Tarot of Many Things THE MAJOR ARCANA 00: The Fool The Fool is a quirky and variable character; he may be clad in the fool's cap and motley of a jester (or joker), or in gorgeous, elaborate, and costly (though not cumbersome) vestments. A staff and pouch over his shoulder, a little dog behind him, he strides blithely into the World. The Fool is often seen dancing at the brink of the precipice, for his is the folly (and the wisdom) of childhood, the untrammeled innocence of the babe and the mischief of a child. Upright, he signifies unformed potential, the need to make choices and the necessity of making the right choice, the wisdom of fools and follies of the wise. Drawer gains one more draw, but the new draw will not count unless and until the card drawn is one with an effect that is mostly good for the drawer. Reversed, he signifies thoughtless action, folly; choices must be made, but may well be faulty. Effect as above, but the subsequent card must be mostly bad in effect. 01: The Magician The Magician stands by or over a table on which are various articles: swords, wands, pentacles, cups, dice, balls, bells, or others. One hand holds a double-ended wand toward the heavens, the other points to the earth; over his head is a lemniscate curve, the symbol of eternity/infinity. The table, which resembles an altar, is surrounded by growing things. Represented here is the rational mind, confident in its power and right to use the forces of the infinite to reshape the world of matter. Upright, The Magician signifies will, mastery, the ability to manipulate the universe through rational thought, self-confidence, ability to manipulate others. Drawer gains 1 point of intelligence, 2 points if a magic-user or illusionist. Reversed, he signifies ineptitude, failure of will, indecision; abuse of power; disquiet; mental illness. Drawer loses 1 point of intelligence, 2 points if a magic-user or illusionist. 02: The High Priestess The High Priestess sits enthroned in her temple, dressed in flowing robes that obscure the scroll or book of secret laws and wisdom she holds securely. She is the mother of wisdom, sometimes identified with Isis or Diana; the queen-protector of hidden knowledge and occult mysteries. Upright, she signifies serene knowledge, sagacity, intuition, foresight, inspiration; the power of the inner mind to heal, create, enlighten, and inform. Drawer gains 1 point of wisdom, 2 points if a cleric or druid. Reversed, she signifies superficiality, conceit, shallowness, a lack of depth, of perception, or of understanding; an acceptance of external and superficial "knowledge," of trivialities. Drawer loses 1 point of wisdom, 2 points if a cleric or druid; in the latter case, the drawer will receive one new secondary skill from the Secondary Skills table (DMG, page 12). 03: The Empress Royal and matronly, the Empress sits enthroned among rich fields, clad in rich garments, and crowned with a starry open crown. Befitting her position, she bears a sceptre, for hers is the realm of universal fecundity and wealth. Upright, she signifies material wealth, productivity for farmers and creative workers, profitability for merchants; practical application of knowledge. The next time treasures are divided, the drawer will receive some item which will turn out to be worth an extra 3d6 thousand gold pieces; but even the drawer will not notice until at least three days later. Reversed, she signifies poverty, sterility, inability to produce; waste or dissipation or resources. The next time treasures are divided, the drawer will receive an item which will prove to be worthless (a seemingly magical mace which actually has Nystul's magic aura on it, a "ruby" which is actually cut glass, etc.) as the largest part of his treasure share, but will not notice for at least three days. 04: The Emperor Regal and fatherly, the Emperor sits upon his throne, with open space surrounding him for a domain. He wears kingly robes, and in his hands bears a sceptre and/or orb of rulership. His crown is simple but majestic. He is the active principle, the ruler of the visible, material world through law. Upright, he signifies leadership, strength of mind, dominance, law, control of natural drives, stability, power, conviction, protection, and the like. A lawful drawer gains 2 points of charisma; a chaotic drawer must successfully save vs. poison or suffer confusion for 2d4 months; a neutral drawer is unaffected. Reversed, he signifies immaturity, confusion or loss of control, ineffectiveness, lack of self-control, irrationality, attempts to destroy one's authority or rights. Unless the drawer saves vs. death magic at -4 (-2 for neutral characters, no penalty for chaotics), over the course of four days he will gradually become insane in one of the following ways: manic-depressive, schizoid, dementia praecox, or hebephrenic. 05: The Hierophant Established in state within his temple, the Hierophant is the embodiment of the church in the world, the external pomp and circumstance of organized religion; his elaborate crown, ornate robes, and sceptre of power establish him as a hierarch and potentate. He is the link between deity and worshiper, his is the role of mediator and medium. As the High Priestess is mistress of the hidden mysteries, The Hierophant is the master of external, manifest religion, law, and morality, usually depicted ministering to, or being attended by, two lesser clerics, upon whom he bestows a blessing. Upright, he signifies the outer form of religion; social relations with the world, ritualism; conformity, traditionalism, and orthodoxy; retention of outmoded ideas and attitudes; orderly hierarchies; mercy and forgiveness. Drawer gains 1 point of charisma (2 points if a lawful cleric); clerics also gain 1 point of intelligence. If drawer is a cleric who belongs to any body of a hierarchical nature, religious or secular, which does not base rank solely on levels of ability, he will be promoted therein soon (5-25 days) after returning from this adventure/expedition. The Hierophant also serves as a remove curse spell for a drawer who is in need of one. Reversed, he signifies overkindness, weakness; unconventionality, openness to novelty, unorthodoxy. Drawer gets a permanent -2 on saving throws against charm, suggestion, and other mental attack forms involving will force; he will also have a permanent +20% on his reaction roll to all persons and beings. If drawer is a member of any hierarchic body (as described above), within 5-25 days of returning from the current adventure he will be demoted for "ineffectuality" and "lack of authority." If drawer is a chaotic cleric, he will gain 1 point of intelligence. 06: The Lovers A winged supernatural being hovers over a man and a woman, behind each of whom flourishes a different tree. The man looks at the woman, but she, though open to him, looks up at the supernatural messenger. The Lovers are emblematic of the necessity for the conscious mind ("intelligence") to approach the supernatural and transcendent through the unconscious ("wisdom"), for a harmonious and loving life depends on the cooperation of both ports of the mind. (In older decks the Lovers are often shown as a young man standing between two women; some different divinatory meanings relate to this older symbolism.) Upright, they signify attraction, amativeness, love; difficulties overcome, tests and trials passed. The drawer's charisma increases by 1 point for every 6 points of wisdom or intelligence (whichever is lower), rounding down; in addition, the drawer's reaction rolls increase 1% for each point of wisdom or intelligence (whichever is lower), toward all persons (now known or encountered later) to whom she or he might be romantically inclined (based on race, gender, etc.). Reversed, they signify tests failed; fickleness, unreliability, infidelity; a need to stabilize and harmonize the self, the possibility of a wrong choice. The drawer's charisma is reduced by 1 point for every 6 points by which his wisdom or intelligence (whichever is lower) falls short of 18, rounding losses up; reaction rolls increase as above, but based on whichever ability score is higher, and if the drawer already has a loved companion or spouse, the reaction roll toward her or him is reduced by half the amount that other reaction rolls are increased by (round reduction up). 07: The Chariot A youthful and triumphant figure (a conqueror rather than a hereditary ruler) stands in a chariot, covered over by a starry canopy and drawn by two steeds (horses or sphinxes) of opposing colors and pulling in somewhat opposing directions. The charioteer bears a sceptre of dominion, but no reins; the Chariot must be controlled through dominion of mind. Here is represented the conqueror of the outer world, victorious yet not truly in control of the fullness of reality. Upright, the Chariot signifies triumph, success, conquest over the physical plane (including illness and one's own weaknesses) by the rational mind, intelligence rather than wisdom; also travel in comfort, state visits. Drawer is cured of all diseases, lycanthropy, deafness, blindness, curses, charms, etc., of which he is a victim, and will be 15% less susceptible to them hereafter. Also, the drawer will be able to coax an extra 3" of movement out of any vehicle, mount, or other mode of travel, as long as his mind is clear and free to concentrate on doing so. Reversed, it signifies decadence, ill health, restlessness, victory through foul means, disputes, failure. Drawer, over the next seven days, will begin to manifest a severe and chronic disease, which can only be cured by a potion made from the brains of two different kinds of sphinxes. The disease will not prove fatal for at least 49 days. 08: Strength A calm and self-contained, yet clearly quite human, woman controls the jaws of a lion with her bare hands. Strength is both hers and the lion's. They are not struggling, for she has already subdued the beast, and they are now in a harmony of opposites: Hers is the Strength of the mind at one with itself; his is the Strength of passion and the carnal needs, which is unable to withstand a consciousness aware of its link with the infinite, and must submit to its control. Upright, the card signifies spiritual power overcoming material power, the fortitude of the self-aware mind; courage and magnanimity; the triumph of love over hate. The drawer gains +4 to saving throws against fear, charm, suggestion, illusion and other mental attack forms involving will force. Reversed, it signifies the dominance of the material and physical, lack of faith and moral force, failure of self-control, giving in to temptation, failure of will. Drawer suffers a -4 to saving throws against the attack forms listed above. 