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D&D Adventure cards. Each card is a curiosity or an adventure. A deck of "weals and woes".
This is what you want for the Magic (the Gathering) carsd: fully integrated with the D&D universe and tradable off the table with a stand-alone game which will be superior and train future DMs. Wizards of the Coast is free to use all of this material, including for commercial use.
No card is made if the item is worth less than 1 rounds worth of Mana/XP. That means food items that don't have much life sustainability or goods that have less than 40sp(?) of value.
Eight major card types and perhaps as many and more regional groupings (ex. Ravenloft, STK, Underdark, Kara-Tur/TombOA, Daigon Alley, Dragonlance). These compose two major groupings/dimensions of the different cards. On one side, they are Classified under some defining feature and associated with 1 of 8 distinct chromatic colors as a border (dominant/subordinate): AEvery card should have a border of color (as given in the above descriptions) so that players and DMs can quickly fan and scan the card to see types and sort the cards. Additionally, cards will have an associated color alignment that shows their place in the realm -- as each color is associated with a direction and value of the game universe (magic, economics, political, religious, etc.). These associations are set at the highest level (WotC). However, a color could coupled with a mana card to complement the color assigned on the csrsd.
One could use the borders of the cards in two dimensions, such that fanning the cards in one direction shows the type of card, while the other direction shows the alignment of the item the card mentions. These 2 complementary corners could then contain sub-knowledge (someone else can figure this out, if desired).
Each card type can potentially hold a outer and inner personality, so that equipment is the outer thing and the consumable are the components (inner) needed to make the outer thing. These would be contained in differing card. The dungeon card (lands) vs. the secret room card (landmarks). The ancient (outer) vs. the arcana (inner). The foe (outer) vs. the magical forces the familiar needs (inner)??? The god (outer) vs. the dragon (inner).
Cards may have a LEVEL associated with them. The higher the level the more refined the mana color cards must be to get a match.
These different categories should ahve a nubmer associated with is the first number for each card number. This allows players to know what kind of card is linked to the card they have. The second number can be what realm they are found in.
- Friends & Foes(STR:RED): NPCs, dragons, significant commoners, etc.; quotes of these
- Equipment & Consumables (DEX:ORANGE) (gems, armor, lembas wafers, holy water?): (Guild, coven, race origins/associations covered with card number links to field). Optional cards in this group may include raw materials (grains, wood, steel, wool, leather): (Rule: If one has the card, there is no encumbrance cost (for large pile of gold, for example)).
- Metals, Grain, Wood, Stone (CON:YELLOW): raw materials for trade by leaders or others at shops and merchants. (Adamantium, 20board-feet of lumber...?)
- Lands & Features (or landmarks?) (WIS:GREEN: history, significant NPCs connected there? Shops, temples, altars. (These presumably --at least for the lands -- are directly associated with the realm group) PER
- Legends & Lore (CHR:BLUE): region/Lands associated with; Rewards XP for meeting milestones.
- Potions, Wands, Spells, & Scrolls (INT:PURPLE): keywords to activate/ primary wizard which created it OR demons or demigods invoked) INT
- Ancients & Arcana: (PER:WHITE) the god/desses on the side of good; rewards DMs with abilities at the table.
- Dragons & Demons (ASM:BLACK): Advancing X, Protecting Y (build magic, industry, etc.); rewards players with different abilities if "possessed". (only dragonborn if a dragon card, no elves on demon-abilities, ): may be like "dark gifts" and have negative side-effects.
Further cards could be augmented with colored mana cards:
- Mana cards: different colors which can be quite specific (Chartruese: rare) rainbow colors will be common but many others could be very rare. These cards may be necessary to activate certain features of other cards (like the sentient aspect of sentient equipment, or healing creatures, removing curses, speaking with the undead may require the right mana color to get different information out of them, etc.)
- Gems and Coinage cards (minor cards): (5s, 10s, 50s, 100s, coppers/silvers/etc) etc.) coinage/gems. color of gems is associated with mana-color cards. XXX mvoe coinage to equipment and consumables, and move gems to metals, stones...
- Blessings & Curses: A curse card can be specific, like "Curse of Barovia". "Blessing from the Lady of the Lake", Pair with other cards to enhance or cancel out items. XXXMove these to spells and potions groups as these can count as magic and just need a colored mana card to be associated with it.
FIX: The blessing and curse cards are meta cards (+1), while the coin and mana cards are kumbra cards (-1). XXXThis is too much for a game. IDEA: Cards may have multiple parts (card 1 of 4, card 2 of 4, etc.) that may bring an equipment item to its highest level or reveal lore to receive the highest XP, secret room in a lands and landmarks card (rare), etc. IDEA: Such multiples should have a defining card (a card necessary for possessing or achieving the item) and 2 or more support cards. IDEA: Consider that like mana/blessing cards ,you could have coinage as an abstract, and quantity. So a gold pieces card coupled with a 50pc card coupled with a lands card would define the coinage. OR an amulet with 6 cards to define it. Such pieces could be lobbied into an official card of their own, OR a complicated card could be decomposed into lessor cards if a player destroyed it.
- light: mana and magic: color. for mana to evolve to magic, a liquid element must be added ("blessing" (intention) of Elminster)
- matter: raw resources: gold/copper/etc. stone (marble/adamantium/clay), metals (tin/copper/etc), wood (oak/maple/alder/etc), grain (wheat/rice/etc), minerals (sulfur/saltpeter/charcoal/red powder/black powder/?). Raw color components (affiliated with the chromatic dragons, gem for clear components, and metallyc for metals) evolves to minerals with addition of liquid elemental, the addition of light elemental makes objects alive (or glow, if not containing all elements), while the addition of unit cards makes it more massive for the same thing (write-in: type (met
- liquid: divinity: blessings/curses or "intentionality" (write-in: type (blessing, curse, or intention)
- air: units (or story?): 1/5/10/50/100/1000pcs or units (write-in: unit (bushels, pieces, pounds, etc.)
- a particular metal might be a mana card plus a matter card?
- or re-arrange the card type to a 4 + 4 model: four ASM/root/micro cards, four PER/crown/macro cards (animated items (pcs, npcs, deities, dragons, etc.), animate objects (friends/foes) abstract-below, inanimate objects concrete-below (equipment/consumables), lands/landmarks/dwellings concrete-abov3, knowledge/story/lore/arcana abstract-above. At the highest level these macro cards are the gods making lands and animate object but these intersect where man makes things objects and knowledge...
