The Tarot of Many Things
by Michael J. Lowrey
 
Advanced Dungeons & Dragons Magic Items Dragon Dragon 77
- - - - -

Although the deck of many things in
the AD&D game is a powerful and interesting
device, it is but half a reflection
(the other being ordinary playing cards)
of the original on which all such objects
are based -- the Tarot. This article describes
the nature and meaning of the
Tarot, and of that most potent and
hazardous artifact known as the Tarot of
many things.

The 78-card Tarot deck consists of two
parts. The Major Arcana include the card
known as the Fool, which is unnumbered,
and the twenty-one numbered
cards I (The Magician) through XXI
(The World); these twenty-two cards are
also known as the Greater Trumps. The
Minor Arcana, or Lesser Trumps, are
divided into the four suits of Wands,
Cups, Swords, and Pentacles; each suit
includes the ?pip? cards (Ace through
Ten) and the court cards (Page, Knight,
Queen, and King).

If a Tarot of many things exists in a
given AD&D universe, it will be the only
one of its kind. Such a deck is normally
the creation and/or the property of the
most powerful deity of Fate in that universe,
and will certainly expose a user of
the deck to more than the usual amount
of scrutiny from such beings. Under no
circumstances will the deck be left
unguarded, carried around in an orc?s
knapsack, or used for sheepshead games
between high-level wizards. It is a most
awesome and puissant object, and will be
treated as such.

The deck itself is a series of plaques or
cards, fashioned of precious and rare substances:
ivory, gold, vellum made from
dragon skin, carved bulette scales, or the
like, painted with costly pigments,
gilded, or even jeweled. These will be
wrapped in silk or other simple but costly
cloth, and placed within an elaborate box
or coffer of at least 5,000 gp value, expensively
decorated with Tarot symbols, and
with the holy symbol(s) of the deity who
is the master of the deck. It could be sold
unused for 39,000 gp plus the value of the
box or coffer, but if anyone does more
than look upon the backs of the cards, he
will be compelled (no saving throw for
any being below a lesser god) to draw
from it.

A person who wishes or is compelled to
draw from the deck will be allowed to
announce an intention of drawing one,
two, three, or four cards; when the last
member of the party who wishes to do so
has drawn, or if one hour elapses without
any draw, the deck will disappear ?
unless the party is on the plane of the
Tarot?s master deity, which is not the party
?s own home plane.

It is suggested that if PCs
are at all likely to encounter the Tarot,
the DM obtain a real deck which has
symbolism and imagery that harmonize
with his campaign's cultures, familiarize
himself with it, and shuffle it thoroughly.

The person making draws, hereafter
called the ?drawer,? should shuffle the
cards well, in such a manner that the
images on almost one-half of the cards
are inverted or ?reversed? in relation to
the others (which are termed ?upright?).
Each card is then turned over along the
long axis of the card, and presented to the
DM (from whose viewpoint ?upright?
and ?reversed? are judged). After each
person finishes drawing, the drawn cards
are returned to the deck, and it is
reshuffled by the next drawer (if any).

[In case the DM cannot obtain a real
Tarot deck, each card has been given a
number for the use of percentile dice; a
card will be reversed or upright on a 50%
chance. No card can be received more
than once by the same drawer.]

The effects of the Tarot are instantaneous
unless noted otherwise, and should be
noted immediately by the DM (to himself);
characters will not notice any
change until they perceive it in terms of
how it alters their abilities or activities.
The effects are irrevocable unless otherwise
stated, short of a full wish for the
Major Arcana, or a limited wish for the
Lesser Arcana.

If the effects of a card would raise or
reduce a characteristic score to a level outside
racial limitations, the change will
affect another characteristic if possible
within those same limits, in this order:
constitution, charisma, wisdom, dexterity,
intelligence, strength. If a character
loses 1 point or more from an ability
score and is therefore no longer qualified
to be a member of the class he was pursuing,
then the character loses the right to
be in that class and (if not multi-classed
to begin with) must begin anew as a firstlevel
character in some other class. Even
if the lost points are replaced later by
some other means, the character cannot
resume study in the class that he was
forced to abandon; but he may re-enter
that class at first level if, and only if, restoration
of the lost point(s) takes place
within 24 hours of the loss.

[If a player declares that his character is
performing an action whose only conceivable
motivation is the exploitation of
a card effect which the characters have no
way of knowing about, the DM should
ask for an explanation; and if it becomes
clear that the player has information
which the character should not have, the
DM must exercise his right and duty (as
always in such cases) to veto character
actions based on illicit player knowledge
(this is colloquially called a ?mindbar?).
Tricks, traps, and variations, designed to
deceive players who remember things
their characters shouldn?t ?know,? must
be a part of every DM?s arsenal.]

Above all, bear in mind that this is an
artifact, not the tool of a chaotic game for
foolhardy or suicidal characters; it should
be handled with respect and gravity.
(Whether the random aspects of the Tarot
make its use an act of chaotic nature is a
matter decided between lawful characters,
their deities, and the DM.)

The effects and values of the individual
cards in AD&D terms, given in the following
text, are based on their divinatory
and symbolic meanings. (The effects of
draws made by characters are printed in
italic type, with ?upright? effects always
given first.) Space does not allow for
fuller explanation of details; the interested
reader is referred to the bibliography
at the end of this article.

THE MAJOR ARCANA

<separate pages are already done for cards 1-19>

20: Judgment


<1920>

An angel sounds forth the call to
Judgment from a trumpet to which is attached
a banner bearing a cross; the
clouds from which it emerges radiate
power. Below, a figure rises from a tomb
while on each side a man and woman
also rise; all these figures are as one in the
wonder, adoration, and ecstatic awe
which their whole bodies express as they
answer the summons.

Upright, it signifies rebirth, renewal,
awakening; rejuvenation, change of personal
consciousness; a life well lived and
a work well done; atonement, judgment,
the need to forgive and to seek forgiveness,
sincere self-appraisal.

Drawer becomes a <teenager> adult over the
course of the next hour (if not one
already) but without any changes in
characteristics. To determine exact age,
select a young-adult age randomly, then
add half the difference between that age
and maximum young-adult age, rounding
down. If drawer is already a young
adult, he will become 90% of the minimum
young-adult age. If the drawer?s
behavior is judged by the DM to have
been strictly consistent with his alignment
and religion (observance of taboos,
sacrifices, donations, etc.) he will also
gain 2-12 hit points, determined randomly,
but the gain can only be up to the
maximum possible number of hit points
for that character.

Reversed, it signifies weakness; stupidity;
a sentencing; disillusionment, disappointment;
indecision leading to procrastination
and DELAY.

Drawer is affected as if struck by a ray
of enfeeblement from a magic-user of 3rd
level or the same level as the drawer
(whichever is higher); the drawer is also
henceforth subject to a penalty of -1 on
initiative rolls, due to his inability to
choose between alternatives.

