- 0 - The Fool
The Fool depicts an image of Saint Fatima, the Catfolk martyr who is the patron of jesters, performers and entertainers, dancing on a tall rock spire before the setting sun.
You lose all the XP you have gained towards your next level and draw another card from the Deck, counting them both as the same draw.
- I - The Magician
The Magician depicts an image of Bigby, the legendary Trollish Archmage who founded the Order of Grand Wizards, sat at a writing desk with his staff laid across his lap and a crystal ball in his free hand, which he looks at with interest.
You gain +1 Int, +2 if a magic-user, and gain the ability to cast one spell of your choice (up to Lv.2) twice per day from any spell list. If you are a Chameleon, you gain +2 Int.
- II - The High Priestess
The High Priestess depicts an image of a young Arboc Horemheb, High Priestess and Supreme Leader of Manzil, sat upon an altar with a goblet in her left hand and a Church of Jak'ra ceremonial sword in her right.
You take a -2 penalty on all Saving Throws indefinitely. Only a God, a Wish or the magic of the Wheel of Fortune card can end this curse.
- III - The Empress
The Empress depicts an image of the First Empress of the Troll Empire, sat upon a golden throne with a jeweled necklace around her neck and her hands on her lap, stroking a white hawk perched on her left wrist. Her head is facing to the left.
For the rest of this adventure, any pickpocketing attempts upon you will fail (although the thief will not be caught); and until you return, your home will be safe from robbery, burglary, and banditry. If you are a magic-user with no familiar, the next time you are in an outdoors setting a white hawk will come to you tamely, to serve as a familiar; it will be fully trained for hunting as well.
- IV - The Emperor
The Emperor depicts an image of The First Being, founder of the Troll Empire, sat upon an identical golden throne to that on the Empress card, holding a scepter in his left hand and a book in his right. His head is facing to the right.
You gain proficiency in the Persuasion skill, and you double your Proficiency Bonus on checks made with that skill. In addition, you gain rightful ownership of a small keep somewhere in the world. However, the keep is currently in the hands of hostile creatures, which you must clear out before you can claim the keep as yours.
- V - The Hierophant
The Hierophant depicts Herne, as the Lord of the Forest, in a grove with birds resting on his antlers. Perched on his head is his brother Mimus, as the Lord of the North Wind, with a daffodil held in his beak.
At any time you choose within one year of drawing this card, you can ask a question in meditation and mentally receive a truthful answer to that question. Besides information, the answer helps you solve a puzzling problem or other dilemma. In other words, the knowledge comes with wisdom on how to apply it.
- VI - The Lovers
The Lovers depicts two Fae, one male and one female, standing naked back-to-back with an oak tree behind them. Their hands (or at least those facing the one viewing the card) are linked together tightly.
You will fall in love with the person who is the most attractive to you (based on Cha score, racial preferences, sexual orientation, etc.; this can be either an NPC you interact with regularly or a fellow party member, but has to be someone you know) over the next 3d4 weeks; you gain +4 to Cha at the same time in the eyes of that individual only. If you already have a lover or spouse, this card will instead instil homesickness and a deep longing to be with them again, causing a -2 to Wis.
- VII - The Chariot
The Chariot depicts a High Elf charioteer dressed in full plate armour of a style dating to the War of Tiran Unification, and is wielding a lance and a shield bearing the crest of House Quinnlee. His chariot is hauled by a white horse.
You gain the service of a 4th-level Fighter who appears in a space you choose within 30 feet of you. The Fighter is of the same race as you and serves you loyally until death, believing the fates have drawn him or her to you. You control this character.
- VIII - Strength
Strength depicts a male Giant juggling boulders as a female Halfling looks on astonished from a nearby rocky outcrop.
Your willpower becomes indomitable; you gain +4 to Wis saving throws and total immunity to Psychic damage.
- IX - The Hermit
The Hermit depicts the immortal wanderer known as the Hooded Man wandering through a night-time snowscape, his familiar grey cloak billowing out behind him and his face obscured as he holds a burning lantern in front of him.
Within nine days of returning home from this adventure, you will meet a visiting Cleric of your own faith, of a level higher than your own, who will offer religious instruction to you, "for the improvement of the mind," with a warning that the instruction will not be quick. After one month of study (if you accept the offer; this should be a decision of the player), you will emerge with a +2 to Wis, but a -1 to Cha. The Cleric will then give you a hint to the location of a magic item, and depart for places unknown.