A currency card would be made with a metal card + leader or lands card.
An NPC would be decomposable into a number of colored mana cards in units equal to their XP, plus matter cards of minerals, and blessed particles of matter or light (the composition of life) on... ?yet the matter cards become minerals with a blessing or curse of another source.
Mana that is oxygenated or enlivened is effectively blessed by the creator of the NPC, while spent mana is "cursed" by the expendor.
Mana cards can be used to enchant or add possession to an item for a particualr alignment. DM can then create special magic items or blessed/cursed items by pairing these cards with others.
A magic-sword, like Sting, would be a special case. These latter two card groups allow the DM to concoct new items by combining them. A combination of two cards. If the combination results in a good fun, then a real card can be made that "magically" (through publishing) unites the effects together. An arcana card could be blessed or cursed, for example, depending on who is trying to possess the knowledge. Galadriel might be the only person with the knowledge and curses anyone that comes into possession of the arcana card with it, until such karmic imbalances are resolved.
- think of what classes could be affilicated rather than drawn to them (as origin rather than the consumption/use)
- Where would the stats of an OBJECT go: regular E and C cards.
Cards can be traded freely, but card effects (the effects the card gives) require the giver to have leveled at least once for another player to get the advantage.
This color ordering represent the present Aeon of D&D. As gameplay advances around the world, a new aeon should emerge.
Each type should have at least four fields associated with it? XXX see new data below Each type should have at least a Name, a revision number (internal bookkeeping to keep track of the most up-to-date, major number change means that the dragon-configuration has changed and may be incompatible with earlier revisions, minor numbers for minor, compatible changes) ??? and (*Mana | *XP/LVL | *gp), *Dice *, alignment icon four colors in one? no, four color areas giving the gradation. Good vs evil, white vs black, choas vs lawful, red vs blue, magic vs. mechanism, purple v. orange, individual vs collective, yellow vs green.
All cards have a front face and back face.
Front face gives (4) non-mechanical info:
- Name (title)
- Origin (sub-title)
- homeland/lair for NPC cards,
- creator of equipment cards,
- guild/coven for spells/potions,
- color association for ancients/demi-god/dragons/demons(all of these?),
- lands or region for L&L cards to where legend or lore refers,
- the demi-god/dess for lands,
- Picture (of person/item/place/event)
- a Quote or Disposition (perhaps a salutation, a rumor, for speaking characters and a legend or state for non-speaking)
- from the NPC for F&F, ("Welcome to my humble abode." Bilbo or something)
- about the item for E&C cards ("you never drop the Sword of Galadriel on the ground" -- possibly credited with author),
- a legend for an arcana card,
- incantation for spell cards, potion cards
Back face gives 4 stats/mechanics section. (Detailed data is left to monsters guide and campaign guides. This is data for players, rather that spoiled data.)
- LVL: a bar(?) and a color (giving some alignment knowledge) with special markers for extremes on either side.
- HP: black to white range allowing comparisons but not too much ability
- Textual knowledge
- Ability Dice or Special Action
- Weapon dice
- F&F: 4 corners hopes, fears, visions, thoughts
- lands: anchors,
- ancients and arcana
Cards are grouped by domains they belong to: Ravenloft, Sword Coast, Kara-Tur, Greyhawk, etc.
Gameplay has a small reference sheet to describe what to do with each type of card. The cards describe everything else. If player wages a whole domain of cards belonging to a certain lands card and loses, they lose 1/2 of their PC XP gained from the event, otherwise, it's just card-loss, and they can keep the inventory manually on their player-sheet and journal.
Every card has a card number that is unique to each unique card. There may be 20 Sword of Excalibur cards, but there is one card number for it. Each card may(?) also reveal links to other cards, such that an equipment card may link to a Friend and Foe card which created the equipment, or a L&L card which tells the story about it. These are generally bidirectional. (Should Lands cards be linked to F&F or Legends and Lore? This would save card space that would otherwise be taken from telling the place where NPCs come from.) It may not be desired to reveal what cards link to where too easily so as to keep secret lore and to help cards get bought and traded. It may takes some of the fun out of it. (It's okay either way, I think.)
Every card, in very fine print (to save space), also has a serial #. The card # can be looked up if a DM, for example, merely writes a small note on a player-sheet (player acquired card #5231, serial #: 6812). This data can be registered by the player or the DM in a central database to keep track of the provenance of each item. The WotC could have privileged access to see all places where card X is in play and track who actually received the truth of the card. For example, a one of a kind card may have 20 different cards printed and scattered throughout the world, but only one player gets the actual item and the rest must be fakes (in-game). These numbers can both be at the bottom under any framed items, or at the top or both.
Lands and Features
Explorers can collect these to show how far they've travelled. Herbalists can own forests and other geographic points as part of her domain of which she has dominion over. Leaders can own them as political points of power. Cards are acquired after some fixed XP is earned (10,000?) for exploring the realm. Large areas, like Ruins of Undermountain, may have three different lands cards, one for each level of the dungeon.
Features might include the entrance into a cave/dungeon/etc that might otherwise be unnoticed or secret rooms or special features inside a building/castle/city. For s
- Lands: acquired by explorer class once transitioned into the place, made by the gods or demigods, holds the color/composition of the dice for the realm. PER
- Acres or square footage?
- PMana: Generally 0-400 mana per round. For some areas, like the Abyss up to -300, rendering people incapacitated unless they're half-speed. Barren, featureless, arid landscapes would give 0 mana per round, while a vibrant forest held by several herbalists might give 300 mana per round to like-aligned adventurers (actually this depends on if there are wards to annouce their presence). A dark-arts dungeon, with lingering magical energy, might have -50 mana or more.
- With picture
- (Lands:)Explorer dice: #faces, clear/solid, color, material (stone/crystal/metal(gold/silver//)/resin), font/motif (gothic, skeletal, normal, etc). ex: d60, opaque, orange, granite(/metal/resin/crystal), san serif.
