TEXT: LamentationS
  of the
  Flame PrincesS
  
  LamentationS
  of the
  Flame PrincesS
  Text © 2020 James Edward Raggi IV
  First Edition, First Printing 2020
  Published by Lamentations of the Flame Princess
  www.lotfp.com
  Printed in  in Finland by Otava Book Printing Ltd., Keuruu
  ISBN 978-952-7238-43-1 (Print) / 978-952-7238-44-8 (PDF)
  Writing: James Edward Raggi IV
  Illustrations and Cover: Yannick Bouchard
  Layout and Design: Alex Mayo
  Editing: Tom Cadorette
  
  Introduction
  The Deck of Many Things was a magical 
  item first published in the 1975 Greyhawk 
  supplement for the Dungeons & Dragons 
  game. It was basically a deck of cards, and 
  when players drew a card from it, a magical 
  effect or situation was created, some good, 
  some bad. It was always a gamble to draw 
  from the deck because of the power of these 
  effects. Today, it is generally considered 
  an anarchic, campaign-altering (if not 
  campaign-destroying) item, where its usage 
  is considered harsh or “imbalancing.” 
  Naturally, for many years when I was running 
  something that could be labeled “Dungeons 
  & Dragons” more than “Lamentations of 
  the Flame Princess,” I always introduced the 
  Deck at the earliest possible opportunity. It 
  created the uncertainty and distrust within 
  the player group that I craved and prevented 
  me from having full control over the 
  direction of the campaign. So I guess even 
  before there was an LotFP, I was already in 
  that mindset. And the way it operates has 
  been the template for the platonic ideal for 
  LotFP magic items.
  It’s excellent. There are so many perils and 
  random elements that player characters 
  encounter in a game that it’s very easy 
  for the players to think that the Referee is 
  out to get them, or that the game itself is 
  unfair. But with a Deck, it’s all the players’ 
  own fault: they choose to draw, or not. If 
  they get a bad result, it’s on them. But the 
  result might be good, or even great, so then 
  the characters are better positioned for the 
  normal challenges that are part of the game. 
  This works on another level as well. One 
  criticism of the “traditional” class-and-level 
  category of games that LotFP belongs to is 
  that characters are, for the most part, not 
  mechanically unique. Not much separates 
  on paper the abilities from one Fighter 
  from another, for instance. (Magic-Users 
  and LotFP Specialists don’t have this issue, 
  but somehow the overall public perception 
  persists.)
  That won’t be a problem once the Deck is 
  introduced. If the players opt not to draw, 
  at least it’s their choice to leave things as 
  they are. But for those who complain that 
  everything is bland and predictable…
  So my recommendation is if you already 
  have an ongoing game, introduce this thing 
  immediately. Make it part of some socialite’s 
  private collection, a featured item in a 
  wizard’s stash, something that belongs to a 
  person. Maybe draw a card or two on behalf 
  of its assigned owner and apply the effects 
  for a more lived-in feel.
  If you’re just starting a campaign, have a 
  session or three to allow players to establish 
  their characters, and then make this thing 
  available to them. They are more likely to 
  react trepidatiously if they already have a 
  connection with their characters, and will 
  feel free to be completely reckless if they do 
  not. And the decision to use the Deck should 
  weigh upon them.
  Enjoy!
  James Edward Raggi IV
  February 29, 2020
  Helsinki
  
  Instructions
  The Deck should be placed in a library or 
  the collection of a wizard or some other 
  eccentric. Somewhere it would be found 
  relatively easily, instead of at the bottom 
  of some forgotten treasure pile in ancient 
  ruins.
  The nature of the Deck will become known 
  to any who come into contact with it, as well 
  as the unbreakable rules bind those who 
  would draw from it. It wants to be used.
  A Deck of Weird Things is represented in the 
  game by a standard deck of playing cards 
  (including two jokers). When determining 
  the effects, a second standard deck of cards 
  sans jokers is to used as a randomizer. While 
  the cards of the Deck in the game will be 
  expended and discarded once drawn, the 
  randomizer deck should always be a full 
  deck. Both decks should be thoroughly 
  shuffled before cards are drawn.
  Before a Deck is found, 2d10 cards will have 
  already been drawn by some other fortunate 
  (or unfortunate) souls. Remove these cards 
  from the shuffled Deck before it’s introduced 
  into the game. For added suspense, don’t 
  look at any of the discards so that you’re just 
  as clueless as the players as to what the Deck 
  contains.  
  Cards can only be drawn from a Deck when 
  there are at least three people present, with 
  all agreeing to draw at least one card from 
  the Deck. All who choose to draw from the 
  Deck must agree to draw the same number 
  of cards. The Deck is shuffled, cut, and then 
  each of the participants draw from it, one 
  at a time. This process is called the “current 
  draw.”
  Then one by one, each card is revealed. Each 
  card’s effects is detailed on its own page in 
  this book. Each card has four possible effects 
  associated with it; draw from the randomizer 
  deck (replace all cards—save jokers—and 
  shuffle before each draw) to determine 
  which effect is used, as determined by the 
  suit. The described effect applies only to 
  the character drawing the card (identified 
  as the Drawer) unless specified otherwise. 
  Also, unless otherwise specified, there is 
  no saving throw against the card’s effects, 
  which are permanent.
  After all Deck effects have been determined, 
  discard the drawn cards. No one who has 
  drawn from the Deck may do so until there 
  has been another draw using the same Deck 
  not involving them.
  Non-Player Characters, unless already 
  magically inclined, will never choose to draw 
  from a Deck. Forcing them to do so will only 
  be successful on a positive Reaction Roll, 
  and even if they acquiesce, their Loyalty 
  score will permanently be reduced by one. 
  If any result from a Deck draw allows them 
  to leave the Player Characters’ service, they 
  will do so.
  Note that some results have a random 
  element to them, to be noted as {random} 
  in place of a number. In this case, use the 
  randomizer deck. If a card is numbered, 
  use that number as the random value, with 
  other cards’ values as follows:
  Ace = 1
  Jack = 11
  Queen = 12
  King = 13
  
  4
  2
  Cosmetic Oddities
  These effects are, as advertised, entirely cosmetic. They 
  should normally have no game effects, but of course, 
  this game puts characters in all sorts of bizarre situations 
  where normal chains of thought or causation no longer 
  apply, so take each situation as it comes. The local villag-
  ers probably won’t like it, though.
  The Drawer’s hair becomes immediately 
  inflexible and brittle, like straw. Any 
  pressure on the hair will cause it to break 
  off. This condition continues with all-new 
  growing hair. Yes, facial, body, and pubic 
  hair too.
  The Drawer’s skin visibly resembles 
  mirrored chrome. It still behaves as skin 
  normally does, e.g., soft touches can still 
  be felt, it can be cut open, etc. It’s just very 
  reflective.
  The Drawer’s shadow becomes its own 
  individual intelligence, no longer simply 
  being a shadow. It can’t make noise, must 
  stay attached to the Drawer, and can’t 
  handle anything or be felt. It can, however, 
  move and shape itself independently. 
  Whether or not it is friendly to the Drawer 
  should be determined by a Reaction Roll.
  The Drawer’s skin becomes a very, very 
  pale pink color. That’s it. Not so bad. But 
  so very, very distinctive.
  
