| Caius |
Anyone have any ideas about how to reverse the effects? Had some PC's get greedy and stripped of all magic items, etc... Are these cards considered curses? If so, where is the supporting documentation? Thanks.
Far as I know they're permanent. It's an artifact level item for a reason. It can be really good or really bad and you have to deal with the outcomes.
| Kryzbyn |
It's permanant. That's what happens to greedy characters that mess with a deck of many things.
It's not a curse, it's an instantaneous magical effect. When they agree to draw a card, they are effectively willingly dropping their saves and accepting what happens, good or ill.
At least that's how I see it. The deck is an artifact.
EDIT: Derned ninjas.
| Firest |
As has been said, the Deck's effects aren't curses, they're immediate effects. The supporting documentation is the Deck's description, which is as straightforward as any set of rules in the game.
You draw such and such a card, this is what happens.
Reversing the effects for your PCs is as simple as them going out and finding new magic items.
| Goth Guru |
Some of you have been ignoring The Cleaves, so i will reprint my take on the cards.
(Tested By A God, Pluto's Court, Rebuild Character, and GM Surprise)
Here’s my notes, including the extra cards.
Deck of Many Things
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.
The character with a deck of many things who wishes to draw a card must announce how many cards she will draw before she begins. Cards must be drawn within 1 hour of each other, and a character can never again draw from this deck any more cards than she has announced. If the character does not willingly draw her allotted number (or if she is somehow prevented from doing so), the cards flip out of the deck on their own.
Exception: If the jester is drawn, the possessor of the deck may elect to draw two additional cards.
Each time a card is taken from the deck, it is replaced(making it possible to draw the same card twice), or lent to the player to 'play' later, unless the draw is the jester or the fool, in which case the card is discarded from the pack. If a deck is made with multiple cards, it still can only have one jester and fool. A deck of many things contains 22 cards, normally. This version contains 27, at least.
To simulate the magic cards, you would normally want to use tarot cards or ordinary playing cards instead. Since these instructions come with a deck, that problem is solved. The effects of each card, summarized on the table, are fully described below.
Balance
Change alignment instantly.
The character must change to a radically different alignment. If the character fails to act according to the new alignment, she gains a negative level. This is why Paladins and Monks will always refuse to touch the deck. Alternately, they can undertake a quest to regain the lost level. Characters of a pure neutral alignment or unaligned must change to an extreme alignment such as Lawful Good.
Comet
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. You may let the player hold on to the card. By throwing down the card, they claim single combat with the foe or foes.
Donjon
You are imprisoned.
This card signifies imprisonment— either by the imprisonment spell or by some powerful being. All gear and spells are stripped from the victim in any case. Draw no more cards. You may put them in the nearest prison, especially if they thought they had gotten away with some crime.
Euryale
-1 penalty on all saving throws henceforth.
The medusa like visage of this card brings a curse that only the fates card or a deity can remove. The -1 penalty on all saving throws is otherwise permanent.
Fates
Avoid any situation you choose . . . once.
This card enables the character to avoid even an instantaneous occurrence if so desired, for the fabric of reality is unraveled and respun. Note that it does not enable something to happen. It can only stop something from happening or reverse a past occurrence. The reversal is only for the character who drew the card; other party members may have to endure the situation. The card can be held by the player and then thrown down when they want it to activate.
Flames
Enmity between you and an outsider.
Hot anger, jealousy, and envy are but a few of the possible motivational forces for the enmity. The enmity of the outsider can’t be ended until one of the parties has been slain. Determine the outsider randomly, and assume that it attacks the character (or plagues her life in some way) within 1d20 days. Use a good outsider only if the character is evil or thought they got away with some alignment infraction.
Fool
Lose 10,000 experience points and you must draw again.
The payment of XP and the redraw are mandatory. This card is always discarded when drawn, unlike all others except the jester. These lost experience points cannot be used to make items or cast spells. If the character reaches 0 experience points they lose the character class and must earn the lost points to regain a character class.
Gem
Gain your choice of twenty-five pieces of jewelry or fifty gems.
This card indicates wealth. The jewelry is all gold set with gems, each piece worth 2,000 gp, the gems 1,000 gp value each. The card drawer can choose the material component or focus of a spell if it fits the definition.
Idiot
Lose Intelligence (permanent drain). You may draw again.
