MENSILE TTRPG Solo
MENSILE TTRPG Solo
Contents
        Character Creation - When to Draw
        Card Values - Abilities - Weapons/Armor - Enhancements - Rations
        Combat/Skill Check System - Skill Checks - Quick Checks
        Building/Dungeon Crawl
        Tavern Quest
        Traveling
        Resource Gathering - Crafting - Time - Item Costs
        Partnership
        NPC Creation - Advancement - Backstory Advancement
        Worlds End 30 Day Journey
        Game Flow
        The Fate of Galileo
Character Creation:
Each card represents a character and personality loaded with quirks and traits. You are free to use 1 card to
create your character or draw a card for every single option. Although some options may get redundant, you
can play the entire game off of 1 card. Use the character sheet and fill in results.
     Draw a Card:
     Decide Gender: (Any Method or Gender, below are just 2 examples)
          Choose Non-Binary
          Or 1d6, 1-3=Male, 4-6=Female
     Roll/Select First and Surname
     Roll/Select Quirk, and Want (optionally choose to use all, one, or some of each to shape your
     character)
     Roll/Select Profession and Organization (These can represent current or past)
     Roll Combat/Skill Score = 1-3=2, 4-6=3. (The cards Combat/Intelligence scores represent an
     enemies scores or a difficulty in solving or checking something. Your scores will better play through
     the game as a 2 or 3, and you will be able to advance them.)
     Draw for Rations
     Draw for Gold = Card Value x 10
When To Draw:
   Any Skill Check when attempting to do something (see Skill Checks)
   To see if an NPC will help you (or kill you)
   Determining a direction
   Asking a Yes/No question
   Determining the color of something
   Choosing an animal
   Creating an NPC
   Checking the weather
   Determining Items, Weapons, Armor, Treasures, or Abilities
   Determining specific locations such as a unique room or building
   Determining what you would encounter in a room (trap, treasure, etc.)
   Determining a Trap Type
   Checking if you are successful in finding Rations, how you received them if you are, and how many
   you find.
   Checking if you are successful in finding Resources.
   Determining an Adventure, Traveling, Camping, or City spark.
   Tavern Quest sparks that are open to draw more determinations
   Creating an Enemy
   All other things I missed
                                                                                                                Contents:
Card Values:
All Cards are face value Except:
     Fool (0) = 1 when multiplying anything
     Aces = 1
     Page = 11
     Knight = 12
     Queen = 13
     King = 14
A 10 and Wheel of Fortune (10) in most cases can mean a Critical Success
An Ace (1) or Fool (0) in most cases can mean a Critical Failure
Enchantments:
   Some treasure will give you enchantments for weapons or swords.
   As you attach the enchantment to your weapon or armor, the scroll is used up.
   Weapons and armor can only receive 1 enchant at a time, but can be overridden. (Attempt to
   increase the current bonus or max it at +6.)
   Roll 1d6 and note what your permanent bonus is.
   Each time you do a Combat/Skill Check you will receive that bonus to each of your card Drawn
   values that pertain to that Skill check.
   Example: Weapon Enchant of (+2 Combat), during Combat only, You attack the enemies 6 card
   with your 5, but with the +2 bonus your 5 is now 7 and beats that card. Armor Enchants are used
   for Skill Checks not Combat Checks.
Rations:
Rations are completely optional, but add to the game and can even spark more adventure.
    Draw for Rations Yes/No
    If Yes, then Use Ration Spark on card or Draw new Card for Ration Spark
    Searching for rations takes up an entire day.
    1 ration is taken each day during Camp
    Draw 1 card for Yes/No if you found rations
    If Yes, then Draw 1 card to see how you found the rations and roll for quantity found
    You don't recover any Scores if you don't have rations going into Camp
                                                                                                        Contents:
Combat and Skill Check System:
   Draw the amount of cards for your Score face up
   Draw the amount of cards for the Enemy Combat or Skill Score face down
   Flip one Enemy Combat/Skill card up.
   Utilize one of your cards to beat (Numerically) the opposing card (See Card Values)
   If the card values are equal, that is a clash. You discard your card and draw another to face the same
   opposing card. Continue until there is a result other than a clash.
   If you draw a 10 that is a Critical Hit (Regardless of opposing card). Remove face up card and an
   additional card from the opposition.
   Discard any of the opposition cards that have been beaten.
   Each round regardless of loss or win, you discard your card used.
   If the majority or all of the opposition cards have been discarded then you win.
   A win means you are successful. If killing an enemy, they no longer exist.
   A loss results in you collapsing. You receive a "Wound". Depending on if you are in combat or doing a
   skill check, reduce the Combat or Skill Score by 1.
   (Multiple Enemies:)
         1d6 For the amount of Enemies encountered if desired to have more than 1 for difficulty (For the
         amount of enemies, You can have 1-2=2. 3-4=3, 5-6=4)
         Draw the face down cards for each enemy. Flip your cards up.
         Flip 1 of each enemy cards up.
         Use one of your cards to combat each of the enemy cards. (The same card for all enemy cards)
         Discard any beaten enemy cards and the card you used after each round.
         Remove any beaten enemy from the game
         If all enemies are beaten, you win. If you are out of cards and there are remaining enemies, you lose
         and take 1 Wound per enemy remaining.
   Wounds last for the day and will heal during an uninterrupted camp if you have a ration or by healing
   salves.
   If Combat or Skill Score is reduced to 0, you are dead.
Skill Checks:
Anytime you want to do a Skill Check, Draw a card and use the Combat system against the Skill Score.
Common Checks:
     Searching or Locating a person, place, or item.
     Persuading someone
     Disarming a Trap, Picking a Lock
     Fleeing, Running, Balancing, Swimming, etc.
     Strength (lifting, carrying, pushing, etc.)
     Intelligence (solving something)
     Perception (noticing something)
Quick Checks:
Quick Checks are a way to speed up some aspects of your journey. Maybe you have a large building or
dungeon you’re exploring and you want to quickly check for traps and treasure as you go:
    Option 1:
        Roll 1d6, if the result is equal to or lesser than the Score you are checking then you were successful.
    Option 2:
        Draw or Check against the card Combat or Skill Score, if the result is equal to or lesser than the
        Score you are checking then you were successful.
                                                                                                                  Contents:
Building/Dungeon Crawl:
    Design the building layout. (Recommended: Draw cards for each room face down and align them in
    the pattern of the floor of the building your in)
    The only thing the character should know is how many doors and what direction they are from room
    to room.
    There are no Draws or Rolls on the entry room.
    Decide direction (Any method of your choosing)
    Locked Doors - Prior to Entering a room:
         Check if the door is locked:
              Option 1: Draw a card and if the Impression is “Directly Hostile” the door is locked
              Option 2: Roll 1d6. If result is 1 then the door is locked.
         Skill Check the Lock. Locks are typically a Skill Score of 2-3. (Lockpicks reduce required Skill by
         1)
         If you lose and all alternative ways in are exhausted
              Option 1: You have reached the end (or failed) this quest. Camp, and tomorrow either search
              for new clues or move on.
              Option 2: You take 1 Skill Wound (If you have more than 1. if not, then use Option 1) to
              "Bash" through the door. (Note: This option is only for doors, not lockboxes, etc.)
    Upon entering a room do one of the following:
         Check if the room you entered is the destination or stairs room:
              Option 1: Draw a card, if the Impression is “Helpful” then you have either found your
              destination room or the stairs to the next floor.
              Option 2: Roll 1d6 - If result is 6 then you have either found your destination room or the
              stairs to the next floor.
         Flip the card up (or Draw), if the Room Encounter is “Enemy”, then refer to the card info to
         fight the type of Enemy and using the cards Combat Score, Combat Check the enemy.
    If you are entering the only room left on the floor, it is the destination or stairs room. (No Draw or
    Roll needed)
    When Searching a room (Traps or Treasure) , Use the Flipped (or Drawn) room card:
         Skill Check that card.
              If you win, Draw another card. That card will reveal the Room Encounter.
                   If the Room Encounter is “Treasure”, take your treasure from that card.
                   If the Room Encounter is “Trap”, Skill Check the trap to disarm.
                         If you’re successful, draw another card and if the Room Encounter is “Treasure””
                         then you receive that cards treasure.
                         If you’re unsuccessful, you’ve triggered the trap and take 1 Skill Wound. Ignore any
                         treasure.
                   If the Room Encounter is “Enemy”, ignore as the initial room card revealed if there was
                   an enemy or not.
              If you lose, Draw another card. If there is a Trap, you triggered it and take 1 Skill Wound.
              Ignore any Treasure.
                                                                                                                Contents:
Tavern Quests:
The quest system is left wide open to add or spark from your imagination. You can create a
complication like an ambush, a trick lock, or an NPC that won't let you pass unless you do another
quest that you can Draw. These quests don't have to be restricted to a "Tavern" and can come from any
City Event, Travel Event, Camp Event, Adventure Spark, NPC, Item, Profession, bulletin board, piece
of paper, or even from your characters Organization/Guild.
You can either Draw one card for each option, Draw and use one card for all options, or do a mix and
match of your choice.
    Draw for Tavern Quest type: (Keep in mind to create a twist or complication if you want)
         Explore:
               Draw for Adventure Spark or NPC (If there is no indication)
               Draw for Location
               Draw for Room Type. (If applicable)
               Draw for Enemy (If applicable)
         Fetch:
               Draw for Item (could be NPC/Animal - (Rescue), Item, Treasure, or anything)
               Draw for Location
               Draw for Room Type. (If applicable)
               Draw for NPC or Enemy (If applicable)
         Escort:
               Draw for NPC or Animal to escort
               Draw for current Location of NPC or Animal to escort
               Draw for Location to escort
               Draw for NPC or Enemy (If applicable)
         Deliver:
               Draw for Item, NPC (Child, Prisoner, etc.), Animal, Treasure, Weapon, or Armor to
               deliver. (or anything you can come up with: letter, information, food, etc.)
               Draw for Locations to pick up (if not in possession yet) and deliver
               Draw for NPC or Location to deliver to (If applicable)
               Draw for Enemy (If applicable)
         Kill:
               Draw for Enemy or Animal to kill
               Draw for Location to kill
    Draw for Direction (See Traveling)
    If the Card Drawn for Direction has an Impression of “Helpful” then the quest destination is in the
    same area you are located in and there is no traveling, otherwise Roll 1d6 for number of days travel
    to destination
    Draw for Reward. (Item, Treasure, Weapon, Armor, or Gold:(10 x Days Travel) or any
    combination)
    Some Locations you can go inside the building area and Draw for Room Encounter. Optionally
    you can also Draw a Room Encounter to determine more interaction within the quest.
                                                                                                           Contents:
Traveling:
    You can choose to just directly travel to your destination, optionally skipping any Travel Event.
    Directly travel there with 1 Travel Event, otherwise use the following options.
    Traveling (With a Quest Destination):
        You should have noted how many Travel Days it will take to reach your destination
        Make sure you have a direction Drawn for your quest. Note the direction because this is your
        "Quest Direction"
        Each Travel day you travel for is approximately 10 miles.