- DM Notes (not on card?): % chance of an Tier 1, 2, 3, 4, 5 encounter at day/night? Example:: Town: 100, 70, 20, 5, 1/ 10, 3, 3, 3, 3. maybe not on card
- for lands (explorers): dice used; landmarks (herbalists): dice probably of knowing about/finding it.
- Total XP for complete exploration available. (can give approximations Forgotten Realms >1B)
- Realm (Major demi-plances: Kara-Tur, FR, Ravenloft)
- Darkness or Light value: +1 to -1 (extremely light to extremely dark): high score can lure players to find the sources of power)
- Obfuscated Name
- Inventory of room (not obfuscated)
- Obfuscated XP (when found): (First founding vs. after party) If you're the first to find the entrance to a dungeon, you get the larger XP win, otherwise they just win the after-party stat related to difficulty of getting there.
For Multiples on this card type, there is a defining LANDS card "The Ruins of Undermountain", then there are support (Feature) cards like "Entrance of the Sewer in Neverwinter". Each support car may have a small amount of XP associated with it or even an equipment item, but the defining card has the (possibly range of) XP rewarded for complete exploration rewarded to ranger/explorer classes. Each level of RoU would have it's own Feature card where the level (staircase or other means) is accessed (without enough context to give it away). One of them would be the Yawning Portal card, for example.
Demigods and Demons
Dragons? METAL (foil)
Possession of demigod and demon cards grants you the stat increase as long as they remain in your possession (could be removed if player goes against the alignment of the god). Possession of dragon card grants you luck from the goddess of the same color alignment.
deities held by clerics or other NPCs. Acquired at temples or by devotees. Grants luck or other bonuses (+DAM (gods), +HIT (goddesses), AC bonues for clerics, etc.). PTY/WIS
- Types of reward given for loyalty: money, weaponry, tools, spellbooks or lore, recipes and techniques, ambitious feats.
- Devotion vector (the god/ddess's alignment towards the realms)
- Advancing X; Protecting Y.
Dieties can increase a stat up to 2 points if you stay loyal, otherwise you might lose the card.
- Name: Crom:
- Subtitle/Known for: Former of Mountains
- Worshipped by: the dwarves, uthgaart
- alignement vector (
(btw, crom the M represments "mountains", the O is the lands generally , while the "k" is the boundary between the m aterial plane and the etherial.)
Spells, Wands, Scrolls, Potioncraft, and Miscellany
acquired when grimoires are found or wizard class make. Can be used one a day as scroll if not a wizard. INT. Cards witht he same patron can be collected into a grimoire to get some extra power.
- Spell/Potion name (Patron optional: "Elminster's ?multiple ?mouths")
- color alignment: what magic is associated with the item. If colors are more than one, combine. If colors are complementary, add a darkness/chaos level.
- picture (color related to Patron's colors): worth a thousand words they say. (consider hiding data in the picture)
- Mage or Coven affiliated with the recipe or spell. (collect all of a given coven/wizard and it completes the grimoire and get a special bonus or for potions and female you are eligible to be part of the coven).
Ancients, Giants, and Arcana
Possession of ancient and arcana cards grants table priveleges. Possession of giants cards grants you luck from the male side of the pantheon.
deep knowledge of the realms, beyond the ken of mortals (separating them from Legend and Lore cards and friend and foe, but related to dieties and demons but on a whole 'nother level: as it pertains exclusively to the all-that-is and the ancient dragon lore). Could be further background on Strahd (XXX NO: would be info on how strahd is trapped in his own realm or sume such) or other NPCs or places or herbs, or ??? . CON. there is arcana that pretty much describes how every major force and ancient entity brought about the realms as players play them. If card is held by a DM, all players can get a benefit, otherwise the card only effects the player. If the card is held by an AL GM, they can choose either to give the benefit to all of their tables or just one.
What distinguishes these cards are the massive amounts of XP-equivelent for just knowing the data on the card. Like, over 1M XP or more.
Some arcana cards should be very rare, just like equipment cards, but in any case(or does their obscurity offer the same benefit?) be rarer than most other cards, as there are not too many interested in the arcane within the Forgotten Realms. These can be wagered during stand-alone play and seen as moves of the game universe itself.
no picture for these cards. Penned upon a scroll maybe? (which itself might hide some deep information). The anceints card will give mechanical lore, like how the gods confer energy to their members. DM gift: If a DM is in possession of such a card, they can get special abilities (like awarding a bonus action every 5 rounds) and it is conferrable to all players, generally speaking. A player in possession of an arcana card only gets the gift for themself. A giant like King Hekaton might confer an arcana card to you, if he likes you...
- The Abyss infuses madness in two ways: 1) you are separated from everything that you know in the regular world (food, culture, sunlight and diurnal cycles) which gives your psyche ballast, and 2) nothing is certain -- just when you think you've understood it all and mapped it all out, the system re-arranges and is no longer where you thought it was -- it refuses to give you anything. DMs with this card can reduce player madness level by 1, once an hour (of game daylight) or 2 levels if an uninterrupted cycle of sleep has occurred and lasted at least 8 hours (and the player doesn't seem too "sketch"), if they give their players a blessing of some kind. Gift idea #2: You can award a single player with immunity from madness, but this may be considered a form of "dark" gift which has unwanted side-effects.
- Cold, shivers, and HP: When a player is cold, they can sacrifice 1HP or 1oC warming from a shiver. if DM has this card, party gets cold immunity for outdoor effects. Effect is pro-rated based on DMs LEVEL score (a LVL 25 DM grants 25% immunity) for cold spells.
- Hot, sweat, and Mana: When the player is overheated, cells (XP) can be sacrificed for mana on the F/goddess side. This will create sweat at the outer-core and cool the player 1000XP = 1oC of cooling for event (the act of initiative that initiated the event or a diurnal cycle, whichever is smaller). If DM has this card, like above for cold, but for hot weather, fire spells.
- In the many tesseracts of the Abyss, one might fight an ancient called "Vizeran". The Gravenhollow library probably has knowledge of his story, partly which I reveal here. His dream was a machine which could reach to the heavens and see beyond the known universe. It exists in some part still where he may expect that someday the gods will move the universe in his favor manifest his dream. The problem is that beyond the universe of the Forgotten Realms is our own, so the gods had to shelve the dream and put it in our world (XXX move this part to a legend and lore card (without direction mention of the V name), and stick to the heart story and machine for the arcane), however if you wish to grant this wish, his home becomes his rocket/spaceship and the world he ends in is the Star Wars RPG -- the whole realm advances in Time. But if you're the DM, don't do this to your players, push the card upwards to the Adventurer's League. DMs with this card can choose to either grant 1 player a wish OR ensure the player's find the Black Heart, granting advantage rolls for the player that wears it.