09: The Hermit A robed figure, the archetypal "Old Wise Man," the Hermit stands alone. He leans on a pilgrim's staff and holds up the lantern of wisdom, offering light to those who are humble enough to seek it. He illuminates the path to wisdom for those who want to emerge from darkness.. Upright, he signifies prudent counsel, receiving wisdom or instruction from one more knowledgeable, guidance on the path to one's goal; circumspection and caution; a solitary nature. Within nine days of returning home from this adventure or expedition, drawer will meet a visiting cleric of his own faith, of a level higher than his own, who will offer religious instruction to the drawer, "for the improvement of the mind," with a warning that the instruction will not be quick. After one month of study (if the drawer accepts the offer; this should be a decision of the player), the drawer will emerge with a 2-point increase in wisdom, but a 1-point loss in charisma. The cleric will then give the drawer a hint to the location of a magic item, and depart for places unknown. Reversed, he signifies immaturity, folly, refusal to accept aging and growth. Drawer loses one third of his accumulated age, gains 1 point of charisma and loses 2 points of wisdom. When the drawer next seeks to gain a level, the process will be three times as long and expensive as usual, because of his refusal to heed the instructor. 10: The Wheel of Fortune The Wheel of Fortune rotates eternally, bringing the great to naught and the humble to power, for a time. Descending (on the left) is an evil creature (often identified with Typhon or Set); ascending is a canine-headed being (often identified with Anubis, or Hermes Trismegistus); yet with another turn of the Wheel, the ascendant will descend and the descendant will ascend. Resting atop the Wheel (yet undisturbed by its rotations) is a sphinx casually holding a weapon, emblematic of the equilibrium which the enlightened mind manifests even in the midst of fortune's everchanging rounds. The sphinx, like the four winged beings of the apocalypse which occupy the corners of the field, is also a denial of the apparent randomness of the universe, and of the fatalism such false beliefs induce. Upright, it signifies success, fortune, felicity, an unexpected bit of luck, a change for the better. Drawer gains a permanent +2 on all saving throws; in addition, the next treasure discovered by the party will include a magic item of not less than 800 nor more than 8,000 experience-point value, on which the arms, image, and/or name of the drawer are ineradicably engraved or otherwise incorporated, in such a way as to mark it as predestined only for that person. If the drawer sells the item, both the card and the materials used to purchase it will disintegrate, and the drawer's saving-throw bonus will be negated. Reversed, it signifies unexpected bad fate, ill luck, setbacks or interruptions in plans, unwanted change. Drawer suffers a -2 penalty on all saving throws; in addition, one magic item (at random) belonging to the drawer will disintegrate (if he owns no magic, this will not apply). 11: Justice Like the High Priestess and the Hierophant, Justice sits crowned and enthroned between pillars. In her right hand she bears a two-edged sword, its point toward the heavens; in her left hangs a set of balances. Firm and resolute, hers is the power of moral strength and integrity, of righteousness (good) rather than rectitude (law). Upright, she signifies justice, virtue, right judgments, the triumph of the good, just rewards, purity. Drawer of good alignment gains 8,000 experience points; drawer of evil alignment loses 8,000 experience points or three fourths of all experience points, whichever is greater; neutral drawer will be unaffected. The DM may reduce these gains or losses by up to 50% if the drawer has not been entirely consistent in following his alignment. Reversed, she signifies bias, injustice, excessive severity; legal complications. Unless drawer has been acting in very strict conformance with his alignment (the DM should be very rigid in this evaluation), he is stripped of all property, effects, wealth, allegiance or loyalties of followers (those over 50% base loyalty), etc., except for non-magical clothing being worn; and all but one eighth of his experience points. Drawer will also forget all spells received or memorized. 12: The Hanged Man From a gibbet or tau-cross of living wood a youth is suspended by one leg; his arms form a triangle behind his back, and his free leg is placed behind his first one to form a cross (if viewed upside down, he seems to be dancing a jig). He represents Everyman, suspended by his own consent as a pause and decision point in the creation of an enlightened self. He is clearly in a contemplative state, not one of suffering, suspended between the old life and the new; he must create his new self knowingly and willingly. Upright, he signifies a pause, or suspension of ordinary activities; transcendence of material temptation; surrender to the purification of the self; spiritual wisdom, prophetic power; regeneration. Drawer goes into a contemplative state for 24 days, in which he is open-eyed, can walk (at 3" rate), drink, and eat (lightly), but will not fight or otherwise interact with the mundane world; during this period he will also regenerate as if wearing a ring of regeneration. At the end of this period, the drawer will lose 1 point of strength, but will gain 2 points of wisdom. For a year and a day thereafter, he will refuse all wealth, whether earned or offered, except that necessary for his modest needs and those of his henchmen. Reversed, he signifies absorption in the ego and material matters, unwillingness to sacrifice; false prophecies. Drawer goes into a trance as described above, but will "snap out of it" after 5d5 rounds, having lost 2 points of wisdom, but gained 1 point of charisma. He will seem to show a new ability to prophesy the contents of rooms, intentions of strangers, etc., but after five such detailed, correct "visions," the supposed new ability will go tragically awry (and will completely vanish after being discredited). 13: Death Death, represented as a skeleton, regards a desolate plain strewn with his victims, who are of all ages and conditions, for Death has no favorites. He is sometimes shown wielding a scythe, sometimes "terrible with banners." Upright, he symbolizes transit to the next stage of being, transformation; abrupt and unexpected change of the old self (not usually physical death), the end of security and old situations and the beginning of a new kind of life. Drawer dies. Body and effects burst into flame (which will do l0dl0 points of damage if a character is foolish enough to go into it; after 1-8 rounds the flames will die down and from the ashes the character will step, reborn according to the following table (roll d%): 01-02 bugbear 03-08 dwarf 09-14 elf 15-16 gnoll 17-22 gnome 23-24 goblin 25-30 half-elf 31-36 halfling 37-42 half-orc 43-44 hobgoblin 45-94 human 95-96 kobold 97-98 orc 99-00 ogre Note: A very good or very evil person will not be reborn as a creature whose alignment is the opposite. Regardless of the form in which the character is reincarnated, allow the new form to progress as far as possible in characteristics and abilities. Someone reborn as a gnoll might eventually gain hit dice up to 3,4, or even 5, plus bonus points for a high constitution; the figure would be eligible to wear armor, could use magic items available to fighters, and would have the intelligence level of its former incarnation (or racial minimum), If the new form is of a player-character race, the character must be generated as a new character; the new form may be a member of any player-character class for which he is eligible, except the old character's former class (unless that is the only possible choice), and will be of 1st level, with no experience points. Reversed, he signifies stagnation, mere existence, inertia or immobility, lethargy, sleep, petrification. Drawer falls under a permanent slow spell and will receive no experience points for this adventure (while slowed, drawer will age at half the normal rate). 