        You begin your travels in the direction of your direction Draw.
        (Entering New Area:)
        Draw for a Travel Event or Draw for Rations.
        If the Travel Event is a "Delay", then you progress nowhere that day and must Camp Drawing
        a Camp Event and try to Travel again the next morning.
        Anything other than "Delayed", choose to partake in the event.
        After completing the Travel Event, Camp and choose a Camp Event.
        If you have Rations and are not "Interrupted" during Camp Event, Recover "Wounds" to
        Scores.
        Upon waking up from Camp, you will reduce Rations by 1 and Draw a card.
        (Non-Linear Travel:)
        If the value of the card is 10 or less then you will proceed in the "Quest Direction".
        If the value is above 10 use the direction of that card to proceed. If it is in the direction you
        came from the move in the direction opposite of where you entered, or the “Quest Direction”
        Enter new area from the direction result.
        Reduce Travel Days by 1
        Upon entering a new area and you have more Travel days to get to your destination, Start from
        “Entering New Area” again.
        Once you have reached your destination and your travel Days are reduced to 0, you can choose
        to proceed to your destination without a Travel Event.
    Traveling (Exploring):
    You can choose to head out and just explore the world. There are many ways to choose which
    direction or path. Drawing a card for a direction you want to go in and then utilizing the value
    system in steps above from “Non-Linear Travel”, can result in a path that isn't statically linear. Or
    you can just draw a new card for direction and if the direction is where you came from chose
    ("Delayed" or Draw a new card until it’s a different direction you came from).
         Draw a card for direction.
         Draw for a Travel Event.
         Sometimes the Travel Event may be a town, village, or city and you can enter and branch off
         and do City Events or pop into the Tavern and do a Tavern Quest from this city or Draw an
         Adventure Spark. There really is no restrictions to what you want to do.
         If you have Rations and are not "Interrupted" during Camp Event, Recover "Wounds" to
         Scores.
         Camp for the night and Draw a Camp Event.
         Wake up, reduce Rations by 1
         Repeat
    If you are traveling and Draw “Come Across a Village, Town, or City” Travel Event that just
    doesn’t make sense (Typically when the map is already established), then convert that Travel Event
    to a “Nothing Happens” or Re-Draw until you get an alternative event.
                                                                                                            Contents:
Resource Gathering/Hunting:
    Gathering resources is almost identical to gathering Rations. (See Rations).
    Resources can be generic or you can separate them into their own category like "ore", "herbs" etc.
    Gathering takes up an entire day.
    Draw for Rations Yes/No
    If you are successful roll 1d6 to see how many resources you have gathered.
Crafting:
    See Resource Gathering.
    This is a starter or example crafting table to give you an idea and a foundation of resource gathering
    and crafting.. Create your own or continue building upon this one.
Weapons/Armor                                               (Ore) Amount Required
1 x Light                                                   5
1 x Medium                                                  10
1 x Heavy                                                   15
--                                                          --
Alchemy                                                     (Herb) Amount Required
1 x Healing Salve (+1 Wounds)                               5
1 x Combat Potion (+1 to Combat Draw)                       10
1 x Skill Potion (+1 to Skill Draw)                         10
--                                                          --
Misc                                                        (Ore) Amount Required
1 x Lockpick                                                2
Time
You can never travel twice in 1 day.
Things that take up the Day:
    Traveling + Dungeon/Building Crawl (or any Quest destination you have reached)
    Resource Gathering/Hunting
    Searching for Rations
    2 Dungeon/Building Crawls (if they are both in the same area you are and you don’t need to travel to
    them).
Item Costs
    Unless specified on the item (which is the selling price) all items found, sell to a Merchant for 5g
    (stack-able items sell for 1g ea. Example: Arrows)
    Only items that are found can be bought from a Merchant (Keep a List)
    The cost of an item is 10 x the sell price (usually 50g, 10g each for stack-able, and 10x the amount of
    the items value if its in the description)
                                                                                                              Contents:
Partnership:
Any NPC you meet can be your "Partner". If successful, they can join you on your adventure. They can
be anything to you as a best friend, hired mercenary, adopted child (apprentice), or even a spouse.
Once a day you can do a "Partnership Check". You may only have 1 partner at a time.
Partnership Check:
    Determine how many partnership points it would take for that NPC to be your partner
    Every NPC starts off with 0 Partnership points
    Once a day you can Draw for that NPC
    If there is a "No" in the Yes/No and "Directly Hostile" in the Impressions, you lose a
    Partnership point.
    If there is a "No" in the Yes/No or "Directly Hostile" in the Impressions, you gain no
    Partnership points.
    If there is a "Yes" in the Yes/No and "Helpful" in the Impressions, you gain a Partnership point.
    All other combinations gain no Partnership point.
    Reaching 5 Partnership points allows them to be your Partner and join you on your adventures.
    Make sure to Draw them as a full character including the Combat/Skill Scores.
Partner Mentality:
A Partner can be played by another Player alongside you. If you are playing solo, then try to treat your
Partner as if they had a mind of their own (Draw or Roll as much as possible).
Draw "Yes/No", "Impressions", "Direction", or anything that would give them their own say in a
decision.
Example:
     Your Partner was created from a Drawn Hierophant. You come across a small group of enemies
     that are in your way of searching for what's supposed to be a document that is said to contain the
     herbal recipe to cure paralysis.
     You ask your partner, "Should we jump in and attack or try to find another way around?".
     Looking at the Hierophant card, they have a great desire to seek knowledge so they definitely want
     to continue.
     Let's say their Combat Score is only 2, along with the desire to get that document the Partner most
     likely opts to find another way or sneak around.
     You could also just simply look at their card or Draw a card for a "Yes/No" on attacking and go
     from there.
     If you ever disagree with your Partner, you can opt to Skill Check them. If you win, it's your way.
     If you lose, it's their way.
     Your Partner may have quests of their own to recommend.
     A Partner can only Combat/Skill things that you aren't, but if there is multiple Combat/Skill
     checks they will go on at the same time not one after another. Enemies or Skill Checks will also
     not gang up on any single PC or Partner.
     You gain no Combat/Skill Points Partner wins. They gain their own set of Combat/Skill Points
     for advancement.
     If there are more Enemies/Skill Checks than 2 or just 1, you can choose who would Check which
     one or Look/Draw for your partners advice etc.
                                                                                                           Contents:
NPC Creation:
Draw Card for NPC
Pay attention to the Backstory, Professions, Quirks, and Wants. These will tell you what kind of character
this person is and their attitudes. Choose what information is relevant to the role of the NPC in your
adventure in the following options:
     Quick Creation:
          Roll for First Name, a Physical Detail
          Note: Combat/Skill Scores, Impression, and possibly Color
               Example: Nine of Wands - A weary looking soldier wearing a Red mantle shoulders me hard
               as I am walking by. He switched his Tight and Weary Smile to a scowl and readied his
               Halbert to strike me down..
     Meaningful NPC Creation:
          Note the Card for future reference
          Roll First and Last Name, Profession, Organization, Physical Detail, Quirk and a Want
          Note: Impression, Skill/Combat Scores, Weapon/Armor,
Advancement:
   Your starting Combat and Skill Scores can be improved to a maximum of 5.
   How you determine the speed of advancement is up to you. The recommended level gain points per
   advancement is 25.
   Combat and Skill Score Points are gained separately.
   You only gain a point if you win against a Score that is higher than your Score.
   If you reach the amount needed to advance then you increase that Score by 1.
   Upon advancement reset the point score for that Score to 0.
Backstory Advancement:
    Your Backstory score starts at 0
    You gain a Backstory Point when you have successfully obtained a clue regarding your backstory.
    You may search to uncover a Backstory clue once per day.
    After successfully obtaining 4 Backstory clue points, the last search will lead you to the conclusion of
    your backstory, gaining your 5th Backstory Point.
    Once you have obtained 5 Backstory Points, Draw the number of cards of your Skill Score. Select 1
    ability out of the cards and you also receive the treasure from that same card.
                                                                                                               Contents:
Worlds End - 30 Day Journey:
Worlds End is meant to be a milestone, it is your choice how you face and utilize it. The following is
completely optional and can be re-configured.
    On the morning of the 30th day Draw The World card and 1 additional Card face down (Legacy
    Card).
    The World represents a completion, end, or beginning of a something new.
    The Legacy Card is your new beginnings.
    These will be encounters that you will face alone. (No Partner)
    If you lose to any of these 2 encounters, you are permanently dead.
    Combat Check the World Card.
    Flip the Legacy and Skill Check that card.
    Upon winning the Skill Check, you have proven your worth and completed a 30 day journey.
                                                                                                           Contents:
Major Arcana                                                                                                     Combat:        1
                                                                                                                 Skill:
                             The Fool
                                                                                                                                2
                                                                                   Weapon: Dagger
                                                                                   Armor: Gambeson
                                 Backstory:
                                 They left home on a whim, with no plan and only what they could carry. An unexpected
                                 turn—whether a storm, a stranger, or a lucky mistake—sent them far from where they
                                 meant to go. Now they travel, unsure what they’re looking for, but certain they haven’t
                                 found it yet.
                                 Lead: At a roadside inn, someone mistook them for a courier and pressed a sealed letter into
                                 their hands—addressed to the village they originally meant to reach, years ago. The sender’s
                                 name is smudged, but oddly familiar.
               Quirks:
               Frequently hums off-key, as if lost in thought
               Tends to walk in circles when making decisions.
               Unnecessarily talks to animals, asking them for advice.
               Will always carry an unlit lantern, saying it’s "for safety."
               Sometimes forgets where they are and has to "rediscover" the world around them.
               Collects "useless" trinkets and carries them around in a bag, convinced they’re important.
               Wants:
               Freedom to explore without restriction or consequence.
               The thrill of new experiences and adventures, unburdened by the past.
               To find their true purpose or calling in life, without the need for others’ expectations.
               A fresh start or a new beginning in life.
               The courage to take risks, even at the cost of safety or comfort.
               To find a place or people where they can feel truly at home and accepted for who they are.
               Ability                                                    Item:
               Leap of Faith: You can risk a dangerous action or          Worn Satchel (A small, rugged bag that can carry
               decision without knowing the outcome. If                   an additional item or two. Makes it easier to carry
               successful, gain a significant advantage; if not, face     light, essential tools.)
               the consequences.
                                                                                                                                Contents:
                                                                                                                     Major Arcana
Yes/No/Neutral:                  Yes                                  The Fool
Element    Air                                                Ration:     Yes
Direction: East                                               Animal:     Dog
Color:     Yellow                                             Impression: Indifferent
Treasure:                                                     Location:
Map to an unexplored region                                   City Gatehouse/Toll Booth
Ration Spark:
After bravely wandering into unknown territory and befriending a nomadic trader, the party receives a modest
bundle of wild herbs, dried fruits, and bread — 1d6 rations.
Weather:
Clear Skies with a Gentle Breeze The weather is open, full of potential and optimism, with a feeling that anything
is possible.
