Suggest 101 Cards for a Deck of Many Things

Morrus

Well, that was fun
Staff member
This is for collecting ideas for a more interesting Deck of Many Things. Mechanically, I guess Pathfinder is the go-to version, so if you suggest mechanics, that's the system of choice.

1. Plague. You become infected by a disease or affliction. Roll on the Fantasy Illnesses generator.

2. Tailor. Your height and weight change drastically. Randomly determine your new height and weight.

3. Fish. You gain the ability to speak the next language you hear or see which you cannot already speak.
 

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I'd change the tailor card to simply change the height/weight of all of your clothes/armor/worn items. lol.

But I do love a "make it up" challenge like this...hmmm, lessee...

101...let's have 5 instead of 4 suits...Ace-10 that'll get us to 50.
5 "court" cards instead of 4, so each suit is actually 15...that gets us to 75....leaving 26.
1 "Joker"...25 left...
10 "Monster" cards (similar to the "minor arcana" of a tarot deck)...
10 "Hero" cards (similar to the "major arcana" of a tarot deck)...annnnnd...
5...ummmm..."Myth" cards

Suits are...uh...
Goblets (a.k.a. Chalices a.k.a. Cups): associated with element of Water, Plants, Emotion, Halflings.
Coins (a.k.a. Discs a.k.a. Chits): associated with element of Earth, Stone, Wealth/Worldly Properity, Dwarves.
Torches (a.k.a. Flames a.k.a. Candles): associated with element of Fire, Passions, Conflicts, Humans.
Horns (a.k.a. Antlers a.k.a. Winds) associated with element of Air, Cheer, Creativity/Ideas, Elves.
Stars (a.k.a. Sky a.k.a. Lights) associated with element of Spirit, Death, Truth, Finality, not associated with any race.

We'll get to Ace thru 10 later...each suit has a "Court" that includes: Rogue, Knight, Counsel, Queen, King. We'll do those later too.

Monster Arcana
1. The Statue: This card displays an armless stone statue of a female warrior. Drawing it produces a phantasm of the visage of a medusa which turns those viewing it to stone (saves as normal).
2. The Bone: This card displays summons a d4 trolls. They are not under the Deck/card-holder's command.
3. The Jellyfish: This card displays what appears to be a pink-colored jellyfish beneath the waves. A flumph appears. The alarmed creature sprays the entire area (20' radius) with its foul-smelling liquid.
4. The Spear: This card displays several spears jutting up into view from the bottom of the card. A squad of 1 dozen orc soldiers appears and will unquestioningly fight/act under the commands of the cardholder. They disappear in 24 hours.
5. The Rock: This card displays a boulder. Drawing this card produces a phantasm of an umber hulk head floating before the card. Any viewing it (up to 50' range) are subjected to a Confusion spell/effect (saves as normal).
6. The Thorns: This card displays what appears to be a single bramble or branch with a series of thorns (some longer than others) sprouting from one side of the branch. A manticore appears and flies off/escapes if it can. If not, it attacks any/everything in the area and then tries to escape.
7. The Eagle: This card displays a golden eagle with wings outspread. A Griffon appears who will gladly fight for and/or serve as mount for the cardholder for 24 hours, after which is simply disappears.
8. The Eye: This card displays a large red eye in the center of a circle. It utterly negates all magic effects before it in a cone to a range of 50' with a "wide end" of the cone (from the card) of 50' wide.
9. The Unicorn: Drawing this card displays either a spiral unicorn's horn or the whole animal rampant. The creature/person/thing touched by this card after it is drawn has any/all Curses Removed and any/all Poisons Neutralized from them.
10. The Inferno: An ancient red dragon appears. It is under the complete command of the card-holder for 24 hours. After that...?...only the DM can say.
 