14: Temperance A solemn angelic figure, a flower or sun emblem on its forehead, pours a fluid from one of a pair of different-colored chalices to the other; behind the figure are growing plants, and distant hills. The card represents the inner self, enabling one to balance the forces of the mind, to illuminate intelligence by wisdom and to clarify wisdom with intelligence. Upright, it signifies control of self, adaptation, tempering of extremes; harmonious and fruitful combinations, wise management of resources; cooperation. Drawer will gain 2 points of intelligence or wisdom (whichever of the two is presently the lowest) but will lose 1 point in whichever of the two is higher. If the two scores are equal, he will gain 1 point in whichever of his other characteristics is the lowest, with ties settled by player preference. Also, the drawer will never again injure a companion through carelessness, ill timing, bad luck, or the like. Reversed, it signifies discord, hostility, failure to communicate, conflicts of interests, unfortunate combinations. Drawer gains 1 point in whatever characteristic is most useful for his class (clerics and druids gain wisdom; fighters, paladins, and rangers gain strength; magic users and illusionists gain intelligence; thieves and assassins, and monks gain dexterity; and bards gain charisma), but loses 2 points from whichever of his characteristics is the lowest. If there is a tie for lowest, the loss will be from the one of the lowest characteristics which the DM judges to be most generally useful for the drawer's class. In addition, from now on the drawer will have a reaction roll adjustment of from -10% to -15% (ld6+9) to all persons. 15: The Devil Bat-winged, horned, donkey-eared, with hairy legs and eagle's feet, the Devil stands or squats upon a blocky pedestal (which sometimes resembles an altar, sometimes an anvil). His right hand gives a cryptic salute; in his left is a weapon held in a bizarrely useless manner (a sword held by the blade, a torch which is upside down or burnt out). Connected by ropes to the altar are two figures (usually a man and a woman), mostly human but with certain animal characteristics such as horns and tails; they are much smaller than the Devil, and appear strangely serene about their bondage. Upright, the card signifies the bondage of human nature to its own lowest needs and impulses, desires of greed and domination, sensation without understanding; fatality, disaster, violence; weird and destructive experiences; evil influences. Drawer is attacked by the Devil of the Tarot (see below). Reversed, it signifies release from bondage to the material; conquest of pride and greed; the first steps toward spiritual enlightenment; freedom. Drawer gains 1 point of wisdom and is freed of all charms, suggestions, possessions, and other spells subjecting him to the will of another; he will give away all nonessential possessions at the end of this expedition (clothing and jewelry items of less than 500 gp value may be given to player characters or NPCs; all else will go to religion and charity). THE DEVIL OF THE TAROT FREQUENCY: Unique NO. APPEARING: 1 ARMOR CLASS: See below MOVE : 9"/15" HIT DICE/POINTS: See below % IN LAIR: Nil TREASURE TYPE: Nil NO. OF ATTACKS: 4 or by weapon type DAMAGE/ATTACK: 1-4/1-4/1-2/1-2 SPECIAL ATTACKS: Feet claw for 1-4/1 -4; surprise (see below) SPECIAL DEFENSES: Can be attacked only by drawer MAGIC RESISTANCE: 15% INTELLIGENCE: See below ALIGNMENT: Neutral evil SIZE: See below PSIONIC ABILITY: Nil Attack/Defense Modes: Nil The Tarot Devil appears as shown on the deck being used except that it has the face and gender of the drawer. It has the armor class, hit points, "to hit" rolls, weapons and magic items, intelligence, and size of the drawer as well. If the drawer fails to save vs. death magic, he will be surprised by the Devil, for as many segments as the saving throw was short. The devil fights with a claw/claw/horn/horn routine, and if it scores two claw hits during a single round of melee it will also rake with its feet claws in that round for 1-4 points each. When either the drawer or the devil is slain, the devil will disappear with all of its effects, but the drawer will receive 15,000 experience points. If the drawer is killed in this combat, the experience-point gain is applied to the character's total if and when he is raised from the dead. 16: The Tower A tall square Tower topped with a crown is being struck by lightning, which topples the crown but leaves the tower standing. Hurtling (from its windows; it has no doors) earthward are two persons (presumably a man and a woman) in rich garments, along with showers of sparks and debris; they are stunned to see their Tower of isolation and pride broken open by a stroke of fire from the heavens. Upright, it signifies the overthrow of existing notions, the fall of pride; sudden and unlooked-for change; a perceived catastrophe which may bring enlightenment in its wake; the destruction of false concepts and ideas. Drawer loses one level (from the most advanced if a multi-classed character of uneven levels, choose randomly if equal; first-level drawer has experience points reduced to zero), all magic items, and all wealth, but drawer gains +1 to saving throws in a column of player's choice. Reversed, it signifies the same to a lesser degree; but also oppression, false imprisonment or accusations; living in a rut, inability to effect worthwhile change, being stuck in an unhappy situation. Reversed: Drawer loses one level (as above); also, for a year and a day he will not be able to gain a new level, regardless of experience points accumulated. 17: The Star A vast, flamboyant Star of eight points is surrounded by seven similar stars. In the foreground, a young woman rests one foot on land and one upon the waters, as from two identical jugs she pours the Water of Life both upon the land and into the larger body of water. Behind her is rising ground and a tree with a bird in it; in the distance are mountains. Upright, it represents inspiration freely flowing, the gifts of the spirit, the fruits of meditation, understanding, hope; good health and pleasure; granting of wishes. The next time the drawer, after having earned enough experience points to advance to the next level, spends an hour or more under a clear and starlit sky, he will feel inspiration pour down upon himself from the very stars, and will find that the next level has been gained without formal tutoring. Drawer also gains a +2 to saving throws vs. mental illness. Reversed, it signifies pessimism, doubt; chance of illness; arrogance, haughtiness, stubbornness; lack of perception. Drawer becomes so smug, arrogant, and skeptical a pupil, he will require twice the usual amount of tutoring before any new level can be obtained. This change is permanent. 18: The Moon The crescent Moon radiates its deceptive brightness upon a dim and foreboding landscape. In the pool which fills the foreground lurks a crayfish (or other creature from the abyss); beyond this two dogs (or a dog and a wolf) bark and howl at the Moon, which sheds a cryptic dew upon them. In the background are two towers, and a path leads from the pool to the goal beyond these towers. Upright, it signifies the "dark night of the soul": trickery, deception, secret foes; unforeseen perils; bad luck for a loved one; danger, darkness, terror, occult forces; danger of falling into a trap or being misled, great danger of making an error. Drawer must make a saving throw vs. death magic or fall prey to lunacy at the next full moon (see DMG, p. 84). If the save is made, drawer must then save vs. polymorph or succumb to lycanthropy (as a werewolf) upon the next full moon. If both saves are made, a henchman or servitor (at random) will become disloyal over the next five turns (reduce loyalty and reaction rolls by 21-54% [3d12+18]). Reversed, it signifies peace gained at a cost; instability; lesser degrees of deception or betrayal, trifling errors. The best magic item in the possession of the drawer is permanently drained of all magical properties; if drawer has no magic, he will lose 20% of all experience points earned on this adventure. 19: The Sun The Sun in its splendor shines benevolently down, either upon a pair of children playing blithely and simply together, or upon a single child riding a white horse and waving a scarlet banner. The innocent children (pair or single) are playing in front of a walled-in garden which they have left behind. Upright, it signifies happiness, success, contentment (particularly in marriage); achievements and studies completed, liberation to enjoy the simple pleasures; devotion, friendship. Drawer receives enough experience points to enable him to reach the next level, but not more than 19,000 in any case. Also, drawer will have a +5% reaction roll toward all persons met later or known presently, and they will have a +5% reaction to him. Reversed, it signifies unhappiness, loneliness; plans and triumphs delayed; broken friendships or engagements; possible loss of a job or home. Drawer will lose all henchmen and servitors after returning from this expedition (they will leave town, take another leader, or otherwise leave for "personal reasons,,; they will not become hostile). If drawer is a henchman or vassal of another, he will be dismissed, or stripped of his offices, unless he makes a saving throw vs. death magic. Also, drawer is stripped of enough experience points to reduce him to the bottom of present level, but not more than 9,500 in any case. 20: Judgment An angel sounds forth the call to Judgment from a trumpet to which is attached a banner bearing a cross; the clouds from which it emerges radiate power. Below, a figure rises from a tomb while on each side a man and woman also rise; all these figures are as one in the wonder, adoration, and ecstatic awe which their whole bodies express as they answer the summons. Upright, it signifies rebirth, renewal, awakening; rejuvenation, change of personal consciousness; a life well lived and a work well done; atonement, judgment, the need to forgive and to seek forgiveness, sincere self-appraisal. Drawer becomes a young adult over the course of the next hour (if not one already) but without any changes in characteristics. To determine exact age, select a young-adult age randomly, then add half the difference between that age and maximum young-adult age, rounding down. If drawer is already a young adult, he will become 90% of the minimum young-adult age. If the drawer's behavior is judged by the DM to have been strictly consistent with his alignment and religion (observance of taboos, sacrifices, donations, etc.) he will also gain 2-12 hit points, determined randomly, but the gain can only be up to the maximum possible number of hit points for that character. Reversed, it signifies weakness; stupidity; a sentencing; disillusionment, disappointment; indecision leading to procrastination and delay. Drawer is affected as if struck by a ray of enfeeblement from a magic-user of 3rd level or the same level as the drawer (whichever is higher); the drawer is also henceforth subject to a penalty of -1 on initiative rolls, due to his inability to choose between alternatives. 