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Using the Adventure it, so that if you reuse the adventure later you can reassign
the cards for a different play experience.
This box contains a lot of material, enough to keep a
In a few cases, the specific cards you draw determine
gaming group busy for as long as three months of real
certain elements of the adventure story. The first card (the
time. However, it's also designed to be very flexible and
one in the adventurers' possession) determines the identity
open-ended, using a variety of quests to bring the party
and motivation of the secret collector-one of the adven-
into the ruined abbey several times over the course of
turers' patrons who is secretly trying to gather the cards
two or three levels' worth of play. Its nonlinear nature,
of the Deck ofMany Thinas for his own purposes. See "The
combined with the random determination of certain
Secret Collector" on page 14 ofBook 2 , and note the col-
elements, makes it well suited for a variety of different
lector's identity and motivation on the checklist, as well as
approaches, from a single session of play up to the full
the cards he holds. Similarly, four cards are in the posses-
adventure.
sion of rival adventurers, and the specific cards determine
Getting Started: At the start of the adventure, the
when the player adventurers might encounter their rivals.
adventurers should have one card from the Deck of Many
See "Rival Adventurers" on page 21 of Book 2 , and note
Thinas (see below). They have likely accepted at least one
the four encounters on the checklist.
quest from a patron in Winterhaven, and possibly other
Cards that appear in certain encounters have effects
quests as well (see "Quest Patrons" on page 8 of Book 2).
within those encounters but don't otherwise shape the
The following sections offer advice about how to weave
story of the adventure. See "The Deck of Many Thinas" on
these hooks into your campaign and move the party
page 22 for more information.
smoothly into this adventure.
When you prepare to start the adventure, you should
also determine what other cards from the Deck of Many
Thinas are located where. Use the checklist on the next
page to parcel out the remaining cards from the Deck
and note who has each. You might want to fill in the card
names in pencil, or make a copy of this list and write on
The Deck of Many Things The party doesn't need to start the adventure with one
The ancient artifact scattered in the destruction ofGard- of the cards. If you prefer, you can use one of the patrons
more Abbey is a central theme of this adventure, which described in Book 2 to send them into the abbey for rea-
assumes that the characters start with one of the cards. sons that have nothing to do with the Deck. Once they're
You can place this card in a treasure hoard near the end inside, add one card to their first encounter and let them
of the adventure immediately preceding this one. For learn more about the Deck as the adventure progresses.
example, if you're running the "Cairn of the Winter King"
adventure from Monster Vault and plan to run Madness of Patrons
Gardmore Abbey next, you could place a card from the Deck Book 2 introduces three major nonplayer characters
in the vault within the cairn (area 13 of that adventure), who can serve as patrons for the adventurers while they
among the other treasure stored there. explore Gardmore Abbey, as well as five minor characters
The specific card found by the adventurers determines who play a similar but lesser role. One of the patrons, Ber
important elements of the adventure, as described in rian Velfarren, resides within the abbey and should be
Book 2. The adventure works fine if you choose this card encountered in the course of the adventure. Of the two
at random and let that determine those story elements. other major patrons, Lord Padraig lives in the village of
But it works equally well if you decide which of the three Winterhaven, and Sir Oakley has come to Winterhaven in
patrons you want to act as the secret collector, and what search of heroes to help him in his quest.
motivation you want to attach to that character, then select Deciding how to introduce the adventurers to these
the appropriate card based on those determinations. patrons is up to you. If they have come to Winterhaven
When the adventurers find the card from the Deck, in search of more information about the Deck of Many
make sure they understand that it's part of a larger whole, Thinas, Valthrun the Prescient might arrange for them to
one card among many. You might encourage them to meet Lord Padraig. In a village as small as Winterhaven,
spend time researching the source of the card they've the presence of strangers and their business in the region
found, seeking information across the Nentir Vale- from quickly becomes common knowledge, so the adventurers
Kharas the Just in Hammerfast to Valthrun the Prescient might leave their interview with Padraig only to find Sir
in Winterhaven. In fact, both those characters can serve Oakley waiting for them at the village inn.
as patrons to the adventurers while they explore Gard- On the other hand, Sir Oakley or Lord Padraig might
more Abbey (see "The Temple of Golden Treasures" and contact the adventurers before they have drawn any con-
"Tower of the Archmage" quests in Book 2). Once the nection between the Deck ofMany Thinas and the ruined
adventurers have an idea of what they're dealing with, you abbey. If the adventurers have made a name for them-
can give them the "Deck of Many Thinas" quest (page 5 of selves in Fallcrest or Harkenwold, Sir Oakley might find
Book 2). and recruit them in that other town, then travel with them
to Winterhaven to launch their exploration of the abbey.
Further Adventures
RESTS, RETREATS, The adventure in this box is designed as a self. contained
set of quests with a definite start and end. That said, plenty
AND REINFORCEMENTS of seeds for future adventures exist within these pages.