This card causes the drain of 1d4+1 points of Intelligence immediately. The additional draw is optional. 0 Intelligence indicates a babbling idiot that no one can understand. Negative intelligence indicates a debt that has to be paid before they can be made intelligible.
Jester
Gain 10,000 XP or two more draws from the deck.
This card is always discarded when drawn, unlike all others except the fool. The redraws are optional.
Key
Gain a major magic weapon.
The magic weapon granted must be one usable by the character. It suddenly appears out of nowhere in the character’s hand. If they have taken a vow of non-violence a staff can be selected.
Knight
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.
Moon
You are granted 1d4 wishes.
This card sometimes bears the image of a moonstone gem with the appropriate number of wishes shown as gleams therein; sometimes it depicts a moon with its phase indicating the number of wishes (full = four; gibbous = three; half = two; quarter = one). These wishes are the same as those granted by the 9th-level wizard spell and must be used within a number of minutes equal to the number received. The person can preselect the standard extra lives. The next times the character would die, they reappear out of harm's way with full hit points. This should be noted on their character sheet or sheets. If they die from level draining, only the most recent attack is negated.
Rogue
One of your friends turns against you.
When this card is drawn, one of the character’s NPC friends (preferably a cohort) is totally alienated and forever after hostile. If the character has no cohorts, the enmity of some powerful personage (or community, or religious order) can be substituted. The hatred is secret until the time is ripe for it to be revealed with devastating effect. If the character is on an adventure path, the main big badguy is the one out to get them.
Ruin
Immediately lose all wealth and real property.
As implied by its name, when this card is drawn, all nonmagical possessions of the drawer are lost. If they have stripped down or taken a vow of poverty, all treasure they touch will vanish till 10,000 gpv. per current level have been vaporized.
Skull
Defeat death or be forever destroyed.
A dread wraith appears. Treat this creature as an unturnable undead. The character must fight it alone—if others help, they get dread wraiths to fight as well. If the character is slain, she is slain forever and cannot be revived, even with a wish or a miracle. Note the skeletal figure with a scythe can be used. I think it's in dessert of desolation.
Star
Immediately 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.
Sun
Gain beneficial medium wondrous item and 50,000 XP.
Roll for a medium wondrous item until a useful item is indicated. If they have part of a set or they are going to need something, just give them the missing item.
Talons
All magic items you possess disappear permanently.
When this card is drawn, every magic item owned or possessed by the character is instantly and irrevocably gone. If they have stripped down or have taken a vow of not using magic, the next 5 magic items per level that they touch are gone.
Throne
Gain a +6 bonus on Diplomacy checks plus a small keep.
The character becomes a true leader in people’s eyes. The castle gained appears in any open area she wishes (but the decision where to place it must be made within 1 hour). The castle may attach it's self to any known city. The character gains the leadership feat if they do not already have it.
Vizier
Know the 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 one year. Whether the information gained can be successfully acted upon is another question entirely.
You could have the player hold on to the card.
The Void
Body functions, but soul is trapped elsewhere.
This black card spells instant disaster. The character’s body continues to function, as though comatose, but her psyche is trapped in a prison somewhere—in an object on a far plane or planet, possibly in the possession of an outsider. A wish or a miracle does not bring the character back, instead merely revealing the plane of entrapment. Draw no more cards. Any spirit encountering the body can immediately take possession. The player can elect to roleplay the new occupant, but if they fail the DM or GM will immediately take control.
Tested By A God(Judgment)
The character is whisked away to the home of the deity or deities they pray to. If they worship no deity, one will be chosen by the GM. They are confronted with a task appropriate to the deity. They will compete against an aspect, avatar, favored monster, or even another would be chosen. If they worship a god of battle, the character is pitted in single combat. If the character passes the test, they can become favored of that god, gain 7 ranks knowledge religion, and become eligible for some feats and classes. If they fail, they will be returned, possibly dead, injured, or otherwise worse for the wear.
Pluto's Court(The Devil)
The character is put in the underworld. A god of the dead offers them various temptations. The character can take one thing back with them. It can be a (cursed) magic item, one person otherwise irretrievably dead(they are undead of an appropriate level), a platter full of (poisoned)food, or all the blood stained treasure they can carry(The families of the treasure's previous owners will want them back). You can also add the Death Note book if you want. Whatever is in parentheses will not be revealed by the host.