21: The World Surrounding by an elliptical wreath of living foliage is a female figure dancing joyously, a short wand in each hand. In the four corners of the card are the heads of the four beings of apocalypse, hovering protectively outside the wreath. Her legs form a cross, as do those of the Hanged Man, but she stands upright, supported by the ether, the very fabric of the World; her dance is of the sensitive life, of joy attained in the body, of the soul's intoxication in the World-turned-paradise. Upright, it signifies completion, success, triumph in all things, perfection, fulfillment; the path of liberation and enlightenment; the admiration of others. Drawer gains 1 point to each of his ability scores which is two or more below racial maximum. Reversed, it signifies imperfection, failure, lack of vision, failure to complete task; fear of change or travel, fixity, permanence, stagnation. After 1-4 days, drawer will begin to develop an increasing distrust of strange places: other cities or countries, dungeons, wildernesses, new taverns, etc. Within an additional 2-8 days this will become full-blown paranoia, with drawer believing that everyone and everything outside his home (eventually, his chambers) is out to get him, and that any so-called "friend,, or "loved one", who tries to get the drawer to come out into the world is clearly part of the conspiracy. THE MINOR ARCANA Wands Wands generally represent enterprise and growth, progress, advancement, animation, inventiveness, intelligence, and energy. This is the suit of the magic-user, and of the laborer. 22: Ace of Wands A hand issuing from clouds grasps a still-verdant branch in the shape of a wand. In the background may be a city or castle on a hill. Upright, it signifies creation, beginning (of an adventure, a journey, or an endeavor), invention, enterprise. Drawer (affected automatically) and certain party members (those who fail to save vs. spell at -2) are freed from all existing geas and quest spells and charms, and will be placed under a compulsion (equivalent to a combined geas and quest) to kill a single monster of 7,000 xp value (or a single group of monsters of 21,000 xp value) or more. Fulfillment of the task will gain each participant an additional 1,000 xp, over and above the xp reward for the monster(s). Reversed, it signifies false starts, clouded joy, ruin, decadence, cancellation of projects, failure, retreat. Effects as above, but the compulsion will be to cancel the expedition and return to base as quickly as practical. While returning to home or headquarters, the party will have -2 to armor class (two places better) and +2 to saving throws, but will receive no experience points for actions performed during this retreat. 23: Two of Wands A majestic figure wearing crown-like headgear regards the broad world from a height. He holds one wand, and regards a globe; another wand is nearby. Upright, it signifies boldness, courage, rule over others; and also the anguish and sorrow that may accompany power. Drawer gains 1 point of charisma; and if he is in danger of becoming insane, that possibility is increased by one fourth (i.e., a 4 in 10 chance becomes 5 in 10) anytime during the next year; the insanity will take the form of melancholia. Reversed, it signifies trouble, fear, sadness, surprise. Drawer's saving throws against fear and hopelessness are reduced by 1. 24: Three of Wands A calm personage, his back turned, leans lightly upon one of three wands planted in the ground, and looks out upon a sea, beyond which are mountains. Upright, it signifies established strength, wealth, enterprise, discovery, partnership in undertakings. When the drawer next seeks to go on an expedition or adventure, a non-player character of 1-3 levels higher will offer to come along, and to loan equipment and supplies. (This should be an established NPC already friendly to the drawer.) Reversed, it signifies cessation of adversity, an end to or suspension of difficulties; assistance with an ulterior motive. Effects as above, but the NPC will be planning to trick or betray the drawer. This could be by stealing a magic item from him, robbing him and stranding him on an island, or whatever; generally (80%), the betrayal is not meant to be fatal to the drawer. 25: Four of Wands Four great wands are garlanded with chains of flowers, two women bear flowers, and behind them is a bridge over a moat, leading to a castle or manor. Upright, it signifies repose, peace, rural refuge, country domesticity and felicity. When drawer returns from this expedition to his home or headquarters, after healing is finished he will feel a strong desire to rest a while at home; for every month of rest thereafter up to four months, the drawer will (unknowingly) receive 1,000 xp. The desire may be resisted (roll for sawing throw vs. spell, at -2, not more than once a week), but can continue beyond the four-month period. Reversed, the meaning is the same but less intense. Effects as above, but only 500 xp are given per month, and saving throws to resist the desire are at -1. 26: Five of Wands Five youths are apparently battling with huge wands, yet there is no sign of actual bodily injury. Upright, it signifies competition, strife, differences of opinion, non-fatal struggle. The effects of discord (as per the symbol) will befall the drawer's party after 4-7 turns; grappling and other non-lethal combat techniques will be used, but serious in juries are nonetheless possible. Reversed, it signifies victory after surmounting obstacles, contradiction or trickery. All characters involved in the party's next victorious combat will receive double experience points for the action; thieves in the party will have a 10% better success rate in thefts attempted upon their own companions until the end of this expedition or adventure. 27: Six of Wands A laurel-crowned rider bears a wand adorned with a laurel wreath, and is accompanied by five staff-bearing figures on foot. Upright, it signifies victory, triumph, good tidings, the successful completion of a struggle. Drawer will be doubly effective (double damage for weapon-wielders) in attacks against his next foe; magic-users and illusionists' spells will be of three times' normal duration, and saving throws against such spells will be at -3. Reversed, it signifies indefinite delay, disloyalty, the success of an enemy, fear. Drawer will learn upon returning from this adventure/expedition that his most hated and feared opponent(s) have had a great success and are said to be intent upon attacking the drawer soon. (The opponent(s) can be anyone from a professional rival to an entire tribe of orcs - anyone the drawer has defeated, attacked, injured, or merely outshone. Even a first-level character will have had a rival fellow apprentice, a traditional family or clan enemy, or something of the sort.) 28: Seven of Wands A youth brandishes a staff from the top of a hill, and is confronted by six more wands in opposition from below. Upright, it symbolizes a stand against unfavorable odds from an advantageous or superior position, the need to hold an unpopular stand or defy seemingly unbeatable opposition. In the next combat where drawer and party are outnumbered 2:1 or worse, the drawer's party will have +4 on initiative rolls; they will also have a bonus of +1 on saving throws and AC (one place better). Reversed, it signifies indecision, ignorance, perplexity, anxiety, embarrassment, doubt, hesitancy. Drawer becomes indecisive; he will have a permanent -1 on all initiative rolls for drawer and any party he leads. 29: Eight of Wands Eight wands fly through open space, but near the end of their flight; they will clearly fall to ground soon. Upright, it signifies swiftness, haste; that which is moving; approach to goals; travel by air; too-rapid advancement. When next attacked, drawer will be hasted for 2d4 turns, rest of party for 8 rounds; those who make their saving throws vs. death magic will not suffer aging (the drawer's throw will be at -1). Reversed, it signifies delay, stagnation; quarrels and disputes. When next attacked, the entire party will be slowed for 8+1d8 rounds; afterward, those who do not save vs. spell will suffer discord (as with the symbol), but they will not attack with lethal weapons. 30: Nine of Wands A sturdy muscular figure, with a minor wound (already bandaged) grasps or leans on one staff and expectantly regards the surroundings. Behind are eight other wands, arranged as for a palisade or other sturdy boundary. Upright, it signifies a pause in struggle, strength to meet opposition, power in reserve, discipline, preparation for an encounter, delay or suspension. One time before the end of this adventure/expedition, drawer and party will be able to return to a designated sanctuary (as per the cleric spell word of recall) for 9-12 turns. They may bind their wounds, refresh themselves, and the like, but may not pick up or drop anything, or communicate with anyone; at the end of the duration, they will reappear at the time and place they left from, in the same positions and carrying the same equipment. Reversed, it signifies obstacles, adversity, opposition, weakness, ill health, even calamity. Drawer's strength will be reduced to racial minimum when next confronted by an opponent, and will remain reduced for 8 turns. 