City Event:
A Street Vendor with Trinkets
You pass by a vendor selling small, odd trinkets and baubles. He invites you to take a closer look,
claiming each one brings good luck.
Choice: Buy a trinket or move on, laughing at the idea of luck.
Travel Event:
Nothing Happens: The journey feels stagnant. There’s nothing new to see or experience today. The
adventurers can choose to rest, pass time, or simply enjoy the calm before potential chaos.
Camp Event:
Good Night’s Sleep
Restful sleep, with a sense of hope and possibility for the journey ahead.
Adventure Spark:
As you stroll through the bustling marketplace, a beggar pulls you aside, promising you a secret shortcut
to a treasure buried in a nearby garden. He seems harmless, but something about the way he smiles feels
off.
Room Type:
Observatory: The adventurer enters a room with a domed ceiling, wide windows filled with star charts,
and telescopes pointing toward the night sky. The room feels open and full of wonder, yet slightly
disorienting.
Trap Type:
Pitfall Trap: A hidden pit opens beneath the adventurer’s feet, dropping them into a deep, narrow hole
filled with spikes, water, or jagged rocks
Enemy:
Mercenaries:
Mercenaries are adventurers who fight for gold, taking on any job that comes their way without thinking
of the consequences.
Major Arcana                                                                                                    Combat:        2
                                                                                                                Skill:
                     The Magician
                                                                                                                               5
                                                                                Weapon: Rapier
                                                                                Armor: Plated Surcoat
                                Backstory:
                                They performed a trick—scientific, alchemical, or otherwise—that worked a little too well.
                                Someone saw, someone wanted it, and things quickly got out of control. Now they keep
                                their talents quiet and their tools close, wary of who might come asking next.
                                Lead: A hawker in a far-off city was selling cheap copies of their formula—almost exact.
                                When questioned, the hawker mentioned a cloaked patron who claimed to be the “true
                                inventor” and left a calling card with an arcane sigil burned into it.
               Quirks:
               Never finishes a sentence without a dramatic pause, as if awaiting the perfect moment.
               Has a bizarre obsession with mirrors and always checks their reflection.
               Carries around a large collection of odd, unexplained tools and objects
               Can’t help but perform small tricks on people when they're not paying attention.
               Speaks in riddles when explaining simple concepts, just for fun.
               Will insist they can "read minds" and often guess the most obvious things about people.
               Wants:
               The power to create or manifest their desires with ease.
               Control over their own destiny and the world around them
               Recognition for their talents and abilities, to be seen as someone special.
               The ability to master all skills and knowledge, to be all-knowing.
               The confidence to overcome any obstacle using their wit and resources
               To have the perfect tool or weapon for every situation, achieving success through preparation.
               Ability                                                Item:
               Arcane Focus                                           Traveler’s Staff (A simple staff that can be used as a
               Focus your energy into a single powerful action,       weapon or a tool to cast spells or perform magic
               either to cast a spell or perform a craft, with a      rituals.)
               guaranteed success for one action.
                                                                                                                           Contents:
                                                                                                                  Major Arcana
Yes/No/Neutral:                   Yes                            The Magician
Element    Air                                                 Ration:     Yes
Direction: South                                               Animal:     Fox
Color:     Red                                                 Impression: Helpful
Tavern Quest:                                                  Room Encounter:
Fetch (gathering components, tools, or knowledge)              Treasure
Treasure:                                                      Location:
Armor Enchant Scroll - 1d6 to Skill Draws                      Alchemist’s Workshop
Ration Spark:
By using their wit and charm, the group bartered alchemical concoctions for a cache of preserved meats and hard
cheeses — 1d6 rations.
Weather:
Bright, Sunny Day
The weather is clear, with sunlight that feels empowering and full of energy, as if anything is achievable.
City Event:
A Street Performer with Magic Tricks
A performer is demonstrating simple magical tricks, pulling coins from behind ears and seemingly making
objects vanish.
Choice: Watch, impressed, or approach to try and figure out how it's done.
Travel Event:
Something Happens to Delay All Travel
A sudden burst of magical energy or a hidden force causes the journey to come to a halt. Perhaps a
mysterious figure, a trapped item, or a magical disturbance demands their attention. They must solve the
puzzle or overcome the obstacle to proceed.
Camp Event:
Good Night’s Sleep
The night feels magical, and dreams of potential magic and creation fill the mind.
Adventure Spark:
In a crowded tavern, a traveling performer dazzles the audience with impossible feats of magic, claiming
to possess the secret to eternal life. He offers to show you his "art" for a price.
Room Type:
Alchemist’s Lab:
The air smells faintly of herbs and metals. Shelves are lined with glass jars, vials, and strange instruments.
A bubbling cauldron sits in the center, surrounded by arcane symbols and mysterious ingredients.
Trap Type:
Magic Rune Trap:
A glowing rune activates when stepped on or touched, releasing a burst of arcane energy that causes a
magical explosion or releases a burst of harmful energy.
Enemy:
Witch Hunters:
Witch hunters are skilled individuals who track and eliminate witches, using their knowledge of magic
and the occult to hunt their prey.
Major Arcana                                                                                                 Combat:       1
                                                                                                             Skill:
                                                                               Weapon: Longbow
                                                                               Armor: Leather Brigandine
                               Backstory:
                               They found something they weren’t meant to—an old book, a hidden room, a whispered
                               phrase—and it changed them. Since then, they’ve noticed things others miss, and sometimes
                               know things before they happen. They're trying to understand what they awakened.
                               Lead: One night, they dreamed of a tower in the woods and a key beneath a loose stone.
                               Upon waking, their hand was wrapped around an old iron key—damp with morning dew.
                               The tower, they now hear, appears to some... and vanishes for others.
               Quirks:
               Constantly writes cryptic notes in a journal, only to forget what they mean.
               Avoids answering questions directly, giving long, roundabout responses instead.
               Hums chants under their breath that no one can understand.
               Always asks people to "wait for a sign" before making decisions.
               Collects and catalogues items they claim "have energy" but can't explain why.
               Acts like they can "sense" when someone’s hiding something, even if they’re wrong.
               Wants:
               To uncover hidden knowledge or truths that are beyond ordinary understanding.
               To connect more deeply with their intuition and inner wisdom.
               A quiet, peaceful place to contemplate and reflect, away from the noise of the world.
               The ability to see beyond the surface of things, discerning hidden motives or secrets.
               The power to guide others through spiritual or emotional challenges.
               To maintain mystery and be an enigma to others, allowing them to remain elusive and untouchable.
               Ability                                                Item:
               Divine Insight                                         Mystic Scroll (A scroll with cryptic symbols. Once
               Tap into hidden knowledge or guidance, revealing a     per day, can be used to reveal a hidden secret or
               clue or secret from the environment, or allowing you   location on the map.)
               to sense lies or truth.
                                                                                                                           Contents:
                                                                                                                         Major Arcana
Yes/No/Neutral:                    Yes                   The High Priestess
Element    Water                                                 Ration:     No
Direction: North                                                 Animal:     Owl
Color:     Blue                                                  Impression: Indifferent
Tavern Quest:                                                    Room Encounter:
Deliver (messages, secrets, or sacred texts)                     Trap
Treasure:                                                        Location:
Hidden scroll of secret lore                                     Secretive Library or Archives
Ration Spark:
Following secret whispers from a hidden monastery, the party is gifted a sacred stash of grain and dried legumes
— 1d6 rations.
Weather:
Misty Morning
The weather is mysterious, with a soft mist that blurs the lines of reality. There’s an air of secrets, intuition, and
hidden knowledge.
City Event:
An Old Woman Reading Tarot Cards:
In a quiet corner, an old woman sits with a small sign that reads “Tarot Readings: Ask and You Shall
Know.”
Choice: Stop and ask for a reading, or walk by, uninterested in the cryptic cards.
Travel Event:
Something Happens to Delay All Travel
A sudden burst of magical energy or a hidden force causes the journey to come to a halt. Perhaps a
mysterious figure, a trapped item, or a magical disturbance demands their attention. They must solve the
puzzle or overcome the obstacle to proceed.
Camp Event:
Good Night’s Sleep
The night feels magical, and dreams of potential magic and creation fill the mind.
Adventure Spark:
A cloistered nun invites you into a hidden shrine in the heart of the city. She speaks in riddles and offers
you guidance, claiming she can reveal a truth that will change your life forever.
Room Type:
Chapel:
A quiet, solemn atmosphere fills the room. Candlelight flickers softly in front of an altar, where sacred
books and relics are displayed. The walls are adorned with religious iconography, and a sense of deep,
unspoken knowledge lingers.
Trap Type:
Illusion Trap:
A shifting magical effect cloaks the room, making walls or pathways seem different from reality, leading
the adventurer into a false sense of security or into a hazardous area.
Enemy:
Religious Zealots:
Religious zealots are fervent followers of a faith, imposing their beliefs on others and using their
conviction to justify harsh actions.
Major Arcana                                                                                                   Combat:        2
                                                                                                               Skill:
                      The Empress
                                                                                                                              4
                                Backstory:
                                They once nurtured something important—a child, a garden, a community—and it was
                                taken from them. Whether through betrayal, war, or time, that life is gone. Now they carry
                                a deep need to protect, rebuild, or create again… and perhaps to seek justice.
                                Lead: A merchant’s cart passed by carrying fruit from a tree that only grew in the garden
                                they buried with their past. The merchant said the sapling came from a monastery far to
                                the south—built on “land no one claimed anymore.”
               Quirks:
               Frequently talks to plants and swears they talk back.
               Owns a collection of extravagant but impractical clothing they only wear for "special occasions."
               Constantly gives unsolicited advice on gardening or homemaking, no matter the topic.
               Has an insatiable need to collect little animals and keep them in pockets or bags.
               Is convinced that certain objects "belong" to people they haven’t met yet.
               Leaves small tokens, like flowers or stones, on people's doorsteps for "good luck."
               Wants:
               To create or nurture something beautiful, whether it’s a family, a garden, or a project.
               To be surrounded by luxury, beauty, and abundance in all areas of life.
               A loving family, warm relationships, and harmony in the home.
               The power to heal, care for, and provide for others.
               To be in touch with nature and the cycles of the earth, to live in sync with the natural world.
               To experience deep, unconditional love from others, being cherished and valued for who they are.
               Ability                                                   Item:
               Nature’s Bounty                                           Herbal Tonic (Restores a small amount of health or
               Create or gather resources from nature, such as food,     cures minor ailments. Represents nature’s healing
               water, or medicinal herbs, instantly producing what       powers.)
               you need for the moment.
                                                                                                                          Contents:
                                                                                                                      Major Arcana
Yes/No/Neutral:                   Yes                             The Empress
Element    Earth                                               Ration:     Yes
Direction: West                                                Animal:     Hare
Color:     Green                                               Impression: Friendly
Tavern Quest:                                                  Room Encounter:
Escort (protecting or guiding someone important)               Treasure
Treasure:                                                      Location:
Basket of luxury goods (spices, silk)                          Mayor’s Residence or Guildhall
Ration Spark:
The party helped a local farm recover from blight; in gratitude, the farmer offers them baskets of fresh vegetables
and fruits — 1d6 rations.