21: The World


<1381>

Surrounding by an elliptical wreath of
living foliage is a female figure dancing
joyously, a short wand in each hand. In
the 4 corners of the card are the heads
of the four beings of apocalypse, hovering
protectively outside the wreath. Her legs
form a cross, as do those of the Hanged
Man, but she stands upright, supported
by the ether, the very fabric of the World;
her dance is of the sensitive life, of joy
attained in the body, of the soul's intoxication
in the World-turned-paradise.

Upright, it signifies completion, success,
triumph in all things, perfection,
fulfillment; the path of liberation and
enlightenment; the admiration of others.

Drawer gains 1 point to each of his
ability scores which is two or more below
racial maximum.
 

Reversed, it signifies imperfection,
failure, lack of vision, failure to complete
task; FEAR of CHANGE or travel, fixity, permanence,
stagnation.

After 1-4 days, drawer will begin to
develop an increasing distrust of strange
places: other cities or countries, dungeons,
wildernesses, new taverns, etc.
Within an additional 2-8 days this will
become full-blown paranoia, with drawer
believing that everyone and everything
outside his home (eventually, his
chambers) is out to get him, and that any
so-called ?friend,, or ?loved one?, who
tries to get the drawer to come out into
the world is clearly part of the conspiracy.

THE MINOR ARCANA

Wands
Wands generally represent enterprise
and growth, progress, advancement, animation,
inventiveness, intelligence, and
energy. This is the suit of the <wizard>,
and of the laborer.

22: Ace of Wands

A hand issuing from clouds grasps a
still-verdant branch in the shape of a
wand. In the background may be a city or
castle on a hill.

Upright, it signifies creation, beginning
(of an adventure, a journey, or an
endeavor), invention, enterprise.

Drawer (affected automatically) and
certain party members (those who fail to
save vs. spell at -2) are freed from all
existing geas and quest spells and
charms, and will be placed under a compulsion
(equivalent to a combined geas
and quest) to kill a single monster of
7,000 xp value (or a single group of
monsters of 21,000 xp value) or more.
Fulfillment of the task will gain each participant
an additional 1,000 xp, over and
above the xp reward for the monster(s).

Reversed, it signifies false starts,
clouded joy, ruin, decadence, cancellation
of projects, failure, retreat.

Effects as above, but the compulsion
will be to cancel the expedition and
return to base as quickly as practical.
While returning to home or headquarters,
the party will have -2 to AC (two
places better) and +2 to saving throws,
but will receive no XP for
actions performed during this retreat.

23: Two of Wands
A majestic figure wearing crown-like
headgear regards the broad world from a
height. He holds one wand, and regards a
globe; another wand is nearby.


<1920>

Upright, it signifies boldness, courage,
rule over others; and also the anguish and
sorrow that may accompany power.

Drawer gains 1 point of charisma; and
if he is in danger of becoming insane,
that possibility is increased by one fourth
(i.e., a 4 in 10 chance becomes 5 in 10)
anytime during the next year; the insanity
will take the form of melancholia.

Reversed, it signifies trouble, fear, sadness,
surprise.

Drawer's saving throws against fear
and hopelessness are reduced by 1.

24: Three of Wands

A calm personage, his back turned,
leans lightly upon one of three wands
planted in the ground, and looks out
upon a sea, beyond which are mountains.

Upright, it signifies established
strength, wealth, enterprise, discovery,
partnership in undertakings.

When the drawer next seeks to go on an
expedition or adventure, a NPC of 1-3 levels higher will offer to
come along, and to loan equipment and
supplies. (This should be an established
NPC already friendly to the drawer.)

Reversed, it signifies cessation of adversity,
an end to or suspension of difficulties;
assistance with an ulterior motive.

Effects as above, but the NPC will be
planning to trick or betray the drawer.
This could be by stealing a magick item
from him, robbing him and stranding
him on an island, or whatever; generally
(80%), the betrayal is not meant to be fatal
to the drawer.

25: Four of Wands


<1920>
4 great wands are garlanded with
chains of flowers, 2 women bear flowers,
and behind them is a bridge over a
moat, leading to a castle or manor.

Upright, it signifies repose, Peace, rural
refuge, country domesticity and felicity.

When drawer returns from this expedition
to his home or headquarters, after
healing is finished he will feel a strong
desire to rest a while at home; for every
month of rest thereafter up to four
months, the drawer will (unknowingly)
receive 1,000 xp. The desire may be resisted
(roll for sawing throw vs. spell, at
-2, not more than once a week), but can
continue beyond the four-month period.

Reversed, the meaning is the same but
less intense.

Effects as above, but only 500 xp are
given per month, and saving throws to
resist the desire are at -1.

26: Five of Wands

Five youths are apparently battling
with huge wands, yet there is no sign of
actual bodily injury.

Upright, it signifies competition, strife,
differences of opinion, non-fatal struggle.

The effects of discord (as per the symbol)
will befall the drawer?s party after 4-7
turns; grappling and other non-lethal
combat techniques will be used, but
serious in juries are nonetheless possible.

Reversed, it signifies victory after surmounting
obstacles, contradiction or
trickery.

All characters involved in the party's
next victorious combat will receive double
experience points for the action;
thieves in the party will have a 10% better
success rate in thefts attempted upon their
own companions until the end of this
expedition or adventure.
 

27: 6 of Wands


<1920>

A laurel-crowned rider bears a wand
adorned with a laurel wreath, and is
accompanied by five staff-bearing figures
on foot.

Upright, it signifies victory, triumph,
good tidings, the successful completion of
a struggle.

Drawer will be doubly effective (double
damage for weapon-wielders) in attacks
against his next foe; <wizards> and illusionists
? spells will be of three times?
normal duration, and saving throws
against such spells will be at -3.

Reversed, it signifies indefinite DELAY,
disloyalty, the success of an enemy, FEAR.

Drawer will learn upon returning from
this adventure/expedition that his most
hated and feared opponent(s) have had a
great success and are said to be intent
upon attacking the drawer soon. (The
opponent(s) can be anyone from a professional
rival to an entire tribe of orcs ?
anyone the drawer has defeated, attacked,
injured, or merely outshone. Even a firstlevel
character will have had a rival fellow
apprentice, a traditional family or
clan enemy, or something of the sort.)
 

28. 7 ov Wands
 
 

A youth brandishes a staff from the top
of a hill, and is confronted by 6 more
wands in opposition from below.

Upright, it symbolizes a stand against
unfavorable odds from an advantageous
|or| superior position, the need to hold an
unpopular stand |or| defy seemingly
unbeatable opposition.

In the next combat where drawer and
party are outnumbered 2:1 or worse, the
drawer?s party will have +4 on initiative
rolls; they will also have a bonus of +1 on
saving throws and AC (one place better).

Reversed, it signifies indecision, ignorance,
perplexity, anxiety, embarrassment,
doubt, hesitancy.

