question entirely.
9. Add +1 to a random magic weapon or piece of
armor the drawer already possesses; if he does not
already possess any then add +2 to a random weapon
or piece of armor.
10. Gain random beneficial magic item (one that is
usable by the drawer’s class(s)).
11. Random item carried, receives intelligence.
12. Recharge all magic items (that has charges) to
full.
13. Gain 20 pieces of jewelry or 50 gems. The
jewelry is all gold set with gems, each piece worth
2,000 gp, and the gems 1,000 gp value each.
14. Gain 10,000 XP.
15. Gain a +2 inherent bonus to one ability score.
The 2 points are added to any ability the character
chooses. They cannot be divided among two
abilities.
Card Effects
This section list all available card effects and further
details exactly what happens when the card is
drawn.
16. Gain +1 bonus to all saving throws.
17. Gain Immunity to Fear.
18. You have gained the ability to regenerate 2pts/
rd, starting 3 rounds after you were damaged; if you
go 10 past your CON you die, until raised from the
dead.
Beneficial Effects
1. Gain a +2 bonus to AC.
2. Gain random Spell-Like Ability (SP) usable
once per day.
19. Defeat the next monster you meet to gain one
level. The character must single-handedly defeat the
next hostile monster or monsters encountered, or
the benefit is lost. If successful, the character gains
enough XP to attain the next experience level.
3. Gain Charisma of 18 plus a small keep.
4. Gain the service of a 4th Level Fighter. The
fighter appears out of nowhere and serves loyally
until death. He or she is of the same race (or kind)
and gender as the character.
20. Gain D4 cross class skills as a class skill.
21. Gain 1 rank in a skill that is exclusive for another
class.
5. Gain a treasure map plus 1 random magical
item.
22. Gain random racial trait.
6. You are granted 1D3 wishes, which must be used
in 1D3 days.
23. Gain 4 skill points in a random skill. This may
raise the skill above the max ranks allowed. If this
raises a skill above the max allowed, you can not
continue to spend skill points on that skill until your
max skill ranks have increased.
7. Gain 2 levels, only if between 1st thru 4th level;
otherwise increase Hit Points by D10.
8. Know answer to your next dilemma. This card
empowers the character drawing it with the one-time
ability to call upon a source of wisdom to solve any
single problem or answer fully any question upon her
request. The query or request must be made within
24. Any spells that you cast are cast as if you were 1
level higher for determining the spell’s effects.
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