Weather:
Warm Spring Rain
Gentle, nurturing rain falls, creating an atmosphere of growth, fertility, and abundance.
City Event:
A Farmer’s Stall Overflowing with Produce:
You come across a local farmer’s stall brimming with fresh vegetables and flowers. The vendor invites
you to take a look at her bounty.
Choice: Buy something fresh, or simply admire the quality of the produce.
Travel Event:
Fork in the Road. Possible delay if the path leads away from destination
The path ahead splits, and the adventurers must decide which way to go. One path leads towards their
destination, the other into unfamiliar terrain. The delay could offer hidden resources or dangers. They
must choose wisely.
Camp Event:
Good Night’s Sleep
A peaceful rest, with calming dreams of nature and the nurturing forces of the world.
Adventure Spark:
The ruler of a prosperous province invites you to her opulent palace. She has heard of your deeds and
wishes to offer you a mission that could bring great wealth. However, there’s something about her charm
that feels slightly manipulative.
Room Type:
Conservatory:
Lush greenery fills the room, with vines crawling up the walls and flowers blooming in bright colors. The
air is thick with the scent of blossoms and the soft hum of nature. A peaceful, nurturing atmosphere
envelops you.
Trap Type:
Gas Trap:
A concealed valve opens when triggered, releasing a cloud of toxic gas or sleep-inducing fumes into the
air, enveloping the area in dangerous vapors.
Enemy:
Noble Tyrants
Noble tyrants rule with absolute authority, controlling their lands through manipulation, fear, and the
enforcement of loyalty.
Major Arcana                                                                                                    Combat:       4
                                                                                                                Skill:
                     The Emperor
                                                                                                                              4
                                                                                 Weapon: Halberd
                                                                                 Armor: Breastplate
                                Backstory:
                                They once held authority—over a household, a crew, a garrison, or a cause—but were
                                forced to give it up. Maybe they stepped down. Maybe it was taken. Either way, they now
                                live by their own rules, but part of them still seeks something to lead or rebuild.
                                Lead: A former subordinate sent word in secret: a new leader has risen, claiming to follow
                                their old code—but twisting it beyond recognition. The people suffer under this rule, and
                                some whisper for their return.
               Quirks:
               Obsessively arranges things in perfect order, even if no one else notices.
               Has a secret collection of tiny crowns or diadems, which they wear at random times.
               Will randomly challenge people to debates, even about trivial things.
               Constantly over-prepares for meetings, bringing extra pens and scrolls for no reason.
               Sometimes stares at their reflection for long periods, pondering their power.
               Often speaks in overly formal language, even when it’s completely unnecessary.
               Wants:
               The power to rule over others, to control and organize their environment.
               To build a lasting legacy or empire, one that will endure for generations.
               To maintain authority and dominance, commanding respect from everyone around them.
               Financial success, stability, and material wealth as signs of accomplishment and power.
               The ability to protect and defend those they care about, ensuring their safety.
               To leave behind a structured, organized world where
               Ability                                                     Item:
               Commanding Presence                                         Emperor’s Seal (An official seal that grants the
               You can assert control over a group, causing others to      player access to places or people of importance.
               follow your lead. For one encounter, gain the ability to    Once per week, can influence a powerful NPC.)
               lead others in a cooperative task.
                                                                                                                              Contents:
                                                                                                                       Major Arcana
Yes/No/Neutral:                  Yes                             The Emperor
Element    Fire                                                Ration:     Yes
Direction: South                                               Animal:     Lion
Color:     Purple                                              Impression: Directly Hostile
Tavern Quest:                                                  Room Encounter:
Kill (remove a threat to order or power)                       Enemy
Treasure:                                                      Location:
Royal seal ring (can grant access)                             Fortress Keep or City Guard Barracks
Ration Spark:
Having earned favor with a local lord through service, the adventurers are granted access to the castle’s storeroom,
receiving barrels of salted pork and hardtack — 1d6 rations.
Weather:
Strong Winds
The weather is powerful, with gusts of wind symbolizing authority, structure, and control.
City Event:
A Guard Enforcing Order at the Gates:
You see a well-dressed city guard sternly inspecting people entering the town, checking their goods and
paperwork.
Choice: Wait in line, or slip by unnoticed if you’ve got nothing to hide.
Travel Event:
Rations are Lost Somehow:
In the midst of the journey, rations are lost—perhaps stolen by a clever thief or spoiled by a sudden
mishap. The adventurers must decide whether to go without, barter with others, or search for new
supplies in the surrounding area.
Camp Event:
Decent Night’s Sleep
Sleep is interrupted briefly by thoughts of power struggles, leadership responsibilities, or order. The
feeling of being in control is present but also burdensome.
Adventure Spark:
As you enter a well-fortified city, the local governor offers you a position in his court. His reputation for
control is legendary, and many say he rules with a fist of iron.
Room Type:
Great Hall:
The grand hall stretches before you, with high ceilings supported by sturdy stone columns. Rich
tapestries hang on the walls, and a large throne sits at the far end, overseeing the entire space. The room
exudes power and command.
Trap Type:
Pressure Plate Trap:
Stepping on a concealed plate triggers a heavy object to fall from above or activates a blade mechanism
that swings from the ceiling or wall.
Enemy:
Slave Traders
Slave traders capture and sell people as property, maintaining control over society through human
exploitation and an unyielding social hierarchy.
Major Arcana                                                                                                   Combat:        1
                                                                                                               Skill:
                 The Hierophant
                                                                                                                              3
                                                                                 Weapon: Pike
                                                                                 Armor: Jack of Plates
                                Backstory:
                                They were part of a tradition or belief—an order, a temple, a secret society—but
                                something caused them to leave. Maybe they questioned too much, or saw too much. Now
                                they travel with fragments of old knowledge, unsure what still matters… and what doesn’t.
                                Lead: An old initiate’s chant—one they helped invent—was heard echoing from a locked
                                reliquary in a town where the order never had a presence. Locals say the voices come from
                                within... and they’ve grown louder each night.
               Quirks:
               Claims to "hear voices" from ancient texts, often quoting them in conversation.
               Makes everyone around them call them by a self-assigned title, like "Master of the Arts."
               Has a compulsive need to bless things or people, no matter the occasion.
               Is constantly trying to "convert" people to their specific way of thinking.
               Keeps a locked box full of mysterious, "sacred" objects they refuse to open.
               Has an irrational fear of breaking old rituals, even when they seem outdated.
               Wants:
               The desire to share wisdom, teach, and guide others along the right path.
               To have respect and reverence for traditions, values, and systems that guide society.
               A sense of belonging within a community or organization that aligns with their beliefs.
               To be seen as a spiritual or moral authority, respected for their knowledge and judgment.
               The ability to provide stability and support to others through religious or philosophical teachings.
               The desire to create a lasting impact on society or a group by shaping minds and hearts.
               Ability                                                     Item:
               Teach Wisdom                                                Blessed Chalice (A small, ornate cup that can
               Impart knowledge or faith to others, providing a            purify tainted water or heal a wound when filled
               temporary bonus (+1) to Skill Draws for one                 with holy water.)
               character within your group.
                                                                                                                              Contents:
                                                                                                                   Major Arcana
Yes/No/Neutral:                   Yes                        The Hierophant
Element    Earth                                                Ration:     No
Direction: North                                                Animal:     Stag
Color:     White                                                Impression: Helpful
Treasure:                                                       Location:
Indulgence from the Church                                      Cathedral or Grand Church
Ration Spark:
After performing a ritual service for the village priest, the party is given blessed bread and spiced wine — 1d6
rations.
Weather:
Clear, Calm Day
The weather is stable and reassuring, with clear skies that speak to tradition, wisdom, and spirituality.
City Event:
A Monk Offering Blessings:
A monk stands by the city’s temple gate, offering small blessings or prayers to passersby.
Choice: Stop for a blessing, or keep walking, unsure of its significance.
Travel Event:
Group of NPC Cultists Gathered Doing Something
A group of cultists, deep in ritual or prayer, stands in the path. They might offer guidance, a blessing, or
a challenge. The adventurers can choose to interact, observe, or confront them depending on their goals.
Camp Event:
Good Night’s Sleep
Rest is peaceful, with a sense of spiritual guidance or divine protection.
Adventure Spark:
In the heart of a grand cathedral, a charismatic priest tells you of an ancient relic that is said to hold
immense power. He offers to show you where it lies, but only if you promise to keep its location a secret.
Room Type:
Tapestry Room:
The room is filled with ancient tapestries, each telling stories of lineage, tradition, and history. The air
feels heavy with the weight of generations, and the soft sound of a distant chant echoes through the room.
Trap Type:
Spinning Blades Trap:
A hidden mechanism activates spinning blades that rotate from the walls or ceiling, slicing through the air
in a set, predictable pattern.
Enemy:
Inquisitors
Inquisitors enforce religious orthodoxy, seeking out heresy and punishing those who deviate from the
established faith.
Major Arcana                                                                                                   Combat:       2
                                                                                                               Skill:
                         The Lovers
                                                                                                                             3
                                                                                 Weapon: Flail
                                                                                 Armor: Tabard with Plate Inserts
                                Backstory:
                                They were forced to choose—between two people, two paths, or two loyalties—and the
                                decision cost them dearly. One was left behind, one was betrayed, and they’ve never stopped
                                wondering if they chose wrong.
                                Lead: A carved token once given in secret has surfaced in a pawnshop hundreds of miles
                                from where they last saw it. The shopkeeper claims it was traded in by someone who
                                “looked haunted.”
               Quirks:
               Always carries around a love letter they never send.
               Seeks out the most unlikely romantic situations, convinced they’re fated.
               Will randomly burst into song or poetry about love, even in inappropriate moments.
               Gets embarrassed at the smallest flirtation, even if it’s not directed at them.
               Keeps odd keepsakes from past relationships (even if they weren't serious).
               Has a habit of playing "matchmaker" for others, regardless of whether they want help.
               Wants:
               To find a deep, meaningful connection with another person—one built on love, trust, and mutual respect.
               To choose the right path or make an important decision that aligns with their core values.
               To experience a passionate, harmonious relationship that fulfills both emotional and physical needs.
               The desire to create balance and harmony in all relationships, whether romantic or platonic.
               The courage to follow their heart, even if it means making difficult choices or sacrifices.
               To experience true, unconditional love, free from judgment or expectation.
               Ability                                                     Item:
               Harmonious Bond                                             Interwoven Rings (Two enchanted rings that,
               Forge a temporary deep connection with an ally,             when worn by two different players, allow for
               allowing you to share each other’s skills and strengths     mutual benefits, like shared vision or enhanced
               for a limited time.                                         teamwork.)