- X - The Wheel of Fortune
The Wheel of Fortune depicts a huge, eight-spoked wheel backed by a cloudy sky. The spokes are the symbolic Sword of Jak’ra repeated. On the topmost edge of the wheel a beautiful nude High Elf woman sits with a large horn in her hands, out of which gold coins tumble. At the bottom of the wheel it crushes a Tiefling against a jagged rock. In the centre axle, a black rabbit is running.
Reality's fabric unravels and spins anew, allowing you to avoid or erase one event as if it never happened. You can use the card's magic as soon as you draw the card or at any other time before you die.
- XI - Justice
Justice depicts Jak’ra, in his form as a Yeti beggar, holding a golden weighing scale out to the viewer. His eyes are a burning yellow, but the rest of his face is obscured by shadows cast by his ragged brown cloak, and his legs end in black smoke rather than feet. In his other hand is the Sword of Jak’ra, which he uses as a cane.
Your mind suffers a wrenching alteration, causing your Alignment to change. Lawful becomes Chaotic, Good becomes Evil, and vice versa. If you are True Neutral, this card has no effect on you. Your memories and your attachments to your friends and loved ones do not change either way.
- XII - The Hanged Man
The Hanged Man depicts a Tíran Royal Army Captain being hung from a tree while a group of Trollish peasants watches on.
You gain one immediate Wish, which can only be used for physical or material matters (thus, it could be used to restore Hit Points, but not to raise an Int score) and must begin with the phrase “I wish…” while holding the card. The Wish will go wrong in one of various ways; thus, a Wish to bring a character back to life might result in the deceased becoming a zombie (as per the spell Animate Dead), or a Wish to transport the party into the fortress of an enemy might transport you into the cells of his dungeon without the keys. The mistake or flaw may be disastrous, embarrassing or crippling, but will not be fatal.
- XIII - Death
Death depicts The Nameless One as The Reaper, standing in a smoky grey void with his scythe in his left hand and his right hand extended towards the viewer with an hourglass sat on the palm.
You summon a Harvester of Sorrow - a floating legless Skeleton clad in a tattered black robe and carrying a spectral scythe. It appears in a space of the DM's choice within 10 feet of you and attacks you, warning all others that you must win the battle alone. The Harvester fights until you die or it drops to 0 Hit Points, whereupon it disappears. If anyone tries to help you, the helper summons its own Harvester of Sorrow. A creature slain by a Harvester of Sorrow can't be restored to life in any way but can be contacted by normal means of speaking to the dead.
- XIV - Temperance
Temperance depicts King Virion I, dressed in full brass and orichalcum armour, stabbing his sword into the ground to show mercy to the grounded, surrendering Lugh Devliss at the First Battle of Coillearnach, marking the end of the Wars of Tiran Unification.
When the spoils of this adventure are divided up, your share will be x3 larger than it normally would be; you will give at least half of this bonus to a Good religious body, or to a charity (these monies are not to be given to a player character, NPC, or ruler, regardless of alignments). The effects of this Good deed, if done by an Evil or Neutral character, must be adjudicated by the DM.
- XV - The Daemon
The Daemon depicts a (rather stereotyped) male Devil sitting on a silver throne. His right hand is held up in the sign of blessing as a twisted parody of the Church of the Nameless, and his left holds two chains, attached to which are two naked women pawing at his legs: an Expansion Lesser Catfolk on the left and a High Elf on the right.
A powerful Daemon becomes your nemesis. This Daemon can be of any sapient Daemonic race but invariably seeks your ruin and plagues your life, savouring your suffering before attempting to slay you. This enmity lasts until either you or the Daemon kills the other, you make a deal with them or some other such logical end to the situation; however this solution must take place face to face.
- XVI - The Tower
The Tower depicts the Great Stone Tower in the Troll Islands from a worm's eye view. Thunderclouds coil and rage around the top, obscuring its top hundred feet or so, and forks of lightning crack down either side of the tower.
You disappear and become entombed in a translucent bubble in a pocket dimension room containing nothing but a single door. Everything you were wearing and carrying stays behind in the space you occupied when you disappeared. You can't be located by any Divination magic, and a Wish spell can reveal the location of an entrance to your pocket dimension but cannot free you from it. This effect can be reversed by the Wheel of Fortune card. Your party can also still speak to you using spells that allow communication. If you manage to figure out how to escape yourself (which is possible but difficult), when you leave the room through the door it will take you out through the door nearest to where your party are regardless of where they are or what the door you walk out of actually leads to; you also gain +2 Wis.
- XVII - The Star
The Star depicts a Harpy sitting atop a tree, looking up at a gigantic, eight-pointed gold star in a sparkling night sky.