  5
  3
  Movement
  The Drawer’s feet turn into stone 
  blocks. This effectively increases their 
  encumbrance load by two dots all by itself. 
  Swimming will be quite impossible.
  The Drawer moves at only half-speed 
  when traveling overland anywhere but 
  a proper established road or trail. This 
  includes movement when mounted or in 
  vehicles.
  The Drawer moves at half-speed (only 
  for moving over distance, not performing 
  actions) during combat.
  The Drawer moves at half-speed when 
  traveling overland over clear terrain or 
  roads. This also includes trying to cheat 
  by moving through wilderness parallel 
  to a road. This includes movement when 
  mounted or in vehicles.
  
  6
  4
  Experience Point Oddities
  The Drawer’s experience point total is 
  lowered to –10,000. Not reduced by ten 
  thousand, but reduced to ten thousand 
  points below zero. This will not affect the 
  Drawer’s current level, but boy oh boy, will 
  it take her a long time to ever gain another 
  one!
  The Drawer’s experience awards every 
  session are lowered by 25%. The lost 
  experience is distributed between the 
  Drawer’s retainers. If the Drawer has no 
  retainers, the experience points are lost.
  Whatever the Drawer’s experience point 
  award is after a session, reverse the order of 
  the numbers. For example, if the character 
  is due to receive 1,234 experience points, 
  the reverse is 4,321. Whichever number 
  is the lower number is the Drawer’s actual 
  experience point award.
  The amount of experience needed to gain 
  levels changes. In LotFP, the amount of 
  experience points required to gain a level 
  doubles one you reach second level. This 
  card makes the amount of experience 
  required to gain second level increase by 
  25%, and then the progression of points 
  needed for successive levels increases 
  accordingly—retroactively. If the Drawer 
  longer has sufficient experience point total 
  to be at her current level, the current level 
  does not change: it’s just going to take a lot 
  longer to reach the next.
  
  7
  5
  Loyal Followers
  These options will cause someone to wander into the Drawer’s 
  life very soon after the drawing. The follower will be a landless 
  wanderer, with no connection to the local (or any) community. 
  Did they exist before the card was drawn?
  The follower will be fiercely loyal, to the pain of death. But they 
  will have an annoying trait or two that will make dealing with them difficult. Even if treated with maximum hostility, they will 
  remain loyal and take pains to follow the Drawer, aiding when they can whether their help is welcome or not. They will defend 
  themselves against lethal attack, but even this will not diminish their loyalty. If this follower dies, the Drawer’s maximum hit points 
  decreases by one.
  An enormous Laborer, 12hp, super at 
  carrying stuff, will become the Drawer’s 
  loyal servant. He’s also a compulsive 
  kleptomaniac. He won’t ever steal from 
  the Drawer or the Drawer’s immediate 
  allies (read: any of the Player Characters), 
  but all else is fair game.
  A middle-aged Laborer finds himself 
  drawn into service. He’s a nasty piece of 
  work, anti-social, alcoholic, and just a real 
  drag to be around.
  The character gains an Animal Handler 
  follower, who will only insist on 50% of the 
  usual pay (but they will follow, whether 
  paid or not, but will continue to insist 
  on being paid!). Oh, and this person is a 
  necrophiliac. Not blatant. Pretty discreet. 
  Well, fairly discreet.
  The Drawer will find a very elderly, frag-
  ile person who becomes obsessed with 
  joining her party. This old person will be 
  nearly crippled, with a 30’ movement rate 
  and only 2 hit points, and unable to carry 
  much more than their walking stick. The 
  old man being in the Drawer’s presence 
  will grant +1 to all Reaction Rolls for her.
  
  8
  6
  Favored Enemies
  The Drawer becomes a favored enemy of others.
  Animals have a +2 bonus to hit the Drawer 
  in combat.
  Extradimensional beings (for simplicity’s 
  sake, if there’s any doubt, this counts 
  anything that has innate magical powers) 
  have a +2 bonus to hit the Drawer in 
  combat.
  Members of the Drawer’s own species have 
  a +2 bonus to hit the Drawer in combat.
  Women/females (use the most liberal 
  definition available to you) have a +2 
  bonus to hit the Drawer in combat.
  
  9
  7
  Treasure
  All of the Drawer’s personal treasure 
  will decrease in value 10% per day. If the 
  Drawer tried to get around this by “giving” 
  some treasure away to others until it is 
  immediately needed, then the cosmic 
  forces consuming the treasure will catch 
  wise and take their cut anyway.
  The Drawer must eat 1 gem a day if at 
  all possible. If not possible, that’s fine, 
  but if the Drawer knows there’s a gem 
  somewhere, all efforts must be made to 
  obtain and consume it. Failing to eat a 
  gem on any day where it would have been 
  possible reduces the Drawer’s maximum 
  hit point total by 1. An eaten gem will be 
  entirely digested—it shall not pass.
  The Drawer must personally carry all of the 
  player characters’ portable wealth, or else 
  his maximum hit point total is only half 
  what it would normally be. The missing 
  hit points will be restored whenever the 
  Drawer is carrying what she should.
  All wealth belonging to the Drawer 
  (including coins, gems, jewelry, finely 
  wrought items, property, businesses, 
  stock, titles, etc.) simply disappears from 
  the face of the planet. Yes, an absolute 
  monarch drawing this card will result in 
  the entire kingdom no longer being there, 
  in every way you can imagine.
  
  10
  8
  Saving Throws
  The Drawer’s saving throws will never 
  improve from their current state. The 
  Drawer will never receive bonuses on any 
  saving throws ever again.
  Any saving throw roll of a natural 20 will 
  forever be a failing roll.
  The first saving throw made by the Drawer 
  every game session will be an automatic 
  failure.
  Every day, the Drawer must make a saving 
  throw versus magic, and if failed, the 
  Drawer will have a -1 penalty to every 
  saving throw that day.
  
  11
  9
  Combat Issues
  The Drawer can never hit an opponent or 
  inflict damage with a blunt weapon.
  The Drawer can never hit an opponent, 
  inflict damage, or have any success 
  whatsoever in unarmed combat.
  The Drawer can never hit an opponent or 
  inflict damage with an edged weapon.
  The Drawer can never hit an opponent or 
  inflict damage with firearms.
  