This adventure assumes that the party frequently pauses Besides a possible quest to destroy the assembled Deck of
and retreats from the ruined abbey to take an extended Many Thinas, the adventurers might want to pursue other
rest or returns to Winterhaven to check in with a patron. A leads and interests introduced during their time in Gard-
round trip to Winterhaven and back typically takes about more Abbey. The "Quests" section of Book 2 offers ideas
three days, though, and the situation in the abbey can for future adventures.
sometimes change dramatically while the adventurers are You might also wish to devise future adventures that
gone. Even if they retreat into the Gardbury Downs for a take place within the walls and ruins of Gardmore Abbey.
night's rest, they might return to find the situation different If the adventurers establish an outpost in the watchtower,
from when they left. for example, what is the next threat that arises in the
Each of the descriptions of different areas of the abbey Gardbury Downs to challenge Winterhaven's control? Per-
on the following pages discusses how the inhabitants of haps more orcs from the Stonemarch move into the region,
the area respond to the adventurers' intrusion. or trolls from the distant Trollhaunt. Another dragon
might appear to claim the hoard in the vaults. Or a more
sinister threat could appear from the shadows, perhaps
making its way up from deep underground to the lowest
reaches of the vaults and catacombs. The details of these
future adven tures are up to your imagination.
the players to each region when they enter it, either read-
GARDMORE ABBEY ing the text directly or paraphrasing it as you desire.
The abbey arounds cover most of a hillside in the middle of the Book 2 describes, in addition to Winterhaven, the vari-
downs. The overarown path that leads from the Kina's Road ous factions inhabiting the ruins and the ways adventurers
ends in a gate flanked by squat, square towers. To either side of might interact with them. Book 3 details encounters in the
the gate stretches a curtain wall showing signs of its age, sup- village, the wizard's tower, the Feygrove, and the watch-
ported by occasional towers and buttresses. Above the wall, a tower. Book 4 covers encounters in Dragon's Roost, the
caved-in temple yet stands proudly on the hilltop. catacombs, and the vaults.
South ofthe gate, the abbey's outer wall is draped with ivy,
and the canopy of a thick forest is visible beyond. A tall watch- Gardmore Village
tower stands at the south end of the hill, marking the end of the
curtain wall. This wall extends halfway around the hill, and and the Keep
nature has taken care of the rest. The hillside is so steep on the Encounters 1-8
west and south sides that a military assault would be impossible,
though a smaller force might be able to scale it. In the shadow of the shattered temple on the hilltop and the
abbey's deteriorating defensive wall, the ruins of Gardmore vil-
The ruins of Gardmore Abbey are situated on a hill in the lage stand like lines ofbroken teeth. Among the sagging roofs
midst of the Gardbury Downs, about 18 miles from Win- and toppled wrecks of houses, throngs of savage orcs make camp
terhaven and 40 miles from Fallcrest as the crow flies. in filthy tents clustered around small, smoking fires.
Along the King's Road (and the worn trail leading from The village clings to the slope of the hill,Jorming three rough
the road to the abbey), the journey from Winterhaven is 35 tiers along a weed-choked road that winds up to the temple
miles and from Fallcrest, 55 miles. mount. The lower tier lies close to the outer wall of the abbey and
The abbey was built as a defensive structure, though includes four structures built into the wall. The middle tier is
the natural features of the hill also form part of its dominated by a tall, square tower that appears to be intact. The
defenses. The western and southern slopes of the hill are upper tier's buildings are in general larger than the rest and show
steep enough to serve as walls in their own right, and aside centuries-old scars offire and siege.
from the secret stair on the western slope, nothing is built At the southern end ofthe village, Gardmore's squat stone
on that sheer surface. The northern and eastern slopes of keep looms over the squalor. Beyond it, a tangled expanse offorest
the hill are more gentle, and here lie the ruins of the vil- sprawls over the hillside, wilder and Jar greener than the sur-
lage that once supported the abbey, as well as the ancient rounding downs. A Jew crumbling structures poke through the
gardens now called the Feygrove-all of it enclosed by a growth-a bell tower near the temple mount and a taller watch-
strong stone wall. tower set into the outer wall at the far southern end ofthe abbey.
The top of the hill is more or less level and holds the
abbey proper-the temple, barracks, and trophy hall where The ore-infested ruins ofGardmore village cover the larg-
the knights of the ancient abbey once lived and worshiped. est individual section of the abbey grounds, sprawling over
Called Dragon's Roost, this plateau is separated from the the northeastern quadrant of the abbey's hill. A narrow
village below by another wall with a small gatehouse. road winds through the ruins, from the courtyard inside
Beneath Dragon's Roost are two underground structures: the main gate all the way up to the gatehouse that gives
catacombs for burial of the honored dead, and the ancient entry to Dragon's Roost. Two sharp bends in this road
minotaur temple converted into vaults to store the knights' define the village's three tiers.
treasures and trophies.
Each area of the abbey has its own denizens, coexist- Lower Tier
ing in an uneasy state of peace punctuated by occasional The lower tier extends from the main gate to the gar-
outbreaks of savage violence. A large band of orcs holds rison and encompasses the area along the abbey's outer
the ruined village, fearful of venturing into the haunted wall. While the village was inhabited, this area included
Feygrove. The undead remnant of an ancient wizard still a tannery, a smithy, a dyer, and a handful of other busi-
haunts his tower in the midst of the village, while the nesses that required a lot of space, made a lot of noise, or
watchtower at the southern end of the Feygrove has been produced strong odors. At the north end, past the point
corrupted by an intrusion of the Far Realm. where the main road begins its ascent to the middle tier,
Dragon's Roost is a sparsely populated ruin, with a few an inn and stable stood outside the garrison building.
monsters prowling the crumbling buildings. The cata- Three structures built into the outer wall served primarily
combs are infested with undead, under the command to store foodstuffs in the event of a siege or famine, though
of a mad priest ofTharizdun, and the vaults are home the village defenders also stood watch atop the towers.
to a young dragon as well as rival factions of gnolls and Outer Wall: The curtain wall protecting the village
minotaurs. remains mostly intact despite the siege that brought the
The following pages provide overviews, maps, and abbey low a century and a half ago. Except for a breach in
descriptions of each area of the abbey. You can use the ital- the southern extent, leading into the Feygrove, the wall
icized text in each entry (including this page) to introduce still protects the ruined village as it has done for centuries.
