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Deck of many things

Items Designed by Trev • Art by Pikisuperstar (www.freepik.com)

At a glance

Item type
Artifact
Restrictions

Effect

To engage with the deck, a character must first announce how many cards they will draw before beginning, and all subsequent draws must occur within one hour; a player cannot draw more cards than the number they originally declared. If the character fails to willingly draw their allotted number, the remaining cards will flip out on their own. When a card is drawn, it is replaced back into the deck, potentially allowing the same card to be drawn again, unless the result is the Jester or the Fool, in which case the card is immediately discarded. Drawing the Jester grants the character the option to draw two additional cards, while catastrophic results like The Void or Donjon prevent any further draws. The mechanical consequences are translated into permanent character advancements like permanently increasing a character Trait (such as Knowledge, Strength, or Presence) or advancing a Proficiency slot. Conversely, negative outcomes frequently involve permanently marking a Scar (crossing out a Hope slot) or permanently reducing the character’s Evasion.

About this item

The Deck of Many Things, typically found within a leather pouch or ancient box, is an assembly of cards or plaques usually crafted from ivory or vellum. These items are distinctively marked and engraved with glyphs, characters, and sigils. The moment one of these cards is drawn from the container, its potent magic is immediately bestowed upon the drawer, resulting in either a great boon or a terrible curse. The inherent risk and high reward system of the deck makes it perfectly suited for the heroic, yet heartfelt, adventure themes.

1. Balance – XI Justice – The GM defines a sacred or moral vow that your character must uphold. If the character breaks this vow or fails to act according to it in a critical situation, they gain a permanent Scar (cross out a Hope slot permanently).

2. Comet – Two of Swords – If you single-handedly defeat the next hostile adversary (must be a Bruiser, Leader, or Solo of your Tier or higher) you encounter, immediately advance one Proficiency slot permanently (increasing your damage dice by 1). Otherwise, there is no effect.

3. Donjon – Four of Swords – You disappear and are magically imprisoned (GM narrates where). All equipped weapons and armor are instantly unequipped and lost. Draw no more cards.

4. Euryale – Ten of Swords – You are cursed. Permanently reduce your Evasion by 1. Only the Fates card or a powerful GM move can remove this curse.

5. The Fates – Three of Cups – You can immediately reverse or erase one occurrence that has happened to you or a willing ally, as if it never occurred. This can only stop something from happening, not make something happen.

6. Flames – XV The Devil – A powerful adversary (Tier 3 or 4 Solo) becomes your permanent, dedicated enemy until slain. The GM immediately gains 4 Fear tokens.

7. Fool – 0 The Fool – Permanently gain one Scar (cross out one Hope slot). Discard this card and immediately draw another.

8. Gem – Seven of Cups – You gain 1 Chest of Gold and roll for a Rare item (roll 3d12 or 4d12 on the Loot table).

9. Idiot – Two of Pentacles – Permanently reduce your Knowledge trait by 1. You may immediately draw an additional card.

10. Jester – XII The Hanged Man – Gain 3 Hope and a permanent +1 bonus to two Experiences of your choice. You may immediately draw two additional cards.

11. Key – V The Hierophant – A Legendary weapon (Tier 4) appears in your hands. It must be one your character can wield.

12. Knight – Page of Swords – Gain the service of a loyal companion who fights as a Tier 2 Elite Soldier adversary. This NPC retainer serves loyally until death.

13. Moon – XVIII The Moon – You are granted 1d3 uses of the Level 10 Arcana spell Adjust Reality. Uses must be spent within the same scene or before your next long rest.

14. Rogue – Five of Swords – One NPC ally (GM’s choice) is alienated and becomes a secret, permanent hostile enemy. The hatred is secret until it is revealed at the worst moment.

15. Ruin – XVI The Tower – All non-magical possessions listed as Inventory and Gold (including Handfuls, Bags, and Chests) are immediately lost.

16. Skull – XIII Death – You summon an Avatar of Death (Tier 4 Solo). You must fight it alone. If you are defeated, your character is slain forever and cannot be restored by any means.

17. Star – XVII The Star – Permanently increase one unmarked character trait (Agility, Strength, Finesse, Instinct, Presence, or Knowledge) by +2. This counts as two advancements.

18. Sun – XIX The Sun – Gain 6 Hope and permanently add two Hit Point slots or two Stress slots (your choice). Additionally, roll for a Legendary item (roll 4d12 or 5d12).

19. Talons – Queen of Pentacles – Every equipped item (weapon or armor) and every held item listed as Loot or a Relic instantly and irrevocably disintegrates.

20. Throne – Four of Staves/Wands – Gain a permanent +1 bonus to your Presence trait and gain rightful ownership of a small keep.

21. Vizier – IX The Hermit – Within one year, you may ask the GM one question in meditation and receive a truthful answer about any problem or scenario.

22. The Void – Eight of Swords – Your psyche is trapped in a distant prison; your body becomes comatose. You may only be freed by Resurrection (Level 10 Splendour) or Plane Gate (Level 7 Codex) cast by an ally after succeeding on a Knowledge Roll (20) to locate your prison. Draw no more cards.

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