  12
  10
  A Natural Target
  Any enemy who ever damages the Drawer 
  will forever win initiative over the Drawer 
  in any future combat round, in addition to 
  doing +1 damage every time they ever hit 
  her again.
  In group combats, any enemy is twice as 
  likely to target the Drawer than any other 
  available enemy.
  The Drawer has a -1 permanent Armor 
  rating.
  The Drawer will always be targeted for 
  attack by the most powerful enemy in any 
  specific combat encounter.
  
  13
  J
  Physical Mutation
  The Drawer’s body will partially transform. The Drawer 
  will suffer a -2 Reaction Roll penalty from anyone who 
  can see the new features.
  The Drawer’s legs transform into gazelle 
  legs, giving the Drawer a 25% bonus to 
  land movement speed and the ability to 
  jump 20’ across when unencumbered, but 
  the Drawer can wear no armor covering 
  the legs.
  The Drawer’s feet transform into big floppy 
  flippers. The Drawer will quickly become 
  accustomed to this and therefore suffer 
  no land movement penalty, but wearing 
  any sort of footwear will be hopelessly 
  impossible. The Drawer’s swimming speed 
  increases by 50%.
  Small, frail wings sprout from the back 
  of the Drawer. Armor and clothing must 
  be custom-made to accommodate this 
  (wearing standard clothing and armor will 
  be quite painful). The wings are too small 
  to allow the Drawer any sort of flight, and 
  even gliding is impossible. If uncovered, 
  the wings will halve any falling damage the 
  Drawer suffers.
  The Drawer’s skin becomes bulky and 
  hard and rocky so that they look like some 
  sort of “thing.” This gives the Drawer an 
  innate +2 Armor bonus, but all clothing 
  and armor must be custom-made to be 
  worn.
  
  14
  Q
  Blood Curse
  The Drawer will produce so much extra 
  blood that it must be drained every 
  day, or else the Drawer will pop like an 
  overinflated balloon. Two hit points a day 
  (in addition to any other damage taken!) 
  must be drained in this way, or the Drawer 
  will lose ten in the resulting pop.
  If the Drawer does damage to anyone or 
  anything, the Drawer must continue to 
  attack until the damaged target is dead.
  The Drawer becomes vampiric. The 
  Drawer must devour one hit point’s worth 
  of blood per level of the Drawer from 
  members of the same species every day. 
  Any day this does not occur, the Drawer 
  loses one hit point from her maximum 
  total.
  From this point forward, the Drawer must 
  forever kill one member of her species 
  per day, or die herself. It doesn’t matter 
  if she kills 500 people on Tuesday—on 
  Wednesday she must kill another.
  
  15
  
  16
  K
  Hit Point Difficulties
  Every time the Drawer suffers just one hit 
  point of damage, they take two instead.
  Every time the Drawer is brought to zero 
  (or fewer!) hit points and survives, her 
  maximum hit points are reduced by one.
  The Drawer will gain no hit points the 
  next time she gains a level.
  The Drawer’s current hit points are 
  reduced to one. No hit points may be 
  healed until an attack is made against the 
  Drawer.
  
  17
  
  18
  A
  Healing Is a Burden
  The Drawer becomes an artificial automaton. 
  She retains her consciousness and will, but her 
  body is no longer flesh. It looks like flesh, feels 
  like flesh, and, in most cases, behaves like flesh. 
  But it isn’t.
  The body cannot heal itself. It must be repaired 
  by the most skilled of craftsmen, and this will 
  cost 100sp per hit point to be repaired. The 
  good news is that the body will have to be 
  completely obliterated to cause permanent 
  death; otherwise, even the most damaged body 
  can be repaired and consciousness restored 
  once the Drawer’s hit points are restored to 
  above zero.
  The Drawer no longer has to eat or drink 
  and becomes immune to poisons and disease 
  (unless they specifically do hit point damage!). 
  Healing magic does not function on the 
  Drawer.
  All healing by the Drawer requires bed 
  rest. With no bed rest, even magical 
  healing will not work. Magical healing can 
  work in conjunction with a full day’s bed 
  rest, however.
  The Drawer heals at half-normal rates. 
  Magical healing only has half its normal 
  effect.
  Any time the Drawer is healed, the healing 
  is reduced by one point.
  
  19
  Black Joker: Immortality
  The character becomes unable to die! But 
  there will be complications...
  The Drawer can never gain experience 
  points again. She is as good at anything as 
  she will ever be.
  The aging mechanism for the Drawer 
  also stops all restorative processes. The 
  Drawer simply can no longer heal damage, 
  ever—not even magical healing works. If 
  reduced to 0 hit points or less, it takes 12 
  hours for the character to recover back to 
  one hit point and consciousness.
  The Drawer’s sleep cycle becomes reversed. 
  Sleeping at night simply does nothing for 
  the Drawer. She must take all of her sleep 
  during the day for it to have any effect.
  The Drawer must consume twice the 
  normal amount of food every day. Failing 
  to do so (even coming one bite short!) 
  results in having a -2 penalty to all rolls 
  the next day.
  
  20
  2
  Followers
  Three small-statured but clever identical 
  triplets will pledge their service to the 
  Drawer.
  The Drawer will attract an incredibly 
  beautiful woman who will be completely 
  subservient and dutiful to the Drawer, 
  who is also as dumb as a box of rocks.
  The Drawer will attract a perfectly 
  sculpted, musclebound Adonis of a man 
  who will prostrate himself to the Drawer 
  and dedicate his life to her service. He is, 
  however, an obsessive pacifist and will not 
  engage in any activity that could possibly 
  cause harm to any living creature.
  The Drawer attracts a completely average, 
  nondescript, boring person to her service. 
  This person is a werewolf who cannot 
  control their monthly transformation, nor 
  their murderous hunger once transformed.
  These options will cause someone to wander into the Drawer’s life very soon after 
  the drawing. The follower will be a landless wanderer, with no connection to the 
  local (or any) community. Did they exist before the card was drawn?
  The follower(s) will be fiercely loyal, to the pain of death. But they will have an annoying trait or two that will make 
  dealing with them difficult. Even if treated with maximum hostility, they will remain loyal and take pains to follow the 
  Drawer, aiding when they can whether their help is welcome or not. They will defend themselves against lethal attack, 
  but even this will not diminish their loyalty.
  