Drawer becomes indecisive; he will
have a permanent -1 on all initiative rolls
for drawer and any party he leads.

29: 8 ov Wands

Eight wands fly through open space,
but near the end of their flight; they will
clearly fall to ground soon.

Upright, it signifies swiftness, haste;
that which is moving; approach to goals;
travel by air; too-rapid advancement.

When next attacked, drawer will be
hasted for 2d4 turns, rest of party for 8
rounds; those who make their saving
throws vs. death magic will not suffer
aging (the drawer?s throw will be at -1).

Reversed, it signifies DELAY, stagnation;
quarrels and disputes.

When next attacked, the entire party
will be slowed for 8+1d8 rounds; afterward,
those who do not save vs. spell will
suffer discord (as with the symbol), but
they will not attack with lethal weapons.

30: 9 ov Wands

A sturdy muscular figure, with a minor
wound (already bandaged) grasps or leans
on one staff and expectantly regards the
surroundings. Behind are eight other
wands, arranged as for a palisade or other
sturdy boundary.

Upright, it signifies a pause in struggle,
strength to meet opposition, power
in reserve, discipline, preparation for an
encounter, DELAY or suspension.

One Time before the end of this adventure/
expedition, drawer and party will be
able to return to a designated sanctuary
(as per the cleric spell word of recall) for
9-12 turns. They may bind their wounds,
refresh themselves, and the like, but may
not pick up or drop anything, or communicate
with anyone; at the end of the
duration, they will reappear at the time
and place they left from, in the same positions
and carrying the same equipment.

Reversed, it signifies obstacles, adversity,
opposition, weakness, ill health,
even calamity.

Drawer's strength will be reduced to
racial minimum when next confronted by
an opponent, and will remain reduced for
8 turns.
 
 

31: 10 ov Wands
A weary figure stumbles toward a city
or castle, oppressed by the weight of ten
wands he is trying to carry.

Upright, it signifies oppression, testing
by work and pain; also force, energy, or
power misused and applied to selfish
ends, the burden of ill-controlled power.

An employer, liege, ruler, supervisor,
or other person with power over the
drawer, will soon (2-20 days) begin to
overwork and overburden the drawer. if
the drawer bears up under the oppression
(which will not be unendurable, merely
irksome in the extreme) for 1d10 weeks,
he will be relieved of the oppression, and
will receive a reward of 1,000 xp per week
of suffering.

Reversed, it signifies loss, separation,
immigration; intrigue.

Drawer is teleported a distance of 1-4
levels in a dungeon-type setting, or 2-20
miles in a city or wilderness setting, to a
place he is not familiar with at all. At
least one party member will urge that the
rest of the party consider the drawer
deceased, and that his possessions (if any)
being carried by party members be considered
extra treasure for the ?survivors.?
 

The Court Cards
The Court Cards of each suit (King,
Queen, Knight, and Page) signify a being
who will aid or attack the drawer,
depending on whether the card is drawn
upright or reversed. Each of these beings
is a material form of that which is symbolized
by the card (their appearance will
be exactly that of the person depicted on
the card) rather than a natural being
(human or otherwise); thus, they may
possess combinations of classes or other
attributes which might be FORBIDDEN to
player characters or NPCs. They will
materialize the next time the drawer is
attacked by another creature or character,
and will engage in combat until the combat
is resolved by the defeat of one side or
the other, or by the successful evasion of
one party by the other, or until the cardbeing
is slain. Upon this resolution or
slaying, the being will dematerialize
along with all its effects. Stated armor
classes, damage figures, and the like, take
account of the magicks with which these
beings are equipped, and of dexterity or
strength bonuses. Ability scores for each
individual in a set of court cards are as
given for the Page in each case: 16 in the
prime requisite score and 12 in all other
abilities. All of the card-beings are neutral
in alignment.

32. Page of Wands
The Page is a fair youth with blond
hair and light eyes, who stands boldly
upholding a wand as if ready to deliver a
message or proclamation (the Page is
often a bearer of tidings, good or ill).

The Page of Wands: <Conjurer>
(AC 8, HP 12, #AT 1, D 4-9 (d6+3), S
12, I 16, W 12, D 12, C 12, Ch 12); wears
boots of speed and carries a staff of striking
(15 charges). The Page?s spells are
magic missile, shield, stinking cloud.

33: Knight of Wands
A handsome young man in plate
armor, the Knight, wand in hand, rides
across the plains in haste. His hair is
blond, his eyes pale, and he is fair of
complexion.

The Knight of Wands: <HeroicTheurgist>
(AC 2, HP 26, #AT 1,
D 4-11); wears plate mail +1 and carries a
rod of smiting (30 charges). His spells are:
sleep, burning hands, push, mirror
image, scare. If the setting is suitable
(open meadow, city street, etc.) the
Knight will be riding a light warhorse (16
hp) which wears horseshoes of speed.
 

34. Queen ov Wands
The crowned Queen sits on her throne,
a wand in her hand, a black cat (her
familiar, with 7 hp) at her feet. She is a
fair blonde with pale eyes.

The Queen of Wands: <Enchantress> <cf. The Dragon #3>
(AC 9, HP 28, #AT 1, D by weapon);
wears a ring of protection +1, a ring of
fire resistance, and a brooch of shielding
(70 points left) and carries a wand of fire
(40 charges). Her spells are: enlarge,
magic missile, shield, sleep, mirror
image, scare, web, dispel magic, protection
from normal missiles, confusion.

35: King of Wands
The King sits in royal robes upon his
throne, a crown and cap of maintenance
upon his head. A staff is in his right
hand; a little alchemical salamander is at
his feet (it has 4 hit points and is as
immune to fire as a standard salamander;
so, therefore, is the King), which looks
like a small black lizard. He is a mature
man, blond and fair with pale eyes.

The King of Wands: 7th level magicuser
(AC 8, HP 28, #AT 1, D by weapon);
wears a ring of protection +2 and a necklace
of adaptation, and carries a wand of
frost (35 charges). His spells are: burning
hands, shield, sleep (×2), invisibility,
stinking cloud, web, blink, fireball, wall
of fire.

Cups
Cups generally represent Love, happiness,
deep feelings, gaiety, joy, and wisdom.
They hold water or wine, symbols
of pleasure and happiness. This is the
suit of the cleric and the minstrel.

36: Ace of Cups
A large and ornate cup, usually shown
accompanied by flowers and other living
creatures. The incidental aspects of the
card vary from deck to deck. The Waite
deck shows the cup supported by a hand
issuant from a cloud; pouring from the
cup are 5 streams flowing into a body
of water on which floats water-lilies; a
white dove drops a communion wafer
into the cup.

Upright, it signifies joy, nourishment,
content; opulence, fulfillment, abundance;
joys of faith, "my cup runneth
over"; fertility, productiveness.

This draw serves as atonement, cure
critical wounds, cure disease, dispel evil,
dispel magic, exorcise, or remove curse
(any two of the above needed by the
drawer within the next 21 weeks) at the
16th level of clerical ability.

