Session 5: Road to Goosefeather

On the road to Goosefeather, the party encounters a traveling merchant named Timothy Tatterling — compact, theatrical, wearing a coat with too many pockets. His cart is pulled by a goat that appears to be reading a small book. He is selling ‘curiosities of genuine metaphysical significance,’ which mostly means things that glow or hum or smell interesting.
Among his wares, wrapped in black velvet in a locked brass case, is the Deck. He will offer it to the party with great ceremony, warning them three times that it is not a joke and then laughing in a way that suggests he finds it deeply funny.
‘The Deck of Many Things,’ Timothy Tatterling announces, spreading the cards in a fan on his velvet cloth. Each one seems to absorb the light around it. ‘Draw once. Draw twice. Some people draw three times — I don’t recommend it but I also can’t stop you.’ He pauses. ‘I should mention that I found the Deck in the pocket of a man who was no longer using his pockets. I have not drawn from it myself. I’m not an idiot.’
Card Results — Suggested Draws
Assign draws to party members based on dramatic fit — which card will create the most interesting ongoing story for each character. The table below offers suggested pairings and guidance; adapt freely.
| Card | Effect & Story Use |
| The Flames | A specific devil becomes this character’s personal enemy. He appears at the worst moments — always with a legitimate grievance and a worse solution. Play him as a devil-lawyer: infuriating, technically correct, deeply unsympathetic. |
| Euryale | -2 penalty to all saving throws. Permanent until removed by a god or artifact. Best given to a character who relies heavily on saves — it creates ongoing tactical pressure. |
| Balance | Alignment shifts one step. Best given to a character whose alignment already feels unstable or who has been making choices inconsistent with their stated alignment. |
| Vizier | May ask one question and receive a truthful answer. This is a blank check — the player holds it until a moment when the truth genuinely matters. Encourage them not to spend it on trivia. |
| The Moon | 1d3 wishes — powerful but constrained to what the magic can reasonably grant. Best given to a character who will use it responsibly badly. |
| Donjon | Briefly trapped in an extradimensional space for one scene. Reappears confused and missing context. Comic relief with mild consequences. |
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