  21
  3
  Companion Animal
  The companion animal will soon reveal itself to the 
  Drawer, and be able to obey basic commands up to 
  but not beyond the usual capabilities of that sort of 
  beast.
  An elephant will find the Drawer to be 
  a dutiful companion. It is completely 
  peaceful and cannot be used for violent 
  purposes, but it sure can carry a lot of 
  stuff. It also eats a ton.
  The Drawer soon finds herself in 
  possession of a very fine stallion. (+25% 
  usual movement rate, +1 Hit Die) It does 
  have an unknown brand on it, and there is 
  a 1 in 10 chance in every future inhabited 
  area visited that the locals will recognize 
  the brand as belonging to a very powerful 
  local personality who has long been 
  complaining about losing their prized 
  mount...
  A giant winged tapeworm, about 12’ 
  long and 3’ in diameter, will become 
  the Drawer’s new best friend. It can be 
  mounted and ridden, even through the air. 
  Think of it as a really disgusting pegasus 
  (Armor 12, Movement 30’ ground, 120’ 
  flight, 2 Hit Dice).
  The Drawer will find themselves in 
  possession of a very loyal talking tit. The 
  small bird, you pervert.
  
  22
  4
  Movement
  The Drawer retains full normal movement 
  rates through forest and jungle, no matter 
  how tangled,  thick, or obstructing.
  The Drawer retains full normal movement 
  rates over hills and mountains, no matter 
  how steep or craggy.
  The Drawer requires an extra encumbrance 
  dot to be filled before beginning to take on 
  movement penalties.
  The Drawer retains full normal movement 
  rates in wetlands, swamps, moors, and 
  bogs, no matter how chocolaty, erotic, or 
  opulent.
  
  23
  5
  Ability Score Shifts
  One Ability Score of the Drawer’s choosing 
  is raised to the next number that will 
  increase that score’s modifier.
  The Drawer may, at this time, move any 
  number of points from one single Ability 
  Score to another.
  Using a full randomizer deck, the Drawer 
  will draw one card for every Ability Score. 
  If the value of the card is greater than the 
  Ability Score, raise the score by one.
  All Ability Scores are reduced to the 
  minimum number necessary to retain 
  their current modifier. The lost Ability 
  Score numbers may then be redistributed 
  back into any Ability Scores as the Drawer 
  wishes.
  
  24
  6
  Money
  The Drawer may forever buy everything 
  on the standard equipment lists with a 50% 
  discount. Items may only be purchased for 
  personal use to get the discount, and may 
  not be resold.
  Every month the Drawer receives 1,000sp. 
  No experience is awarded for these 
  windfalls.
  Every treasure haul found by the Drawer 
  (haul defined as being worth at least 
  1,000sp per level of the Drawer at the time 
  it is found) has a 10% chance to have an 
  added gem worth 1d6 x 1,000sp.
  The Drawer comes in possession of a 
  treasure map that leads to a treasure worth 
  2d6 x 1,000sp. The Referee must invent 
  the map’s directions and destination, and 
  while he has a responsibility to make tae 
  treasure attainable, he should also make 
  sure recovering it is not so easy.
  
  25
  7
  Saving Throws
  The Drawer may rearrange their saving 
  throw scores immediately, and then again 
  at the beginning of every session.
  The Drawer gains saving throw scores 
  and progression as if a Halfling. If she is 
  already a Halfling, then she gets a further 
  +2 bonus to all saving throws.
  The Drawer may select one saving throw 
  category for which she only ever requires 
  to roll a 2 or greater to succeed.
  The Drawer will automatically succeed in 
  her next {random} saving throws.
  
  26
  8
  Martial Skills
  The Drawer gains +3 to hit in unarmed 
  combat.
  The Drawer gains +3 to hit with any 
  weapon that has never before dealt 
  damage.
  The Drawer gains +3 to hit with firearms.
  The Drawer gains a further +3 Armor 
  bonus when parrying.
  
  27
  9
  Class Abilities
  The Drawer starts being able to cast 
  Magic-User spells upon attaining her next 
  level. At that time, she will begin casting 
  spells as a 1st Level Magic-User, then as 
  a 2nd Level Magic-User on the following 
  level. She does not automatically gain a 
  spellbook or spells at all; these must all be 
  found or researched from scratch. If the 
  Drawer is already a Magic-User, she still 
  gains the benefit of additional spellcasting.
  The Drawer gets a Dwarf’s ability to carry 
  greater encumbrance. If the Drawer is 
  already a Dwarf, double their special 
  ability.
  The Drawer gets a Halfling’s Stealth ability. 
  If the Drawer is already a Halfling, then 
  draw another card.
  The Drawer gains a Fighter’s +1 Attack 
  Bonus every level starting with the next 
  level gained. If the Drawer is already a 
  Fighter, they gain the extra bonus anyway 
  on top of their usual increase.
  
  28
  10
  Experience Point Awards
  The Drawer can, one time only, double her 
  experience point awards for a session.
  The experience points needed for the 
  Drawer to gain the next level is lowered by 
  10%. This does not change the experience 
  points needed for levels after that.
  The Drawer immediately gains enough 
  experience points to rise one level and 
  receives all of the benefits of that new level 
  immediately.
  The Drawer must defeat the next enemy 
  encountered 
  (in 
  whatever 
  numbers) 
  singlehandedly. If she succeeds in this, she 
  instantly gains a level (receiving all of the 
  benefits of that new level immediately) 
  and enough experience points to be 
  halfway to the next level beyond that. If 
  she is unsuccessful, she will double the 
  amount of experience points she currently 
  needs to gain the next level.
  
  29
  J
  Special Item
  The item will appear before the Drawer right away. No one will have the 
  opportunity to take it before the Drawer can claim it.
  A shield that functions as normal, but 
  once per session can be used to deflect any 
  non-magical attack (to be declared after 
  the to-hit roll is made but before damage).
  A dagger which can be used once to au-
  tomatically kill any foe upon a single hit. 
  (This must be declared before the to-hit 
  roll, but the power is not lost if the attack 
  misses.)
  A single golden horseshoe. If worn by a 
  horse, it travels 50% faster and only has to 
  eat half the usual amount. The horseshoe 
  is worth 250sp if sold.
  A glass key that can open absolutely any 
  lock. There is a 1 in 6 chance it completely 
  shatters after opening the lock.
  
  30
  Q
  Magic
  The Drawer gains the inherent ability to 
  cast one 1st level Magic-User spell per day. 
  (Determine which spell at the time the 
  card is drawn.)
  The Drawer gains the ability to destroy any 
  one magic item simply by touching it.
  The Drawer can close any one extradi-
  mensional portal that she stands before.
  The Drawer can choose to completely “de-
  magicfy” any single Magic-User (wiping 
  out all of their prepared spells and also 
  blanking out their spellbook) simply by 
  touching them.
  