The next time you, after having earned enough experience points to level up, spend an hour or more under a clear and starlit sky, you will feel inspiration pour down upon yourself from the very stars. Increase one of your Ability Scores by 2 in addition to any increases from levelling up. The score can exceed 20 but can't exceed 24.
- XVIII - The Moon
The Moon depicts the full moon rising above a field of flowers into the night sky. The moon changes to a half-moon, then a crescent-moon and finally just before vanishing a new moon, as its effect is used up.
You get 1d3 Wishes. You must begin each Wish with the phrase “I wish…” while holding the card. You cannot use these Wishes to make someone fall in love with you, kill anyone, bring anyone back from the dead or make yourself surpass the Gods. You also cannot wish for more Wishes or anything that would provide you with more wishes.
- XIX - The White Sun
The White Sun depicts the sunrise over the city of Mor'Koc on Midsummer’s Day.
You gain a level immediately, and a Wondrous item (which the DM determines randomly) appears in your hands.
- XX - Judgement
Judgement depicts a female Bētin Chameleon Lizardfolk kneeling before an altar in a church. A hand emerges from a cloud at the top right corner, pointing down accusingly at her.
You are affected as if struck by a Ray of Enfeeblement spell from a magic-user of the same level as you; you are also henceforth subject to a penalty of -1 on all Initiative rolls, due to inability to choose between alternatives.
- XXI - The World
The World depicts Amaryllis, in her form as The All-Mother, cradling a globe of Orth in her hands.
The card unfolds into a map of the world before your eyes. You can use this to teleport yourself and the party to any location you wish once. If you desire, you and your allies can choose to go to different locations.
- XXII - The Purple Sun
The Purple Sun depicts the Second Sun rising above Caballus’ city walls, turning the sky a deep violet.
You are teleported a distance of 1-4 floors in a dungeon-type setting, or 2-20 miles in a city or wilderness setting, to a place you are not familiar with at all. At least one party member will urge that the rest of the party consider you deceased, and that your possessions (if any) being carried by party members be considered extra treasure for the “survivors”.
- XXIII - The Void
The Void is unusual in that it is the only card with no illustration. Instead, apart from the usual ornate gold border, gold numeral at the top and gold lettering at the bottom, the card is impossibly black, almost like a hole in space.
Your soul is ripped from its body and placed in a random object within a 10-mile radius of where you drew the card. While your soul is trapped in this way, your body is Incapacitated and remains where it was. The object must be destroyed to return you to your body. Your soul’s prison cannot be located by any Divination magic, but a Wish spell can reveal the rough vicinity of the object. This effect can also be reversed by the Wheel of Fortune card. You are also still able to communicate with your party while trapped as an object, but are unable to do anything else that the object would not be able to do.
- XXIV - Ruin
Ruin depicts a rather gruesome scene of the dying boy-king Saint Virion II laying face-down in a pool of his own blood at the foot of his throne, ten swords driven into his back and his crown battered and broken in front of his head as Trollish knights loom over him. His face looks towards the viewer with a pleading expression as a single tear trickles down his cheek.
You lose the affection of all lovers, henchmen, and associates with the rest of your party feeling uneasy around you and wishing to get rid of you as soon as they can do so without endangering the party. All forms of Wealth that you carry or own, other than Magic Items, are lost to you. Portable property vanishes. Businesses, buildings, and land you own are lost in a way that alters reality the least. Any documentation that proves you should own something lost to this card also disappears.
- XXV - The Alchemist
The Alchemist depicts Jafar Hazim, the legendary Nageen Alchemist, working at his table.
You are cured of all diseases, deafness, blindness, curses, charms, etc., of which you are a victim, and will be resistant to them hereafter.
- XXVI - The Persecuted
The Persecuted depicts a poor Nageen peasant being beaten violently by a Mor’koc First militiaman.
There will be a burglary, robbery, or bandit raid on your home or headquarters during your present absence; much but not all of your property therein will be stolen, including at least one item precious to you, but not necessarily intrinsically valuable.
- XXVII - The Key
The Key depicts the City Key, a giant ceremonial key that hangs on the wall at the head of the Imperial Council of City Governors’ meeting table in Mor’koc City Hall.
You gain a permanent +2 to all saving throws; in addition, the next treasure discovered by the party will include a magic item of not less than 800 nor more than 8,000 gp value, on which your family’s coat-of-arms and/or name are ineradicably engraved or otherwise incorporated, in such a way as to mark it as predestined only for you or your descendants. If you sell the item, both the item and the payment you receive will disintegrate, and your saving-throw bonus will be negated.
- XXVIII - The Lion
The Lion depicts a lion atop a cliff roaring.