Breaking through the wall is an impossible task without Middle Tier
the aid of siege engines, but climbing it is relatively simple. The businesses of the middle tier once included a wide
The wall averages about 30 feet high and requires DC 15 variety of artisans, from cobblers and coopers to jewel-
Athletics checks to climb. ers and gemcutters. In general, shops west of the wizard's
1. Main Gate. The gatehouse at the village's single tower housed common trades, while more specialized
main entrance is now guarded by orcs and an ogre. See trades were situated along the road to the east. The build-
encounter 1 in Book 3 for details. A large courtyard lies ings are now largely ruined, and anything of value that
inside the gate and in front of the keep (area 3). might once have been there has long since either been car-
2. Gardmore Village. Orcs make their squalid homes ried away or incorporated into larger treasure hoards.
in the crumbling ruins of the village, with their largest The road to the east winds upward to the upper tier.
concentration in the lower tier. They make little use of West of the tower, it ends at a stairway that bypasses the
the existing structures, preferring to erect tents and keep upper tier and leads directly to the gate that gives access to
campfires burning in open spaces or buildings whose roofs Dragon's Roost.
have collapsed. Adventurers who attempt to move through 5-6. Wizard's Tower. At the time of the abbey's fall,
the village can use a variety of skills to blend in with the this tower was the home of the wizard Vandomar, who
orcs and mercenaries, avoiding confrontation. Encounter 2 inherited it from his mentor, to whom it had passed down
in Book 3 details this skill challenge. through generations of master and apprentice. Like the
3. Keep Entrance. The courtyard is deserted, despite story of the abbey, Vandomar's tale is tragic. The wizard
offering a large open space where orcs could pitch their loved one of the paladins of the abbey, a female human
tents. The proximity of the ancient keep, where the ore named Elaida, who returned his love. He urged her to
chieftain makes his lair, is one reason; the guardian of the abandon her calling and live with him in his tower, far
entrance to the keep-an ettin whose two heads are named from the dangers of the war. She refused, so he turned his
Spike and Bruse-is the other. The orcs fear the ettin and attention instead to crafting wards and protective spells to
Bruse's drunken rages, so they steer clear of the place. keep her safe in battle. When the abbey came under siege,
Encounter 3 in Book 3 describes the ettin and the keep all ofVandomar's wards could not save Elaida. Turning
entrance. from the defense of the abbey, Vandomar sealed himself
4. Ruined Garrison. The largest structure in the in his tower with the body of his beloved, seeking a way to
abbey's outer wall was once the garrison for the village's restore her to life.
defenders. During the siege of the abbey, three knights His desperate experiments failed, and the more he
carried a sacred relic, the Brazier of Silver Fire, to the gar- searched for the power oflife, the more fragile his griev-
rison in its special chest, planning to use it to banish the ing mind became. In his last attempt to revive Elaida, he
demonic allies of the attacking orcs. However, demons unleashed a mighty spell that simultaneously animated
attacked before the brazier could be readied. Encounter 4 her corpse as a flesh golem and transformed him into an
in Book 3 describes the cursed garrison. undead monster-an arcanian that still haunts the upper
level ofhis tower.
The wizard's tower encompasses encounters 5 and 6 in
THE LOST PALADINS Book3.
Once the horrors of the Deck of Many Things were the walls with impunity and perch on top to survey the
unleashed on the abbey, the keep quickly fell. Now it lies village below. If they move around on the walls or towers,
partially in ruins. Even so, Bakrosh, the chieftain of the orcs in the village below might spot them. Compare the
orcs, makes his home in the keep, separate from the tents adventurers' Stealth check results to a typical ore's passive
and campfires of the other orcs. Only a relatively small Perception of 13. If they're detected, orcs attack. See "Ore
retinue, as well as the ettin guard, protects the chieftain's Campsite" on page 12 for details of the orcs in the initial
residence. attack as well as the possibility of additional combatants if
Encounters 7 and 8 in Book 3 detail the interior of the the fight goes on too long.
keep. For more information about the ore chieftain, see Survey from Above: If the adventurers use the secret
"Bakrosh" on page 25 of Book 2. stair to reach Dragon's Roost without going through the
village, they can get a good look at the grounds from above.
Scouting and Entering the Village There's no meaningful chance of detection by the orcs-
The orcs have little in the way of an organized defense of only the threats that lurk on Dragon's Roost.
the village. They do not expect any threat from outside the Through the Feygrove: The single breach in the wall
abbey grounds, so they maintain a watch at the main gate leads into the Feygrove. If the adventurers make their way
and no other defenses. Adventurers can easily scout the through this overgrown area, they emerge at the southern
village and get a sense of the orcs' positions and defenses edge of the village. They can climb the hillside and arrive
without exposing themselves to serious danger. Lord Pad in the upper tier with a good view of the rest of the ruins.
raig's first quest (see "Scout the Abbey," page 9 of Book 2) Wherever they enter the village, they need to be careful to
charges the party to do this. avoid ore detection. Use the skill challenge in encounter 2
Scaling the Walls: Climbing the walls to gain access to measure their success at remaining out of sight and the
to the village is relatively straightforward (see "Outer consequences of failure.