  31
  
  32
  K
  Psychic
  Psychic abilities are not dampened by anti-magical effects.
  One time per session, the Drawer can tell 
  if someone they are listening to is lying.
  One time per session, the Drawer can 
  detect the presence of magical items and/
  or beings.
  One time per session, the Drawer can 
  know exactly who a single present person 
  cares about.
  One time per session, the Drawer can 
  use telekinetic ability to move any object 
  within sight, up to 50 pounds in weight, in 
  a straight line.
  
  33
  A
  Luck
  The Drawer at any time can expend hit 
  points (cannot go lower than zero) to add 
  a like bonus to any roll.
  The Drawer only suffers random encoun-
  ters half as often.
  Once per session, the Drawer can decide 
  to roll a 30-sided die instead of whatever 
  die is supposed to be used at the time.
  The Drawer receives {random} rerolls to 
  be used on any roll she makes. Rerolls are 
  still used up if they fail.
  
  34
  2
  Animal Problems
  Any horse or mule (or other mount or 
  pack animal) used by the Drawer will 
  die within 24 hours. This will only apply 
  to animals so employed after the card is 
  drawn; any animals utilized before the 
  drawing but not after are safe.
  The manner of death should be determined 
  by circumstance. The Referee is given 
  full license to involve eligible animals 
  in any mishap that could even halfway 
  reasonably follow on from ongoing events. 
  If all efforts are made to keep the animals 
  safe, or no particular reasons for them to 
  die come up, they will simply keel over at 
  the 24-hour mark.
  The Drawer becomes forever unbearable 
  to dogs. Any dog within 100 meters of 
  the Drawer will become hostile, at first 
  approaching and barking incessantly, and 
  then attacking if the Drawer makes any 
  move that could remotely be interpreted 
  by the animal as aggressive.
  The dogs will follow the Drawer wherever 
  she goes, barking vociferously all the 
  while. They will not cease stalking their 
  target unless physically restrained (which 
  can happen peacefully only if done by 
  someone the dog knows and trusts), and 
  they will need to be kept restrained until 
  the Drawer is out of sight, out of earshot, 
  and not upwind.
  The Drawer becomes a magnet for all sorts 
  of pests, vermin, and scavengers, including 
  grubs, maggots, flies, rats, even vultures 
  or hyenas, depending on the local fauna. 
  They will not infest or bother the Drawer 
  directly but will gather in far greater than 
  usual numbers around her.
  The most important effect is that any 
  foodstuffs or otherwise edible items will 
  become targets for consumption. This will 
  happen to anything not kept in a hard-
  surfaced, sealed container. Exposed food 
  will become infested within minutes, food 
  within sacks within an hour (ruining the 
  sack as rats, etc. nibble through), and even 
  normal wooden containers like chests and 
  barrels will be penetrated in a day’s time.
  Underwater predators, including but not 
  limited to sharks, barracuda, and piranha 
  (whatever is normally found in the area), 
  will be driven to a state of extreme hunger 
  and irritability, and in this state will be 
  attracted to the Drawer. If in a craft, the 
  predators will follow and swarm around 
  the craft. Any prey creatures (determined 
  in the loosest sense possible) will be 
  attacked and, if possible, picked down to 
  their very bones.
  
  35
  3
  Light
  Fuel sources used by the Drawer burn at twice 
  the rate, e.g.,  torches, lanterns, and campfires 
  will burn only half as often as they would 
  otherwise. This also applies to any batteries, 
  gasoline, coal, etc. in more technological 
  societies than normally found in LotFP games.
  The Drawer does not have to be holding the 
  light source, nor have lit it in the first place. 
  If she is illuminated by the light, it will burn 
  through its fuel at twice the normal speed. 
  Similarly, she need not be driving a car, or be the 
  engineer of a train, in our more technological 
  examples; just being a passenger is enough to 
  trigger the effect.
  On the plus side, the Drawer could be of some 
  use in cases of uncontrolled fire.
  Any light sources in the presence of the 
  Drawer (defined as if in the Drawer’s 
  line of sight, regardless of whether she is 
  facing it or has obstructed eyes) will only 
  illuminate half its normal diameter.
  Any natural flame (defined as any flame 
  burning from a natural source, even 
  if the flame was originally sparked 
  supernaturally) within 1´ of the Drawer 
  simply extinguishes. Extinguished fires 
  will not automatically themselves reignite 
  once the Drawer moves further away than 
  1´, but they may be relit.
  The Drawer will really be of use in cases of 
  uncontrolled fire.
  The Drawer will no longer be able to see 
  with natural light, including sunlight, 
  starlight, moonlight, and bioluminescent 
  light. It simply does not exist for the 
  Drawer. Artificial light sources (torches 
  and lanterns count, as does magic) will be 
  necessary to see as if the Drawer was in a 
  pitch-dark, underground space.
  
  36
  4
  Loyal Followers
  The Drawer will have a 5th Level Fighter, 
  suitably equipped and ready for combat, 
  declaring their loyalty and service. This 
  Fighter will obey all orders and be a fearless 
  fighter. One problem though: anyone 
  disagreeing with the Drawer will be seen 
  as an enemy, a traitor suitable only for 
  immediate execution, and even the Drawer 
  cannot dissuade the Fighter from this.
  The Drawer will have a 5th Level Magic-User 
  soon declaring their loyalty and service. 
  The Wizard does have one major defect, 
  though: they will be looking to messily 
  sacrifice any and all virgins encountered 
  by any party they travel with, and if there is 
  any opportunity to do so quietly, they will 
  always take it. 
  The Drawer will have a hearty and stout 
  porter volunteering for service. This strong 
  body will have +2 Encumbrance points with 
  which to carry equipment and generally be 
  the Drawer’s sweet, sweet Concorde. One 
  problem: the porter is as dumb as a box of 
  rocks, exhibiting absolutely no independent 
  thought or decision-making ability, and 
  will simply sit still and stare vacantly unless 
  specifically told what to do. Such orders will 
  be followed quite literally.
  The Drawer will find a very elderly, fragile 
  person obsessed with joining her party. 
  This elder will be nearly crippled, with a 
  30´ movement rate and only 2 hit points, 
  and unable to carry much more than their 
  walking stick. The good news is, keeping this 
  person around during adventures means 
  that the Drawer will get a 15% experience 
  point award bonus for each session the 
  old fart survives. If the oldster dies, no 
  matter how, the Drawer loses 50% of her 
  experience points. (This will not cause the 
  Drawer to lose a level; it will simply take 
  that much longer to gain the next level.)
  These options will cause someone to wander into the Drawer’s 
  life very soon after the drawing. The follower will be a landless 
  wanderer, with no connection to the local (or any) community. 
  Did they exist before the card was drawn?
  The follower will be fiercely loyal, to the pain of death. But they will have an annoying trait or two that will make 
  dealing with them difficult. Even if treated with maximum hostility, they will remain loyal and take pains to follow the 
  Drawer, aiding when they can whether their help is welcome or not. They will defend themselves against lethal attack, 
  but even this will not diminish their loyalty.
  