Reversed, it signifies CHANGE, alteration,
instability, bad faith, false love, erosion,
inconsistency.

The next 2 spells from the list above
cast upon the drawer will be ineffective.

37: Two of Cups
A young man and young woman share
cups, perhaps in pledge; above them is a
caduceus, surmounted by a winged
lion?s-head.

Upright, it signifies love or friendship
beginning or renewed; UNION; understanding,
cooperation, and partnership.

Drawer will fall in love with the
member of the party most attractive to her
or him (based on charisma, racial preferences, <comeliness?>
etc.) over the next 24 hours; drawer
gains 4 points of charisma at the same
time -- in the eyes of the beloved only.

Reversed, it signifies misunderstanding,
crossed desires, violent passion, disappointment
in love, disunity.

Drawer will fall violently, passionately
in unrequited love with the member of
the party most attractive to her or him,
over the next 24 hours; drawer loses 7
points of charisma -- in the eyes of the
beloved only.

38: Three of Cups
3 cups are lifted up, in a setting of
flowers and other growing things.

Upright, it signifies victorious and
happy conclusions, success, abundance,
pleasure and hospitality, solace, fulfillment,
and healing.

Before the drawer appear 3 large
cups or chalices (which are of wood, but
resemble those on the card), on which are
carved the drawer's name. In each of these
the drawer can create food and water, one
cubic foot of either, 7 times, after which
they become simple cups worth 2 gold
pieces each. If the drawer is a cleric, each
cup will work 21 times. These items are
not salable for more than the 2 gp, since
the spell will only work for the drawer,
and only if all three are together; their
experience point value is 1,000 for the set,
3,000 for a cleric.

Reversed, it signifies achievement; ending;
overindulgence in drink and the
pleasures of the senses; excess.

Drawer becomes more susceptible to
intoxication from alcohol and other
drugs: slight intoxication (normally)
becomes moderate, moderate becomes
great, great becomes ?beyond great.? This
change will first become evident after the
end of this adventure or expedition.

39: 4 of Cups
A youth sits contemplatively on the
grass beneath a tree. A hand from a mysterious
cloud offers a cup; but the youth
seemingly ignores both it and the 3
other cups upon the ground nearby.

Upright, it signifies weariness, surfeit,
disgust with earthly pleasures and things
of this world, boredom and discontent, a
re-evaluation of lifestyle.

Drawer will decline any nourishment
but water for the next seven days (?to
clear the mind and system?); at the end of
this expedition, drawer will give all food
and drink and 10% of his wealth to the
poor, and give half of his gains from this
adventure to his faith (100% if a cleric,
druid, monk, or paladin). These donations
will go to public institutions, not to
any player character or NPC. The drawer
will then withdraw from the active world
for 4 weeks + 4d4 days, emerging only for
religious services which cannot be carried
out at home.

Reversed, it signifies novelty; reawakening
to new goals, new relationships, or
new ambitions; refreshment.

Drawer breaks free of any charm, insanity,
beguilement, or the like by which he
is afflicted. Drawer will move afoot at an
extra 3" for 4d4 weeks, and will gain a
bonus of 25% on all experience points
earned for the rest of this adventure.
 

40: Five of Cups
A gloomy, cloaked figure in a hilly setting
looks sideways at three spilled and
fallen cups; two full ones stand behind.
In the background is a body of water.

Upright, it symbolizes partial loss,
failure to come up to expectations, disappointment
or disillusionment, dissolution
of a friendship or marriage.

Drawer will lose the affections of a current
lover or, if none, those of a henchman
to whom drawer might be attracted
(they will not become hostile, merely
indifferent) over the next five days; drawer's
morale and reaction rolls will be at
-5% for 5d5 weeks.

Reversed, it signifies return of pleasure,
of an old friend |or| loved one, new partnership
or alliance.

Drawer will gain or regain an old lover
or henchman to whom drawer might be
attracted, within five days of returning
from this adventure or expedition; drawer
?s morale and reaction rolls will be at
+5% for 5d5 weeks after this.
 
 

41: 6 of cups
2 young children stand in a garden
or village green, playing with one of 6
cups filled with flowers; the ambience is
bucolic && nostalgic.

Upright, it signifies remembrance of
things past, the joys and happiness of
days gone by.

Drawer sees a clear vision of a beloved
friend and companion of days gone by
(one who is still alive). Within 1-8 days of
the drawer's return from this adventure,
he 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 (49%), an item of jewelry of 4,000 gp
value or less (40%), or a minor (gp and xp
values of 4,000 or less) miscellaneous
magic item usable by the drawer (11%).

Reversed, it signifies renewal, thoughts
of the future, that which is to come.

Drawer has a clear vision of the next
being or group of beings the party is to
encounter after they have finished with
the Tarot (although he will not know the
meaning of this vision, of course).

42: Seven of Cups
A startled figure is confronted by seven
cups overflowing with fantastic visions:
castles, dragons, jewels, and other sights
more bizarre.

Upright, it signifies daydreaming, dissipation,
wishful thinking, ephemeral or
illusory success.

Drawer has a -2 penalty on saving
throws vs. illusions from now on.

Reversed, it signifies resolution, determination,
strength of will, intelligent
choice.

Drawer will save at +2 vs. illusions
from now on; illusionists will gain one
level instead.

43: Eight of Cups
A dejected figure with a pilgrim's staff
leaves 8 neatly stacked cups behind,
and trudges up a barren moonlit mountain
into the distance.

Upright, it signifies abandonment of
success, disappointment in material
gains, the discarding of what has been
achieved for a higher goal; journeying
from place to place.

Over the remainder of this expedition,
drawer will feel an increasing discontent
and an increase in religious interests.
Within eight days of returning home
from this adventure, he will sell all nonportable
properties, abdicate (or at least
take leave from) all official positions, and
enter a religious retreat for at least 8 + 4d8
weeks (after donating half of all his
worldly goods to the faith). If drawer is
eligible, he will become a cleric, druid, or
paladin of his deity (allowing for alignment,
gender, and racial requirements,
and the restrictions listed in, the Players
Handbook). Clerics, druids, and paladins
will stay in religious retreat for a year and
a day, emerging with 4,000 additional
experience points. Those who fall into
neither of these classifications will
emerge from retreat with renewed spirituality
and 1,000 extra experience points.

Reversed, it signifies feasting, joy, striving
for material success, gaiety, a less
spiritual outlook.

While healing and resting after the end
of this expedition, drawer will be feeling
increasingly restive and frivolous. As
soon as it is safe to do so, he will spend at
least 8% of his wealth on a feast or series
of feasts and carousals, stopping only
after money starts running low or a daily
saving throw vs. death magic (at -2) is
successful. Depending on alignment,
deity, and profession, this debauchery
may require atonement by the drawer.
 