You break free of any charm, insanity, beguilement, or the like by which you are afflicted. You can move an extra 3" for 4d4 weeks, and will gain a bonus of 25% on all experience points earned for the rest of this adventure.
- XXIX - The Dragon
The Dragon depicts a Red Dragon curled up atop its hoard.
Precious metal ingots, gems and coins equal to a total collective value of 50,000gp appear in your backpack without your immediate knowledge.
- XXX - Lust
Lust depicts a Succubus wrapped seductively around a male Halfling who is chained to the posts of a bed.
You will fall violently, obsessively in unrequited love with the member of your party most attractive to you (based on Cha score, racial preferences, sexual orientation, etc.), over the next 24 hours; You lose 7 Cha in the eyes of the “beloved” only.
- XXXI - Wrath
Wrath depicts Gan Caenn astride Unknown, cutting a bloody swath through a battlefield and indiscriminately killing soldiers of both sides.
All members of the party who do not make a successful Wis save (at -3) will start a violent fight within the party in the next 1-4 hours; you do not get a saving throw and automatically fail. The basis of the fight may be philosophical, racial, political or religious, but must make logical sense. Those quarrelling cannot be stopped (except forcefully, by those who succeeded the saving throw) until at least one party member is unconscious or dead.
- XXXII - Avarice
Avarice depicts a male Troll adventurer slavering and digging through a pile of gold and gems - blissfully unaware of the infuriated Blue Dragon bearing down on him.
Any money or gems carried by the party when this card is drawn turn instantly into worthless rocks; anything inside a magic item are unaffected.
- XXXII - Envy
Envy depicts a clearly impoverished female Expansion Lesser Catfolk in black Assassin's robes stalking through a dimly lit street, daggers in hand. Her target, walking on the street ahead underneath a streetlamp, is a male Troll merchant in extremely flamboyant regalia.
A nonplayer character of the DM's choice becomes hostile toward you. The identity of your new enemy isn't known until the NPC or someone else reveals it. Nothing less than a Wish spell or a Divine Intervention can end the NPC's hostility toward you.
- XXXIII - Prudence
Prudence depicts a group of Imperial Troll Military Forces officers examining and scrutinising a planning map.
The next effort by your party to flee, avoid, or evade combat that would normally fail, will succeed, unless the chance for success was zero (but also even then, if there is a body of water between the party and the pursuers). You also have a permanent +2 bonus to evading pursuit or capture, if you can cross a body of water ahead of the pursuers.
- XXXIV - Hope
Hope depicts a couple, consisting of an Wood Elf woman and a Troll man, holding each other close in the kitchen of their collapsing, decrepit home, looking happy to be in each other’s company despite the circumstances. Post-A Short Month, an image of the blue serpentine dragon form of Bel, Lady of Hope is visible in the sky through the hole in the roof.
Within 2 weeks of returning from this adventure, you will lose all savings, jewellery, magic items and other valuables, and home (unless directly connected to your civilian profession), if any; for 1d6 weeks after drawing this card, you will also be doubly susceptible to illness. If you do not have a lover or spouse you will find within those 1d6 weeks a locket containing the image of your true love and will meet this individual at the end of that time if they are not someone you already know. If you do have a lover or spouse they will stand by you through this trying time and, if not already married to you, will become engaged to you at the end of that 1d6 weeks.
- XXXV - Faith
Faith shows a trio of female Druids, consisting of a Giant, a Halfling and a Wood Elf, praying before a Leannite altar made from a tree stump in a woodland shrine.
Over the remainder of this adventure, you will feel an increasing discontent and an increase in religious interests. Within eight days of returning home from this adventure, you will enter a religious retreat for at least 2 weeks. If you wish, you can become a Cleric, Druid, or Paladin of your deity (allowing for alignment, past actions, etc.) Clerics, Druids, and Paladins will stay in religious retreat for a further month, emerging with +4,000 Experience Points. Those who fall into neither of these classifications will emerge from retreat with renewed spirituality and +1,000 Experience Points.
- XXXVI - Charity
Charity depicts a rich Bētin Chameleon Lizardfolk merchant putting a Platinum into the bowl of a legless Expansion Lesser Catfolk child beggar.
Upon drawing this card, in your mind you will see a clear vision of a beloved friend and companion of days gone by (one who is still alive). Within 1-8 days of your return home from this quest, you will receive a parcel from this friend, passed on by an obliging merchant or other appropriate courier. In addition to a letter of reminiscences, the parcel will include either a gem of 4,000 gp value or less, an item of jewellery of 4,000 gp value or less, or a minor (gp and xp values of 4,000 or less) miscellaneous magic item usable by the drawer.
