Long time lurker, first time poster. Hi, everybody!
Back when I was in college in the prehistoric era, we played a lot of RoleMaster (this was the classic RM) and MERP. We had about a four-year Middle Earth campaign that was epic. Anyway, there's some material from there I wanted to run for some new players.
I was looking it over, and realized that we did a lot of conversions back in the day. TSR came out with a book, we converted a monster or magic item to RM. White Wolf had vampire and werewolf, we came up with vampire and werewolf options for RM (acted like spell lists, worked like a charm).
But some of this material was never converted, and there's been a lot published between 1987 and now. Specifically what daunted me was one of the magic items. The adventure is a conversion of an older D&D module, and there is a key encounter with a Deck of Many Things. If you're not familiar with the term, it's a(n in)famous D&D magic item that frequently broke campaigns if GMs didn't take care with it. You drew a card from the deck and it could be a good thing (gain a magic item, a retainer, or a castle) or a very bad thing (be imprisoned on another plane, gain a secret enemy, fight a Minor Death or be destroyed). Flavorful and interesting if used properly.
I have in my notes that it needed to be converted, but I'd prefer to use something someone else has already done, and the Googles are doing nothing for me right now. Was there ever a similar item (a magical deck of cards you'd draw from for beneficial or woeful effects) done up in RoleMaster terms? I diug out my old Rolemaster Companion I and reread the bit at the end about the Qabbals, which my notes mentioned, but there don't seem to be established magical effects for the cards.
Really, any advice would be appreciated.