Wall" on page 7). No guards or archers are stationed atop The Direct Approach: The adventurers can enter the
the walls or towers except at the main gate. As long as the village by way of the main gate, if they can fight their way
adventurers remain out of sight of the gate, they can scale past the defenders (encounter 1). If they defeat the ogre
quickly, they might be able to bluster their way past the
remaining ore guards, then attempt to move through the
village unmolested (encounter 2).
Results: If the adventurers successfully scout the
ruined village, they can report to Padraig on the strength
of the ore presence. At a rough estimate, 150 humanoids
inhabit the village: mostly orcs with associated human,
half-ore, and hobgoblin mercenaries. A handful of ogres,
hill giants, and dire wolves support them. The orcs and
other creatures are scattered throughout the village, with
the highest concentration in the lower tier. They're clus-
tered into sixteen camps, with eight to ten orcs at each
site. The only fortified positions are the main gate and the
chieftain's keep.
Ore Reinforcements
The village holds a lot of orcs-enough that the adventurers
could fight their way through the main gate twenty times
and not kill all the defenders.
The orcs constantly defend the main gate, slowly
increasing the number of guards stationed there whenever
a group is killed.
Each time the adventurers return to encounter 1, add one
ore to the numbers there, to a maximum of six additional
orcs. The "Main Gate Reinforcements" table summarizes the
changes in that encounter on successive visits.
However, creatures that manage to enter are in for a 16 Nature check to identify the tracks. A successful check
surprise. The tower interior is trapped between the Far reveals that both displacer beasts and owlbears hunt in the
Realm and the exact moment in time when the Deck was Feygrove.
scattered, and it echoes features from both dimensions.
Manifestations of three cards inside the tower guide the Reinforcements
party through the Far Realm toward them. Encounters In contrast to the numerous and resilient orcs of the vil-
14-16 in Book 3 take place inside the watchtower. For lage, the denizens of the Feygrove have little ability to
more information about the beholder and other aberrant respond to adventurer attacks. Creatures killed in the
monsters that lurk within, see pages 28 and 29 of Book 2 . Feygrove aren't replaced within the time frame of this
Should the adventurers manage to stabilize the tower adventure.
and return to the world safely, Lord Padraig sends them If the adventurers drive off the owlbears in encounter
to defend it against the orcs. Encounter 17 in Book 3 12 rather than killing them, the owl bears return within a
describes this challenge. few hours.
Fates
Any creature in the Fate token's square can use fate's
wardin3.
Flames
Any creature in the Flames token's square can use flames
of torment.
Comet's challen9e
ill
Fool Once the power is expended, any creature that ends its (,)
Any creature in the Fool token's square can use fool 's turn in the Idiot token's square is dazed until the end of its z
venaeance. next turn. I
Villain Encounter: Whenever the villain hits with a !-
Fool's Vengeance Deck of Many Things Attack basic attack, the target is also dazed until the end of the >-
villain's next turn. z
Call ina on the power of the Fool card, you make an enemy suffer india- <C
nity in revenae for the wound dealt to you. ~
Encounter + Psychic Jester w..
Immediate Reaction Melee 3 Any creature in the Jester token's square can use jester's 0
Requirement: You must be in the Fool token's square. reward. ~
Trigger: An enemy hits you with a melee attack. u
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Target: The triggering enemy 0
jester's Reward Deck of Many Things Utility
Attack: + 11 vs. Will
u.J
Hit: 2d1 0 psychic damage, and the target falls prone. Ca!lina on the power of the]ester card, you prance and tumble out of the
way of an attack.
::r:
Effect: The Fool token pushes you as far as possible up to 3 squares 1-
in a random direction. At-Will
Immediate Interrupt Personal
Once the power is expended, any creature that starts its Requirement: You must be in the Jester token's square.
Trigger: An attack hits you.
turn in the Fool token's square falls prone.
Effect: You shift up to 2 squares.
Villain Encounter: Whenever the villain hits with a
m elee basic attack, it also knocks the target prone.
Villain Encounter: The villain can shift 1 square as a
minor action.
Gem
Any creature in the Gem token's square can use aem's
riches.
Key
Any creature in the Key token's square can use key of
passaae.
Gem's Riches Deck of Many Things Utility
Ca!lina on the power of the Gem card, you arant yourself the most pre-
Key of Passage Deck of Many Things Utility
cious resource- more time.
Ca!lina on the power of the Key card, you open a path throuah space to
Encounter (Special)
teleport across the room.
Minor Action Personal
Requirement: You must be in the Gem token's square. At-Will + Teleportation
Effect: You can take an extra action this turn, as if you had spe nt Move Action Personal
an action point. The Gem token teleports up to 3 squares in a Requirement: You must be in the Key token's square.
random direction. Effect: You teleport up to 5 squares. The Key token teleports to a
Special: A creature ca nnot use this power more than once in an random sq uare adjacent to your destination square.
encounter, but multiple creatures can use the powe r multiple
times. Villain Encounter: The villain can use key of passaae
at will.