Hero Arcana
1. Sentinel: This card displays an armored standard bearer, atop a hill or parapet, staring off to the distance. The cardholder suddenly can see in darkness (even magical), sees invisible and magic up to a range of 100'. They also receive +[whatever is a moderate to really good bonus] to all Perception and Search checks and rolls against being surprised.The effect of the card lasts for the next 24 hours.
2. Wanderer: This card displays a cloaked traveler on a road, with a dagger on their hip and bow/quiver on their back. The cardholder's movement is doubled. The cardholder finds their Dexterity bonuses is increased by +5[whatever is a moderate to really good bonus]. They also receive +[whatever is a moderate to really good bonus] Charisma-based checks and rolls. The effect of the card lasts for the next 24 hours.
3. Hierophant: This card displays a white robed and bearded man, holding a spear aloft and standing before an alter flanked by oak trees. The cardholder finds they suddenly know how to cast one day's worth of Druid spells equal to a caster half their level. If the cardholder can already cast Druid spells, their effective caster level is doubled. They also receive +[whatever is a moderate to really good bonus] to all Perception and Search checks and rolls against being surprised.The effect of the card lasts for the next 24 hours.
4. Citadel: This card displays a multi-towered high-walled castle. A Daern's Instant Fortress (or equivalent item/spell) erupts from the ground beneath/around the the card holder.
5. High Priestess: This card displays a white robed and head-dressed woman, seated upon a dais and holding a palm up/out toward the viewer. The cardholder finds they suddenly know how to cast one day's worth of Cleric spells equal to a caster half their level. If the cardholder can already cast Cleric spells, their effective caster level is doubled. They also receive +[whatever is a moderate to really good bonus] to all Wisdom and Wisdom-based checks and rolls.The effect of the card lasts for the next 24 hours.
6. Champion: This card displays a stalwart-looking warrior wielding a great sword and shield emblazoned with stars. The cardholder finds their Strengthis increased by +[whatever is a moderate to really good bonus] with commensurate muscle size/mass growth. They also receive +[whatever is a moderate to really good bonus] Strength-based checks and rolls. The effect of the card lasts for the next 24 hours.
7. Archmagus: This card displays a white-bearded man in a purple robe and pointy hat, both covered in stars and crescent moons. In one hand he holds a staff in the other an orb or crystal ball. The cardholder finds they suddenly know how to cast 1 day's worth of "Arcane" [wizard/mage/sorcerer/whatever] spells equal to a caster half their level. If the cardholder can already cast Arcane spells, their effective caster level is doubled. They also receive +[whatever is a moderate to really good bonus] to all Arcane-related Lore and Intelligence-based checks and rolls.The effect of the card lasts for the next 24 hours.
8. Shield: This card displays a triangular shield emblazoned with six 6-pointed stars (the same shield that appears on the Champion's card). When draw, the cardholder is surrounded by a combined Globe of Invulnerability and Prismatic Sphere. The "prismatic-force-globe-field" has a 40' diameter and will remain in effect for as long as the card is displayed/willed by the cardholder. The cardholder can engage in no other action while the card is in effect.
9. Minstrel: This card displays a scarlet clad troubadour or bard in a relaxed pose, on cushions or a divan, strumming a lyre of small lap harp. The cardholder finds their Charisma bonuses is increased by +[whatever is a moderate to really good bonus]. They also receive +[whatever is a moderate to really good bonus] to any Lore and all Charisma-based checks and rolls. The effect of the card lasts for the next 24 hours.
10. Conqueror: The cardholder finds their Strength and Constitution bonuses is increased by +[whatever is a moderate to really good bonus]. They also receive +[whatever is a moderate to really good bonus] Strength- and Constitution-based checks and rolls. The effect of the card lasts for the next 24 hours.
 

Myth Arcana
1. Dawn: This card displays a sunrise with a sky dominated with oranges and yellows. When drawn, the cardholder and everyone within a 50' radius are returned to [wherever the cardholder was] the morning of the previous day.
2. Sun: This card displays a bright yellow disc in a blue cloudless sky. Several rays/beams of light shine from the disc. When drawn, a disc of golden light bursts into existence as a corona surrounding the card holder. No undead, fiends or any evil extra-planar creatures can approach nearer than 1 mile. All undead within a 100' radius of the corona when it is drawn are destroyed. The cardholder can see invisible, ethereal and all hidden (magical or by mundane skill) creatures within their field of vision. All illusions within 100' are dispelled. All Evil-aligned creatures within 100' take -[whatever is a moderate to really bad penalty] on all attack rolls and saves.
3. Twilight: This card displays a sunset with a sky dominated with purples and pinks. When drawn, the cardholder and everyone within a 50' radius are Plane-shifted to the Land of Faerie (or Plane of Shadow if the DM prefers or setting doesn't provide a fairy-world).
4. Moon: This card displays an arched sequence of moon phases: New, Crescent Waxing, Half Waxing,3/4 Waxing, Full, Waning 3/4, Waning Half, Waning Crescent and New again. The Full Moon being at the top/center. When drawn, the cardholder must mentally choose when and where they go, along with everyone within a 50' radius, anywhere in time and space as far back as the twilight on the night of the previous new moon or as far forward as the twilight of the next new moon.
5. Star: This card displays six white 6-pointed stars, forming a circle upon a field of black night sky. When drawn, the cardholder and everyone within a 50' radius are Planeshifted to an other plane of the cardholder's choice. If drawn and no plane is specified, those caught in the card's effect are shunted, rather uncomfortably, to some random [DM's choice] plane.
 