- It is the dynamics of the gods and demi-gods which create the effect of the so-called critical hit. When your players are acting on behalf of these gods, they can receive this benefit on rolling the top score of any die: a doubled advantage (a 3d6 roll of 2, 1, and 6 gives the result 15 (9 + extra 6), a 5d4 roll of 4, 4, 2, 3, 2 is 15). A maximum of 4 die can get doubled in this manner by this force. (giants deck?). Gift: Once per session, you can award a player with a critical hit that didn't roll one (or did?), giving the maximum points of the die x2.
- The goddess dynamics give the bonuses of luck. This luck gives advantages like critical hits, but not for combat as much as DC checks. The trust value (tensor) is weighed and summed and made in comparison to see the amount added as a bonus modifier to DC checks. XXX Gift: The DM can choose the player with the most affection from the feywild with "luck". You needn't inform the player of this.
- There is a seal that covers the home of the great, multi-headed dragon, acting as a door that is never to be opened. There is nothing like it in all the universe, including your own ("real"). Such an event is practically Apocalyptic, and the demi-gods are still debating the presence of Tiamat. Crazed events in the Realm happen when some warlock or another goes messing with the machinery of the Abyss. Gift: The DM with this card can reverse whatever event landed the party in the Abyss and sets them in the land of Phandalin, right at the castle ruins (see Starter Set).
* If ever there comes a day when the great dragon tries to awaken with greater than 8 heads, you can be sure that your world is gone. It sleeps in the Caldera of Archon and best keep it there. Its fearsomeness has been only survived by one known party (despite rumors to the contrary), and untold others who perished without any lore to be left behind. The DM with this card can teleport the party from Tiamat's lair once.
- Tiamat has up to 8 heads, normally 4-6, but minimally two, in the case of a quiescent world where the gods are still and the people abide by them. Many believe they know the colors, because there are those who saw it, but nay: few risk the dragon`s lair, and fewer still have lived to report what they see. In fact, the only view has been the one they called Tiamat. The color the heads depends on the state of the nine gates of Hell. When a gate is open, the dragon head is present. For the arcana of this subject you will have to search another source. Gift: you may call once during an encounter with Tiamat (or any multi-headed variant) for everything to STOP. During this brief respite, your players can escape through a special window of Time opened up by this card and get free, if they wish. It is not required that they accept this -- you're simply giving them the option and acting as the (demi)god for them, suggesting it. You can use whatever in-game methods to inform them what is happening, without giving away the truth out-of-game ("Yeah, basically, it's a portal for you to escape." -- unless you ahve a way for the gods to communicate this, you cannot say this.) If successful, this counts as a bona fide story of lore of a group that succeeded in escaping.
- Dragons stir because someone is screwing around with the Universe. It could be a sorcerer or an incompetent wizard, who knows. But know this well: nothing is without a reason. Gift: One player out of your group never gets attacked by a dragon. The exception -- which should be rare -- is if the player is too spiteful of the dragon. This (above) bit of arcana can also generally explain the presence of dragons outside of their lair within the realms: someone went screwing around with Hell.
- Werewolves and Vampires btoh have canines. Gift: You can give your players immunity from vampire bites if you possess this card.
- Of all the lore that came from encountering Tiamat, there are two that stands out: that one does not mess with Hell lightly. Let it be known that anyone who harrasses any of the singular great dragons, of whatever color, in their ancient form will be met with challenges that will not be protected by any god. ???Gift(?): You can confer a +1 WIS bonus if a player decides not to attack a dragon.
- Each head of the multi-headed has an arcane sound or syllable that makes it`s name. The sound of the Black head is "mm", the white head is "hyah". This composes the hidden spectrum of sound which, if any arcanists tried, would compose the perfect order of some of the alphabet of the common dialect. Gift: You can confer an immunity to any damage on the first round (only) of any ancient dragon, including Tiamat.
- Magic gathers in the wizard by the use of fine hairs on the skin. This is also why he wears lose and funny clothing, like the long, open-ended sleeves and lower . Few know (and perhaps fewer care), but the wizards are generally naked underneath their robes for this reason, when the weather allows. For this additional reason, many tend to be wander -- they follow the weather that is conducive for them, for they (generally) shouldn't tempt the gods with controlling the weather. Gift: Good weather for your players.
- The witch uses the power of the womb for her magic -- the place of birth and life. In this way, she can commune with any animal who has a womb. She is also naturally protected from the strength of all good men; i.e. those who still honor their mothers. Gift: The gift of luck to any female player -- unless a gift from another arcana card is in effect.
- If the majority of the gates of Hell were opened, either the gaming world gets consumed and your game, Dungeons and Dragons, would disappear OR your own world of Earth would disappear. Pray to your gods that this never happens. Gift: The DM him or herself is granted luck. You get advantage on DC checks of your major ability.
- The holy name for the over-god that orders the elements and maintains the universe is called wAmman or Ammanus/Ammana, the All-Mother/All-Father. They are two sides of the same coin and collectively can be referred to as "wAMMAN". The "w" at the beginning is nearly imperceptible and often not included when spelled. The lucky DM with this card can allow all DC checks to have a +2 bonus for the players. A player with the card gets the bonus for just theirself.
- The highest objective of the All-Mother, All-Father is order. Order is the opposite of entropy and the deeds of most men create it, for they are simple-minded. For, the activity of Life tends towards disorder. Gift: The DM with this card can give each player another die that complements their class's main dice rolls (not DC checks) and give them another dice for advantage, so if their main dice are 3d6, they can give them a 4d6 roll and take the 3 highest rolls, otherwise a player with the card can get it just for themselves.
- In the Abyss, a diet of only fungi -- which is about the only edibles found naturally there -- creates an unusual, rubbery feces in a shade of grey. The odor is something like burnt rubber that makes fey creatures wretch. Shy away from any if you see the pale feces. A DM with this card can grant food to players automatically while above-ground.
