Page 162 - Dungeon Master's Guide
P. 162

uses an action to visually inspect the creature identifies   number of cards fly from the deck on their own and take
             it as illusory with a successful DC 15 Intelligence   effect all at once.
             (Investigation) check. The creature then appears    Once a card is drawn, it fades from existence. Unles~
             translucent.                                      the card is the Fool or the jester, the card reappears
              The illusion lasts until its card is moved or the illusion   in the deck, making it possible to draw the same
             is dispelled. When the illusion ends, the image on its   card twice.
             card disappears, and that card can't be used again.
                                                                Playing Card        Card
              Playing Card      Illusion                        Ace of diamonds     Vizier*
              Ace of hearts     Red  dragon                     King of diamonds    Sun
              King of hearts    Knight and four guards          Queen of diamonds   Moon
              Queen of hearts   Succubus or incubus             jack of diamonds    Star
              jack of hearts    Druid                           Two of diamonds     Comet"'
              Ten of hearts     Cloud giant                     Ace of hearts       The Fates''
              Nine of hearts    Ettin                           King of hearts      Throne
              Eight of hearts   Bugbear                         Queen of hearts     Key
              Two of hearts     Gobl in                         jack of hearts      Knight
                                                                Two of hearts       Gem'''
              Ace of diamonds   Beholder
                                                                Ace of clubs        Talons*
              King of diamonds   Arch mage and  mage apprentice
                                                                King of clubs       The Void
              Queen of diamonds   Night hag
                                                                Queen of clubs      Flames
              jack of diamonds   Assassin
                                                                jack of clubs       Skull
              Ten of diamonds   Fire giant
                                                                Two of clubs        Idiot"'
              Nine of diamonds   Ogre mage
                                                                Ace of spades       Don jon'''
              Eight of diamonds   Gnoll
                                                                King of spades      Ruin
              Two of diamonds   Kobold
                                                                Queen of spades     Euryale
              Ace of spades     Lich                            jack of spades      Rogue
              King of spades    Priest and two acolytes         Two of spades       Balance'<
              Queen of spades   Medusa                          joker (with TM)     Fool'<
              jack of spades    Veteran                         joker (without TM)   jester
             Ten of spades      Frost giant                     "'Found only in  a deck with twenty-two cards
              Nine of spades    Troll
              Eight of spades   Hobgoblin                       Balance. Your mind suffers a wrenching alteration,
             Two of spades      Goblin                         causing your alignment to change. Lawful becomes
                                                               chaotic, good becomes evil, and vice versa. If you are
             Ace of clubs       Iron golem
                                                               true neutral or unaligned, this card has no effect on you.
              King of clubs     Bandit captain and three bandits   Comet. If you single-handedly defeat the next hostile
              Queen of clubs    Erinyes                        monster or group of monsters you encounter, you gain
              jack of clubs     Berserker                      experience points enough to gain one level. Otherwise,
             Ten of clubs       Hill  giant                    this card has no effect.
              Nine of clubs     Ogre                            Donjon. You disappear and become entombed in a
              Eight of clubs    Ore                            state of suspended animation in an extradimensional
             Two of clubs       Kobold                         sphere. Everything you were wearing and carrying
                                                               stays behind in the space you occupied when you
             jokers (2)         You  (the deck's owner)        disappeared. You remain imprisoned until you are found
                                                               and removed from the sphere. You can't be located by
             DECK OF MANY THINGS
             Wondrous item, legendary
                                                                A QUESTION  OF  ENMITY
             Usually found in a box or pouch, this deck contains   Two of the cards in  a deck of many things can earn a character
             a number of cards made of ivory or vellum. Most (75   the enmity of another being. With the Flames card, the
             percent) of these decks have only thirteen cards, but the   enmity is overt. The character should experience the devil's
             rest have twenty-two.                              malevolent efforts on  multiple occasions. Seeking out the
              Before you draw a card, you must declare how many   fiend  shouldn't be a simple task, and the adventurer should
             cards you intend to draw and then draw them randomly   clash with the devil's allies and followers a few times before
                                                                being able to confront the devil  itself.
             (you can use an altered deck of playing cards to simulate
                                                                 In  the case of the Rogue card, the enmity is  secret and
             the deck). Any cards drawn in excess of this number   should come from  someone thought to be a friend  or an
             have no effect. Otherwise, as soon as you draw a card   ally. As  Dungeon  Master, you should wait for a dramatically
             from the deck, its magic takes effect. You must draw   appropriate moment to reveal this enmity, leaving the
             each card no more than 1 hour after the previous draw.   adventurer guessing who is  likely to become a betrayer.
             If you fail  to draw the chosen number, the remaining

             CHAPTER 7  I TREASURE
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