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Companion Thread to 5E Survivor of Many Things
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<blockquote data-quote="RealAlHazred" data-source="post: 9045462" data-attributes="member: 25818"><p>Also of note: to the best of my knowledge, there have been two adventures that use the <em>deck of many things</em> in an integral way.</p><p></p><p>One was published in <strong><em>Dungeon</em></strong> #19 (September/October 1989): the AD&D 2nd edition "House of Cards," by Randy Maxwell, for 4-6 characters of level 9-12 (about 52 total levels). A villain has used the cards to protect locks in his dungeon; in order to open a door, you have to "draw" the card from the lock and suffer effects. The doors are otherwise indestructible (several paragraphs are spent describing how the scenario stymies whatever clever way players come up with to bypass them). While the cards have their effect on the person "drawing" them from the lock, they don't count as a full <em>deck</em> until all 22 have been removed from the doors; so the <em>deck </em>doesn't disappear until after the end of the module. It's not a bad module, but it suffers from the typical <strong><em>Dungeon</em></strong> wordiness and railroad problems.</p><p></p><p>It provided a black-and-white deck you could print out after the module, but also referred interested parties to <strong><em>Dragon</em></strong> issue #148 (August 1989), which had a cardstock pull-out section in the middle you could cut up for full color cards.</p><p></p><p>The second one was <strong><em>Madness at Gardmore Abbey </em></strong>(September 2011), which was a 4th edition box set heroic-tier adventure. It came with a full <em>deck of many things</em> prop. The Abbey had been besieged some centuries back, and the attempt to use a <em>deck of many things</em> in its defense brought ruin to everyone involved (naturally). Several factions are trying to recover the Abbey, and the PCs can attempt to help one or the other. The cards have been scattered through the ruins, and have interesting tactical effects when they are located. The DM was meant to use the included deck to randomly determine several things (like the primary villain, and so on), much like the original <strong><em>Castle Ravenloft</em></strong> module used the tarokka deck. I loved this module, and one of the big bummers for me running the D&D Encounters program is that I couldn't get enough interest to run my own table of it -- it's probably one of the strongest-themed 4E scenarios. Really well done.</p><p></p><p><strong><em>Dungeon </em></strong>#177 (April 2010) had a paragon-tier version of the item, and full-page full-color versions of the cards you could print out.</p></blockquote><p></p>
[QUOTE="RealAlHazred, post: 9045462, member: 25818"] Also of note: to the best of my knowledge, there have been two adventures that use the [I]deck of many things[/I] in an integral way. One was published in [B][I]Dungeon[/I][/B] #19 (September/October 1989): the AD&D 2nd edition "House of Cards," by Randy Maxwell, for 4-6 characters of level 9-12 (about 52 total levels). A villain has used the cards to protect locks in his dungeon; in order to open a door, you have to "draw" the card from the lock and suffer effects. The doors are otherwise indestructible (several paragraphs are spent describing how the scenario stymies whatever clever way players come up with to bypass them). While the cards have their effect on the person "drawing" them from the lock, they don't count as a full [I]deck[/I] until all 22 have been removed from the doors; so the [I]deck [/I]doesn't disappear until after the end of the module. It's not a bad module, but it suffers from the typical [B][I]Dungeon[/I][/B] wordiness and railroad problems. It provided a black-and-white deck you could print out after the module, but also referred interested parties to [B][I]Dragon[/I][/B] issue #148 (August 1989), which had a cardstock pull-out section in the middle you could cut up for full color cards. The second one was [B][I]Madness at Gardmore Abbey [/I][/B](September 2011), which was a 4th edition box set heroic-tier adventure. It came with a full [I]deck of many things[/I] prop. The Abbey had been besieged some centuries back, and the attempt to use a [I]deck of many things[/I] in its defense brought ruin to everyone involved (naturally). Several factions are trying to recover the Abbey, and the PCs can attempt to help one or the other. The cards have been scattered through the ruins, and have interesting tactical effects when they are located. The DM was meant to use the included deck to randomly determine several things (like the primary villain, and so on), much like the original [B][I]Castle Ravenloft[/I][/B] module used the tarokka deck. I loved this module, and one of the big bummers for me running the D&D Encounters program is that I couldn't get enough interest to run my own table of it -- it's probably one of the strongest-themed 4E scenarios. Really well done. [B][I]Dungeon [/I][/B]#177 (April 2010) had a paragon-tier version of the item, and full-page full-color versions of the cards you could print out. [/QUOTE]
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