                                                                                                                             Contents:
                                                                                                              Major Arcana
Yes/No/Neutral:                 Yes                               The Lovers
Element    Air                                               Ration:     Yes
Direction: East                                              Animal:     Swan
Color:     Pink/Soft Red                                     Impression: Friendly
Tavern Quest:                                                Room Encounter:
Escort (two people needing guidance or protection)           Nothing
Treasure:                                                    Location:
Locket with a hidden compartment                             Public Square / Meeting Hall
Ration Spark:
The group brokered peace between two rival hunting parties and are rewarded with a mixed haul of game meat
and smoked fish — 1d6 rations.
Weather:
Mild, Pleasant Day
The weather is balanced, warm, and inviting, reflecting harmony and the beauty of connection.
City Event:
A Young Couple Arguing in the Street:
A young couple is having a tense argument in front of a shop, their raised voices drawing the attention of
people nearby.
Choice: Offer a word of advice or stay out of it, uncomfortable with their conflict.
Travel Event:
Roadblock. Small group demanding payment
A small group, perhaps bandits or roadwardens, demands a toll to pass. The adventurers can choose to
negotiate, pay the fee, or find an alternative route around the blockade. The encounter might lead to a
confrontation or a mutual agreement.
Camp Event:
Good Night’s Sleep
Dreaming of a deep connection with another, the night is filled with comfort and emotional warmth.
Adventure Spark:
At a lavish masquerade ball, two individuals, clearly smitten with each other, approach you with a
proposition: help them retrieve a hidden item, and they will reward you with a love that will last a
lifetime.
Room Type:
Bedchamber:
The bed is large and adorned with soft silks. Rich, intimate fabrics drape over the furniture. A fire
crackles in the hearth, casting a soft glow over the room. The atmosphere feels warm, private, and full of
quiet passion.
Trap Type:
Net Trap:
A camouflaged net is released from the ceiling or walls, entangling the adventurer or multiple individuals,
making it difficult to move or escape.
Enemy:
   Option 1: Vampires seduce and feed on the blood of their victims, often forming dark, eternal
   unions with their prey, draining their life force.
   Option 2: Religious Zealots are fervent followers of a faith, imposing their beliefs on others and
   justifying harsh actions. They often work in groups to enforce their dogma.
Major Arcana                                                                                                      Combat:    5
                                                                                                                  Skill:
                        The Chariot
                                                                                                                             2
                                Backstory:
                                They won a great victory—whether in battle, competition, or escape—but it came at a
                                steep price. Their triumph put them on the map, and now every rival or hunter knows their
                                name.
                                Lead: A challenger has begun reenacting their victory city by city, claiming they were the
                                one truly responsible. Locals have started betting on whether they’ll show up and reclaim
                                their title—or die trying.
               Quirks:
               Is constantly trying to race others, even in non-racing situations.
               Will randomly give motivational speeches to inanimate objects before "driving" them.
               Has a compulsion to sit on the driver’s side of any vehicle, even as a passenger.
               Cannot stand still for long and will fidget or pace incessantly.
               Makes grand, dramatic entrances everywhere they go.
               Always claims that they "drive the world forward," as if everything revolves around them.
               Wants:
               To achieve victory, success, and recognition, overcoming all obstacles in their path.
               To have control over their life and their circumstances, steering their destiny with confidence.
               The thrill of competition or battle, testing their willpower against adversity.
               To reach a personal goal or ambition, proving to themselves and others that they can succeed.
               The strength and determination to keep going, no matter how difficult the journey becomes.
               To assert dominance, to conquer their fears and doubts, and emerge triumphant.
               Ability                                                    Item:
               Unstoppable Momentum                                       Wheel of Fortune (A small enchanted wheel that,
               When in motion, your actions gain increased                when spun, alters the player's luck in battle or
               effectiveness. You can charge through obstacles or         critical tasks once per session.)
               enemies, dealing damage and gaining momentum for
               your next action.
                                                                                                                            Contents:
                                                                                                                      Major Arcana
Yes/No/Neutral:                  Yes                              The Chariot
Element    Water                                              Ration:     Yes
Direction: West                                               Animal:     Horse
Color:     Gold                                               Impression: Directly Hostile
Tavern Quest:                                                 Room Encounter:
Deliver (transport under pressure or conflict)                Enemy
Treasure:                                                     Location:
Weapon Enchant Scroll - 1d6 to Combat Draws                   Stable or Coach House
Ration Spark:
After a daring supply run through dangerous terrain, the party secures a wagon-load of grain sacks and dried fruits
— 1d6 rations.
Weather:
Thunderstorms
The weather is intense, filled with stormy clouds and flashes of lightning, symbolizing drive, ambition, and
overcoming challenges.
City Event:
A Local Businessman in a Hurry:
A well-dressed man rushes by, carrying a stack of papers, clearly on an urgent mission.
Choice: Move aside and let him pass, or ask if he needs help.
Travel Event:
Path is Damaged or Blocked:
A rock slide, fallen tree, or other obstacle blocks the path forward. The adventurers must decide how to
clear the way: work together to remove the obstacle, search for an alternate route, or wait for someone
else to assist them.
Camp Event:
Decent Night’s Sleep
Sleep is restless, as thoughts of victories and battles swirl in the mind. A drive to succeed keeps the mind
awake.
Adventure Spark:
You watch as a young knight in shining armor leads a procession through the streets. His confidence is
contagious, but whispers of his brashness and stubborn nature swirl around him.
Room Type:
Armory:
The room is filled with weapons: swords, shields, and armor mounted on the walls. The air feels charged
with the energy of past battles, and the gleam of polished metal catches the light as it reflects off the
room's stone walls.
Trap Type:
Rolling Boulder Trap:
A large boulder or heavy object is released from a raised position, rolling down a slope and barreling
toward anyone in its path.
Enemy:
Dueling Nobles
Dueling nobles engage in combat to settle personal disputes, often motivated by pride, honor, or a desire
to protect their status.
Major Arcana                                                                                                     Combat:       5
                                                                                                                 Skill:
                              Strength
                                                                                                                               3
                                                                                  Weapon: Claymore
                                                                                  Armor: Corselet
                                Backstory:
                                They stood their ground when everyone else fled—against a beast, a mob, or a force of
                                nature—and survived through will alone. But something inside them changed that day,
                                something calm... and dangerous.
                                Lead: The creature they thought they’d tamed has been seen again—unchanged, and just as
                                furious. Locals swear it seeks something... or someone it once remembered.
               Quirks:
               Laughs maniacally whenever they perform even the smallest physical feat.
               Has an irrational need to test their strength in increasingly ridiculous ways.
               Is convinced they can talk to animals, particularly large ones.
               Collects ropes, chains, and other strength-related items, always insisting they’re "tools of the trade."
               Inexplicably flexes in front of mirrors, just to check if they're "getting stronger."
               Always challenges others to arm wrestling matches, even when it’s not appropriate.
               Wants:
               The desire to cultivate inner strength and resilience, overcoming personal struggles with grace.
               To maintain patience and compassion, even in the face of adversity or difficult people.
               To be able to control their impulses, desires, and emotions, achieving balance and self-mastery.
               The ability to nurture and support others, offering strength when others are weak.
               o be respected for their gentle yet unyielding spirit, capable of enduring hardships with dignity.
               The desire to heal, whether physically, emotionally, or spiritually, to overcome past traumas.
               Ability                                                     Item:
               Inner Resolve                                               Lion’s Pelt Cloak (A heavy, warm cloak made
               Tap into your inner strength, gaining an immense            from a lion’s hide. Grants the wearer enhanced
               boost to physical or mental endurance, allowing you to      strength and resistance against physical damage.)
               resist pain or fear for a limited time.
                                                                                                                               Contents:
                                                                                                              Major Arcana
Yes/No/Neutral:                 Yes                                    Strength
Element    Fire                                              Ration:     Yes
Direction: South                                             Animal:     Bear
Color:     Orange                                            Impression: Friendly
Tavern Quest:                                                Room Encounter:
Kill (face a beast, monster, or inner demon)                 Enemy
Treasure:                                                    Location:
Weapon Enchant Scroll - 1d6 to Combat Draws                  Gladiator Arena or Training Yard
Ration Spark:
The adventurers defeated a marauding beast threatening local livestock and are rewarded with fresh meat and
dairy from grateful herders — 1d6 rations.
Weather:
Sunny with a Breeze
The weather is warm and steady, with a light breeze suggesting inner strength and the mastery of emotions.
City Event:
A Merchant Lifting Heavy Cargo:
You spot a merchant trying to load crates onto a cart, clearly struggling with the weight.
Choice: Offer to help, or walk by, pretending not to notice.
Travel Event:
A Group of Workers Hauling a Load of Goods Traveling to the Nearest Market
A group of weary laborers hauling a heavy load struggles along the path. The adventurers can offer to
help, trade, or take advantage of their supplies. They may gain information, an ally, or an opportunity for
barter.
Camp Event:
Good Night’s Sleep
Sleep is calm, with an inner sense of peace and strength.
Adventure Spark:
A local strongwoman challenges you to a contest of strength in the town square, where the winner will
gain honor and a golden prize. People watch eagerly, betting on the outcome.
Room Type:
Hunting Trophy Room:
The room is dim, with walls adorned by the mounted heads of beasts—stags, wolves, and even larger
game. Weapons and hunting tools line the walls, and a large fireplace crackles in the corner, its hearth
glowing brightly.
Trap Type:
Swinging Log Trap:
A massive log or tree limb swings down from a hidden pivot point, aiming to strike anyone beneath it
with great force.
Enemy:
   Option 1: Werewolves are cursed to transform into ferocious beasts under the full moon, struggling
   to control their primal instincts while fighting their bestial nature.
   Option 2: Assassins are hired killers who execute those deemed enemies or threats by their
   employers, carrying out their work with cold precision.
Major Arcana                                                                                                   Combat:         1
                                                                                                               Skill:
                        The Hermit
                                                                                                                               5
                                                                                Weapon: Javelin
                                                                                Armor: Hauberk
                                Backstory:
                                They lived alone for years—by choice or exile—and found a strange kind of peace in
                                solitude. But one day, a visitor came bearing a question only they could answer... and never
                                returned from the visit.
                                Lead: A message scratched into a tree near their old shelter matches the visitor’s
                                handwriting: “They lied to you.” It’s dated just three days ago.
               Quirks:
               Constantly mutters to themselves, often interrupting others with strange, deep thoughts.
               Insists on walking backwards for long periods of time, as if reflecting on the past.
               Collects random, seemingly insignificant objects and keeps them in pockets.
               Has a fear of "bright lights," preferring to remain in dim or shaded areas.
               Will give cryptic advice to anyone who asks, but often refuses to elaborate.
               Refuses to use modern tools, believing they "disconnect you from the universe."
               Wants:
               The desire for solitude, to be alone with their thoughts and seek deeper understanding.
               To find inner wisdom, personal truth, or spiritual enlightenment through introspection.
               A need for peace and quiet away from the distractions of the world.
               To guide others through their own self-discovery, offering wisdom when asked but remaining distant.
               To discover their own purpose or meaning in life, away from the expectations or judgments of others.
               The longing to withdraw from the noise of society to reconnect with their inner self.