  37
  5
  Ability Score Shifts
  The Drawer must swap their lowest Ability 
  Score with their highest Ability Score. If 
  there is more than one score at the lower 
  or upper levels, randomly determine which 
  scores will be swapped.
  Find whatever the greatest positive Ability 
  Score modifier of the Drawer might be. The 
  Drawer must then change one Ability Score 
  to have the same modifier, but negative.
  Find the average of the Drawer’s Ability 
  Scores (add all scores together and divide 
  by 6, rounding down). All of the Drawer’s 
  ability scores are changed to this average 
  amount, and whatever modifier is applicable 
  for that score. 
  The Drawer must play “Card Sharks” six 
  times, once for each Ability Score. Each 
  time the player fails to win, that Ability 
  Score drops by one point.
  “Card Sharks” is an old game show 
  gimmick, played as followed: Draw one 
  card. The player must then guess whether 
  the next card will be a higher or lower card. 
  If a card of the same value is drawn, draw 
  again. Aces are high. 
  
  38
  6
  Illness
  The Drawer develops a chronic illness. 
  Every day, one random Ability Score 
  suffers a 3d4 point penalty. The Ability 
  Score is restored after a goodnight’s sleep, 
  at which time a new Ability Score is 
  determined to be penalized.
  The Drawer develops serious fatigue. After 
  5 turns (50 minutes) of activity of any sort 
  (even reading and study), the Drawer 
  must take 1 full turn (10 minutes) to do 
  nothing but rest. Failing to rest results in 
  a -1 penalty on all die rolls per rest period 
  skipped.
  The Drawer must sleep for 8 uninterrupted 
  hours per night. If the Drawer gets less 
  than 8 hours sleep, the Drawer will be 
  affected as if she did not sleep at all. This 
  will remain in effect until the Drawer gets 
  8 uninterrupted hours of sleep.
  The Drawer becomes a hemophiliac. Any 
  time the Drawer takes 4 or more points of 
  damage, add one to the damage.
  
  39
  7
  Bad Luck
  Every day, the Drawer has a 1 in 10 chance 
  to suffer some unlikely accident that will 
  inflict 1d6 damage to them. This ends 
  after the Drawer has suffered {random} 
  accidents.
  The next enemy encountered will be twice 
  the Hit Dice or Level it would have been. 
  If there are multiple enemies encountered 
  at once, they all will have their Hit Dice or 
  Levels doubled. However, 0-level enemies 
  remain 0-level (0 times 2 = 0, after all), 
  and this card’s consequence will remain in 
  effect until an enemy greater than 0-level 
  is encountered.
  The biggest treasure haul in the next 
  adventure (not the current) in which 
  the Drawer participates simply ceases 
  to be from the time the adventure starts, 
  including any magic items. The current 
  owner of the treasure will certainly notice 
  that this has occurred, which means the 
  player characters may be moving into a 
  situation far more frenzied and volatile 
  than it would have otherwise been.
  Whenever the Drawer rolls a die, and the 
  result is the most favorable possible, the 
  die must be rerolled. If the reroll results 
  in the most favorable possible result, it 
  stands.
  
  40
  8
  Draw Shenanigans
  Drawing this card means that the current 
  draw ends for everyone. No more cards! 
  No one that has drawn from the Deck (or 
  even if they’d declared they would but had 
  not yet gotten to actually do so) may do 
  so until there has been another draw using 
  the same Deck not involving them.
  The current Drawer must draw two 
  additional cards immediately and apply 
  their effects before the next person draws 
  their card.
  Everyone participating in this current 
  draw must draw one additional card.
  The current draw will continue as normal 
  until the next Clubs or Spade is drawn. 
  That card will take immediate effect, and 
  the current draw ends for everyone. No 
  one that has drawn from the Deck (or 
  even if they’d declared they would but had 
  not yet gotten to actually do so) may do 
  so until there has been another draw using 
  the same Deck not involving them.
  
  41
  9
  Mater Lachrymarum
  Any treasure that the Drawer finds that 
  is kept secret from the other Player 
  Characters is worth twice the usual 
  experience points, and cannot be shared 
  or split with the other Player Characters in 
  order to benefit from this effect.
  The Drawer will get 10% more experience 
  points from treasure that is destroyed and 
  not kept or spent.
  The Drawer receives a 10xp bonus for 
  every point of damage that any fellow 
  Player Character suffers.
  Every time a fellow Player Character fails 
  a saving throw, the Drawer gets a 100xp 
  bonus.
  
  42
  10
  Mutation
  The 
  Drawer’s 
  eyes 
  transform 
  into 
  diamonds worth 5,000sp each. They still 
  function as normal, and if removed, will 
  be painful and bloody as if they were 
  real eyes, blinding the Drawer. They will 
  no longer work if reinserted, nor are 
  they worth experience points under any 
  circumstances.
  Everyone who sees the Drawer’s eyes will 
  realize that they are valuable diamonds, of 
  course...
  The Drawer develops a fishy, froggy look. 
  Not enough to look repulsive, or even 
  unattractive… just distinct. The Drawer 
  will find certain people in coastal towns 
  to be much friendlier, but will also draw 
  the immediate ire of those not favorable to 
  certain people in coastal towns.
  The Drawer’s brain grows to twice its 
  normal size, their skull growing to 
  accommodate. All headwear must now be 
  custom-made in order to fit. The Drawer 
  gets a +2 bonus to her Languages skill, and 
  any time a piece of information of any type 
  needs to be known, the Drawer has a 1 in 
  20 chance of knowing it.
  The 
  Drawer 
  loses 
  absolutely 
  all 
  pigmentation throughout her body. Skin, 
  eyes, hair, all turn a perfect snow-white. 
  The Drawer now has a 50/50 chance 
  to either have -2 or +2 to any specific 
  reaction roll (check for every roll, this isn’t 
  a blanket bonus or penalty) that happens 
  thereafter.
  
  43
  J
  Combat Incompetence
  While the player of the character drawing 
  the card must be informed of the general 
  nature of the card (“Combat Incompe-
  tence”), the card determining which effect 
  will occur should be drawn by the Referee 
  and kept secret from the player.
  The Drawer will automatically miss the 
  next {random} mêlée attacks.
  The Drawer will automatically miss the 
  next {random} missile attacks.
  The next three weapons used by the 
  Drawer in combat will break.
  The next {random} successful attacks by 
  the Drawer will do minimum damage.
  