Villain Encounter: When the villain uses the p ower, it
can take a standard action immediately, even if it is not the Knight
villain's turn. After using the power, the villain can take Any creature in the Knight token's square can use kniaht
an extra minor action each round and can take two imme- defender.
diate actions between each of its turns.
Knight Defender Deck of Many Things Utility
Idiot Ca!!ina on the power of the Kniaht card, you conjure an ally to aid your
Any creature in the Idiot token's square can use touch of next attack.
idiocy. At-Will + Conjuration
Minor Action Close burst 2
Touch of Idiocy Deck of Many Things Attack Requirement: You must be in the Knight token's square.
Effect: You conjure a spectral knight that occupies 1 square in the
Ca!lina on the power of th e Idiot card, you assault your opponent's mind,
burst and lasts until the end of your next turn. It counts as an ally
reducina the creature to babb!ina idiocy.
to you and your allies for purposes of flanking. The Knight token
Encounter moves to the conjuration's square.
Standard Action Close burst 3
Requirement: You must be in the Idiot token's square.
Villain Encounter: The villain can sustain the conjura-
Target: On e creature in the burst
Attack: + 11 vs. Will tion as a minor action.
Hit: The target is stunned (save ends).
Miss: The target is dazed until the end of your next turn.
Moon Villain Encounter: W hen the villain uses touch of
Any creature in the Moon token's square can use wish on ruin, it can choose not to swap places with the target. After
the moon. using the power, whenever the villain hits with a basic
attack, the target is also slowed until the end of the villain's
Wish on the Moon Deck of Many Things Utility next turn.
Callin& on the power of the Moo n card, you refresh your ability to draw
on your knowledae and powers. Skull
Encounter (Special) Any creature in the Skull token's square can use skull's
Minor Action Personal demise.
Requirement: You must be in the Moon token's square.
Effect: You regain the use of one expended encounter attack or Skull's Demise Deck of Many Things Attack
utility power, or recharge one power with a random recharge.
The Moon token moves to a random square adjacent to you. Callin&on the power of the Skull card, you point at an enemy and cause
its death .
Special: A creature cannot use this power more than once in an
encounter, but multiple creatures can use the power multipl e times. Encounter + Necrotic
Standard Action Close burst 5
Requirement: You must be in the Skull token 's square.
Villain Encounter: The villain gains a +1 bonus to rolls
Target: One creature in the burst
to recharge powers.
Attack: + 11 vs. Fortitude
Hit: The target falls unconscious (save ends).
Rogue Third Failed Savina Throw: The target dies.
Any creature in the Rogue token's square can use rogue's Aftereffect: The target takes 4d6 necrotic damage.
Miss: 2d6 necrotic damage.
incitement.
Rogue's Incitement Deck of Many Things Attack Once the power is expended, any creature that ends its
turn in the Skull token's square or a square adjacent to it
Callina on the power of the Roaue card, you turn an enemy aaainst its
friends.
takes 5 necrotic damage.
Villain Encounter: The villain gains the following
Encounter + Charm
Standard Action Close burst 1 0
aura.
Requirement: You must be in the Rogue token's squa re.
Target: One creature in the burst 0 Skull Aura + Aura 2
Attack: + 11 vs. Will Any enemy that ends its turn in the aura takes S necrotic
Hit: The target is dominated until the end of your next turn. damage.
Effect: The Rogue token pushes you as far as possible up to 5 squares
in a random direction.
Star
Any creature in the Star token's square can use star's
Once the power is expended, any creature in the Rogue
blessing.
token's square deals 1d6 extra damage to any creature
granting combat advantage to it.
Star's Blessing Deck of Many Things Utility
Villain Encounter: The villain deals 1d6 extra
Callina on the power of the Star card, you enhance your natural attri-
damage to any creature granting combat advantage to it.
butes to improve your next attack.
At-Will
Ruin Minor Action Personal
Any creature in the Ruin token's square can use touch of ruin. Requirement: You must be in the Star token's square.
Effect: You gain a +1 bonus to attack rolls until the end of your
Touch of Ruin Deck of Many Things Attack turn. The Star token moves to a random square adjacent to you.
Callin&on the power of the Ruin card, you turn a hardy enemy into a
decrepit weaklina. Villain Encounter: The villain gains a +1 bonus to
Encounter+ Teleportation
attack rolls.
Standard Action Close burst 3
Requirement: You must be in the Ruin toke n's square.
Target: One creature in the burst
Attack: + 11 vs. Fortitude
Hit: The target is slowed and weakened (save e nds both).
Miss: The target is slowed until the end of your next turn.
Effect: You and the target teleport, swapping places.
Effect: You can spend a healing surge, and you gain concealment Target: One creature in the burst u
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from enemies adjacent to you until the end of your next turn . Effect: Your next attack against the target uses the target's lowest 0
Special: A creature can't use this powe r more than once in an defense and deals S extra damage if you hit. The Vizier token
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encounter, but multiple creatures can use the power multiple times. moves to a random square adjacent to the target. :c
1-
Villain Encounter: The villain gains concealment from Villain Encounter: The villain's basic attacks use the
enemies adjacent to it. target's lowest defense and dealS extra damage if the vil-
lain hits.
Talons
Any creature in the Talons token's square can use araspina Void
talons. Any creature in the Void token's square can u se fate of the
void.
Grasping Talons Deck of Many Things Attack
Callina on the power of the Talons card, you root a foe to the around. Fate of the Void Deck of Many Things Attack
Encounter Callina on the power of the Void card, you remove an enemy's so ul from
Standard Action Close burst S its body.