               Ability                                                    Item:
               Solitude’s Clarity                                         Lantern of Secrets (A lantern that reveals hidden
               Spend time alone to reflect and meditate, gaining          doors, traps, or secret compartments when lit.)
               clarity and insight into your current situation,
               revealing hidden information or strategic advantages.
                                                                                                                              Contents:
                                                                                                                        Major Arcana
Yes/No/Neutral:                Neutral                             The Hermit
Element    Earth                                               Ration:     No
Direction: North                                               Animal:     Tortoise
Color:     Grey/Dark Blue                                      Impression: Indifferent
Tavern Quest:                                                  Room Encounter:
Explore (seek wisdom or hidden truths)                         Nothing
Treasure:                                                      Location:
Lantern that never goes out                                    Watchtower or Hermit’s Lookout
Ration Spark:
Following an old hermit’s map, the group discovers a hidden grove with wild edible roots and berries — 1d6
rations.
Weather:
Snowfall
The weather is quiet and still, with falling snow, representing solitude, introspection, and a retreat from the world
City Event:
A Recluse Sitting by the Fire:
You notice a solitary figure, wrapped in a cloak, sitting by a crackling fire in the town square, eyes closed
in deep thought.
Choice: Approach and ask if they need company, or respect their solitude and walk past.
Travel Event:
NPCs Transporting or Escorting Captives:
A solitary, wise traveler, or group, escorts a set of captives. They seem to know something about the
world or a hidden truth. The adventurers can choose to speak with them, offer assistance, or observe the
situation closely to learn more.
Camp Event:
Good Night’s Sleep
Rest is undisturbed, allowing for reflection and introspection, and the dream world is filled with wisdom.
Adventure Spark:
A reclusive sage offers you a secluded refuge to meditate on your past. He promises guidance but requires
you to spend an hour in solitude, thinking on your own thoughts before speaking.
Room Type:
Scribe’s Room:
The room is quiet and small, with shelves full of books and scrolls. A large desk sits in the center, covered
with ink pots, quills, and unfinished manuscripts. There is an air of contemplation, as if the room itself
holds secrets yet to be uncovered.
Trap Type:
Whip Trap:
A hidden whip-like mechanism is triggered when someone crosses a particular area, lashing out and
potentially entangling or injuring the adventurer.
Enemy:
Witch or Heretic
Witches or heretics practice forbidden magic or hold unorthodox beliefs, often living in isolation to
avoid persecution.
Major Arcana                                                                                                   Combat:         2
                                                                                                               Skill:
               Wheel of Fortune
                                                                                                                               4
                                                                                 Weapon: Blunderbuss
                                                                                 Armor: Plackart
                                Backstory:
                                They lost everything in one sweep of fate—a gamble, a fire, a twist of politics—and
                                survived by sheer luck. That moment taught them how fast things turn, and they’ve been
                                watching for the next turn ever since.
                                Lead: A coin from the same cursed batch that ruined them has turned up in another
                                gambler’s purse, and they’re winning too much. The dealer asks: "Where’d you get this?
                                The mark’s still warm.”
               Quirks:
               Constantly flips a coin before making decisions, even if the outcome is irrelevant.
               Talks about fate as if they control it, even when it’s clearly out of their hands.
               Changes their hairstyle or wardrobe on a whim, citing it as a “new cycle.”
               Will reference obscure prophecies from unknown sources, claiming they’ve already come true.
               Refuses to take responsibility for bad luck, blaming it on "the whims of the universe."
               Keeps a rotating set of lucky charms, switching them out based on "the season’s fortune."
               Wants:
               To have control over fate and destiny, bending the world to their will.
               The desire to seize the perfect moment, to align with the forces of chance and luck.
               To feel that their life is in flow, moving with ease and fortune on their side.
               To experience dramatic shifts or changes, to escape monotony or stagnation.
               The desire to understand the cycles of life, to know when to act and when to wait.
               To overcome bad luck, reversing the tide of fortune in their favor.
               Ability                                                    Item:
               Fortune’s Favor                                            Deck of Fates (A set of cards that can be shuffled
               Once per day, you may redo any fail or attempt,            to randomly alter a situation—be it a lucky break
               taking the better of the two results.                      or an unfortunate event.
                                                                                                                           Contents:
                                                                                                                     Major Arcana
Yes/No/Neutral:                  Yes                     Wheel of Fortune
Element    Fire (and Spirit)                                  Ration:     Yes
Direction: East                                               Animal:     Cat
Color:     Bright Yellow/Gold                                 Impression: Indifferent
Tavern Quest:                                                 Room Encounter:
Explore (chance-based journey or fate-bound path)             Treasure
Treasure:                                                     Location:
100 gold coins                                                Market Exchange / Trading Hall
Ration Spark:
By sheer luck, the party stumbles upon a forgotten cache of salted fish and dried herbs in an abandoned cabin —
1d6 rations.
Weather:
Unpredictable Storms
The weather shifts unpredictably, with sudden rain and gusts of wind. It reflects the constant changes of fate and
fortune.
City Event:
Beggar Asking for Alms:
A beggar with a lucky charm asks for a few coins to buy food. They claim fortune will smile upon you if
you give.
Choice: Give them a coin, or walk on, skeptical of their claim.
Travel Event:
Group of Enemy NPCs Patrolling. Caution, Highly Aggressive:
A patrol of hostile individuals crosses the adventurers’ path. Whether by luck or misfortune, the
adventurers must decide whether to confront, avoid, or try to trick the patrol. A random event could
sway the outcome, for better or worse.
Camp Event:
Decent Night’s Sleep
The night is filled with restless dreams of fate and chance. Uncertainty and changes in fortune seem to
cloud the mind.
Adventure Spark:
A traveling carnival sets up near your campsite, offering a game where the wheel of fortune determines
your fate. You could win a treasure or lose everything.
Room Type:
Reception Room:
The room is filled with guests mingling, sitting in ornate chairs and exchanging pleasantries. The
tapestries lining the walls shift subtly in the breeze, while the sound of laughter and conversation echoes
throughout.
Trap Type:
Explosive Trap:
A concealed explosive charge detonates upon triggering, sending shrapnel and debris flying in all
directions and creating a massive blast.
Enemy:
Thieves Guild Members
Thieves guild members rely on luck, stealth, and opportunism to navigate the criminal underworld, with
their fortunes constantly in flux.
Major Arcana                                                                                                   Combat:       3
                                                                                                               Skill:
                                 Justice
                                                                                                                             4
                                                                                 Weapon: Longsword
                                                                                 Armor: Cuirass with Faulds
                                Backstory:
                                They exposed a lie that no one wanted to hear—revealing a crime, a scandal, or a betrayal
                                —and paid for it with their station, their safety, or their name. But they’ve never recanted.
                                Lead: An anonymous note arrives sealed in wax bearing the same crest as their old accusers.
                                Inside is a single phrase: “You were right. Meet me at the gallows.”
               Quirks:
               Can’t stop weighing everything they hold, like objects, thoughts, or even conversations.
               Makes lists of pros and cons for every decision, no matter how minor.
               Frequently adjusts their attire to be "properly balanced" before meetings or confrontations.
               Has a collection of gavel-like objects they tap dramatically during discussions.
               Cannot let a wrong go unaddressed, often insisting on "setting things straight" with strangers.
               Always insists on an equal exchange, refusing to accept gifts or favors without giving something in return.
               Wants:
               To see fairness and balance restored in all situations, ensuring that justice prevails.
               To make decisions based on truth, logic, and fairness, regardless of personal bias.
               The desire to right wrongs, to restore balance where there has been inequity or dishonesty.
               To hold others accountable, ensuring that those who break the law or betray trust face consequences.
               To seek inner balance and peace, resolving conflicting desires or emotions.
               To bring clarity and understanding to complex situations, cutting through confusion or uncertainty.
               Ability                                                    Item:
               Balanced Judgment                                          Sword of Balance (A finely crafted sword that,
               Impartial and fair, you can make a decision or             when used, forces enemies to confront their past
               judgment that affects the balance of a situation, such     actions or face a fair duel.)
               as calming a conflict or deciding the fate of an enemy.
                                                                                                                             Contents:
                                                                                                                      Major Arcana
Yes/No/Neutral:                   Yes                                           Justice
Element    Air                                                  Ration:     Yes
Direction: West                                                 Animal:     Elephant
Color:     Black/White                                          Impression: Directly Hostile
Treasure:                                                       Location:
Armor Enchant Scroll - 1d6 to Skill Draws                       Courthouse or Judge’s Hall
Ration Spark:
After helping a town settle a grain tax dispute, the party receives a fair share of the stored grain — 1d6 rations.
Weather:
Clear, Crisp Day
The weather is clear and precise, symbolizing balance, fairness, and clarity.
City Event:
A Dispute Over a Market Stall:
Two merchants are arguing over who owns a particular market stall. Their voices rise in frustration as a
small crowd gathers.
Choice: Offer to mediate, or continue shopping, uninterested in their quarrel.
Travel Event:
Come Across a City:
The adventurers stumble upon a bustling city, its laws and rules governing all within. They may find
shelter, trade, or even get entangled in a legal matter. Decisions about what to do here could impact their
future journey or reputation.
Camp Event:
Good Night’s Sleep
Rest is fair and balanced, and dreams offer clarity on moral or legal dilemmas.
Adventure Spark:
In a grand court, you witness an unfair trial where the accused seems to be unjustly condemned. The
judge’s decision is swift, but your sense of morality is torn.
Room Type:
Vault:
A heavy wooden door creaks open to reveal the vault, dimly lit by lanterns. Shelves line the walls, filled
with treasures and documents locked away behind thick iron doors. The air smells of old stone and musty
leather.
Trap Type:
Magnetic Trap:
A large, hidden magnet or magical field activates, pulling all metallic items—such as weapons, armor, and
tools—toward a central point or into a wall.
Enemy:
Assassins
Assassins are hired killers who execute those deemed enemies or threats by their employers, carrying out
their work with cold precision.
Major Arcana                                                                                                   Combat:         1
                                                                                                               Skill:
                                                                                 Weapon: Rapier
                                                                                 Armor: Brigandine
                                Backstory:
                                They once gave up everything for someone else—freedom, reputation, even years of their
                                life. The person they sacrificed for disappeared without explanation, and no one believed
                                their side of the story.
                                Lead: A street performer in a distant town is using their exact words in a story act—
                                describing events only the vanished person should know.
               Quirks:
               Insists on seeing the world "from a different perspective" and spends hours doing so.
               Refuses to answer questions directly, forcing others to see things their way.
               Loves standing on one leg for no particular reason, claiming it "balances the mind."
               Speaks in paradoxes, often confusing others by making contradictory statements.
               Deliberately puts themselves in uncomfortable positions to "learn from it."
               Has a secret collection of odd, upside-down books they refuse to discuss.
               Wants:
               The desire to see things from a different perspective, breaking free from old habits or limitations
               To release control and surrender to the flow of life, trusting in the process of growth and transformation.
               To find enlightenment through sacrifice, letting go of attachments or beliefs that no longer serve them.
               The need to pause and reflect, taking a break from the hustle to find deeper meaning in life.