- You may note that the cards made by the wizards of this coast all have two names: this AND that, etc, much like good and evil or metals and gems. This may seem annoying, but the universe works by such duality. These binaries separate the universe so that there can be life, and perception, and the interplay of light and dark. Consider this in your scriptures and gameplay. Gift: DMs with this card adjust alignment freely of their players or a player with this card can adjust their own.
- Mana originates at the assemblage point (ASM) at the base of your torso, where your Beginning began. It is a necessary component for life and there are many uses for it as it travels upwards, generally, to collect or be used in various ways. as strength (warriors), magic (wizards, healing forces (clerics) and so forth. This life force, or ki, can be directed by player's intent. Gift: DMs with this card, can grant a +1 bonus to one stat for as many players at their table or a +3 bonus to a single player (if it doesn't bring them above 18).
- An adventuring wanderers perception is dependent on the heirarchy assigned by the Keepers of the Feywild as is related to your purity. Animals and all fey creatures narually have a high perceptivity (PER), but explorers (and others?) can cultivate a high perceptive ability. There are magical forces, like demons or sorcerers, that may put a "gloss" over this perception, but otherwise, high-PER creatures are keenly aware of things around them. ??Split into two arcana?? Gift: The DM should make an encounter with a woman of the feywild, where they gain their affections. Upon success, every player that is acknowledged by the woman can grant them +1 PER bonus for as long as they do not hard any fey creature without giving a sacred act in return.
- The distinction of races is a way for the gods to develop order and value in the realm. A slight imbalance in the normal symmetry of the universe at the center of the soul spirals outwards to create useful races. This accounts for the small modifiers in their ability scores by your friends at TSR. Be sure to include the Tamari and Shou races for a more complete and diverse set of playable characters. Gift: DMs can grant up to +3/-3 bonus to main racial stats for players. Normal adjustments are +/-2. ??
- The realm of Faerun is founded with the same name as faery or fae/fey. The rumor to these gods of the forgotten realms is that ed greenwood and Tolkein dreamed up these realms with a faery creature that whispered in their ear while they slept, but perhaps it was all just in dreaming. Regardless, it is She who named the realm and dreamed it into existence... Gift: DMs ??
- Baphomet is a demonlord in the Abyss who represents the unresolved anger or karma of the animal kingdom. His bite confers rabies, which is not to be curable (for reasons of the gods) and whose components are the death of animals who were innocent. Further, it/Raowe conveys a frightful presence to all meat-eaters (only) which lasts as long as they have not paid back in full. When this demonlord is fully enraged (man has violated the animal kingdom), it takes the form of the Balrog, where the "og" gives if the power of the gods. Gift: You can inform your table of this arcana freely. Those who accept the wisdom and stay vegetarian, get a +1WIS bonus.
- When the arch-god or allthatis is involved statically in creating names, it will sometimes spell things backwards from when the holy name of "Xamman" is dynamically creating the name. This is the origin of the lore for reverse-speech being demonic. The term "balrog" for example sounds like "gore lab" -- where animals are slaughtered. Gift: The DM should have special abilities in granting titles to players. (Talk to AL.)
- Grazz'T is a demonlord which exudes sexual energy and will suck many elven men or other women of their mana, like a succubus or incubus... Gift: The??
- Demons don't really see. Their eyes are to intimidate you into keeping yourself at bay. They do have infravision though, so can sense your presence. DM gift: you party can get 1/2 of the hits from the demon as misses, if you feel them morally pure enough, or 1/10 them, if you do not.
- The presence of the unicorn in your realm keeps dragons at bay. You never see dragons in Ravenloft... Gift: Possession of this card allows the DM to place the NPC in ?? (But what if the realm isn't pure enough
- Liches are made from psychic attack. ...stuff about liches... DMs with this card are immune to the Curse of Acererak.
- The human(oid) soul has two special abilities that conjoin with one another, and so aren't easily seen, yet make important parts of the anatomy: the gonads and the eyes. DM gift: if you employ these extra arcane knowledge, the DM gets +1INT, additional mana_regen or an extra time_slot every two rounds for each player tracking these. This takes the place of Perception checks and allows a death saving throw when HP=1 if ASM>0(or10?).
- If ever a leader becomes Rank #1, s/he will have to hold all of Toril. At this point, depending on the alignment color of the leader, the same color (adult or ancient) dragon transforms into a bird and there is one fewer dragons in the realms. Gift: The DM can grant a bonus to all leader classes which will remain in effect even if the DM gives the card away (or loses it).
- The entrance of the Abyss is more-or-less defined by the elevation of sea level. If or when the dwarves (or anyone else) digs too deep for example in the mountains, they will eventually engage a rift in the bedrock which will open up an entryway into (or out of) the Abyss. Beware. Gift: The DM can allow the players to create an entrance or exit from the Abyss, if they have the means to do so, regardless of any map.
- When a gate is only slightly open from Hell, it creates an insect that appears above surface. This insect is effectively an embodiment of a specific demon down below. This bit of arcana is also true of your (real) world.
- The allowance of AL to give benefits to all tables (their DMs), or even a DM to grant to all party members is a mixed blessing, as demi-gods must eventually learn. Too much assistance, even with the best of intentions upsets the balance of the universe and eventually you must try to see where it occurs and counter-balance it, offering a lesson to everyone involved.
Friends, Foes, and Familiars
- Front face:
- Name of item
- (smaller type:) Homeland or Lair (optional)
- Detailed picture of NPC (rich enough, perhaps to hide subtle cues that may take time to understand),
- Quote (use quotation marks) or Disposition (for non-speaking NPCs: no quotation marks) that characterizes them. Ex. Bilbo Baggins: "Top of the morning to ye.", White Dragon: Bothered at (yet another) human(oid) brandishing their weapon. Green Dragon: Hmmpf. A human(oid) again. Will they be patient enough to entertain an old beast?
- Back face:
- Alignment-spectrum (two linear rainbow spectrum lines (connected?), top one Evil, bottom one Good):
- Dominant personality is signified by a large dot(s?) or bar (spreading across several color bands) or even dipping into the other band or a random mix of dots signifying "any" color of dot could still be used to represent another aspect of the friend/foe NPC.