  44
  Q
  Poor Martial Skills
  Any time the Drawer inflicts damage 
  in combat, the following attack that the 
  Drawer makes will be made at a penalty 
  equal to the amount of damage done in 
  the previous attack.
  The Drawer has a -3 penalty when 
  attacking foes who are already damaged.
  The Drawer has a -3 penalty when 
  attacking foes who are outnumbered.
  The Drawer has a -3 penalty to hit with 
  missile weapons when attacking foes who 
  do not have missile weapons of their own.
  
  45
  
  46
  K
  Duplicate!
  When this card is drawn, a duplicate of the Drawer, including all carried equip-
  ment, magic items, prepared spells, etc. appears. The duplicate will always be at 
  full hit points, spells, etc., no matter the current condition of the Drawer.
  When the duplicate forms, it challenges 
  the Drawer to a duel to the death for the 
  right to exist as the one and only version 
  of themselves. If the Drawer declines, the 
  duplicate attacks anyway. Mystic forces 
  will prevent anyone from interfering in 
  this duel.
  The duplicate is not at all hostile, but is 
  independently minded and will want 
  to make its own way in the world. The 
  duplicate will be reckless, not quite 
  believing in its own existence or mortality. 
  The one issue is, whenever one takes 
  any damage, that damage is split 50/50 
  between the Drawer and the duplicate. 
  Healing, however, is not so split.
  Everyone involved in the draw duplicates! 
  The duplicates will attempt to flee the 
  scene, cooperating to do so. They will all 
  wish for nothing more than a quiet, serene 
  life away from adventuring and away from 
  violence. However, whenever any of the 
  duplicated characters receive experience 
  points, those points are split between 
  themselves and their duplicate.
  The duplicate has generated somewhere 
  out in the world Referee’s choice), and will 
  begin plotting and gathering allies in a 
  long-term effort to take down the Drawer.
  
  47
  
  48
  A
  Death
  The next time any dice that need to be 
  rolled by the Drawer’s player results in a 4, 
  the Drawer dies on the spot.
  The next {random} death-blows the 
  Drawer inflicts on others (defined as 
  bringing a foe to 0 or fewer hit points) also 
  causes 1d6 damage to the Drawer.
  After the next {random} deaths the Drawer 
  inflicts on others (defined as bringing a 
  foe to 0 or fewer hit points), the slain will 
  rise from the grave and begin hunting the 
  Drawer. They will join forces to do so.
  The next time the Drawer takes damage, 
  double the amount.
  
  49
  Red Joker: Item Miracles
  The Drawer can, only once but at any 
  point, duplicate any one item within line 
  of sight.
  The Drawer can choose one item currently 
  on her person that she becomes bonded 
  to. Any bonded item will always find its 
  way back to her within 24 hours of being 
  separated. (Not in a “flying through the 
  air” way, but a “oh hey, it’s somehow in my 
  backpack again!” way.) This return will 
  happen even if the item is destroyed.
  The item must be chosen immediately 
  when the card is drawn.
  The Drawer can, only once but at any 
  point, buy any item or service already for 
  sale at no cost
  The Drawer can, only once but at any 
  point, transport any item they can see 
  directly into her hands.
  
  50
  2
  You’re a Very Personable Sort
  The Drawer gains a +1 to all Reaction Rolls
  The Drawer gains a +2 Reaction Roll with 
  anyone of the same species for whom they 
  are the favored gender.
  The Drawer develops a fast-talking ability, 
  gaining a +2 Reaction Roll with anyone 
  with which she is already in trouble.
  The Drawer has an odd natural charisma, 
  gaining a +2 Reaction Roll in any situation 
  where she and the other party share no 
  common language.
  
  51
  3
  Favored Enemies
  The Drawer gains a +2 bonus to hit any 
  member of the same species in combat.
  The Drawer gains a +2 bonus to hit 
  extradimensional creatures in combat. 
  (For simplicity’s sake, if there’s any doubt, 
  this counts anything that has innate 
  magical powers.)
  The Drawer gains a +2 bonus to hit 
  animals in combat.
  The Drawer gains a +2 bonus to hit any 
  member of a sentient species with whom 
  she shares no common language.
  
  52
  4
  Draw Shenanigans
  The Drawer may immediately draw 
  another card, and if she doesn’t like the 
  card drawn, she may discard it and keep 
  drawing until she gets one she likes. (The 
  randomizer draw is done after a card 
  is chosen.) Discarded cards are wasted 
  forever.
  All other previously drawn or discarded 
  cards are added back into the Deck. Shuffle 
  and immediately draw again.
  The Drawer immediately draws two more 
  cards and may choose which one will go 
  into effect. (The randomizer draw is done 
  after a card is chosen.) The card not chosen 
  is discarded.
  At the end of the declared draw, every 
  Drawer may individually choose to draw 
  one or more cards.
  
  53
  5
  Healing
  Once a day, the Drawer can double their 
  current hit point total, up to their normal 
  maximum.
  The Drawer is absolutely immune to all 
  diseases and poison.
  The Drawer heals at twice the normal rate, 
  and magical healing is twice as effective on 
  the Drawer.
  The Drawer may, at any time, transfer 
  hit points from herself to anyone she is 
  touching. The Drawer may not lower 
  herself to below zero in this manner, nor 
  increase the recipient’s hit point total 
  beyond their normal maximum.
  
  54
  6
  Mutation!
  The superstitious townsfolk keep spare torches and pitchforks for folks mani-
  festing these kinds of differences, so cover up!
  The Drawer grows gills in her neck, 
  allowing her to breathe water or any other 
  oxygen-rich liquid.
  The Drawer can change her skin’s color, all 
  chameleon-like, giving her a 6 in 6 Stealth 
  skill—when completely naked.
  The Drawer’s eyes emit lantern-strength 
  light at all times. Closing her eyes covers 
  the light.
  The Drawer’s hands and feet gain the 
  ability to stick to surfaces, giving her a 
  Spider Climb ability when unencumbered 
  and wearing no gloves or footwear.
  
  55
  7
  Extra Class Abilities
  The Drawer gains +3 to any skill of her 
  choice.
  The Drawer gains the ability to cast one 
  Cleric spell (determine which spell at the 
  time of drawing) once per day.
  The Drawer may choose any one of these 
  special class abilities from classes that do 
  not exist:
  •    Can use a small offhand weapon to get  
    +1 Armor (or Parry as if using a  
       shield) or to use as a second attack (-4  
        penalty to hit)
  •  The Drawer can speak one type of  
        animal per game session (to be chosen  
        at will)
  •  The ability to cast Magic-User spells  
        off of scrolls
  The Drawer may choose one of the follow-
  ing upgrades for herself:
  •    +1 Attack Bonus
  • +3 to saving throws in any one 
       category
  •   +5,000 experience points
  
  56
  8
  Hit Points
  The Drawer may reroll all of her hit points, 
  and keep the new total if it is higher than 
  the current.
  The Drawer gains {random} additional 
  maximum hit points.
  The next time the Drawer gains a level, she 
  gains twice the usual amount of hit points.
  The Drawer gains hit points equal to 
  1d4+1 times her current hit points. If this 
  increases the current hit point total over 
  the usual maximum, the extra hit points 
  are kept until lost, but cannot be healed.
  