31: Ten of Wands A weary figure stumbles toward a city or castle, oppressed by the weight of ten wands he is trying to carry. Upright, it signifies oppression, testing by work and pain; also force, energy, or power misused and applied to selfish ends, the burden of ill-controlled power. An employer, liege, ruler, supervisor, or other person with power over the drawer, will soon (2-20 days) begin to overwork and overburden the drawer. if the drawer bears up under the oppression (which will not be unendurable, merely irksome in the extreme) for 1d10 weeks, he will be relieved of the oppression, and will receive a reward of 1,000 xp per week of suffering. Reversed, it signifies loss, separation, immigration; intrigue. Drawer is teleported a distance of 1-4 levels in a dungeon-type setting, or 2-20 miles in a city or wilderness setting, to a place he is not familiar with at all. At least one party member will urge that the rest of the party consider the drawer deceased, and that his possessions (if any) being carried by party members be considered extra treasure for the "survivors." The Court Cards The Court Cards of each suit (King, Queen, Knight, and Page) signify a being who will aid or attack the drawer, depending on whether the card is drawn upright or reversed. Each of these beings is a material form of that which is symbolized by the card (their appearance will be exactly that of the person depicted on the card) rather than a natural being (human or otherwise); thus, they may possess combinations of classes or other attributes which might be forbidden to player characters or NPCs. They will materialize the next time the drawer is attacked by another creature or character, and will engage in combat until the combat is resolved by the defeat of one side or the other, or by the successful evasion of one party by the other, or until the card-being is slain. Upon this resolution or slaying, the being will dematerialize along with all its effects. Stated armor classes, damage figures, and the like, take account of the magics with which these beings are equipped, and of dexterity or strength bonuses. Ability scores for each individual in a set of court cards are as given for the Page in each case: 16 in the prime requisite score and 12 in all other abilities. All of the card-beings are neutral in alignment. 32: Page of Wands The Page is a fair youth with blond hair and light eyes, who stands boldly upholding a wand as if ready to deliver a message or proclamation (the Page is often a bearer of tidings, good or ill). The Page of Wands: 3rd level magic-user (AC 8, HP 12, #AT 1, D 4-9 (d6+3), S 12, I 16, W 12, D 12, C 12, Ch 12); wears boots of speed and carries a staff of striking (15 charges). The Page's spells are magic missile, shield, stinking cloud. 33: Knight of Wands A handsome young man in plate armor, the Knight, wand in hand, rides across the plains in haste. His hair is blond, his eyes pale, and he is fair of complexion. The Knight of Wands: 4th/4th level magic-user/fighter (AC 2, HP 26, #AT 1, D 4-11); wears plate mail +1 and carries a rod of smiting (30 charges). His spells are: sleep, burning hands, push, mirror image, scare. If the setting is suitable (open meadow, city street, etc.) the Knight will be riding a light warhorse (16 hp) which wears horseshoes of speed. 34: Queen of Wands The crowned Queen sits on her throne, a wand in her hand, a black cat (her familiar, with 7 hp) at her feet. She is a fair blonde with pale eyes. The Queen of Wands: 7th level magic-user (AC 9, HP 28, #AT 1, D by weapon); wears a ring of protection +1, a ring of fire resistance, and a brooch of shielding (70 points left) and carries a wand of fire (40 charges). Her spells are: enlarge, magic missile, shield, sleep, mirror image, scare, web, dispel magic, protection from normal missiles, confusion. 35: King of Wands The King sits in royal robes upon his throne, a crown and cap of maintenance upon his head. A staff is in his right hand; a little alchemical salamander is at his feet (it has 4 hit points and is as immune to fire as a standard salamander; so, therefore, is the King), which looks like a small black lizard. He is a mature man, blond and fair with pale eyes. The King of Wands: 7th level magic-user (AC 8, HP 28, #AT 1, D by weapon); wears a ring of protection +2 and a necklace of adaptation, and carries a wand of frost (35 charges). His spells are: burning hands, shield, sleep (×2), invisibility, stinking cloud, web, blink, fireball, wall of fire. Cups Cups generally represent love, happiness, deep feelings, gaiety, joy, and wisdom. They hold water or wine, symbols of pleasure and happiness. This is the suit of the cleric and the minstrel. 36: Ace of Cups A large and ornate cup, usually shown accompanied by flowers and other living creatures. The incidental aspects of the card vary from deck to deck. The Waite deck shows the cup supported by a hand issuant from a cloud; pouring from the cup are five streams flowing into a body of water on which floats water-lilies; a white dove drops a communion wafer into the cup. Upright, it signifies joy, nourishment, content; opulence, fulfillment, abundance; joys of faith, "my cup runneth over"; fertility, productiveness. This draw serves as atonement, cure critical wounds, cure disease, dispel evil, dispel magic, exorcise, or remove curse (any two of the above needed by the drawer within the next 21 weeks) at the 16th level of clerical ability. Reversed, it signifies change, alteration, instability, bad faith, false love, erosion, inconsistency. The next two spells from the list above cast upon the drawer will be ineffective. 37: Two of Cups A young man and young woman share cups, perhaps in pledge; above them is a caduceus, surmounted by a winged lion's-head. Upright, it signifies love or friendship beginning or renewed; union; understanding, cooperation, and partnership. Drawer will fall in love with the member of the party most attractive to her or him (based on charisma, racial preferences, etc.) over the next 24 hours; drawer gains 4 points of charisma at the same time - in the eyes of the beloved only. Reversed, it signifies misunderstanding, crossed desires, violent passion, disappointment in love, disunity. Drawer will fall violently, passionately in unrequited love with the member of the party most attractive to her or him, over the next 24 hours; drawer loses 7 points of charisma - in the eyes of the beloved only. 38: Three of Cups Three cups are lifted up, in a setting of flowers and other growing things. Upright, it signifies victorious and happy conclusions, success, abundance, pleasure and hospitality, solace, fulfillment, and healing. Before the drawer appear three large cups or chalices (which are of wood, but resemble those on the card), on which are carved the drawer's name. In each of these the drawer can create food and water, one cubic foot of either, 7 times, after which they become simple cups worth 2 gold pieces each. If the drawer is a cleric, each cup will work 21 times. These items are not salable for more than the 2 gp, since the spell will only work for the drawer, and only if all three are together; their experience point value is 1,000 for the set, 3,000 for a cleric. Reversed, it signifies achievement; ending; overindulgence in drink and the pleasures of the senses; excess. Drawer becomes more susceptible to intoxication from alcohol and other drugs: slight intoxication (normally) becomes moderate, moderate becomes great, great becomes "beyond great." This change will first become evident after the end of this adventure or expedition. 39: Four of Cups A youth sits contemplatively on the grass beneath a tree. A hand from a mysterious cloud offers a cup; but the youth seemingly ignores both it and the three other cups upon the ground nearby. Upright, it signifies weariness, surfeit, disgust with earthly pleasures and things of this world, boredom and discontent, a re-evaluation of lifestyle. Drawer will decline any nourishment but water for the next seven days ("to clear the mind and system"); at the end of this expedition, drawer will give all food and drink and 10% of his wealth to the poor, and give half of his gains from this adventure to his faith (100% if a cleric, druid, monk, or paladin). These donations will go to public institutions, not to any player character or NPC. The drawer will then withdraw from the active world for 4 weeks + 4d4 days, emerging only for religious services which cannot be carried out at home. Reversed, it signifies novelty; reawakening to new goals, new relationships, or new ambitions; refreshment. Drawer breaks free of any charm, insanity, beguilement, or the like by which he is afflicted. Drawer will move afoot at an extra 3" for 4d4 weeks, and will gain a bonus of 25% on all experience points earned for the rest of this adventure. 