A Fantasy Core Adventure
© Jerry Harris 2014
(This link will take you to the Fantasy Core Index.)
The Parlor Continued
The Tarot Card
Roll a d20 to determine the card, then have the character roll a DC 18 Will Sv for their card. The effects are listed, but some should only be revealed when they come into play. If the effected characters are being used a campaign, the more dramatic effects should go away if the character makes it out of the house.
01. Magician: Knowledge. Failing Save, the character will be given severe misinformation about their next encounter (right before it happens) and +1 to their Int or
bonus (up to +4). Making Save, the
character will be given a hint as to what’s coming up in their next encounter. Wis
02. Emperor: Order, control. Failing Save, the character will automatically fail their next save against possession, mind control, or fear. They gain a +1 to their Will Sv. Making Save, the character is immune to the next attempt at possession, mind control, or fear.
03. Nine of Swords: The Nightmare/Terror. Failing Save, the character will now automatically fail every Save versus supernatural fright, but can re-roll any other Will Save. Making Save, the character will automatically save against any supernatural fright (or be given an immediate extra action when first confronted by a fright if they were already immune).
04. Lovers: Passion. Failing Save, Fort and Ref Saves go to 0, Will Sv is increased by 2. Character may now take 1 extra action at the beginning of combat. Making Save, Will Sv increased by 1.
05. Chariot: Ego. Failing Save, gain a +6 Int bonus, the first time they fail using it, it is reduced to 0. Making Save, add +1 to Int bonus.
06. Strength: Self-control. Failing Save, gain a +6
the first time they fail using it, it is reduced to 0. Making Save, add +1 to Wis bonus. Wis
07. Eight of Swords: The Prisoner. Failing Save, all of the Character’s bonuses and Saves are reduced to 0. However, any failed attack, save, or skill use may be re-rolled once. If the character dies and stabilizes, stats return to normal. Making Save, add +1 to the bonus or save of the player’s choice.
08. Wheel of Fortune: Destiny. Failing Save, the Character loses all current XP and cannot gain it during the adventure (keep a running tally and award afterward). However, now any failed Save or Skill use, can be re-rolled once. Making the Save, the character is allowed to reroll one failed Save at a time of their choosing.
09. Hanged Man: Sacrifice. Failing Save, the character loses their primary weapon or some other important item. They gain +2 to their BAB (or Spellcheck) and +1 to AC. Making Save, the character gains +1 to BAB (or Spellcheck).
10. Death: Change. Failing Save, the player must exchange their character with one of the replacement characters. (If killed out, they get their original character back.) Making Save, they’re offered the choice of exchanging or not.
11. Devil: Temptation. Failing Save, the character will be offered a cool extra bonus to their magic weapon or a new spell (highest level they can cast) in return for a favor to be fulfilled later, which will be that the character must sit out the next fight. They won’t be harmed themselves, but will only be able to watch. If they break their vow, their weapon shatters on its first use or they are rendered unconscious the next time they cast a spell (and they lose their new spell). Making Save, add a magic +1 to their primary weapon or a 1st level spell.
13. Judgment: Resurrection. Failing Save, the last (or the next) character killed is brought back, but with 0 accumulated XP. Any activated replacement character (or the character drawing this card) goes back into stasis at the Entrance. Making Save, the character will automatically make their next Stabilizing roll, even if brought below -10 Hp.
14. Nine of Cups: Wish card. Failing Save, character gains one wish that they must take immediately. The outcome should be twisted in some fashion, ignoring all attempts at careful phrasing. Making Save, the character is allowed a modest wish, fulfilled without chicanery.
15. Five of Coins: Poverty. Failing Save, lose something monetary valuable, but gain 4 XP. Making Save, gain 1 XP.
16. Two of Swords: The Choice. Failing Save, character must choose between two different precious things in their possession. One disappears, but the other is greatly enhanced. Making Save, character must choose between two of their items to be slightly enhanced.
17. Three of Swords: The Wound. Failing Save, character loses half of their total hp permanently, but any further non-magical physical attacks will only do 1 Hp of damage maximum. Making Save, character gains 1 HD of Hp (roll for it, no Con bonus).
18. Five of Swords: The Traitor. Failing Save, the character immediately attacks their comrades. With the first death, the character comes out of it (or is killed themselves). The dead character can be Stabilized. Thereafter, each member of the group now has a telepathic bond with each other and are given 1 XP. Making Save, the characters in the group gain the telepathic bond.
19. Ten of Swords: The Corpse. Failing Save, the character is brought to -1 Hp and must make a Stabilizing roll or die. They can be helped, healed, or use XP to stave it off, if done immediately. If brought back, lower undead (any regular undead) will ignore them and never attack them. Making Save, the character can sense the undead up to 20’ away, their type and relative power, and is never surprised by an undead attack.
20. Knight of Swords: The Berserker. Failing Save, Character now has +10 BAB melee and ranged. However, they cannot heal or be healed, and DC 18 Will Sv to retreat from a fight. (Don’t tell the player about that until this comes up.) If killed and brought back using XP or a Stabilizing save, stats and status return to normal. Making Save, add +1 to melee and ranged BAB.