44: Nine of Cups
A prosperous figure, having feasted
happily, rests before a counter on which
nine cups, plenteously filled, have been
neatly arranged.

Upright, it signifies success, satisfaction,
all the good things of life, well
being, the granting of wishes.

Drawer gains one immediate wish,
which can only be used for physical or
material matters (thus, it could be used to
restore HP, but not to raise an <not all HP are physical>
intelligence score).

Reversed, it signifies misplaced confidence,
false assurance, material loss,
imperfections, mistakes, disputes, failure
to fulfill a wish.

Effects as above, but 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 them
into the cells of his dungeon, without
keys. The mistake or flaw may be disastrous,
but should not be fatal per se.
 

45: Ten of Cups
10 cups in a rainbow appear as in a
vision; beneath it a couple raise their
arms in joy and ecstasy and 2 children
dance together blithely; a home stands in
the background.

Upright, it signifies contentment,
repose of the heart, perfection of Love and
friendship, Peace.

Reaction/loyalty scores of the drawer's
friends and associates increase by +20%.

Reversed, it signifies betrayal, loss of
friendship, waste, criminal behavior,
strife, hatred, resentment.

Reaction/loyalty scores of the drawer's
Friends and associates decrease by 1/3 of their present amount (round
losses up), but at least 10% in any case.

46: Page of Cups
A fancily dressed youth of medium coloration,
the Page stands lightly, contemplating
the fish or other curious image(s)
emerging from the Cup being carried.

Page of Cups: Priest (AC 4,
HP 24, #AT 1, D 2-7, S 12, I 12, W 16, D
12, C 12, Ch 12); has bracers of defense
(AC 4) and a mace +1. The Page?s spells
are: command, cure light wounds, hold
person. The Cup is his holy symbol.

47: Knight of Cups
Stately but not martial, the Knight carries
his Cup firmly as he approaches a
stream. He wears Plate armor, with a
winged helmet; he is a young man, of
medium coloring.
<check if field plate or full plate>

Knight of Cups: 4th/4th level cleric/
fighter (AC 1, HP 42, #AT 1, D by weapon);
has plate mail and a cloak of displacement.
His spells are: cause fear, cure
light wounds, light, chant, hold person.
The Cup is his holy symbol. If the setting
is suitable (plains, highway, etc.) the
Knight will be riding a medium warhorse
(18 hp) with horseshoes of a zephyr.

48: Queen of Cups
Beautiful and dreamy, the Queen contemplates
an extremely elaborate cup; she
is quite capable of turning those dreams
into actions. She is of medium coloring.

Queen of Cups: 7th level cleric (AC 7,
HP 56, #AT 1, D 2-7 or 1-6 +3); wears a
ring of protection +1 and a cloak of protection
+2 and carries a sceptre which is
also a mace +3. Her spells are: command, <horseman's mace?>
sanctuary, cure light wounds, hold person
(x2), silence 15? radius, animate dead,
dispel magic, cure serious wounds. The
Cup is her holy symbol.

49: King of cups
Solemn, level-headed, and responsible,
the King sets the great Cup upon his
right knee, Of medium coloring, he is a
fair and lively-minded man.

King of Cups: 7th level cleric (AC 2,
HP 56, #AT 1, D by weapon); wears bracers
of defense (AC 5) and a ring of protection
+3; and his Cup is also a decanter of
endless water. His spells are cure light
wounds, light, sanctuary, hold person,
slow ,poison, resist fire, prayer (×2), cure
serious wounds. The Cup also serves as
his holy symbol.

Swords
Swords generally represent courage,
boldness, violence, force, strength,
authority, aggression, ambition, activity,
accomplishment of goals (for good or ill);
sometimes misfortune and disaster. This
is the suit of fighters, and of the ruler.

50: Ace of Swords
Issuing from a cloud, a hand grasps an
upright sword, topped by a crown from
which hang branches of olive and laurel.

Upright, it signifies conquest, the triumph
of brute force, championship,
excessive use of power.

Drawer will hit his next opponent in
physical combat on every attempt (unless
21 or more is required to hit); but he cannot
strike to subdue that opponent.

Reversed, it signifies debacle, disaster,
lack of productivity, Pyrrhic victory.
 

51: Two of Swords
A blindfolded female figure balances
2 swords upon her shoulders beneath a
new moon; behind her is a turbulent or
rocky sea.

Upright, it signifies balance of forces,
expedience, conformity, alliance of arms,
indecision or tension in relationships,
stalemate, harmony, concord, affection.

Loyalty and reaction rolls of friends,
henchmen, and servitors will change 2dl2
points toward 60%, going up or down as
appropriate, over the next two turns.

Reversed, it signifies treachery, disloy
alty, duplicity, release, movement of
affairs in the wrong direction.

Loyalty and reaction rolls of Friends,
henchmen, and servitors will change 2d12
points toward 20%, going up or down as
appropriate, over the next two turns.
 

52: Three of Swords
Against a turbulent background, a
heart is pierced by three swords.

Upright, it signifies division, quarreling,
separation, upheaval, civil war or
political struggle, arguments.

Those members of the party who do
not make successful saving throws vs.
spell (at -3) will start a violent fight
within the party in the next 1-4 turns; the
drawer does NOT get a saving throw. The
basis of the fight may be philosophical,
racial, political or religious. Those quarreling
cannot be stopped (except forcefully,
by those who made the saving
throw) until at least one party member is
unconscious or dead.

Reversed, it has much the same meaning
but to a lesser degree.

Effects as above, but saving throws will
be at +1, and those party members with a
wisdom of more than seven will be using
non-lethal combat methods. (Note: In
both these cases the effects of the card will
wear off in 4-7 hours, but the animosities
created or revealed may linger.)

53: Four of Swords
The image of a warrior lies upon a
tomb |or| altar; alongside it is one sword,
and 3 more hang in the background.

Upright, it symbolizes repose, release,
hermit's retreat, SOLITUDE, EXILE, replenishment
(NOT death).

After this adventure is completed,
drawer will refrain from adventure and
excitement for an extra 4 weeks + 1d4
days after healing and other recovery are
completed, regardless of inducements
offered. The period of repose will be
spent in solitary study and meditation, @
the end of which the drawer will roll 4d4;
if the resulting number is less than the <equal to or less>
drawer's wisdom, he will gain permanently
1 hit point, 2 in the case of fighters
(including paladins and rangers).

Reversed, it signifies circumspection,
precautions, a need for careful administration,
economy, prudent action.

Drawer gains a permanent 10% increase
in the chance of success of precautionary
measures (listening at doors, attempting
to detect evil/good, casting augury, and
the like); but if the drawer is careless, the
chance for him to be surprised is 2 in 6
greater. Thus, an elven drawer listening
at a door behind which a band of orcs
lurk will have a 5 in 20 (instead of 3 in
20) chance of hearing noise; a drawer
checking an alley for danger with a
medallion of ESP will suffer a malfunction
on a 2 in 30 (rather than 5 in 30)
chance, etc.; but a drawer who blithely
enters a presumably empty woods without
drawing weapons and taking similar
prudent measures will be surprised on a 5
in 6 (instead of 3 in 6) chance by the
werewolf therein.

