There is something alluring about the Deck of Many Things. One of the more brilliant and enduringly legendary artifacts ever introduced into the D&D/Pathfinder universe, the Deck calls to the gambler in all of us. It tests us as players, forcing us to weigh personal goals against loyalty to the party. A bad draw can completely disrupt a campaign, getting a character killed, trapped, stripped of all items, or compelled into story lines that were not part of the original script. A good draw can imbalance a party, making one character able to overwhelm content and overshadow the rest of the team. And for these reasons, the Deck can challenge a DM/GM as well.