40: Five of Cups A gloomy, cloaked figure in a hilly setting looks sideways at three spilled and fallen cups; two full ones stand behind. In the background is a body of water. Upright, it symbolizes partial loss, failure to come up to expectations, disappointment or disillusionment, dissolution of a friendship or marriage. Drawer will lose the affections of a current lover or, if none, those of a henchman to whom drawer might be attracted (they will not become hostile, merely indifferent) over the next five days; drawer's morale and reaction rolls will be at -5% for 5d5 weeks. Reversed, it signifies return of pleasure, of an old friend or loved one, new partnership or alliance. Drawer will gain or regain an old lover or henchman to whom drawer might be attracted, within five days of returning from this adventure or expedition; drawer's morale and reaction rolls will be at +5% for 5d5 weeks after this. 41: Six of cups Two young children stand in a garden or village green, playing with one of six cups filled with flowers; the ambience is bucolic and nostalgic. Upright, it signifies remembrance of things past, the joys and happiness of days gone by. Drawer sees a clear vision of a beloved friend and companion of days gone by (one who is still alive). Within 1-8 days of the drawer's return from this adventure, he will receive a parcel from this friend, passed on by an obliging merchant or other appropriate courier. In addition to a letter of reminiscences, the parcel will include either a gem of 4,000 gp value or less (49%), an item of jewelry of 4,000 gp value or less (40%), or a minor (gp and xp values of 4,000 or less) miscellaneous magic item usable by the drawer (11%). Reversed, it signifies renewal, thoughts of the future, that which is to come. Drawer has a clear vision of the next being or group of beings the party is to encounter after they have finished with the Tarot (although he will not know the meaning of this vision, of course). 42: Seven of Cups A startled figure is confronted by seven cups overflowing with fantastic visions: castles, dragons, jewels, and other sights more bizarre. Upright, it signifies daydreaming, dissipation, wishful thinking, ephemeral or illusory success. Drawer has a -2 penalty on saving throws vs. illusions from now on. Reversed, it signifies resolution, determination, strength of will, intelligent choice. Drawer will save at +2 vs. illusions from now on; illusionists will gain one level instead. 43: Eight of Cups A dejected figure with a pilgrim's staff leaves eight neatly stacked cups behind, and trudges up a barren moonlit mountain into the distance. Upright, it signifies abandonment of success, disappointment in material gains, the discarding of what has been achieved for a higher goal; journeying from place to place. Over the remainder of this expedition, drawer will feel an increasing discontent and an increase in religious interests. Within eight days of returning home from this adventure, he will sell all non-portable properties, abdicate (or at least take leave from) all official positions, and enter a religious retreat for at least 8 + 4d8 weeks (after donating half of all his worldly goods to the faith). If drawer is eligible, he will become a cleric, druid, or paladin of his deity (allowing for alignment, gender, and racial requirements, and the restrictions listed in, the Players Handbook). Clerics, druids, and paladins will stay in religious retreat for a year and a day, emerging with 4,000 additional experience points. Those who fall into neither of these classifications will emerge from retreat with renewed spirituality and 1,000 extra experience points. Reversed, it signifies feasting, joy, striving for material success, gaiety, a less spiritual outlook. While healing and resting after the end of this expedition, drawer will be feeling increasingly restive and frivolous. As soon as it is safe to do so, he will spend at least 8% of his wealth on a feast or series of feasts and carousals, stopping only after money starts running low or a daily saving throw vs. death magic (at -2) is successful. Depending on alignment, deity, and profession, this debauchery may require atonement by the drawer. 44: Nine of Cups A prosperous figure, having feasted happily, rests before a counter on which nine cups, plenteously filled, have been neatly arranged. Upright, it signifies success, satisfaction, all the good things of life, well being, the granting of wishes. Drawer gains one immediate wish, which can only be used for physical or material matters (thus, it could be used to restore hit points, but not to raise an intelligence score). Reversed, it signifies misplaced confidence, false assurance, material loss, imperfections, mistakes, disputes, failure to fulfill a wish. Effects as above, but the wish will go wrong in one of various ways; thus, a wish to bring a character back to life might result in the deceased becoming a zombie (as per the spell animate dead), or a wish to transport the party into the fortress of an enemy might transport them into the cells of his dungeon, without keys. The mistake or flaw may be disastrous, but should not be fatal per se. 45: Ten of Cups Ten cups in a rainbow appear as in a vision; beneath it a couple raise their arms in joy and ecstasy and two children dance together blithely; a home stands in the background. Upright, it signifies contentment, repose of the heart, perfection of love and friendship, peace. Reaction/loyalty scores of the drawer's friends and associates increase by +20%. Reversed, it signifies betrayal, loss of friendship, waste, criminal behavior, strife, hatred, resentment. Reaction/loyalty scores of the drawer's friends and associates decrease by one third of their present amount (round losses up), but at least 10% in any case. 46: Page of Cups A fancily dressed youth of medium coloration, the Page stands lightly, contemplating the fish or other curious image(s) emerging from the Cup being carried. Page of Cups: 3rd level cleric (AC 4, HP 24, #AT 1, D 2-7, S 12, I 12, W 16, D 12, C 12, Ch 12); has bracers of defense (AC 4) and a mace +1. The Page's spells are: command, cure light wounds, hold person. The Cup is his holy symbol. 47: Knight of Cups Stately but not martial, the Knight carries his Cup firmly as he approaches a stream. He wears Plate armor, with a winged helmet; he is a young man, of medium coloring. Knight of Cups: 4th/4th level cleric/fighter (AC 1, HP 42, #AT 1, D by weapon); has plate mail and a cloak of displacement. His spells are: cause fear, cure light wounds, light, chant, hold person. The Cup is his holy symbol. If the setting is suitable (plains, highway, etc.) the Knight will be riding a medium warhorse (18 hp) with horseshoes of a zephyr. 48: Queen of Cups Beautiful and dreamy, the Queen contemplates an extremely elaborate cup; she is quite capable of turning those dreams into actions. She is of medium coloring. Queen of Cups: 7th level cleric (AC 7, HP 56, #AT 1, D 2-7 or 1-6 +3); wears a ring of protection +1 and a cloak of protection +2 and carries a sceptre which is also a mace +3. Her spells are: command, sanctuary, cure light wounds, hold person (x2), silence 15' radius, animate dead, dispel magic, cure serious wounds. The Cup is her holy symbol. 49: King of cups Solemn, level-headed, and responsible, the King sets the great Cup upon his right knee, Of medium coloring, he is a fair and lively-minded man. King of Cups: 7th level cleric (AC 2, HP 56, #AT 1, D by weapon); wears bracers of defense (AC 5) and a ring of protection +3; and his Cup is also a decanter of endless water. His spells are cure light wounds, light, sanctuary, hold person, slow ,poison, resist fire, prayer (×2), cure serious wounds. The Cup also serves as his holy symbol. Swords Swords generally represent courage, boldness, violence, force, strength, authority, aggression, ambition, activity, accomplishment of goals (for good or ill); sometimes misfortune and disaster. This is the suit of fighters, and of the ruler. 50: Ace of Swords Issuing from a cloud, a hand grasps an upright sword, topped by a crown from which hang branches of olive and laurel. Upright, it signifies conquest, the triumph of brute force, championship, excessive use of power. Drawer will hit his next opponent in physical combat on every attempt (unless 21 or more is required to hit); but he cannot strike to subdue that opponent. Reversed, it signifies debacle, disaster, lack of productivity, Pyrrhic victory. The next time drawer hits an opponent in physical combat, his weapon will do 2d4 + the normal points of damage but will then shatter irreparably. If the blow is with a body part, said part will suffer a severe break, requiring a heal spell and four weeks of immobility to become useful again. This applies even if the drawer was attempting to strike to subdue. 51: Two of Swords A blindfolded female figure balances two swords upon her shoulders beneath a new moon; behind her is a turbulent or rocky sea. Upright, it signifies balance of forces, expedience, conformity, alliance of arms, indecision or tension in relationships, stalemate, harmony, concord, affection. Loyalty and reaction rolls of friends, henchmen, and servitors will change 2dl2 points toward 60%, going up or down as appropriate, over the next two turns. Reversed, it signifies treachery, disloy alty, duplicity, release, movement of affairs in the wrong direction. Loyalty and reaction rolls of friends, henchmen, and servitors will change 2d12 points toward 20%, going up or down as appropriate, over the next two turns. 52: Three of Swords Against a turbulent background, a heart is pierced by three swords. Upright, it signifies division, quarreling, separation, upheaval, civil war or political struggle, arguments. Those members of the party who do not make successful saving throws vs. spell (at -3) will start a violent fight within the party in the next 1-4 turns; the drawer does not get a saving throw. The basis of the fight may be philosophical, racial, political or religious. Those quarreling cannot be stopped (except forcefully, by those who made the saving throw) until at least one party member is unconscious or dead. Reversed, it has much the same meaning but to a lesser degree. Effects as above, but saving throws will be at +1, and those party members with a wisdom of more than seven will be using non-lethal combat methods. (Note: In both these cases the effects of the card will wear off in 4-7 hours, but the animosities created or revealed may linger.) 