Goblets (element of Water, Plants, Emotions, Halflings)

2:
First creature to view the card [even if it is the Deck owner] is Charmed and acts in all ways as the cardholder's best friend and boon companion. The effect is subject to cancellation by the same conditions as the Charm Person spell.
3: White and yellow daisies and buttercups sprout up through the ground and bloom in a 30' radius of the card-drawer.
4: Water begins to stream from the card when drawn and pools out into an area of 40' radius in front of the cardholder. The terrain becomes swampy and muddy (if earthen) and/or slippery (if in cold temperatures or on stone). All creatures within the area are slowed to half their movement rate. Creatures are forced a roll DC[whatever is appropriate] each round within the area to maintain their footing or slip and fall.
5: Five pixies appear, holding a bejeweled goblet (500gp value) in which is a tasty red wine. The pixies disappear in puffs of green smoke after handing the goblet to the cardholder (or setting the goblet down at their feet, if not taken). The goblet remains. Whomever drinks the wine falls madly in love with the first person they see after drinking.
6: The card holder is over with waves of despair and depression. They move at half speed and can do nothing (no fighting, no casting, no skill use, nada) but lament their circumstances and lives for the following 24 hours.
7: All creatures within a 35' radius of the cardholder must save DC[whatever is moderate to difficult] or be effected as if by the Fear spell.
8: Four Halfling Fighters, 2nd level each, appear. All in leather armor. 2 with short sword and shield. 2 with daggers and slings. They will follow the commands of the master of the Deck. (These guys, though spontaneously created, are permanent. They will need names, direction, food, have no knowledge or skill beyond what all halflings or all fighters know, etc...)
9: The cardholder becomes capable of breathing underwater...gills form on the cardholder's neck. The effect is permanent until a successful Remove Curse is applied.
10: Vines and roots rip from the ground in a 10' radius up to 100' from the cardholder acting entirely as an Entangle spell under the cardholder's control.
Rogue: This card displays a halfling in a dark green hooded cloak. When drawn, the card transforms into a Dagger of Throwing.
Knight: This card displays a halfling in green plate armor. The visor is down and the banner flying from his lance shows a leaf or tree. A treant appears and will fight for the cardholder without question. If no battle is occurring, the treant will accompany the master of the Deck for up to 24 hours to defend and protect them should the need arise. After engaging in 1 combat, if not slain, the treant disappears.
Advisor: This card displays a halfling minstrel raising a goblet in cheer with a mandolin in his other hand. It can cast any spells available to a 10th level bard and/or answer any Lore or History questions posed by the cardholder. It will exist until answering 3 questions or casting 3 spells before disappearing.
Queen: This card displays a cherry-cheeked halfling matron smiles with a cornucopia in her hands. When drawn, a Heroes Feast [of maximum effects] for 10 individuals appears before the cardholder.
King: This card displays a crowned halfling lord with full black sideburns, round belly and cloak of ermine. When drawn, the cardholder becomes aware they are able to cast a Mass Command [effective caster level 15].
Ace: Water streams from the card, forming a small (2-3' wide) "moat" around the cardholder at a 10' radius. Any creatures which approaching within 5' of the moat rouses a Water Weird that will protect the cardholder to the best of their ability. The cardholder can not move from within the "moat" within dispelling the card's effect.
 

I'd approach this a bit differently: I'd get some inexpensive CCG cards and build the deck using those, drawing inspiration from the cards themselves.
 