- Subordinate trait shown by a small dot (things they "fudge" a little on a good-dominant character, or an evil character might have a hidden good-side): shade of gray signifies lawful (white) or chaotic (dark)
- ability score bar: rainbow bar again (separate from alignment bar), with different-sized dots to indicate score, rather than traditional number. DM has a gauge to read the proper score if desired. Color of dot can indicate whether the score is tainted by some evil aspect.
- Text description (1 paragraph) regular text,
- Dynamics (can be used with dialog dice) (Examples for a particular dwarf NPC):
- (remainder 0) ideals (was: loves/protects): the mines to be open again
- (remainder 1) bonds (was: wants)): ale, Dwarven women
- (remainder 2) knowledge (was beliefs/thoughts): knows who's hiding in Cragmaw Castle, elves are self-righteous stick-in-the-mud.
- (remainder 3) flaws (was: needs): his beloved (dwarven) wife is in love with another (dwarven man).
- another example of dynamics (for a adult Red Dragon):
- ideals/hopes: none (hidden: red gems)
- bonds/likes: tasty morsels -- slightly seared
- knowledge/beliefs/thoughts: the intelligent humans aren't so intelligent
- flaws/fears: none (hidden: loss of _; power/muscle)
- Alignment-spectrum (two linear rainbow spectrum lines (connected?), top one Evil, bottom one Good):
Consumables and Equipment
If a consumable (grain, woods, metals, stone) and held by a Leader, gives output per day for their city. (If the card gives an unreasonable amount, consider that the good is produced magically and this mana use has effects elsewhere in the realm.)
made by craftslans/traders (formerly rogues/carnys/theives), acquired when found or bought. DEX ASM Collect enough of good items and a craftslan could open a shop, collecting some amount of money automatically.
- LVL of DEX class and mana required to make it.
Distinguish between items that are rare in the game vs. items that have very few cards. Mostly this will correlate, but it might be helpful to have 100s of One Ring cards, though it is a one of a kind item. The DMs must then contend for who will receive the bounty if there are multiple table they're aware of with the One Ring card -- for there must be only one.<g>. The key metric to ask for the number of cards is how many people are worthy of the item, even though it must remain rare? The Sword of Excalibur probably has a 1000 qualified players to have it, but yet must be considered one-of-kind/unique.
Everything above Very Rare should probably have a Legend card. Legendary items can be consiered extremely rare, such as this:
- 1: Unique
- 10: Extremely rare (or Legendary)
- 100: Very rare
- 1000: Rare
- 10000+: uncommon
- ~population: common
- One Ring (100 cards)
- Sword of Excalibur (1000 cards)
- Badge of /disney bedknobs and broomsticks/ Merlin-? (5 cards?)
- Sword of Atlantis (Conan's sword) (500 cards)
- Dawnbringer (1000 cards)
- eye of vecna (20 cards)
Legends & Lore
All milestone rewards should have a Legend & L0re card associated with it. Likewise, everyone who meets the challenge or lore on a L&L card receive XP for attaining it.
rare acts of daring or events of renown that have occurred and created a story (may not be completely true or under suspicion), CHR. There should be a L&L card for every named giant. Dragons probably have multiple L&L cards depending on what new knowledge fighters, wizards, or other adventurers got from their interaction. Bards can collect enough of these for the feat "storyteller". If a player accomplishes something from these cards (the "legend of the sphere"), they collect the XP on the card.
- (approximate) Name of event/special item
- Approximate location (broadly: Ravenloft, Kara-Tur, "Ruins of Undermountain" is too specific: say the mountain range)
- Approximate date/time of event.
- Any personal names involved
- XP expended(?) (sets amounts of XP gained when bards visit: total gained is divided by amount of XP of other players. (100 players with 1000XP have expended a level 100,000XP event that the original characters held, so such an estimate of the number of players offers a (estimated) 1000XP -- this is one major difference between a task and a lore).
- weave interlinks: places affected
- Event picture???
- Color alignment for the task (mulpitles? might add up to a greater level of pure white)
- There are reports of goblins in the forest west of Phandalin on the Sword Coast. 25K XP for investigating the matter and closing any portals that are bringing them into the land.... ? Note: Whereupon they find the cave noted in LMoP and in the back cave see dried blood upon the wall related to a killing that happened there in some dark rite (or whatever). The player must cleanse the area to receive the full XP valeu. (Various demi-gods could have such request that are met through adventurers that don't involve killing any foes, but warding the lands of evils.)
- 1/4 500K XP: Descend into the Abyss, find the Maze Engine, and set dial #3 (of 10) to 7.
- 2/4 500K XP: You will need to remove all metal gear before approaching the Maze Engine.
- The realm of Ravenloft is connected to many demi-planes, one of which is the Forgotten Realms (and another which is our own (through the story of Transylvania)?). These demi-planes are connected through the Mists. It is rumored that women of this realm, like Ezmerelda or Lady Eva can choose which demi-plane they go to at will. Collect 50k XP if Lady Eva leads you into one of these planes.
- It is nearly certain that Ravenloft is connected to a demi-plane which holds the world of Camelot in a state of hibernation, if you will, or stasis -- unmoving, where Time has stopped. If one comes across this plane, you must look for Excalibur and return it. Consult with an AL member to see what to do if you find it and get 20k extra XP for your party.
- Each feature on each dragon speaks of its history. The teeth were generally settles in the 1000 years war with the giants, while the plates on it's head or back from other creatures who thought to meddle with it. (Keep that as a lesson, young warriors). The claws
- There is a giant mountain which holds a temple. In that temple is the remains held in amber (or statue) of Vecna. Reward 10k XP if you make it to the Temple and 20k XP if you take a snapshot of this amber sarcophagus.
- Vecna's Descent into the Abyss?: How a human or mammal becomes a lich. (-)50k XP if a sorcerer in your party succeeds in producing such a being into the game universe.
- the adventurers who turned to stone and are now at the city square of X
- ?You may note that the wizards` hair is generally balding, at the top-sides. This is because: no man can follow him. But the gods know better and they will generally have hair in the center of their forehead. The more hair the more support of their fellow man, but wizards are a different breed, they go where others don't.
- The first vampire came from a dark domain known as Borovia who makes his victims into beings like himself. Beings who enter his realm never leave. It is said that his domain was born out of lost love and the tortured soul that he became of it. +20k XP if your players enter the domain +10k * # of players that leave alive. This is good each time the party enters the domain.