54: Five of Swords
A scornful youth watches as 2
dejected figures slouch away; 2 swords
lie on the ground, 2 more are slung
over the youth's shoulder, and he holds
the 5th confidently, pointed toward the
ground. The sky is clouded and stormy.

Upright, it signifies defeat, dishonor,
loss, degradation, infamy, destruction,
conquest, cruelty, failure.

In their next conflict with beings not
evil in alignment, drawer and party will
be defeated and will surrender rather than <d97>
be slain. They will be stripped of all
weapons, valuables, and supplies, but no
lives will be lost.

Reversed, it signifies more or less the
same, plus sorrow, weakness, funerals,
loss of a friend.

Effects as above, but the drawer will
suffer some form of humiliation or
injury, possibly including the slaying of a
familiar, henchman, or servitor.

55: 6 of Swords
A ferrykeeper conveys solemn passengers
to a further shore across calm
waters. 6 swords stand hilt-up along the
edge of the boat.

Upright, it signifies a departure, breaking
away, travel, success after anxiety,
voluntary separation, water journey.

The next effort by drawer and party to
FLEE, avoid, or evade opposition that
would normally fail, will succeed, unless
the chance for success was 0 (but also
even then, if there is a body of water
between the party and the pursuers).
Drawer has a permanent 5% bonus chance
of evading pursuit, etc., if he can cross a
body of water ahead of the pursuers.

Reversed, it signifies outcry, lack of
immediate solution, staying in place.

The next time the drawer and party
seek to FLEE, avoid, or evade, they will fail
badly because of slow SPEED, an involuntary
outcry that alerts the opponents, or
inability to get across a body of water.
Drawer also becomes permanently sensitive
(-1 on <saves>) to attack forms
based on loud sounds or outcries.

56: 7 of Swords
A scurrying figure rushes away with
5 swords, while 2 other swords are
left behind.

Upright, it signifies partial success, a
plan that may fail, plots and schemes,
tricky endeavors.

The next encounter in which the
drawer takes part will be a partial success:
some opponents will escape with part of
the treasures, valuables will be damaged
in the fighting, etc. Any attempt to make
the encounter more nearly a total success
will bring the whole effort to ruin (i.e.,
while sacking up the last copper pieces
and checking the chests for false bottoms,
the Party is surprised by returning opponents
? and their allies).

Reversed, it signifies wishes soon to be
fulfilled, chance of unexpected success;
sound counsel, instruction.

The next plan devised in part |or| whole
by the drawer which involves at least 7%
but no more than 49% chance of failure,
will be a success, if the scheme is based on
stealth, cunning, or deception (rather
than a "smash and grab" operation).
 

57: 8 of Swords
A female figure, her eyes covered,
stands alone, surrounded by the swords of
the card.

Upright, it signifies restriction, bondage,
betrayal, imprisonment; chagrin;
calumny |or| censure; temporary sickness.
<e.g. acute diseases>

Drawer will be taken captive (and
stripped of gear, weapons, etc.) by the
next opposing group the party meets of
greater power than their own.

Reversed, it signifies prior treachery,
disquiet, unforeseen mishap, fatality.

Drawer will encounter wandering <link: MM2 tables>
monsters at twice the normal chance until
the end of this adventure.

58: 9 of Swords
A woman, racked with despair, is surrounded
by the swords of the card; she is
blanketed with roses, but feels only their
thorns.

Upright, it signifies utter desolation,
despair, misery, death, failure, disappointment,
miscarriage |or| DELAY, deception,
doubt, illness, loss.
<e.g. disease and/or parasitic infestation>

Drawer falls prey to melancholia (DMG) after 9 turns;
if he saves vs. death magic (at -2), the
melancholia will last for 3-12 (ld10+2)
months; if not, it will be permanent. During
this period, he will be doubly susceptible
to illness and parasitic infestation,

Reversed, it signifies doubt, suspicion,
shame, patient suffering, "time heals all
wounds," timidity, reasonable fear.

Drawer will have a -25% to morale and
react at -10% for 3-9 (2d4+1) weeks; he
will heal at half speed until fully recovered
from this adventure/expedition, and
will then require an additional 4-7 days
of rest.
 

59: Ten of Swords
A body, pierced by 10 swords, lies
upon a desolate plain beneath a blackened
sky.

Upright, it signifies defeat, darkness,
disaster, woe, loss, and desolation (but
not death).

Drawer loses the affection of all lovers,
henchman, and associates (reaction and
loyalty rolls will be reduced by 11-30
points, with a new maximum of 55%),
with the rest of the drawer?s party feeling
uneasy around him and wishing to get
rid of the drawer as soon as they can do so
without endangering the party. Any
home the drawer owns will be destroyed
or taken from him, as will 80+ld20% of
his material wealth.

Reversed, it signifies BENEFIT, profit,
success, favor, etc., but of a passing and
impermanent sort.

Drawer will have 1d10 additional HP for the next ten days.
 

60: Page of Swords
An alert, lithe, and energetic youth of
dark coloring, the Page holds the Sword
ready for action while walking briskly
over rough ground.

Page of Swords: Swordsman (AC 6,
HP 30, #AT 1, D 1-8 or 1-12 +2, S 16, I 12,
W 12, D 12, C 12, Ch 12); wears bracers of
defense (AC 6) and wields the Sword,
which is +1 (a long sword) with no special
abilities.
 

61: Knight of Swords
A dashing and chivalric young man of
dark coloring, the Knight rides full tilt
across open storm-swept country. Brave
and proud, he brandishes his Sword at
unseen foes, or from sheer spirit.

Knight of Swords: Swashbuckler (AC
2, HP 50, #AT 1, D 1-8 or 1-12 +3); wears
plate mail +1 and wields the Sword,
which is +2 (a long sword) with no special
abilities. If the setting is suitable
(heathland, plazas, etc.) the Knight will
be riding a roan medium warhorse (18
hp) and will appear already charging (see
p. 66, DMG).
 

62: Queen of Swords
Dark and grim, the Queen sits on her
throne beneath a clouded sky and brandishes
her Sword as if to say "Approach
who dares!"

Queen of Swords: 7th level fighter (AC
2, HP 70, #AT 3/2, D 1-8 or 1-12 +4);
wears a ring of protection +1 and bracers
of defense (AC 3) and wields the Sword,
which is +3 (a long sword) with no special
abilities.

63: King of Swords
The crowned King, dark and sternlooking,
sits on a throne of judgment
beneath stormy skies; his Sword is held in
a manner which makes it menacingly
clear that he is familiar with its use, for
good |or| evil.