Coins (element of Earth, Stone, Wealth, Dwarves)

2:
The drawer of the card finds they have, literally, 2 coins to rub together. All monetary wealth on the cardholder's person disappears accept for 2 coins (randomly determine type).
3: Wherever the cardholder goes (for the next 24 horus) leaves a trail of dirt.
4: A 40' long by 10' high by 4' thick Wall of Stone appears [where the cardholder desires] within 40' of the master of the Deck. The cardholder only has 4 rounds to decide/select a place before the ability is lost.
5: Five gnomes in bright blue caps appear, each holding a 5 coins each: platinum, gold, electrum, silver, and copper respectively. The gnomes tip their hats and disappear in puffs of blue smoke after handing the coins over (or placing them at the cardholders feet if not taken). Whomever spends the coins receives a -1 (per coin) to their rolls for the next 24 hours, as follows: Platinum: penalty to save rolls, Gold: penalty to attack rolls, Electrum: penalty to skill rolls, Silver: penalties to damage rolls. The copper pieces do not carry any curse.
6: [EDIT Oops!] A 6HD earth elemental appears and attacks anything in the area.
7: The cardholder receives a +5 Charisma bonus to all interactions and Charisma based skills. This bonus with dwarves, gnomes or any earth-based elemental creature is +10.
8: Four Dwarf Fighters, 2nd level each, appear. All in scale armor. 2 with hand axe and shield. 2 with daggers and crossbows. They will follow the commands of the master of the Deck. These guys, though spontaneously created, are permanent. They will need names, direction, food, have no knowledge or skill beyond what all dwarves or all fighters know, etc...
9: The cardholder immediately sprouts a beard that grows to their feet. Any attempts to cut or remove the beard are ineffective, immediately regrowing to the cardholder's feet. In combat, the bearded individual must make a DC[moderate to difficult] Dex. check to keep from tripping over themselves. The effect is permanent until a successful Remove Curse is applied.
10: The cardholder has an at will Stoneshape spell, effective caster level 10, for the following 24 hours.
Rogue: This card displays a black-bearded dwarf in grey leathers with a black hooded cloak. When drawn, the card transforms into a 5,000 gp value diamond.
Knight: This card displays a brown-bearded dwarf in shining plate armor. The visor is down and the banner flying from his lance shows a grey stone. A stone giant appears and will fight for the cardholder without question. If no battle is occurring, the giant will accompany the master of the Deck for up to 24 hours to defend and protect them should the need arise. After engaging in 1 combat, if not slain, the stone giant disappears.
Advisor: This card displays a white-bearded dwarf with a hand full of coins and holding a golden footman's mace. It can cast any spells available to a 10th level cleric and/or answer any Lore or History questions posed by the cardholder. It will exist until answering 3 questions or casting 3 spells before disappearing.
Queen: This card displays a blond-bearded dwarven queen, bedecked in gold and jewels. When drawn, a permanent Secret Chest appears [max. capacity 14 cubic feet of goods] accessible, at will, by the person who drew the card.
King: This card displays a red-bearded dwarf lord, crowned and with a cloak of ermine. When drawn, the cardholder becomes aware they are able to cast a Magnificent Mansion [effective caster level 15].
Ace: A 5' high mound of earth/stone rise up beneath/around the cardholder at a 10' radius. Any hostile creatures approaching within 5' of the mound rouses a Iron Cobra (that shoots out of the mound) that will protect the cardholder to the best of their ability. The cardholder can not move off of the mound without dispelling the card's effect.
 

Torches (element of Fire, Passions, Conflict, Humans)