- Crying Angles: It is said that somewhere in the Abyss is a hallway of angels made of stone that they tell of stories so sad, that even mighty warriors have tied from hearing their tales. +30k XP if the players find these statues in the Abyss + 20k if they hear such a tale.
- In the passageways at the bottom of the Well of Dragons, there is a muddy plane whereupon an adventurer might encounter the one called "the Mad Arab". He got there from HP Lovecraft's story in the Necronomicon. Since it is Hell, he is still partially alive, stuck in the mud, in ragged clothes. He is clutching something. D20: 1-4) It is nothing but empty papers falling out of a notebook. 5-9: He refuses to give it to you and you will have to kill him to get it? 10- If you collect this Legend, reward 25k XP + 10k XP mpre for each story or reward you extract form this being.
- The Mad Arab is a story of a man that entered the Abyss and got lost. It is said that he had mapped out several passages of the Underdark. Collect 10k XP if you find this journal with his maps.
- Legend has it, that a wandering wizard went searching through the Mists of Ravenloft and found every demi-plane connected to the Mists. Some of them dazzled him, others confused him or put him to panic. Connected from the Carnival (VRGtR) are demi-planes of the world of PandemicTM (Z-Man Games) and Savage WorldsTM (Pinnacle Entertainment Group). The problem is that most people get stuck in them and lose their way back through the Mists. This is what happened to the wizard so mentioned: he's still stuck in one of those layers of the world and wanders lost in the apocalyptic world depicted in Savage Worlds where his astonishment about such a future has trapped him. If Strahd, himself, got trapped in such a world, Barovia would turn into a ghost world and sink into the Mists and be forgotten. Reward LVL*1k XP if you ever make it into one of these worlds and back.
- The Curse of Acererak. DMs that possess the Tomb of Annihilation in their domicile have dice that subtly move the players back or towards the Tomb itself until the Curse is resolved. 50k(?) XP if you verify this legend.
- Some XP is rewarded for evil acts. Another way of seeing this, is that destroying a paricular alignment color rewards it's complement. You should note this when monitoring XP gains: the totals which are positive go to the good side and those which are negative go to the evil side. Neutral acts are at the discretion of the DM. Ultimatley, the battle is not which color will win, but who can make the greatest purity and power for all of the colors. Creating both greater white (from light addition) and black (from pigment addition).
- The greater black generally comes from knowledge gains, while the greater white from awareness; however when the female is dominant, these might be reversed.
- Ultimately, the issue of good and evil is a matter of who contributes more to the universe and its order. Will it be the sorcerers who gather the knowledge of the universe -- even if through destruction or through...
Metals, Grain, Wood, Stone
Metals are given in 1lb and 10lb units. Noble metals in a 1oz and 1lb units.
- Name: Elminster's Ruby
- LVL required to transform. Diamonds: LVL100 -- the gods and demi-gods are required.
- Certain gems are tuned to certain areas of the realms. The larger the gem and more natural facets, the more range it has available. Sapphire of Rhinos sees into Kara-Tur, for example.
So, for example, an Equipment card might show Excalibur a unique, legendary item. Because it is legendary, it has a Legend and Lore card, about a sword that King Arthur pulled from the ?Blarney? Stone of ?Devonshire? (insert real Dragonlance placename). Further, a Mission card might say to go find the legendary sword of Excalibur, that upon completing the mission you will receive ?. A Deity card might show the Lady of the Lake a LVL75 goddess. A Legend and Lore c
These can be traded and turned into other objects. A ruby can turn into the "Amulet of Ra" card (for ex) or 10lb of Adamantium can be turned into "Adamantium plate armor".
Blessings, Curses, and Mana
These cards are meta cards which can transform regular items. They can be paired with certain campaigns where there is a high amount of cursing and blessing (really just trust transfer from higher-level PCs with high-alighment values). They can bve specific (actual "Curse of Strahd") or more generic ("Blessings of the Nordic") with some power limit.
Mana cards can be affiliated with particular high-level Wizards, Clerics, and others affiliated with special powers and are assigned a color. These colors are associated with newer alignment notions rather than a simple good and evil assignment. It was this confusion that may have brought about and stirred the multi-headed dragon in the realm (RoT)...
A mana card might have a singular color and be worth 1mana. These cards are called germs. when a player touches a cursed object for example, the DM might hand over one of these cards. Players accumulate such colors that stick to them subtly (like a tag that can only be lost once the issue if resolved or you've desecrated the gods), and can be used to make more meaningful interactions between NPCs and the players, as well as give players direction. Players should keep their color cards, except when it belongs to equipment, on the table.
A wizard/witch might collect mana cards or his or her color so they can attach them to items they make.
- Curse of Strahd: While the player holds this card, they get disadvantage on all DC rolls. They will have to figure out the proper endgame for Ravenloft to remove the curse, or some other technique to cancel/neutralize the curse. The curse is reflected by black crows that seem to follow the character...
- Curse of Halister Blackcloak: made whenever players reveal secret knowledge that is held in the various cards. Gets disadvantage rolls on relevant ability score.
- Curse of Mordenkainen: made whenever DMs or others go against the over-arching goals of the D&D universe....? Like reversing hte good vs. evil equation.
Coinage and Gems
These cards are for helping show where people have been in the trading economy, such that coins from Kara-Tur can be traded with coins from Neverwinter, and show the dynamics of inter-table trading. Places no one has even heard of, perhaps. Places from different demi-planes. Places from the future, or from the past.
Gems can have special provenance that grants special abilities as well as coinage value ("Ruby of . 50carat chromatic gem = 10 electrum. 1x50ct diamond = 10 of these.
Arcana: Each of these might have an association of a mana card and could be traded by the gods for some large amount of mana.
Adventurer's League and WotC only: ...or be pulled into the Abyss. For a card group to exist, there must be at least one giant, ancient, or arcana card which makes the realm itself exist and unique. All of these should be under the rubric of D&D One (One Realm). Each arena should have a number of it's own for the card indices (noted below in paranthesis, starting at 1-9, then ABC...).
Transfer MTG cardsD&D adventure cards and draw from settings as such, creating a deck:
- The Forgotten Realms (?v3, 4, 5?): scrolls
- Call of the Mists: Ravenloft and associated properties (VRGtR), Baba Lysaga skeletens, cursed items, .