King of Swords: Champion (AC 1, <cavalier 7?>
HP 70, #AT 3/2, D 1-8 or 1-12 +4); wears
chain mail +4 under his robes, and wields
the Sword, which is +3 (a long sword)
with no special abilities.

Pentacles
Pentacles represent material and financial
matters, money, occupation, material
gain, business development, and involvement
in the world. This is the suit of the
thief, and of the merchant.

64: Ace of Pentacles
A single pentacle takes the form of a
large coin or other piece of precious
Metal or jewelry; it is usually held by a
hand or hands. In the background are
flowers, butterflies, and the like.

Upright, it signifies gold, content
prosperity, the happiness && pleasure
that wealth can bring.

Concealed in or on some item acquired
during this expedition, drawer will discover
a gem worth at least 10,000 gp.

Reversed, it signifies greed, miserliness,
that prosperity which gives no happiness,
misused |or| corrupted wealth.

Effects as above; also, for 2d4 months,
all wealth gained by the drawer has no
XP value whatsoever.

65: Two of Pentacles
A youth in frivolous costume dances
and juggles 2 pentacles; in the background
ships are tossed on the high sea.

Upright, it signifies gaiety, lightheartedness,
GRACE UNDER PRESSURE; but
also difficulty in launching new ventures
|or| adapting to additional burdens; variability
of moods.

Drawer gains 1 point of dexterity, but
will receive only half the experience
points actually earned until he has
enough experience points for the next
level. At this point, drawer will take twice
the usual time for training and study, in
order to gain the new level.

Reversed, it signifies enforced |or| simulated
gaiety and enjoyment.

The next time the drawer is under
attack, he will suffer the effects of Otto's
irresistible dance for 4-7 rounds.

66: 3 of Pentacles
A master artist |or| mason carving pentacles
in stonework is regarded approvingly
by 2 robed figures (probably <priests>),
one of whom holds a set of plans from
which the crafter has been working.

Upright, it signifies skill, craftsmanship,
glory |or| renown (particularly in a
commercial matter), mastery, rank and
power in one's profession; it also is used
to signify matters relating to secret societies,
guilds and the like.

Drawer will receive a 30% bonus on all
earned XP until the next
level is attained; thieves will also gain a
permanent 3% bonus in all their professional
skills. In addition, if drawer is a
member of a society, guild, or the like,
whose ranks are not based on character
class levels, he will soon (3-36 days) be
promoted therein.

Reversed, it signifies mediocrity and
lack of skill, ineptitude, sloppiness, mercenary
attitude, lack of distinction.

Drawer will function in all skills of his
class as if one level lower, until the next
level is attained. In addition, if he is a
member of such a group as is mentioned
above, drawer will not be promoted therein
for 3 months after the customary time,
"having failed to distinguish himself."

67: 4 of Pentacles
A hunched-over figure, crowned with
one pentacle, grasps another fervently
with hands and arms, and stands firmly
upon two more; he clings avidly to what
is already held.

Upright, it signifies making sure of
material gains; worldly gain leading to
nothing beyond it; sometimes (not
always) miserliness and a lack of generosity,
but always a monetary, mercenary
concern and point of view.

Drawer will receive no experience
points for any material gains made during
this expedition, except thieves and
assassins, who suffer only a 10% penalty.

Reversed, it signifies material setbacks,
opposition, DELAY, hindrance, chance of
material losses.

From 4-16% (4d4) of the drawer's total
wealth will disappear or be stolen in the
next 4 days, never to be recovered.

68: 5 of Pentacles
2 ragged figures (one on crutches), a
man and a woman, pass beneath a lighted
window in a snowstorm. They are clearly
in distress.

Upright, it signifies loss of home, destitution,
joblessness; affinities discovered
through mutual suffering; generally,
troubles in the material-financial realm.

Within 5 weeks of returning from this
adventure/expedition, drawer will lose all
homes, savings, jewelry, magic items and
other valuables, and job (including
henchman status), if any; for 5d10 weeks
after drawing this card, drawer will be
doubly susceptible to illness, and to parasitic
infestations. If drawer has a lover or
spouse, they will each increase in loyalty
toward each other by 5%.

Reversed, it signifies disorder, discord,
severe toil, overcoming of ruin; new
interest in spirituality; need for charity.

Drawer will quarrel with the rest of the
party over division of the proceeds of this
expedition, and will receive only 1/5
of his rightful share. He will spend at
least 5 days in retreat and/or meditation
under the tutelage of a <priest> of his faith.

69: Six of Pentacles
An opulently dressed figure, probably a
merchant, gives money to the distressed
from a balance or scales, giving out of
goodness of heart from present wealth
and plenty.

Upright, it signifies just and righteous
charity, gifts && inheritance, wealth
received for good reason, just desserts.

When the proceeds of this expedition
are divided up, drawer's share will be
6d6% larger than it normally would be;
drawer 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
act, if done by an evil or neutral character,
must be adjudicated by the DM.

Reversed, it signifies greed, jealousy,
pride or arrogance of wealth, envy, selfishness,
refusal to give.

When the proceeds of this expedition
are divided up, NPCs will swindle the
drawer, so that his share will be 12%-72%
(Id6 × 12%) of what it ought to be. The
drawer will not realize this for at least 6
days afterward.

70: Seven of Pentacles
An intense young man leaning upon
his staff hovers protectively near 7
pentacles attached to the greenery of the
garden-like space he is tending.

Upright, it signifies speculative pauses,
fretting, anxiety, success not yet attained,
disappointment.

During the next project the drawer is
engaged in which takes a long time
(training for a new level, enchanting an
item, etc.; anything requiring 10 days or
more for completion), he must save vs.
death magic once each week. Failure to
make a successful saving throw means
that the drawer has ruined the process
through overanxiousness, and must begin
anew or pay whatever penalty is imposed
for such interruption. Such interruptions
because of this card will not exceed seven
in number; and on each saving throw
after the first, the drawer will have a
cumulative +1 on the roll (thus, the
second roll will be at +1, third at +2, etc.).

Reversed, it signifies impatience,
apprehension, suspicion, especially in
money matters.

Drawer will have a permanent -7%
reaction to strangers and casual acquaintances
who ask for favors or act in any
way "suspicious"; this penalty will double
for loans or other financial favors.

71: 8 of Pentacles
An artist sits happily carving out a
pentacle; other completed examples are
racked neatly nearby.

Upright, it signifies work, craftsmanship,
skills (perhaps still at an apprentice
level); job |or| commission to come.

If drawer is less than 3rd level (or less
than 4 total levels, for a multi-classed
character), he gains 3d8 hundred XP; if higher, the gain is 30-240
(3d8 × 10) XP.

Reversed, it signifies vanity, thwarted
ambition, greed, usury, skill in cunning <link>
and intrigue, sharp practices.

Drawer will soon (8-64 days) be shortchanged
|or| hoodwinked in a major transaction,
losing at least 8,000 but not more
than 80,000 GP. If drawer is a
thief, he will gain 1d12 hundred experience
points; if an assassin, 3d8 hundred.