  57
  9
  Populist Revolt!
  Each of these abilities can be used once in a single location. 
  The Drawer will decide when to activate the power; she chooses 
  which local population it will apply to (although she must be 
  among them to activate the power).
  A local population will support the Draw-
  er concerning any single issue of public 
  interest that she wishes them to support. 
  They will do so to the point of dissent and 
  rebellion against the local authorities.
  The Drawer can recruit up to three 
  retainers of whatever type. These retainers 
  will be loyal and require no payment other 
  than sustenance and basic upkeep.
  The Drawer will be seen as an important 
  figure in a local population, and therefore 
  can gain access to or meet any person she 
  wishes in the area.
  The Drawer becomes a folk hero to a local 
  population. They will privately and quiet-
  ly aid her in any way they can, including 
  helping her evade local authorities. The 
  support will never be open, however.
  
  58
  10
  Combat Mastery
  The Drawer automatically hits on her next 
  {random} mêlée attacks.
  The Drawer’s next {random} parries auto-
  matically succeed in preventing damage.
  The Drawer automatically hits on her next 
  {random} missile attacks.
  The Drawer automatically does maximum 
  damage on her next {random} successful 
  attacks.
  
  59
  J
  Saving Throws
  The Drawer gets a +1 bonus to all saving 
  throws.
  The Drawer gets a +5 bonus to one catego-
  ry (player’s choice) of saving throw
  A roll of 1 on any saving throw attempt 
  automatically succeeds.
  The Drawer can automatically succeed at 
  one saving throw per session. The auto-
  save must be declared in lieu of an actual 
  roll.
  
  60
  Q
  Tough!
  The Drawer gets a natural +1 Armor 
  bonus.
  Once per session, the Drawer may recover 
  all damage taken during a single battle 
  after that battle ends. The Drawer must 
  survive the fight.
  The Drawer may ignore any attack that 
  only inflicts one point of damage. Attacks 
  that inflict two or more points of damage 
  do not have their damage reduced.
  The Drawer can choose to ignore the 
  effects of any one attack per session. This 
  ability must be invoked before any damage 
  is rolled, but after a to-hit roll is confirmed.
  
  61
  
  62
  K
  Experience Point Awards
  Whenever the Drawer strikes a killing 
  blow against a foe, she gets all of the 
  experience points for defeating the foe 
  instead of splitting it with the rest of the 
  party.
  Whatever the Drawer’s experience point 
  award is after a session, reverse the order of 
  the numbers. For example, if the character 
  is due to receive 1,234 experience points, 
  the reverse is 4,321. Whichever number is 
  the higher number is the Drawer’s actual 
  experience point award.
  Whenever experience points are awarded, 
  the Drawer adds one to the leading digit 
  of the award. For example, if the Drawer 
  is set to receive 426 experience points, she 
  instead receives 526.
  This session, the amount of experience 
  points the Drawer earns from defeating 
  enemies is doubled.
  
  63
  Random Magic
  A
  One time only, the Drawer can teleport 
  instantly at will back to the place where 
  this card was drawn.
  The Drawer may remove and detach her 
  eyeballs and continue to see through them 
  wherever they are taken. Her eyes may be 
  reinserted with no ill effects.
  The Drawer may at any time summon 
  a Floating Disc that can only be used to 
  transport corpses.
  The Drawer may split into multiple bodies. 
  Clothing and items do not multiply. 
  The Drawer’s current hit points are split 
  between the multiple bodies as the Drawer 
  desires. If one of the duplicates dies, those 
  assigned hit points are forever lost. A 
  duplicate requires touch to recombine 
  with other duplicates.
  
  64
  CARD INDEX
  2 Cosmetic Oddities ...................4
  3  Movement ................................5
  4  Experience Point Oddities .....6
  5  Loyal Followers ........................7
  6  Favored Enemies .....................8
  7  Treasure ....................................9
  8  Saving Throws ..........................10
  9  Combat Issues ..........................11
  10  A Natural Target ......................12
  J 
  Physical Mutation ....................13
  Q Blood Curse..............................14
  K Hit Point Difficulties ...............16
  A Healing is a Burden .................18
  Black Joker: Immortality .............19
  2 Followers ..................................20
  3 Companion Animal ................21
  4 Movement ................................22
  5 Ability Score Shifts ..................23
  6 Money .......................................24
  7 Saving Throws ..........................25
  8 Martial Skill ..............................26
  9 Class Abilities ...........................27
  10 Experience Point Awards .......28
  J 
  Special Item ..............................29
  Q Magic ........................................30
  K Psychic ......................................32
  A Luck ...........................................33
  2 Animal Problems .....................34
  3 Light ..........................................35
  4 Loyal Followers ........................36
  5 Ability Score Shifts ..................37
  6 Illness ........................................38
  7 Bad Luck ...................................39
  8 Draw Shenanigans ...................40
  9 Mater Lachrymarum ..............41
  10 Mutation ...................................42
  J 
  Combat Incompetence ...........43
  Q Poor Martial Skills ...................44
  K Duplicate! .................................46
  A Death .........................................48
  Red Joker: Item Miracles .............49
  2 You’re a Very Personable Sort 50
  3 Favored Enemies .....................51
  4 Draw Shenanigans ...................52
  5 Healing......................................53
  6 Mutation! ..................................54
  7 Extra Class Abilities ................55
  8 Hit Points ..................................56
  9 Populist Revolt! ........................57
  10 Combat Mastery ......................58
  J 
  Saving Throws ..........................59
  Q Tough! .......................................60
  K Experience Point Rewards .....62
  A Random Magic ........................63
  
  MAKE YOUR GAME WEIRD!
  Nothing is as painful as a boring, predictable campaign. 
  Nothing makes a campaign more unpredictable than the 
  Deck of Weird Things!
  This supplement is entirely dedicated to describing the 
  effects of a magical deck of cards to entice your players, to 
  tempt them with ultimate power, or ultimate ruin. Over 200 
  separate permanent effects are possible!
  Published by
  www.lotfp.com
  Text © 2020 James Edward Raggi IV
  Printed in Finland
  First Printing: 500 copies
  LFP0068
  Print 978-952-7238-43-1
  PDF 978-952-7238-44-8
  LamentationS
  of the
  Flame PrincesS
  Adventures
  
SOURCE: textdata/thevault/Lamentations of the Flame Princess/LotFP Supplemental/The Deck of Weird Things (LotFP).pdf