Rebuild Character(The World)
The character can replace spells known, class levels, feats, alignment(only to something they have been acting like), and skill ranks. In any case, they have skill ranks to place appropriate to their current intelligence and the classes they settle on.
GM Surprise(The Tower)
Draw a card each from the Cleaves decks. The next room will use the Room, the trap, and the monster will have the discovery and treasure. Whenever possible the monster and trap will target the person who drew the card.
| Banatine |
I've used the Deck on a few occasions before, always in the hands of an NPC who offers the party the choice. Always remember that once you declare how many cards you want to draw, you can never draw from that same deck ever again. which helps to protect the complusive gamblers, sometimes anyway.
When i want to use the deck, i let an NPC possessor come up to them in a tavern offering them a once-in-a-lifetime opportunity to play the ultimate game of chance. My NPC always tells them of the wonderful things the deck can do, but always gives them a warning too. "Whenever you gamble, eventually, you will lose..."
I remember once i had a character draw 2 cards, his first was the Fates, and his second was the Void, so i let him use the fates to prevent the draw and let him reshuffle the deck. He ended up drawing the void again... Sometimes not even the DM can cheat destiny... But that's the risk you take when the Deck is put into play.
| Firest |
Phneri wrote:The party in a game I'm running currently has a deck. At level 9ish.
They're all utterly terrified of it. But also can't get rid of it because they're even MORE terrified of what others might do with it.
I feel that I've done my job well.
Outstanding!
+1
You have learned well, young one.
| Ultradan |
If you, the DM, place a Deck of Many Things in your campaign, BE READY TO PUT IN EXTRA WORK!!
I once had a character pick the Prison card. So "POOF!" the character disappears and I send that player home (to everyone's disbelief, lol). A few days later, I called the player up and told him that we would do a few one-on-one games. So I actually put his character in a cell inside a dungeon of some mind-flayers in an unknown location, started him off with no equipement, and basically told him "So... What do you do?"
He did manage to escape his predicament (I'm not a TOTAL douchebag), find A FEW items from his gear, and make it back to the group a few weeks later with an incredible story to tell to his collegues.
So yeah, you can put a Deck of Many Things in your game, just be prepared for some side-questing to undo the damages, if any.
You can also do some side-questing even if something good happens... THE PLAYER RECEIVES A MAGIC ITEM. Cool. Now what if the owner of that item decides to come looking for it. Yikes!
Ultradan
| Goth Guru |
Goth Guru wrote:Some of you have been ignoring The Cleaves, so i will reprint my take on the cards.What is "The Cleaves" anyway?
I don't think your total rewrite of the Deck of Many Things addresses fireman644's question at all. Did I miss something?I agree with everything Archmage_Atrus said.
My take has Dijon putting the character in a prison in the same game world, so they would be more retrievable. Note that with The Void, a ghost could move into the body making the character playable again.
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/houseRules/tHECLEAVESAMEGADUNGEON
| Blueluck |
Blueluck wrote:Goth Guru wrote:Some of you have been ignoring The Cleaves, so i will reprint my take on the cards.What is "The Cleaves" anyway?
I don't think your total rewrite of the Deck of Many Things addresses fireman644's question at all. Did I miss something?I agree with everything Archmage_Atrus said.
My take has Dijon putting the character in a prison in the same game world, so they would be more retrievable. Note that with The Void, a ghost could move into the body making the character playable again.
http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinderR PG/houseRules/tHECLEAVESAMEGADUNGEON
I like your rewrite of the item. I rewrote it for 3.0 myself.
| Sir Ophiuchus |
I had it show up in my campaign for plot reasons, but I was slightly kinder than usual.
It was being offered to the players by the Crone, and they'd previously met the Maiden and the Mother. If they had accepted a poisoned apple from the Mother, then they gained wisdom they could use later - specifically, one redraw.
They got to draw one card. If they'd eaten the apple, they got a premonition of which card was coming up, and a hint as to whether discarding it unread and taking the second card was better.
My favourite was the character who realised he was stuck between the devil and the deep blue sea (Donjon or Death), thought for a moment, and said "I take the card from the bottom of the deck, sacrificing wisdom for chance."
He drew Fortune.