GM Lari's Phantom Phenomena (Inactive)

Game Master Dhenn

The Lucky Lantern
Illirigarde Manor
Kellid Monolith
Sincomakti Greenhouse

Draw From the Deck:
[b]Draw from the Deck: You have recovered a psychically charged harrow deck, commonly used for telling fortunes. You can expend its remaining energy to draw a card at random as a standard action, and you gain a +2 enhancement bonus to the ability score that matches the suit of the card drawn until the end of the adventure. If you do not have a harrow deck available, instead roll 1d6 to determine the suit (1 is Strength, 2 is Dexterity, 3 is Constitution, 4 is Intelligence, 5 is Wisdom, and 6 is Charisma). While the actual card you pick has no mechanical effect, you can roll a D9 (with physical dice, you'd roll a D10, rerolling 0) to fully simulate the draw for flavor purposes.

The Game Master has not yet created a description for this campaign.