Requirement: You must be in the Talons token's square. Encounter
Target: One creature in the burst Standard Action Close burst S
Attack: + 11 vs. Fortitude Requirement: You must be in the Void token's square.
Hit: The target is immobilized (save ends). Target: One creature in the burst
Miss: The target is immobilized until the end of your next turn . Attack: + 11 vs. Fortitude
Hit: The target is stunned (save ends).
Once the power is expended, any creature that ends its Miss: The target is stunned until the end of your next turn.
turn in the Talons token's square is immobilized until the Effect: You are dazed until the start of your next turn. The Void
token pushes you as far as possible up to S squares in a random
end ofits next turn.
direction.
Villain Encounter: Whenever the villain hits with a
basic attack, the target is also immobilized until the end of
Once the power is expended, any creature that ends its
the villain's next turn.
turn in the Void token's square is dazed until the end of its
next turn.
Throne Villain Encounter: When the villain uses fate of the
Any creature in the Throne token's square can use throne's void, it is not dazed. After using the power, it gains the fol-
injunction. lowing aura.
0 Aura of Injunction +
Aura 3
Squares within the aura are difficult terrain for enemies.
The Artifact Roleplaying the Deck of Many Things
The Deck of Many Thinas is an agent of chaos that does its
This version of the Deck of Many Thinas is appropriate work subtly, through those who possess it. The Deck wants
for heroic-tie r adventurers. A ve rsi on more appropriate to use its owner as its agent, making temptation its great-
to adventurers of paragon tier originally appeared in est weapon. Whenever the owner is contemplating a risky
DUNGEON # 177 (April 201 0), but this version has been action, it might try to tempt that character with the sugges-
adjusted so that its rewards and ruins are suited to the tion that taking the risk would be a good idea- even if the
adventurers who complete this adventure. Perhaps chances of success are slim.
multiple versions of the Deck of Many Thinas exist in the The Deck never communicates overtly, but occasionally
cosmos, or the one Deck adjusts its powers and prope rti es the top card might flip over on its own to reveal whether
according to the status of its wielder. the artifact is pleased or displeased (this action does not
trigger the Deck's drawn card effect).
Additionally, while the owner is holding the Deck, that
The Deck of Many Thinas holds within it the potential for
character occasionally sees visions of multiple possible
both great ruin and great reward. Though its true origins
outcomes of any given action, showing the way luck will
have been lost to the ages, many historians believe that the
affect the outcome.
artifact was originally a gift from a powerful and ancient
archfey to a long-forgotten emperor. The archfey knew that
the emperor was extremely superstitious and could not Concordance
resist reading his own fortunes within the cards. The Deck An artifact's concordance score measures its attitude
of Many Thinas might be responsible for shattering that toward its owner. The Deck ofMany Thinas starts with a
ancient empire and giving rise to powerful warlords that concordance of 5 when an adventurer takes possession
vied for control of its remnants. of it, with a likely modifier of +5 because the adventurers
The Deck passes from hand to hand , bringing low the have just reassembled its scattered cards. Various actions
mighty and elevating the meek (or the other way around). and events increase or decrease its concordance as long
While each of its cards grants its user certain powers, as the adventurer possesses the Deck. When the artifact
when the twenty-two cards are brought together, the is pleased with its owner's actions, its concordance goes
complete Deck is an artifact implement that imbues its pos- up. When the owner acts contrary to the Deck's desires, its
sessor with many benefits . concordance decreases.
The Deck's concordance determines its general atti-
The Deck of Many Things Heroic Tier tude toward the owner, from angered (concordance 0 or
lower) to pleased (concordance 16 or higher). Its attitude,
This ornate deck of twentytwo cards is a tool of theforces of chaos and
anarchy. It frequently appears when the world has arown too calm, or when in turn, determines some of its properties and powers, as
someone has arown too powerful, and it sows chaos wherever it lands. described below.
The Deck of Many Thina s is a + 3 maaic tome implement with the The owner knows of the factors that alter the Deck's
following properties and powers. concordance-it's in the artifact's best interests to com-
Implement (Tome) municate its desires and expectations. But keep the Deck's
Enhancement: Attack rolls and damage rolls
Critical: +3d12 damage
Property: Sorcerers with the Chaos Power class feature ca n use
the Deck of Many Thinas as an implement for sorcerer powers and CASTING FORTUNES
sorcerer paragon path powers.
At the Dungeon Maste r's discretion, the complete Deck of
Property: You cannot be dominated.
Power (Encounter): Free Action. You alter the fortunes of your Many Thinas can invite its owner to perform a reading for
enemies, forcing an enemy to reroll one attack roll, skill check, or ind ividuals for whom a turn of fortune can influence the
saving throw it just made, taking the result you choose. fate of worlds. How might things turn out if a beggar draws
Power (Daily): Minor Action. Roll a d2 0. Once before the end of th e Sun or Gem, or an emperor in the midst of a vast war
the encounter, you can replace any d20 roll made by an ally or an draws the Void or Donjon? The Deck desires these twists
enemy within 5 squares of you with your d2 0 roll.
of fate, although it prefers to be used by persons of great
power and influence.