53: Four of Swords The image of a warrior lies upon a tomb or altar; alongside it is one sword, and three more hang in the background. Upright, it symbolizes repose, release, hermit's retreat, solitude, exile, replenishment (not death). After this adventure is completed, drawer will refrain from adventure and excitement for an extra 4 weeks + 1d4 days after healing and other recovery are completed, regardless of inducements offered. The period of repose will be spent in solitary study and meditation, at the end of which the drawer will roll 4d4; if the resulting number is less than the drawer's wisdom, he will gain permanently 1 hit point, 2 in the case of fighters (including paladins and rangers). Reversed, it signifies circumspection, precautions, a need for careful administration, economy, prudent action. Drawer gains a permanent 10% increase in the chance of success of precautionary measures (listening at doors, attempting to detect evil/good, casting augury, and the like); but if the drawer is careless, the chance for him to be surprised is 2 in 6 greater. Thus, an elven drawer listening at a door behind which a band of orcs lurk will have a 5 in 20 (instead of 3 in 20) chance of hearing noise; a drawer checking an alley for danger with a medallion of ESP will suffer a malfunction on a 2 in 30 (rather than 5 in 30) chance, etc.; but a drawer who blithely enters a presumably empty woods without drawing weapons and taking similar prudent measures will be surprised on a 5 in 6 (instead of 3 in 6) chance by the werewolf therein. 54: Five of Swords A scornful youth watches as two dejected figures slouch away; two swords lie on the ground, two more are slung over the youth's shoulder, and he holds the fifth confidently, pointed toward the ground. The sky is clouded and stormy. Upright, it signifies defeat, dishonor, loss, degradation, infamy, destruction, conquest, cruelty, failure. In their next conflict with beings not evil in alignment, drawer and party will be defeated and will surrender rather than be slain. They will be stripped of all weapons, valuables, and supplies, but no lives will be lost. Reversed, it signifies more or less the same, plus sorrow, weakness, funerals, loss of a friend. Effects as above, but the drawer will suffer some form of humiliation or injury, possibly including the slaying of a familiar, henchman, or servitor. 55: Six of Swords A ferrykeeper conveys solemn passengers to a further shore across calm waters. Six swords stand hilt-up along the edge of the boat. Upright, it signifies a departure, breaking away, travel, success after anxiety, voluntary separation, water journey. The next effort by drawer and party to flee, avoid, or evade opposition that would normally fail, will succeed, unless the chance for success was zero (but also even then, if there is a body of water between the party and the pursuers). Drawer has a permanent 5% bonus chance of evading pursuit, etc., if he can cross a body of water ahead of the pursuers. Reversed, it signifies outcry, lack of immediate solution, staying in place. The next time the drawer and party seek to flee, avoid, or evade, they will fail badly because of slow speed, an involuntary outcry that alerts the opponents, or inability to get across a body of water. Drawer also becomes permanently sensitive (-1 on saving throw) to attack forms based on loud sounds or outcries. 56: Seven of Swords A scurrying figure rushes away with five swords, while two other swords are left behind. Upright, it signifies partial success, a plan that may fail, plots and schemes, tricky endeavors. The next encounter in which the drawer takes part will be a partial success: some opponents will escape with part of the treasures, valuables will be damaged in the fighting, etc. Any attempt to make the encounter more nearly a total success will bring the whole effort to ruin (i.e., while sacking up the last copper pieces and checking the chests for false bottoms, the Party is surprised by returning opponents - and their allies). Reversed, it signifies wishes soon to be fulfilled, chance of unexpected success; sound counsel, instruction. The next plan devised in part or whole by the drawer which involves at least 7% but no more than 49% chance of failure, will be a success, if the scheme is based on stealth, cunning, or deception (rather than a "smash and grab" operation). 57: Eight of Swords A female figure, her eyes covered, stands alone, surrounded by the swords of the card. Upright, it signifies restriction, bondage, betrayal, imprisonment; chagrin; calumny or censure; temporary sickness. Drawer will be taken captive (and stripped of gear, weapons, etc.) by the next opposing group the party meets of greater power than their own. Reversed, it signifies prior treachery, disquiet, unforeseen mishap, fatality. Drawer will encounter wandering monsters at twice the normal chance until the end of this adventure. 58: Nine of Swords A woman, racked with despair, is surrounded by the swords of the card; she is blanketed with roses, but feels only their thorns. Upright, it signifies utter desolation, despair, misery, death, failure, disappointment, miscarriage or delay, deception, doubt, illness, loss. Drawer falls prey to melancholia (see "Insanity" in the DMG) after 9 turns; if he saves vs. death magic (at -2), the melancholia will last for 3-12 (ld10+2) months; if not, it will be permanent. During this period, he will be doubly susceptible to illness and parasitic infestation, Reversed, it signifies doubt, suspicion, shame, patient suffering, "time heals all wounds," timidity, reasonable fear. Drawer will have a -25% to morale and react at -10% for 3-9 (2d4+1) weeks; he will heal at half speed until fully recovered from this adventure/expedition, and will then require an additional 4-7 days of rest. 59: Ten of Swords A body, pierced by ten swords, lies upon a desolate plain beneath a blackened sky. Upright, it signifies defeat, darkness, disaster, woe, loss, and desolation (but not death). Drawer loses the affection of all lovers, henchman, and associates (reaction and loyalty rolls will be reduced by 11-30 points, with a new maximum of 55%), with the rest of the drawer's party feeling uneasy around him and wishing to get rid of the drawer as soon as they can do so without endangering the party. Any home the drawer owns will be destroyed or taken from him, as will 80+ld20% of his material wealth. Reversed, it signifies benefit, profit, success, favor, etc., but of a passing and impermanent sort. Drawer will have 1d10 additional hit points for the next ten days. 60: Page of Swords An alert, lithe, and energetic youth of dark coloring, the Page holds the Sword ready for action while walking briskly over rough ground. Page of Swords: 3rd level fighter (AC 6, HP 30, #AT 1, D 1-8 or 1-12 +2, S 16, I 12, W 12, D 12, C 12, Ch 12); wears bracers of defense (AC 6) and wields the Sword, which is +1 (a long sword) with no special abilities. 61: Knight of Swords A dashing and chivalric young man of dark coloring, the Knight rides full tilt across open storm-swept country. Brave and proud, he brandishes his Sword at unseen foes, or from sheer spirit. Knight of Swords: 5th level fighter (AC 2, HP 50, #AT 1, D 1-8 or 1-12 +3); wears plate mail +1 and wields the Sword, which is +2 (a long sword) with no special abilities. If the setting is suitable (heathland, plazas, etc.) the Knight will be riding a roan medium warhorse (18 hp) and will appear already charging (see p. 66, DMG). 62: Queen of Swords Dark and grim, the Queen sits on her throne beneath a clouded sky and brandishes her Sword as if to say "Approach who dares!" Queen of Swords: 7th level fighter (AC 2, HP 70, #AT 3/2, D 1-8 or 1-12 +4); wears a ring of protection +1 and bracers of defense (AC 3) and wields the Sword, which is +3 (a long sword) with no special abilities. 63: King of Swords The crowned King, dark and stern-looking, sits on a throne of judgment beneath stormy skies; his Sword is held in a manner which makes it menacingly clear that he is familiar with its use, for good or evil. King of Swords: 7th level fighter (AC 1, HP 70, #AT 3/2, D 1-8 or 1-12 +4); wears chain mail +4 under his robes, and wields the Sword, which is +3 (a long sword) with no special abilities. Pentacles Pentacles represent material and financial matters, money, occupation, material gain, business development, and involvement in the world. This is the suit of the thief, and of the merchant. 64: Ace of Pentacles A single pentacle takes the form of a large coin or other piece of precious metal or jewelry; it is usually held by a hand or hands. In the background are flowers, butterflies, and the like. Upright, it signifies gold, content prosperity, the happiness and pleasure that wealth can bring. Concealed in or on some item acquired during this expedition, drawer will discover a gem worth at least 10,000 gp. Reversed, it signifies greed, miserliness, that prosperity which gives no happiness, misused or corrupted wealth. Effects as above; also, for 2d4 months, all wealth gained by the drawer has no experience point value whatsoever. 65: Two of Pentacles A youth in frivolous costume dances and juggles two pentacles; in the background ships are tossed on the high sea. Upright, it signifies gaiety, light-heartedness, grace under pressure; but also difficulty in launching new ventures or adapting to additional burdens; variability of moods. Drawer gains 1 point of dexterity, but will receive only half the experience points actually earned until he has enough experience points for the next level. At this point, drawer will take twice the usual time for training and study, in order to gain the new level. Reversed, it signifies enforced or simulated gaiety and enjoyment. The next time the drawer is under attack, he will suffer the effects of Otto's irresistible dance for 4-7 rounds. 