Deck of hazards

A rare magical item that allows a player to draw 1, 2, or 3 cards. After a player uses the deck, it will disapear from their inventory.

The following is taken from the deck scripts:

* The Fool card (negative) Lose 10,000 XP and get 2 extra cards.

* The Donjon card (negative) If a donjon area is available, the caster and associates are transported there. The area should be tagged X0_DECK_DONJON1. The starting location should be tagged X0_DECK_START. See the Gauntlet area in module 3 of XP1 as an example. (This is a good model to use if you want to create a "Keep" or "Void" type card for your own module.)

* The Traitor card (negative) Change to diametrically-opposed alignment instantly.

* The Knave card (negative) All non-plot possessions not currently equipped are destroyed.

* The Plague card (negative) Permanent disease effect applied for duration of the module.

* The Looking Glass card (negative) Caster's henchman is replaced with an evil doppelganger.

* The Wyrm card (negative) A hostile ancient dragon is lured to the caster.

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* The Joker card (positive) Gain 10,000 XP and get 2 extra cards.

* The Hoard card (positive) Gain 50-100,000 gold instantly

* The Oracle card (positive) Gain permanent premonition effect for duration of the module

* The Avatar card (positive) Caster is transformed into an avatar of their alignment.

* The Fountain card (positive) All of caster's items are recharged and all stacked items are filled up to the maximum possible number.

* The Hatchling card (positive) A wyrmling of alignment-appropriate color appears and follows the caster as a summoned creature until damaged, at which point it transforms into an adult dragon and fights on the caster's behalf until all enemies are slain, then vanishes.

* The Bequest card (positive) Gain a major unique magical item (this will respect the XP1 treasure system if it is used in the module, otherwise random boss-level treasure will be generated).