2:
The drawer of the card finds any flaming light source they hold goes out in d4 rounds. This effect lasts for 24 hours.
3: The cardholder enters a berserker rage with a duration and attacks as a barbarian of 3rd level ( or +3 levels if already a barbarian).
4: A 40' long by 10' high by 4' thick Wall of Fire appears [where the cardholder desires] within 40' of the master of the Deck. The cardholder only has 4 rounds to decide/select a place before the ability is lost.
5: Five Fire Mephits appear, each with a long sword. The mephits disappear in puffs of red smoke after handing the swords over (or placing them at the cardholders feet if not taken). If attacked, the mephits simply drop the swords and disappear in a burst of fire. The swords are just normal, good quality, long swords.
6: A 6HD Fire Elemental appears and attacks everything in the area.
7: The cardholder receives a +5 Resistance to Fire.
8: Four Human Fighters, 2nd level each, appear. All in Plate armor. 2 with longsword and shield. 2 with daggers and shortbows. They will follow the commands of the master of the Deck. These guys, though spontaneously created, are permanent. They will need names, direction, food, have no knowledge or skill beyond what all humans or all fighters know, etc...
9: The cardholder immediately begins to age 1 year for every day. They will suffer the appropriate penalties for advancing age and, untreated, will expire (if not slain before) from "old age" when 100 days have passed. The effect is permanent until a successful Remove Curse is applied.
10: The cardholder has an at will Pyrotechnics spell, effective caster level 10, for the following 24 hours.
Rogue: This card displays a man in black leathers with a red hooded cloak. When drawn, the card transforms into a Flaming Sword (type of sword DM's choice).
Knight: This card displays a knight in red plate armor. The visor is down and the banner flying from his lance shows a "fireball". A fire giant appears and will fight for the cardholder without question. If no battle is occurring, the giant will accompany the master of the Deck for up to 24 hours to defend and protect them should the need arise. After engaging in 1 combat, if not slain, the fire giant disappears.
Advisor: This card displays a white-bearded red-robed man with a torch in one hand and holding a scroll in the other. It can cast any spells available to a 10th level Wizard and/or answer any Lore or History questions posed by the cardholder. It will exist until answering 3 questions or casting 3 spells before disappearing.
Queen: This card displays a beautiful woman bedecked and bejeweled in gold and red finery suited for queen. When drawn, 1 +d6 a fine cloaks appear. When donned, the wearer is completely immune to normal cold, always comfortably warm. While worn they take only half, save for no damage from cold attacks.
King: This card displays a stately human king, short bearded, crowned and with a cloak of ermine. When drawn, the cardholder becomes aware they are able to cast a Fireball [effective caster level 15].
Ace: A 5' wall of fire rises up around the cardholder at a 10' radius. Any hostile creatures approaching within 5' of the fire rouses a Salamander (that shoots out of the flames) that will protect the cardholder to the best of their ability. The cardholder can not move out of the circle of fire without dispelling the card's effect.
 

Horns (element of Air, Thought, Creativity, Elves)

2:
The drawer of the card fails all Stealth rolls, Climbing checks, or attempts to sneak/be quiet for the next 24 hours.
3: A breeze sweeps up behind anywhere the cardholder goes for the next 24 hours.
4: A 40' long by 10' high by 4' thick Wall of Fog appears [where the cardholder desires] within 40' of the master of the Deck. The cardholder only has 4 rounds to decide/select a place before the ability is lost.
5: Five faerie dragons appear, each holds a silver horn. The dragons giggle and disappear in puffs of pink smoke after handing the horns over (or placing them at the cardholders feet if not taken). One of the 5 horns generates Silence (50' radius) when blown. The other 4 are just finely crafted instruments (valued 200gp each).
6: A 6HD Air elemental appears and attacks everyone in the area.
7: The cardholder receives a +5 Intelligence bonus to all Int.-based rolls for the next 24 hours. They also receive a Chrisma bonus with elves or any air-based elemental creature of +10.
8: Four Elf Fighter/Mages, 2nd level each, appear. All in elvin chain armor. 2 with longsword and shield. 2 with daggers and longbows. Spells: 2 of them know: Sleep, Detect Magic. The 2 archers know: Magic Missile, Shield. They will follow the commands of the master of the Deck. These guys, though spontaneously created, are permanent. They will need names, direction, food, have no knowledge or skill beyond what all elves or all fighters know, etc...
9: The cardholder is surrounded by a heinous stench. Any attempts to wash or cover the scent are ineffective. All interactions with people in a 10' radius are made at a -10 penalty. The effect is permanent until a successful Remove Curse is applied.
10: The cardholder has an at will Levitate spell, effective caster level 10, for the following 24 hours.
Rogue: This card displays an elf in grey-green leathers with a grey-green hooded cloak. When drawn, the card transforms into a Cloak of Elvinkind.
Knight: This card displays an elf in shining blue plate armor. The visor is down and the banner flying from his lance shows a lightning bolt. A storm giant appears and will fight for the cardholder without question. If no battle is occurring, the giant will accompany the master of the Deck for up to 24 hours to defend and protect them should the need arise. After engaging in 1 combat, if not slain, the storm giant does not disappear, but will take his kindly leave.
Advisor: This card displays a pale blue robed elf with a horn hanging from his belt and holding a crystal ball in one hand. It can cast any spells available to a 10th level wizard and/or answer any Lore or History questions posed by the cardholder. It will exist until answering 3 questions or casting 3 spells before disappearing.
Queen: This card displays an elf queen of great beauty and long silver-white hair, bedecked in silver and blue jewels. When drawn, the elvin lady appears and hands the cardholder a Figurine of Wondrous Power> Bronze Griffon and disappears.
King: This card displays a regal golden-haired elflord, crowned and with a cloak of ermine. When drawn, the cardholder becomes aware they are able to cast a Greater Teleport [effective caster level 15] that effects themselves and all allies in a 50' radius.
Ace: A 5' high Wind Wall blows around the cardholder at a 10' radius. Any hostile creatures approaching within 5' of the whirlwind rouses an Aerial Servant (that shoots out of the whirlwind) that will protect the cardholder to the best of their ability. The cardholder can not move out of the circle of wind without dispelling the card's effect.
 