               To escape from the feeling of being trapped, seeking liberation through non-conventional means.
               To let go of old patterns and open up to new, unconventional ideas or paths forward.
               Ability                                                     Item:
               Perspective Shift                                           Rope of Resilience (A strong, enchanted rope.
               Change your view on a situation, giving you a new           Can be used to escape dangerous situations or tie
               perspective on the problem, revealing hidden                up enemies.)
               opportunities or solutions.
                                                                                                                               Contents:
                                                                                                                         Major Arcana
Yes/No/Neutral:                 Neutral                   The Hanged Man
Element    Water                                                Ration:     No
Direction: North                                                Animal:     Bat
Color:     Green/Teal                                           Impression: Indifferent
Tavern Quest:                                                   Room Encounter:
Escort (guide a sacrifice or prisoner)                          Trap
Treasure:                                                       Location:
Rope that never frays (15 ft)                                   Prison or Detention Cell
Ration Spark:
By sacrificing personal comfort to help a sick villager, the adventurers are given a small ration of bread and stew in
return — 1d6 rations.
Weather:
Light Rain with Clouds
The weather is calm, but there’s an undercurrent of discomfort, with clouds looming as you feel suspended and
unsure.
City Event:
A Worker Taking a Break:
A worker is lounging on a bench, their head down as they rest after a long day of labor.
Choice: Offer them company, or leave them to rest in peace.
Travel Event:
Come Across a Town:
The town is quiet and serene, but something feels off. The adventurers may gain a fresh perspective here
or find that the situation isn't what it seems. They can spend time questioning locals, seek new insight, or
rest and reflect.
Camp Event:
Interrupted
In the midst of sleep, the feeling of being stuck or trapped overwhelms. You wake suddenly, as if in a
moment of forced sacrifice, and must wrestle with an unsettling sense of paralysis.
Adventure Spark:
A local healer offers you an ancient remedy that requires you to temporarily give up something important
to you, like a possession or personal freedom. The cure promises great rewards, but only if you let go of
something dear.
Room Type:
Sickroom:
The room smells faintly of herbs and medicinal ointments. A single bed is covered with thick blankets,
and faint light filters through the windows. There’s an eerie quiet, broken only by the occasional groan of
someone in pain.
Trap Type:
Cage Trap:
A large cage is triggered from above, dropping down to trap the adventurer, locking them inside and
preventing escape.
Enemy:
Rebel Leaders
Rebel leaders sacrifice their freedom and well-being in pursuit of overthrowing oppressive regimes, often
enduring hardship for their cause.
Major Arcana                                                                                                    Combat:       4
                                                                                                                Skill:
                                 Death
                                                                                                                              3
                                                                                  Weapon: Mace
                                                                                  Armor: Breastplate
                                Backstory:
                                They survived a plague, a fire, or a massacre that no one else did. The old version of them
                                died that day, and something new stepped out of the ashes—changed, but not broken.
                                Lead: A relic they buried with the dead has reappeared on the black market, unburned and
                                marked with fresh blood. The seller says it “came to them in a dream.”
               Quirks:
               Tends to speak in morbid, cryptic phrases that leave others uncomfortable.
               Has an obsession with clocks, watching them tick down to the last second.
               Keeps an odd assortment of "dead" things, like broken toys or dried flowers.
               Never uses the front door—prefers the back, stating it's "more fitting."
               Refuses to talk about the past, always focusing on the "next phase" of life.
               Compulsively takes long, dramatic pauses before giving answers, as if to build suspense.
               Wants:
               To bring about transformation, whether through endings or beginnings, clearing the way for something
               new.
               The desire for renewal, to leave the old behind and embrace the fresh and unknown.
               To release attachments to the past, letting go of what no longer serves their growth.
               To embrace change fully, knowing that it is the only constant in life.
               The longing for personal rebirth or reinvention, shedding the old self for a stronger, more authentic one.
               To transcend fear of the inevitable, accepting death as part of life’s natural cycle.
               Ability                                                      Item:
               Rebirth                                                      Scythe of Reaping (A large, enchanted scythe that
               Sacrifice something of value (a resource, a personal         allows the wielder to deal massive damage in
               item, etc.) to undergo a transformation, gaining a           battle. It can also sever magical ties or curses.)
               significant ability or power for a limited time.
                                                                                                                             Contents:
                                                                                                                  Major Arcana
Yes/No/Neutral:                  No                                         Death
Element    Water                                              Ration:     Yes
Direction: West                                               Animal:     Vulture
Color:     Black/Deep Red                                     Impression: Directly Hostile
Treasure:                                                     Location:
Poison vial (one use)                                         Morgue or Plague Quarantine Building
Ration Spark:
After clearing a plague-ridden area, the party salvages a store of preserved food left untouched — 1d6 rations.
Weather:
Heavy Thunderstorm
The weather is intense, with crashing thunder, symbolic of endings, transformation, and profound change.
City Event:
A Funeral Procession Passing Through:
A somber funeral procession moves slowly down the street, the air heavy with grief.
Choice: Bow your head and show respect, or hurry past, uncomfortable with the mood.
Travel Event:
Come Across a Village:
The village appears abandoned, with signs of recent upheaval or loss. The adventurers can investigate,
uncover the cause of the village’s fate, and perhaps help it transform—or uncover something darker.
Camp Event:
Interrupted
The dreams are vivid and unsettling, filled with visions of endings, loss, or transformation. Waking
abruptly, you feel the weight of something important slipping away.
Adventure Spark:
The old cemetery at the edge of town holds dark secrets, and rumors of restless spirits persist. One night,
you’re approached by a mysterious figure who offers to show you the secret to unlocking these spirits'
past.
Room Type:
Dungeon/Cellar Prison:
The room is dark, cold, and damp. The faint sound of dripping water echoes through the stone walls, and
rusty chains hang from the ceiling. The atmosphere feels oppressive, with the scent of decay hanging in
the air.
Trap Type:
Fire Trap:
A hidden trigger causes concealed flame jets to ignite, shooting fire across the area or surrounding the
adventurer, causing burns or igniting the room.
Enemy:
Pirates
Pirates are lawless individuals who live by violence and theft, seeking treasure on the high seas while
constantly flirting with death.
Major Arcana                                                                                                   Combat:      2
                                                                                                               Skill:
                           Temperance
                                                                                                                            4
                                                                                 Weapon: Halberd
                                                                                 Armor: Jack of Plates
                                Backstory:
                                They once fell too far—into violence, obsession, or indulgence—but clawed their way back,
                                inch by inch. Now they live carefully, deliberately… though the past still whispers in their
                                ear.
                                Lead: A stranger offers them their old vice—exactly as they remember it, with the same
                                scent, taste, and phrase they swore never to hear again. The stranger won’t say who sent
                                them.
               Quirks:
               Mixes strange concoctions out of whatever ingredients are around, claiming they're "balancing energies."
               Insists on walking in a perfectly straight line, even when it's impractical.
               Always seems to be in a state of calm, no matter what’s going on around them.
               Compulsively arranges objects by size, color, or texture, seeking the perfect harmony.
               Won’t speak unless they feel their words are perfectly measured and balanced.
               Collects little bottles of sand, water, and dirt from various locations, citing their "balance."
               Wants:
               To achieve perfect balance and harmony, blending the elements of life into a unified whole.
               The desire for patience, knowing that things will unfold in their own time, without rushing or forcing
               them.
               To heal emotional wounds and find peace within, integrating all aspects of the self.
               The longing for moderation in all things, avoiding extremes and embracing calm steadiness.
               To bring reconciliation, uniting conflicting forces or opposing sides.
               The need for self-control, seeking inner peace through temperance and restraint.
               Ability                                                    Item:
               Harmonize                                                  Bowl of Harmony (A bowl that, when used to
               Create balance in a chaotic situation, either by           mix ingredients, creates potions that heal or grant
               restoring peace among conflicting forces or by             temporary buffs.)
               blending seemingly contradictory elements into
               something greater.
                                                                                                                            Contents:
                                                                                                                Major Arcana
Yes/No/Neutral:                  Yes                             Temperance
Element    Fire (Tempered with Water)                        Ration:     Yes
Direction: East                                              Animal:     Crane
Color:     Light Blue/Gold                                   Impression: Helpful
Treasure:                                                    Location:
Healing Salve                                                Apothecary or Healing House
Ration Spark:
The group carefully balanced scarce resources and trade to acquire rare spices and dried meats — 1d6 rations.
Weather:
Gentle, Warm Breeze
The weather is perfectly balanced, with a mild, refreshing breeze that brings peace and harmony.
City Event:
A Vendor Selling Herbal Remedies:
A vendor offers calming teas and herbal remedies, claiming they can help balance the body and mind.
Choice: Buy a calming tea, or politely decline, not sure if you believe in its effects.
Travel Event:
Encounter a Merchant:
A merchant appears with goods for trade, offering the adventurers an opportunity to buy or sell. The
merchant’s temperament is calm, and their offers seem reasonable. The adventurers can negotiate, trade,
or decide whether the goods are truly worth the cost.
Camp Event:
Good Night’s Sleep
Sleep is peaceful and balanced, with no disturbances. Your dreams reflect harmony and moderation.
Adventure Spark:
A wandering alchemist offers to mix a potion for you, claiming it will bring balance and healing.
However, there is a catch—mixing the ingredients requires patience and a delicate touch.
Room Type:
Wine Cellar:
The air is cool and musty with the scent of aging wine. Large barrels line the walls, and rows of neatly
stacked bottles glint in the dim light. The room feels balanced, as though everything has its rightful place.
Trap Type:
Water Trap:
A valve or trapdoor opens to release a sudden flood of water into the room, filling it quickly and making
the ground slippery or threatening drowning.
Enemy:
Court Spies
Court spies gather intelligence and manipulate political factions, walking a tightrope between loyalty and
betrayal.
Major Arcana                                                                                                     Combat:      3
                                                                                                                 Skill:
                           The Devil
                                                                                                                              3
                                                                                  Weapon: Flail
                                                                                  Armor: Plated Surcoat
                                 Backstory:
                                 They made a deal once—maybe for power, maybe to protect someone—but the cost came
                                 due, and they didn’t pay it. Ever since, shadows linger longer near them, and locks
                                 sometimes open without touch.
                                 Lead: A beggar gripped their wrist and whispered, “He’s found your scent again.” That
                                 night, their shadow moved on its own.
               Quirks:
               Always plays with fire or dangerous objects, just to see how close they can get to disaster.
               Obsessed with collecting cursed items, but never seems afraid of their power.
               Makes sarcastic or cruel jokes that sound much worse than intended.
               Has a strange fondness for mirrors, often gazing into them for long periods, whispering to their reflection.
               Unreasonably enjoys stirring up trouble, even when it’s not necessary.
               Collects old, cracked objects they claim "hold power," but never lets anyone touch them.
               Wants:
               To experience unrestrained freedom, casting off societal rules and embracing indulgence.
               The desire to escape feelings of guilt, shame, or fear, to indulge in the pleasures of life without remorse.
               To break free from addictions, obsessions, or unhealthy patterns that are holding them back.