Goals of the Deck of Many Things When you see an opportunity to do so, you can nudge
+ Sow chaos and discord throughout the world. the owner ofthe Deck toward performing a reading-though
the adventurer must willingly agree to so. Performing a
+ Be present at events of great importance, and then add
reading increases the Deck's concordance by 2. The lucky
a chaotic element to the proceedings of those events to
(or unlucky) person whose fortune is cast must also con-
alter everyone's fortunes.
sent, but need not know fully what the reading means. The
+ Topple powerful leaders (good or evil) and cause far- player draws a single card on that person's behalf, with the
reaching organizations to crumble. result of that card taking place as ifthe person had drawn it,
except the Deck does not disappear.
actual concordance score a secret, telling the player only Property: Any time you roll a result of 1 on any die, reroll that die
if its powers or properties change. The player shouldn't until you roll a result other than 1.
Power (Daily): Standard Action. You draw three cards from the
ever know exactly how close the artifact is to changing its
Deck of Many Thinas and then choose any one card you drew,
attitude. resolving the effect of that card as described below. The Deck
then vanishes and is lost (see "Moving On," below).
DECK OF MANY THINGS CONCORDANCE
Starting score 5
Owner has reassembled the cards of the Deck +5 Satisfied (1 2- 15)
"There's wisdom in the cards, if only you could see it." u.
Owner gains a level +1d10 0
Owner is unaligned +1 ~
+1 The Deck is pleased with the chaos that the owner is uU.J
Owner has the fey origin
+1 sowing, and begins trying to tempt that character into
Owner is reduced to 0 hit points 0
Owner overthrows a ruler or powerful leader +2
drawing from it by sweetening the deal.
U.J
Owner obtains a magic item -1 ::r:
Owner goes a day without using an arcane power -1
Property: Any time you roll a result of 1 on any die (except a d20), r-
reroll that die until you roll a result other than 1.
Power (Daily): Standard Action. You draw two cards from the Deck
Pleased (16- 2 0 ) of Many Thinas and then choose any one card you drew, resolving
"Hmm, seems like the cards are fallin& in my favor these days." the effect of that card as described below. The Deck then
vanishes and is lost (see "Moving On," below).
An owner who rejects the Deck's desires soon experiences Minor Quest: A Walk on the Dark Side
a streak ofbad, if harmless, luck. The bad luck is an incon- To be truly a model for good, you must experience evil first
venience for now, but the Deck wants to make sure the
hand. You must slay or otherwise bring ruin to a specific
owner knows it is displeased. good or lawful good creature (chosen by the Dungeon
Master) oflevelll.
Property: Any time you roll the maximum result on a die (except a
d20), treat the result as a 1 instead.
Reward: 600 XP, and you can choose to change your
Power (Daily): Standard Action. You draw two cards from the Deck alignment to unaligned or evil.
ofManyThinas and then choose any one card you drew. You must
choose a card with the Ruin descriptor, if one was drawn. Resolve If you are evil or chaotic evil, you gain the following quest.
the effect of the chosen card, as described below. The Deck then
vanishes and is lost (see "Moving On," below). Minor Quest: A Shot at Redemption
None are so vile that they cannot earn redemption if their
Angered (0 or Lower) desire is true. You must pledge yourself to the service of
"The Deck shows me dark portents; my future is lookinB arim." a powerful good or lawful good creature (chosen by the
Dungeon Master) oflevelll, and convince it to grant you
An angered Deck ofMany Thinas can be a dangerous item spiritual clemency by performing a task it assigns.
indeed. Anyone drawing from the Deck at this point is Reward: 600 XP, and you can choose to change your
extremely likely to suffer ill luck. alignment to unaligned or good.
Property: Any time you roll the maximum result on a die, treat the
Comet
result as a 1 instead.
Power (Daily): Standard Action. You draw three cards from the
Reward
Deck of Many Thinas and then choose any one card you drew. You Double the XP award for the next major quest the party
must choose a card with the Ruin descriptor, if one was drawn. completes.
Resolve the effect of the chosen card, as described below. The
Deck then vanishes and is lost (see "Moving On," below).
Donjon
Ruin
Moving On You are imprisoned by magic- which leaves you in a state
"It's a one! Vanished into thin air!" of dreamless sleep-deep beneath the earth. Though your
body vanishes, your magic items and other gear remain
The Deck of Many Thinas fades in and out of history, wreak- behind. The party gains the following major quest.
ing havoc and upsetting the order of things from time to
time. It is an agent of chaos in an otherwise ordered world, Major Quest: Prison of the Donjon
and once someone has drawn from the complete Deck it The adventurers must find the location of your impris
vanishes, never to be seen again by that person. onment. The prison is deep beneath the earth (possibly
within a dungeon, or in a drow citadel in the Underdark).
The Complete Deck The adventurers must journey to that location, find your
Each card drawn from the complete Deck of Many Thinas imprisoned body, and use the holy cleansinB power (FL 92)
has a special effect that triggers when it is drawn. Though or the Remove Affliction ritual (Player's Handbook 311) to
the concordance score of the artifact determines how free you from the prison.
many cards are drawn, only one card is triggered each Reward: 600 XP per adventurer.
draw. The effect of the drawn card is described below.
(Drawing a card from an incomplete Deck has a lesser Euryale
effect, as described in "Card Effects" on page 23.) Ruin
Eleven of the cards have the Ruin descriptor. This helps You take a -3 penalty to saving throws. Only the holy cleansinB
determine which card's effect comes into play when the power (FL 92) or the Remove Affliction ritual (Player's Hand-
Deck ofMany Thinas is unsatisfied or angered. Cards with
Vl
book 311) can remove this effect, and you cannot undergo this Gem (.)
cleansing until you first roll a natural20 on a saving throw. Reward z
You gain 9,000 gp worth of gold and gem s. ::r:
Fates 1-
Reward >-
You gain the shelter offate legendary boon.