- XXXVII - Intuition
Intuition depicts a Yeti architect marvelling at the detailed drawing his young son has planned out.
From this point on, whenever you roll Initiative, you can roll twice and pick the result you prefer.
- XXXVIII - Truth
Truth depicts The Book of Time sat closed upon a lectern.
You fall into a catatonic state for 1 day, in which you are open-eyed but cannot move, drink, eat, fight or otherwise interact with the mundane world; during this period you will also regenerate as if affected with the Regeneration spell. At the end of this period, you will lose 1 point of Strength, but will gain 2 points of Wisdom. You will also, at the discretion of the DM, receive prophetic visions which will always be esoteric and vague, but also always true, and retain this effect permanently.
- XXXIX - Determination
Determination depicts a group of adventurers consisting of a female Wood Elf, a male Greater Catfolk and a male Crocodilid Lizardfolk, facing down a Dracolich and refusing to back down despite the odds being stacked against them.
You permanently become immune to a damage type of your choice, but gain weakness to a different damage type of the DM's choice. You are initially unaware of either.
- XL - Genesis
Genesis depicts an effigy of Jak'ra in space holding a galaxy between his hands.
Your body and clothes burst into flame (which will do 3d10 points of Fire damage if a character is foolish enough to go into it); after 1-8 rounds the flames will die down and from the ashes the character will step, reborn. You will be of a different race, potentially gender, and class, as determined by the DM, but will retain your prior personality and memories. You will also be the same level as before, and any non-clothing items you own will be unaffected.
- XLI - Reason
Reason depicts an ancient Snow Elf wizard teaching a class to a group of young apprentices.
Your favourite item—preferably a magic weapon—becomes intelligent. Use the rules for intelligent items to randomly generate the item’s abilities. If your have no items, an intelligent item soon falls into your possession.
- XLII - The Fountain
The Fountain depicts a forest grove with a large ornate fountain sat in the centre. On the rim of the fountain, a Dryad sits, beckoning seductively.
You permanently gain a -4 modifier to checks to resist the effects of alcohol and other drugs.
- XLIII - The Farrier
The Farrier depicts an High Elf farrier shoeing a Tiran Military knight's warhorse in a stable.
A familiar or similar animal accompanying the party (pack mule, paladin's warhorse, etc.) is promptly injured in a freak accident such as a fall, being struck by aerial debris or driven into an obstruction by a gust of wind, pricked and/or torn by thorns, struck by falling stones or caught on collapsing pavement or stairs. This accident should temporarily disable the beast, inconveniencing the party.
- XLIV - Separation
Separation depicts a representation of Marduk, sat in a forest clearing on a log before a pond, crying into his hands. In the pond, a representation of Leannan longingly reaches out for him in the reflection.
You will lose the affections of a current lover or, if none, those of an NPC to whom you might be attracted (they will not become hostile, merely indifferent) over the next five days.
- XLV - The Crows
The Crows depicts a flock of crows feasting on corpses laying on a battlefield.
You must choose between his most valuable item and a major ally of the GM’s choice. Whichever is not selected is destroyed or slain and cannot be restored by mortal means. You are made aware of the ramifications of this choice upon drawing the card.
- XLVI - The Well
The Well depicts the Holy Well of Virion II at his burial site.
You inherit a noble title and 15,000gp soon after drawing this card. The DM decides the particulars of when and how this occurs.
- XLVII - The Merchant
The Merchant depicts a Troll Merchant selling his wares at a market stall.
One of your mundane possessions becomes a magical item worth 20,000gp or less. The GM determines which item manifests magical properties and what those properties are. You are not initially aware of which item or what its effects are.
- XLVIII - The Templar
The Templar depicts a Hand in the Water Templar praying before an altar.
When you draw this card, a powerful being appears before you and tasks you to undertake a dangerous quest. If you prove resistant to undertaking the task, you are afflicted by Geas until the quest is completed. When you complete the quest, the powerful being reappears, granting you a lavish reward. The specifics of the quest, the powerful being’s identity, and your reward are determined by the DM.
- XLIX - Time
Time depicts The Nameless One, in his form as The Scholar, holding a pocketwatch. He is in a wooden walled room, which is covered in clocks, with his writing desk behind him and the Book of Time under his arm.
You are restored immediately to your physical prime in a flash of light (if past that point); any age modifiers or chronic illnesses are removed, any missing limbs are returned to you and any permanent injuries are healed. If your behaviour is judged by the DM to have been strictly consistent with your alignment and/or religion (observance of taboos, sacrifices, donations, etc.) you will also gain 1d12 hit points.