- Age of Chivalry: Dragonlance, practical magic (nothing too ethereal), polearms, maces, a special spellbook which may be instructive or especially powerful for the other realms.
- Giants and Dragons: STK; lots of random (but exotic -- leading to very diverse adventures) items a few treasured items, arcana (For the purpose of this setting, goddesses are considered "gods". It is the "O" that is in common, representing the perfection of life, it is both neuter and bi-gendered at once.) strange things the celestials or gods or demons? carry)
- Pull of the Abyss: (aka rage of demons) OotA, strange items.
- Winds of Kara-Tur: places of pyramids, the al-Qadim, scimitars, Halls of Arden Vul, Acererak(can transfer to FR proper depending on state of game?).
- The Age of Barbarians: greyhawk, conan, uthgardt, clubs, whips.
- Whisperings of the Elementals: potions, hags, feywild stuff, animals like peter rabbit...
- Seafaring and the Falling Stars pirate items, marine equipment, a compass, sea NPCs.
- Diagon Alley (A)(hidden, of course, in the FR) wierd magic items and other bits of arcana (legends and lore). NPCs like Harry Potter and Hermoine are rare, but once acquired allow the possessor to make a character sheet with them. Legends and Lore cards should be quite interesting.
- Galactic Edge(B): Star Wars items. These should be rebranded under the actual Star Wars RPG, but with the exact same format as the other cards. There could be a tax for bringing in these cards into the FR. The expanded universe could become too complicated for DMs. A gold tax for example of a futuristic item might be worth 10k gp in the present Age of FR, while only worth 100gp in the Age from when/where it belongs. Lands cards would be interesting here and equipment items.
- Tannhauser Gate(C): Blade Runner, Cyberpunk, and Alien universe items. Hyper-scientific. Like the the SW cards, may be taxed to bring in items from a future Age into the present one. Friends and Foe cards(?) of possible interest.
These can be foil, setting-decorated set of 3 or 10 cards and a stick of gum or fruit rollup (stocking stuffers). This solves the problem of the DMG having the same equipment for all DMs, allowing more organic item availability. Cards can be issued on a regular basis as new designs are made without printing new DMG. DMs and players can trade these items when they don't know how to use certain cards or they're relevant to others. 3-card packs for players. 10 card packs for DMs. Campaign-specific packs for all items can also be considered that don't hold any mysteries, but all the items/NPCs for the campaign.
However: Arcana cards link all of these realms together forming a meta-game. Items like cursed amulets held in possession may pull you into the mists. One of a kind cards grant something like +1 CHR if arrived at through opening the pack yourself.
A game can be made with the cards alone and without a DM for vying for equipment and other items. That is, players play in order to trade equipment. When they lose a battle they can loot the corpse and take their equipment cards (and other). The stand-alone game is meant to build better players who can track their mechanics and become future DMs. Players can declare a class(es) for their NPC as long as they meet minimum ability score requirements.
Diety (or even a leader NPC) cards can be placed on the table to show who will be "watching", so to speak and give any bonuses, as noted on the card. This is where alignment vectors can give equal bonus in battle, even it no fealty is given. (Faelty just gives attention elsewhere). Non-fael players, however, must announce that they are willing to fight under their opponent's god, if they feel their alignment abides with the god, despite not declaring loyalty. But in this case, someone should keep track--if they win under their opponent's god, they may also inherit any blood fueds the demigod is entangled with. Evil-aligned NPCs can be used to fight for equipment, but you probably won't get much benefit from diety cards. If you win something significant with an NPC card you conquered, that NPC may come back to life as a demi-plane entity or undead somewhere in the realms.
(Will a referee have to note the allthatis vector to give proper power adjustments?)
Players select an NPC card which will wield equipment (also cards). They can lay a land card to say where the battle will be happening, but any benefits go to any player with the same alignment as the land.
Players can wager any metal and gemstone cards, otherwise equipment cards go with the NPC(s) they're fighting with.
Place, people, things create the event or encounter. Players can stack equipment under their NPC if it would be invisible. but this will also be on the table.
As HP goes down, the player can either fight to the death (and lose the card to her/his opponent, or s/he can flee. If they flee they cannot use the card again until the NPC heals. With each day or game they keep the card in their deck unused, the wounded Friend/Foe card can regain HP equivalent to a long rest between days and games, unless more than one game is played per day, then it counts only as a short rest. HP_REGEN is dependent on CON values and RANK.
- acquiring proficiency can get rid fo the need for weapon dice (and then you automatically get all the damage, minus any defense from the opponent). You must acquire 2xLVL of the equipment proficiency points where a point is granted only if you ....? reach half of the weapon dice to count as a successful hit or get sufficient crits?
- Do note that a short sword requires about a LVL20 craftlan-based class (DEX) to craft, while a dagger might only require a LVL 6(7?). Same with spells -- they should have a LVL associated with them, designating the level of the spell's creator that was required to craft it. Without such there is a chance of it going wrong, must like weapon dice randomize things without sufficient proficiency.
- Once proficiency is attained (requiring sufficient points and a LVL equal or greater than the spell or equipment), then a single DC check can be made with the d20. But, then, even this can be reduced to a nonevent so that an experienced, proficient player always wins against a lesser opponent (not sufficient, however...) or at least reduced to an even simpler decision. One must keep 1 point of freedom in the roll to represent the rest of the soul.
- Blessing or Curse cards combines with a Mana (color) card transforms a regular equipment item into a magical item.
- Amber temple might have cursed or blessed items depending on the ruling of the AL about the DMs use of the campaign/treatment of the realm.
Spoiler! WotC only
- Differt Giants craft different gems through the use of their Will. Storm? giants make sapphires...
- To craft the sunsword requires collecting the 20 shards of radiance, lost or scattered throughout the realm. Once crafted, it grants up to 8d20 damage.
- The demons in the Underdark are animated by shards of radiance -- bits of light ,
- The dragons existed before the lands were made, back when they were wee wyrmsand each grain was made by their droppings when
- Shadows cast by objects are put there by the gods. Magic can be used to alter them or peer into them to see beyond this world.
- Air and water elements were once the same. It was life that separated them and created your sense of smell.
- The Broken Man card in tarokka is Strahd's original self/soul?