Idiot z
Ruin <(
You take a -2 penalty to Intelligence checks and Intelli- ::;E
Shelter of Fate Level 11 gence-based attack rolls and skill checks. Only the holy I.J..
You f eel the hand of fate hoverin&above you, shelterin&you thanks to the cleansina power (FL 92) or the Remove Affliction ritual
0
maaic of the Deck of Many Things. ~
(Player's Handbook 311) can remove th is effect , and you u
Legendary Boon cannot undergo this clean sing until you roll a natural 20 I.J..I
Power (Consumable): No Action. Choose one of the following effects: on an Intelligence-based attack roll or skill check.
+ One attack roll just made aga inst you becomes an automatic
Once this effect begins, you draw another card and
I.J..I
natural1. ::r:
+ One saving throw you just fail ed becomes an auto matic
gain its effect. 1-
natural 20.
+ One Athletics, Acrobatics, o r Endurance check you just made Jester
becomes an automatic natural 20. Reward
Draw two more cards from the Deck of Many Thinas. If
Flames either of them has the Ruin descriptor, that card replaces
Ruin the Jester as your chosen card (if both do, you must select
You earn the enmity of a powerful being from another one of those two card s). Otherwise, you can choose any
plane, gaining the following minor quest. other card from this draw (including the two you just
drew) to replace the Jester as your chosen card.
Minor Quest: Enmity of F lames
You must defeat the creature that has sworn enmity Key
against you, wh ich has vowed to slay you or plague your Reward
life. The enemy is chosen by the Dungeon Master and can You gain a magic weapon of your choice, which must be of
be any 11th-level creature fr om another plane that is not levelll or lower.
an elite, solo, or minion, such as a gargoyle rock hurler or a
chain devil.
Knight
Reward: 6 00 XP.
Rewar d
You gain the service of a human duelist. The duelist h as
Fool 70 hit points and 10 healing surges bu t is oth erwise iden-
Ruin tical to that presented in Monster Vault (page 173). This
Any time the Fool is draw n , before any choices are made duelist is sum moned from elsewhere in the world, appears
you discard the Fool and draw a card off the top of the instantaneously, and knows that it has been summoned by
Deck of Many Thinas until you draw a card with the Ruin powerful forces to aid you.
descriptor. Keep only the last card drawn, then make any
choices you are allowed.
Moon
Rewar d
When you draw the Moon card, you can choose one of the
A QUESTION OF ENMITY following effects.
Two ofthe cards in the Deck of Many Things earn the adven- + One dead creature that h as been dead no more than 30
turer the enmity of another being. In the case of the Flames days returns to life.
card, the enmity should be more overt, and the adventurer + One effect or affliction (such as a lingering curse, a dis-
shou ld experience this rivalry on multiple occasions. Seek ease, petrification, or the harmful effects of Ruin cards)
ing out the creature should not be a simple task, and the immediately ends.
adventurer should clash with the creature's allies and fol- + You and your allies are immediately tran sported to a
lowers a few times before the quest is resolved. In the case location you know well.
of the Rogue card, this enmity is secret and should come + You duplicate the effect of any utility power oflevellO
from someone once thought of as a friend or ally. The or lower.
Dungeon Master should wait for a dramatically appropri-
ate moment to reveal this enmity, leaving the adventurer Rogue
guessing which of his or her allies is going to soon become Ruin
a sou rce of betrayal. You earn the secret enmity of a nonplayer character-
perhaps one who accom panies your party, or a
community or religious leader, chosen by the Dungeon keep is currently in the hands of other creatures. The
Master. You do n ot know the identity of the person who adventurers must go to the keep and claim it as their own,
holds this enmity toward you , since it is secret, but you do ousting those that currently inhabit it.
gain the following quest. Reward: 600 XP p er adventurer.
Sun
Reward DONJONNOID
You gain a wondrous item of your choice, which must be of
levellO or lower. Two of the cards in the Deck of Many Thin9s, the Donjon
and the Void, remove an adventurer from the party, either
Talons physically or mentally. If a character gains the effect of one
Ruin of these cards, you should allow the player to create a new
You cannot use m agic item at-will, encounter, or daily adventurer (at the same level as the one who drew from
the Deck) who joins the party soon after. This event can be a
powers. Only the holy cleansina power (FL 92) or the Remove
good chance to experience a race, class, or character arche-
Affliction ritual (Player's Handbook 311) can remove this
effect, and you cannot undergo this cleansing until you have type not played before, so don't be afraid to encourage the
player to try something radically different from the adve n-
given away a magic item of your level or higher.
turer who is imprisoned. When the party completes the
major quest and rescues the imprisoned adventure r, give
Throne the player the option of continuing to play the surrogate or
Rew ard
resuming play as the former prisoner. If the player chooses
Your party gains the following m aj or quest.
the latter, apply any XP gained since the imprisonment to
that character, in addition to any XP earned from the quest.
Major Quest: W hat's Rightfully Yours
That way, the player isn't punished for rescuing the impris-
The adventurers have been rewarded with a keep some-
oned adventurer, and the story can continue as normal.
where in the world to claim as their home. However, the