66: Three of Pentacles A master artist or mason carving pentacles in stonework is regarded approvingly by two robed figures (probably clerics), one of whom holds a set of plans from which the crafter has been working. Upright, it signifies skill, craftsmanship, glory or renown (particularly in a commercial matter), mastery, rank and power in one's profession; it also is used to signify matters relating to secret societies, guilds and the like. Drawer will receive a 30% bonus on all earned experience points until the next level is attained; thieves will also gain a permanent 3% bonus in all their professional skills. In addition, if drawer is a member of a society, guild, or the like, whose ranks are not based on character class levels, he will soon (3-36 days) be promoted therein. Reversed, it signifies mediocrity and lack of skill, ineptitude, sloppiness, mercenary attitude, lack of distinction. Drawer will function in all skills of his class as if one level lower, until the next level is attained. In addition, if he is a member of such a group as is mentioned above, drawer will not be promoted therein for 3 months after the customary time, "having failed to distinguish himself." 67: Four of Pentacles A hunched-over figure, crowned with one pentacle, grasps another fervently with hands and arms, and stands firmly upon two more; he clings avidly to what is already held. Upright, it signifies making sure of material gains; worldly gain leading to nothing beyond it; sometimes (not always) miserliness and a lack of generosity, but always a monetary, mercenary concern and point of view. Drawer will receive no experience points for any material gains made during this expedition, except thieves and assassins, who suffer only a 10% penalty. Reversed, it signifies material setbacks, opposition, delay, hindrance, chance of material losses. From 4-16% (4d4) of the drawer's total wealth will disappear or be stolen in the next four days, never to be recovered. 68: Five of Pentacles Two ragged figures (one on crutches), a man and a woman, pass beneath a lighted window in a snowstorm. They are clearly in distress. Upright, it signifies loss of home, destitution, joblessness; affinities discovered through mutual suffering; generally, troubles in the material-financial realm. Within 5 weeks of returning from this adventure/expedition, drawer will lose all homes, savings, jewelry, magic items and other valuables, and job (including henchman status), if any; for 5d10 weeks after drawing this card, drawer will be doubly susceptible to illness, and to parasitic infestations. If drawer has a lover or spouse, they will each increase in loyalty toward each other by 5%. Reversed, it signifies disorder, discord, severe toil, overcoming of ruin; new interest in spirituality; need for charity. Drawer will quarrel with the rest of the party over division of the proceeds of this expedition, and will receive only one fifth of his rightful share. He will spend at least 5 days in retreat and/or meditation under the tutelage of a cleric of his faith. 69: Six of Pentacles An opulently dressed figure, probably a merchant, gives money to the distressed from a balance or scales, giving out of goodness of heart from present wealth and plenty. Upright, it signifies just and righteous charity, gifts and inheritance, wealth received for good reason, just desserts. When the proceeds of this expedition are divided up, drawer's share will be 6d6% larger than it normally would be; drawer will give at least half of this bonus to a good religious body, or to a charity (these monies are not to be given to a player character, NPC, or ruler, regardless of alignments). The effects of this good act, if done by an evil or neutral character, must be adjudicated by the DM. Reversed, it signifies greed, jealousy, pride or arrogance of wealth, envy, selfishness, refusal to give. When the proceeds of this expedition are divided up, NPCs will swindle the drawer, so that his share will be 12%-72% (Id6 × 12%) of what it ought to be. The drawer will not realize this for at least six days afterward. 70: Seven of Pentacles An intense young man leaning upon his staff hovers protectively near seven pentacles attached to the greenery of the garden-like space he is tending. Upright, it signifies speculative pauses, fretting, anxiety, success not yet attained, disappointment. During the next project the drawer is engaged in which takes a long time (training for a new level, enchanting an item, etc.; anything requiring 10 days or more for completion), he must save vs. death magic once each week. Failure to make a successful saving throw means that the drawer has ruined the process through overanxiousness, and must begin anew or pay whatever penalty is imposed for such interruption. Such interruptions because of this card will not exceed seven in number; and on each saving throw after the first, the drawer will have a cumulative +1 on the roll (thus, the second roll will be at +1, third at +2, etc.). Reversed, it signifies impatience, apprehension, suspicion, especially in money matters. Drawer will have a permanent -7% reaction to strangers and casual acquaintances who ask for favors or act in any way "suspicious"; this penalty will double for loans or other financial favors. 71: Eight of Pentacles An artist sits happily carving out a pentacle; other completed examples are racked neatly nearby. Upright, it signifies work, craftsmanship, skills (perhaps still at an apprentice level); job or commission to come. If drawer is less than 3rd level (or less than 4 total levels, for a multi-classed character), he gains 3d8 hundred experience points; if higher, the gain is 30-240 (3d8 × 10) experience points. Reversed, it signifies vanity, thwarted ambition, greed, usury, skill in cunning and intrigue, sharp practices. Drawer will soon (8-64 days) be short-changed or hoodwinked in a major transaction, losing at least 8,000 but not more than 80,000 gold pieces. If drawer is a thief, he will gain 1d12 hundred experience points; if an assassin, 3d8 hundred. 72: Nine of Pentacles A stately woman stands in a flourishing vineyard, presumably part of her manorial domain. On her wrist is a tame hawk; she is otherwise alone, and seems serene in her isolation. Upright, it signifies security, prudence, wealth, self-sufficiency, love of gardens and home, comfort in material matters. For the rest of this expedition or adventure, any pickpocketing attempts upon the drawer will fail (although the thief will not be caught); and until the drawer returns, his home will be safe from robbery, burglary, and banditry. Drawer also gains a secondary skill in gardening. If he is a magic-user with no familiar, the next time the drawer is in an outdoors setting a hawk will come to him tamely, to serve as a familiar; it will be fully trained for hunting as well. Reversed, it signifies robbery, loss of things treasured, roguery, danger from thieves. Caution is advised. There will be a burglary, robbery, or bandit raid on the drawer's home or headquarters during his present absence; much but not all (60-90%) of the drawer's property therein will be stolen, including at least one item precious to the drawer, but not necessarily intrinsically valuable. 73: Ten of Pentacles A man and a woman stand in the entryway of a house; a child and an elderly man each pet a dog contentedly. Upright, the card symbolizes gain, security, riches, family, home, stability. Drawer will soon (5-50 days) gain a small but sturdy home, free of encumbrance; this may be gift of a ruler or patron, an inheritance or dowry, or whatever is natural for the campaign. Reversed, it signifies loss, robbery, family misfortunes; elderly people may become a burden, Drawer will soon (5-50 days) become obligated for the care of his parents, clan/guild/village elders, feudal dependents, or other aged persons to whom drawer is obligated (whether he knew of the obligation or not). 74: Page of Pentacles A Pentacle rests lightly in, or hovers over, the hands of the Page, a very dark youth who moves slowly through a flourishing field, his gaze seemingly fixed upon the lone symbol in studious reverie. Page of Pentacles: 3rd level thief (AC 3, HP 18, #AT 1, D 1-4 or 1-3, S 12, I 12, W 12, D 16, C 12, Ch 12); wears bracers of defense (AC 5) and has a hidden dagger. 75: Knight of Pentacles Sturdy, laborious, and patient, the Knight rides placidly through a freshly plowed field. A thorough-going materialist, he looks upon but not within the Pentacle of his suit. He is very dark and earthy in coloring. Knight of Pentacles: 4th/4th level fighter/thief (AC 0, HP 44, #AT 1, D 1-8 +1); wears plate mail +1 and a ring of invisibility, and carries a scimitar +1 with no special abilities. 76: Queen of Pentacles Very dark of coloring and meditative of expression, the Queen contemplates her Pentacle on a throne in a fertile bower; her serious, even, melancholy mien suggests that she sees curious things indeed within that symbol. Queen of Pentacles: 7th level thief (AC 4, HP 42, #AT 1, D special); wears a ring of protection +4 and carries a dagger of venom (D 3-6 vs. S, 2-5 vs. M, 2-4 vs. L, + poison), fully charged. 77: King of Pentacles A dark and courageous, yet somewhat lethargic figure, the King sits stolidly upon his throne within a flourishing garden, and placidly the Pentacle he holds upon his knee; a short rod or wand is his sceptre. King of Pentacles: 7th level thief (AC 3, HP 42, #AT 1, D 1-4 or 1-3); wears leather armor and a cloak of protection +3, and carries a wand of magic missiles (70 charges) and a dagger.