72: 9 of Pentacles
A stately woman stands in a flourishing
vineyard, presumably part of her
manorial domain. On her wrist is a tame
hawk; she is otherwise alone, and seems <hawk size = ?>
serene in her isolation.

Upright, it signifies security, prudence,
wealth, self-sufficiency, Love of gardens
and Home, comfort in material matters.

For the rest of this expedition or adventure,
any pickpocketing attempts upon
the drawer will fail (although the thief
will not be caught); and until the drawer
returns, his home will be safe from
robbery, burglary, and banditry. Drawer
also gains a secondary skill in gardening.
If he is a magic-user with no familiar, the
next time the drawer is in an outdoors
setting a hawk will come to him tamely,
to serve as a familiar; it will be fully
trained for hunting as well.

Reversed, it signifies robbery, loss of
things treasured, roguery, danger from
thieves. Caution is advised.

There will be a burglary, robbery, or
bandit raid on the drawer's home or
HQ during his present absence;
much but not all (60-90%) of the drawer?s
property therein will be stolen, including
at least 1 item precious to the drawer,
but not necessarily intrinsically valuable.

73: 10 of Pentacles
A man && a woman stand in the
entryway of a house; a child && an
elderly man each pet a dog contentedly
<what kind of dog?>

Upright, the card symbolizes gain,
security, riches, Family, Home, stability.
<Oriental families>

Drawer will soon (5-50 days) gain a
small but sturdy home, free of encumbrance;
this may be gift of a ruler or
patron, an inheritance or dowry, or whatever
is natural for the campaign.

Reversed, it signifies loss, robbery, family
misfortunes; elderly people may
become a burden,

Drawer will soon (5-50 days) become
obligated for the care of his parents, clan/
guild/village elders, feudal dependents,
|or| other aged persons to whom drawer is
obligated (whether he knew of the obligation
or not).

74: Page of Pentacles
A Pentacle rests lightly in, or hovers
over, the hands of the Page, a very dark
youth who moves slowly through a flourishing
field, his gaze seemingly fixed
upon the lone symbol in studious reverie.

Page of Pentacles: 3rd level thief (AC 3,
HP 18, #AT 1, D 1-4 or 1-3, S 12, I 12,
W 12, D 16, C 12, Ch 12); wears bracers of
defense (AC 5) and has a hidden dagger.
<Cutpurse>

75: Knight of Pentacles
Sturdy, laborious, and patient, the
Knight rides placidly through a freshly
plowed field. A thorough-going materialist,
he looks upon but not within the
Pentacle of his suit. He is very dark and
earthy in coloring.

Knight of Pentacles: <Knight Errant & Robber>
(AC 0, HP 44, #AT 1, D 1-8 +1); wears plate mail +1 and a ring
of invisibility, and carries a scimitar +1
with no special abilities.

76: Queen of Pentacles
Very dark of coloring and meditative of
expression, the Queen contemplates her
Pentacle on a throne in a fertile bower;
her serious, even, melancholy mien suggests
that she sees curious things indeed
within that symbol.

Queen of Pentacles: 7th level thief
(AC 4, HP 42, #AT 1, D special); wears a
ring of protection +4 and carries a dagger
of venom (D 3-6 vs. S, 2-5 vs. M, 2-4 vs.
L, + poison), fully charged.

77: King of Pentacles
A dark and courageous, yet somewhat
lethargic figure, the King sits stolidly
upon his throne within a flourishing
garden, and placidly the Pentacle he
holds upon his knee; a short rod |or| wand
is his sceptre.

King of Pentacles: <Sharper> (AC 3,
HP 42, #AT 1, D 1-4 or 1-3); wears leather
armor and a cloak of protection +3, and
carries a wand of magic missiles
(70 charges) and a dagger.
 

A note on effects and descriptions
Obviously, with literally dozens of different
Tarot decks on the market, descriptions
(and interpretations) are going to
vary to differing extents; when wide differences
exist, this writer has relied on the
Waite deck (also called the Rider deck),
which is perhaps the standard in the
English-speaking world.

Also worthy of consideration (simply as
an art collection, if nothing else) is the
Fantasy Showcase Tarot, assembled and
published by Bruce Pelz (15931 Kalisher
Street, Granada Hills, CA 91344; attn:
Elayne Pelz). With original cards composed
by 84 fantasy artists, including
many Hugo winners and nominees, it is a
distinctive approach indeed, including
some thought-provoking innovations
(such as two added Major Arcana, Separation
and The Farrier; and four Ladys to
balance the genders of the court cards).

Many other sorts of decks are available,
and the interested DM should investigate
them. Certain decks will seem especially
appropriate to certain campaigns; and the
symbol(s) of your chosen deck should be
mirrored in the broader campaign in
omens, beliefs, legends, and songs.

BIBLIOGRAPHY

AUTHOR: Balin, Peter
TITLE: The Flight of the Feathered
Serpent
PUBLISHER: Wisdom Garden Books
SPACE: Venice, California
TIME: 1978
NOTES: --

AUTHOR: Butler, Bill
TITLE: Dictionary of Tarot
PUBLISHER: Schocken Books
SPACE: New York City
TIME: 1975
NOTES: --

AUTHOR: Cavendish, Richard
TITLE: The Tarot
PUBLISHER: Harper & Row
SPACE: NYC
TIME: 1975
NOTES: --

Level Press, San Francisco, 1974.
AUTHOR: , The 666, The Great Beast of the Revelation
TITLE: The Book of Thoth: A Short Essay on the Tarot of the Egyptians
PUBLISHER: Level Press
SPACE: San Francisco
TIME: 1974
NOTES: --

AUTHOR: Douglas, Alfred
TITLE: The Tarot: the Origins
Meaning, and Uses of the Cards
PUBLISHER: Taplinger Books
SPACE: NYC
TIME: 1972
NOTES: --

AUTHOR: Grey, Eden
TITLE: A Complete Guide to the
Tarot
PUBLISHER: Crown Publishers
SPACE: NYC
TIME: 1970
NOTES: --

AUTHOR: Grey, Eden
TITLE: Tarot Revealed
PUBLISHER: Signet (N.A.L.)
SPACE: NPC
TIME: 1971
NOTES: --

AUTHOR: Kaplan, Stuart R.
TITLE: Tarot Classic
PUBLISHER: Grosset & Dunlap
SPACE: NYC
TIME: 1973
NOTES: --

AUTHOR: Papus
TITLE: The Tarot of the Bohemians
PUBLISHER: Arcanum Books
SPACE: NYC
TIME: 1958
NOTES: --

Waite, Arthur Edward, The Pictorial
Key to the Tarot, University Books, New
York City, 1959.

AUTHOR: Waite, Arthur Edward
TITLE: The Pictorial Key to the Tarot
PUBLISHER: University Books
SPACE: NYC
TIME: 1959
NOTES: --
 

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