Whew! Only one suit left, but I think it really has to wait til tomorrow. Sorry.

[EDIT: Aight. Let's do this.]

Stars (element of Spirit, Truth, Finality, Death)

2:
The drawer of the card (and anyone touching them at the time) receives 2hp damage from a "positive energy"/static shock. Their hair stands on end for the next 24 hours.
3: The area surrounding the cardholder seems to darken and chill when they enter for the next 24 hours.
4: A 40' long by 10' high by 4' thick Wall of Shadow appears [where the cardholder desires] within 40' of the master of the Deck. The cardholder only has 4 rounds to decide/select a place before the ability is lost.
5: Five imps appear, each holds a diamond that shimmers with an inner light. The imps disappear in puffs of yellow smoke after throwing the gems at the cardholder the "light gems" shed Light, as the spell. The gems appear valued at 200gp each. The lights in the gems are actually trapped "good souls."
6: A 6HD Wraith appears and attacks everyone in the area.
7: The cardholder receives a +5 Wisdom bonus to all Wis.-based rolls for the next 24 hours.
8: Four JuJu Zombies (2nd level Fighters) appear. 2 with short sword. 2 with maces. Spells: 2 of them know: Sleep, Detect Magic. They will follow the commands of the master of the Deck. These guys, though spontaneously created, are permanent.
9: The cardholder can not lie. They are physically incapable of speaking anything that is not true. The effect is permanent until a successful Remove Curse is applied.
10: The cardholder has an at will Cure Light Wounds spell, effective caster level 10, for the following 24 hours.
Rogue: This card displays a shadowy humanoid figure/silhouette. When drawn, the card transforms into a Lantern of Shadows.
Knight: This card displays a humanoid figure in black plate armor. The visor is down and the banner flying from his lance shows a black spiral. A Death giant appears and will fight for the cardholder without question. If no battle is occurring, the giant will accompany the master of the Deck for up to 24 hours to defend and protect them should the need arise. After engaging in 1 combat, if not slain, the death giant does not disappear, but will turn to attack the Deck holder and their allies.
Advisor: This card displays a dark robed and hooded figure, no discernible face, with an hourglass in one hand and holding a 6-pointed star in the other. It can cast any spells available to a 10th level cleric and/or answer any Lore or History questions posed by the cardholder. It will exist until answering 3 questions or casting 3 spells before disappearing.
Queen: This card displays an elegant pale-skinned raven-haired queen, bedecked in ruby jewels. When drawn, the cardholder is immune to the effects of negative energies or energy drain for the following 24 hours.
King: This card displays a skeletal Lich-king, crowned and with a rotting cloak of ermine. When drawn, the cardholder becomes aware they are able to cast a Plague Storm [effective caster level 15].
Ace: The person who draws this card feels a strange momentary tingling sensation and nothing more. The next time the person dies, after 3 rounds pass, they will be resurrected.

Ah! And [drumroll please]

The Joker: When drawn a gnome in a brightly color jester's outfit and jester's hat. It cackles and prances for a moment. Bows with a flourish to the owner of the deck. And then on round #3, with a great big toothy smile on its face, it transforms into a Balor...Roll initiative. :devil:
 
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