               The longing to reclaim personal power, often through manipulation or control over others.
               To confront and accept their shadow self, acknowledging their darker impulses or desires.
               To feel liberated from societal norms, embracing the power of chaos and temptation.
               Ability                                                     Item:
               Tempting Offer                                              Cursed Chain (A dark chain that can bind or
               You can make a tempting offer to someone, offering          control enemies. However, using it too much will
               them power or wealth in exchange for a temporary            slowly corrupt the user.)
               advantage or a dangerous pact.
                                                                                                                              Contents:
                                                                                                                  Major Arcana
Yes/No/Neutral:                  No                                  The Devil
Element    Earth                                              Ration:     No
Direction: South                                              Animal:     Goat
Color:     Dark Red/Black                                     Impression: Directly Hostile
Tavern Quest:                                                 Room Encounter:
Kill (banish corruption or a manipulative figure)             Enemy
Treasure:                                                     Location:
Cursed coin pouch (20 Gold, cursed)                           Tavern or Gambling Den
Ration Spark:
After outwitting a shady merchant, the party secures a questionable but edible supply of salted meats and hard
bread — 1d6 rations.
Weather:
Sweltering Heat
The weather is oppressive, hot, and heavy, symbolizing temptation, addiction, and the feeling of being trapped.
City Event:
A Vendor Selling “Forbidden” Goods
You pass by a shady market stall, where the merchant sells items that seem to be illicit or frowned upon
by the town’s law.
Choice: Curiously inspect the goods, or walk away, avoiding any trouble.
Travel Event:
Loot Found:
The adventurers discover a hidden stash of loot, glinting temptingly in the underbrush. However, there’s
a sense that taking the loot might come at a price—whether a curse, a trap, or something more. The
adventurers can choose to take it or leave it.
Camp Event:
Interrupted
Sleep is disturbed by oppressive, dark dreams of temptation or addiction. You awake briefly to a feeling
of being trapped or controlled, and the temptation to stray off course lingers.
Adventure Spark:
A dark figure offers you a deal: power, riches, and fame in exchange for your soul. His charm is
undeniable, but something about the offer feels wrong—too tempting to resist.
Room Type:
Mirror Room:
The adventurer steps into a room full of large, ornate mirrors that reflect their every movement. The
room feels unsettling, with shadows shifting oddly in the reflections. The air feels thick with temptation
and self-reflection.
Trap Type:
Poison Dart Trap:
A concealed mechanism shoots small poisoned darts when triggered, aiming at vital points like the neck
or chest.
Enemy:
Noble Tyrants
Noble tyrants maintain control over their subjects through fear, corruption, and manipulation, ensuring
their grip on power through coercion.
Major Arcana                                                                                                     Combat:        4
                                                                                                                 Skill:
                          The Tower
                                                                                                                                2
                                                                                  Weapon: Pistol
                                                                                  Armor: Gambeson
                                 Backstory:
                                 They were inside when everything fell apart—literally or metaphorically. A betrayal, a fire,
                                 a collapse. They should have died, but didn’t. The world they knew crumbled, and
                                 something about them changed in the wreckage.
                                 Lead: A traveling mason shows them a sketch of a tower he's been hired to rebuild—same
                                 blueprints, same location. The original fell five years ago. The new patron has the same
                                 name as someone buried in the rubble.
               Quirks:
               Constantly tests the "stability" of structures, knocking on walls or shaking pillars.
               Refuses to stay in any one place for too long, fearing "collapse."
               Startles others by dropping things on the floor just to see if they "survive."
               Makes everything they do seem more dramatic, as if they’re in the middle of a cataclysmic event.
               Laughs uncontrollably at disasters, claiming it’s "just part of the process."
               Refuses to acknowledge things that are "too stable," seeking constant change.
               Wants:
               To see old systems and structures crumble, allowing for the creation of something new.
               The desire for dramatic change, even if it means destruction or chaos to make way for growth.
               To escape from false security, uncovering the truth even if it is difficult or shocking.
               To shake up the status quo, challenging beliefs, institutions, or relationships that have outlived their
               usefulness.
               The longing for a powerful revelation, an awakening that will change everything.
               To rebuild from the ashes, starting fresh with a clean slate after the storm of transformation.
               Ability                                                     Item:
               Shatter                                                     Crumbled Stone Shard (A piece of ruined stone.
               You can cause destruction to a structure or situation,      Can be used to create distractions or cause small-
               breaking barriers, walls, or even relationships, causing    scale destruction in the environment.)
               chaos but potentially clearing a path forward.
                                                                                                                            Contents:
                                                                                                                     Major Arcana
Yes/No/Neutral:                   No                                The Tower
Element    Fire                                               Ration:     Yes
Direction: West                                               Animal:     Ram
Color:     Dark Grey/Lightning Yellow                         Impression: Directly Hostile
Tavern Quest:                                                 Room Encounter:
Explore (investigate ruins or disasters)                      Trap
Treasure:                                                     Location:
Bottle of black powder                                        Ruined Tower or Collapsed Building
Ration Spark:
In the ruins of a collapsed granary, the adventurers find a stash of oats and dried beans — 1d6 rations.
Weather:
Lightning Strike with Winds
A dramatic event, like a sudden lightning strike and a burst of wind, shaking the very ground. It symbolizes chaos
and upheaval.
City Event:
A City Building Under Construction:
A building under construction suddenly shakes with a loud bang, causing a few workers to scramble out
of the way.
Choice: Help secure the area, or move quickly out of the way, not wanting to get involved.
Travel Event:
Group of NPC Cultists Gathered Doing Something:
The cultists seem erratic, unfocused, or even dangerous. Their ritual is in chaos, and it could either be an
opportunity to gain something valuable or a trap. The adventurers can try to intervene, learn from them,
or avoid the situation entirely.
Camp Event:
Interrupted
A sudden crash in the night—perhaps a tree falling or the collapse of some nearby structure—startles
you awake. The sense of impending ruin is felt in the air.
Adventure Spark:
A sudden, violent storm hits the city, toppling towers and causing chaos. You find yourself trapped under
the rubble of a collapsing building, with only a narrow escape route.
Room Type:
Map Room:
The walls are covered with large, detailed maps and charts. The room feels chaotic, with parchment
scattered across tables and overturned chairs. The sense of disarray suggests plans gone awry, and there’s a
lingering feeling of something about to fall apart.
Trap Type:
Collapsing Ceiling Trap:
A hidden support collapses, causing a section of the ceiling to fall, dropping heavy debris or rubble onto
the adventurer.
Enemy:
Rebel Leaders
Rebel leaders bring about the collapse of the old order, often through violent uprisings or revolutions
that shatter the status quo.
Major Arcana                                                                                                      Combat:     1
                                                                                                                  Skill:
                              The Star
                                                                                                                              4
                                                                                  Weapon: Pike
                                                                                  Armor: Plackart
                                 Backstory:
                                 After a long period of ruin—grief, imprisonment, sickness—they found hope again. A light
                                 in the darkness, a moment of clarity. Since then, they’ve quietly carried that spark, helping
                                 others glimpse the path forward.
                                 Lead: A dream leads them to a village suffering from drought and despair. On a stone near
                                 the well is carved the same star symbol they once saw in a vision that saved their life.
               Quirks:
               Constantly stares at the sky, often forgetting to respond to people when they’re called.
               Carries a star chart around, referencing it for no apparent reason during normal conversations.
               Insists on only using silver or metallic objects, claiming they "reflect light better."
               Has an obsession with collecting glowing stones or crystals, thinking they hold cosmic power.
               Always speaks as if they’re slightly detached from reality, quoting "signs" from the stars.
               Frequently interrupts conversations to say they "have a vision" and proceed to describe something random.
               Wants:
               To heal from past wounds, finding hope and faith again after hardship.
               The desire to be inspired, to see the beauty and potential in the world again.
               To share their gifts with the world, offering a light of hope to others in their time of need.
               To trust in the universe and in the flow of life, knowing that everything will fall into place as it should.
               The longing for peace and tranquility, to be at one with the world and with themselves.
               To see their dreams manifest, guided by a higher power or purpose
               Ability                                                     Item:
               Guiding Light                                               Silver Star Pendant (Grants the wearer a boost to
               When lost or unsure, you can summon a guiding light,        their charisma or luck during social encounters or
               allowing you to find the right direction or navigate        moral decisions.)
               through difficult or confusing terrain.
                                                                                                                              Contents:
                                                                                                                     Major Arcana
Yes/No/Neutral:                   Yes                                    The Star
Element    Air                                                 Ration:     Yes
Direction: North                                               Animal:     Deer
Color:     Silver/Light Blue                                   Impression: Friendly
Treasure:                                                      Location:
Star chart and astrolabe                                       Observatory or Temple of Hope
Ration Spark:
Guided by a mysterious traveler, the group finds a secret garden with fresh fruits and spring water — 1d6 rations.
Weather:
Clear, Starry Night
The weather is peaceful and hopeful, with a sky full of stars, representing hope, guidance, and healing.
City Event:
A Street Vendor Selling Rare Artworks:
You spot a vendor showcasing beautiful starry paintings, each one glittering with a strange, otherworldly
light.
Choice: Stop and admire the art, or move on, uninterested in the paintings.
Travel Event:
Nothing Happens:
A peaceful, tranquil day with clear skies. The adventurers might reflect on their journey or enjoy a quiet
moment. A perfect opportunity for rest, healing, or sharing stories without distractions.
Camp Event:
Good Night’s Sleep
Sleep is peaceful, filled with dreams of hope, renewal, and guidance from the stars.
Adventure Spark:
After a long journey, you find a tranquil lake under the stars. There, an old mystic tells you that the stars
above hold the answers to your deepest questions, but you must look into the waters with clear intent.
Room Type:
The room is bathed in soft, natural light, with delicate flowers and plants growing in every corner. The
air smells of fresh earth and blooming petals, and the room has an ethereal quality, like a sanctuary of
peace and hope.
Trap Type:
Spike Trap:
Hidden spikes shoot up from the floor or walls, catching the adventurer off guard and potentially
impaling them if they aren’t careful.
Enemy:
Slave Traders
Slave traders sell individuals into servitude, promising security or stability while exploiting their lives for
profit.
Major Arcana                                                                                                    Combat:       1
                                                                                                                Skill:
                          The Moon
                                                                                                                              4
                                                                                 Weapon: Dagger
                                                                                 Armor: Leather Brigandine
                                Backstory:
                                They witnessed something they can’t explain—a figure in the fog, a voice beneath still
                                water, an illusion that felt real. No one believed them. Ever since, they’ve questioned reality
                                in quiet moments.
                                Lead: A masked figure leaves them a moon-shaped token—identical to the one they
                                hallucinated during their vision. Attached is a note: “You saw it too. Follow the tides.”
               Quirks:
               Will occasionally howl at the moon, regardless of who’s around.
               Feels an overwhelming need to walk backwards during the night, convinced it brings insight.
               Constantly speaks in riddles, offering no clear meaning to anyone who asks questions.
               Collects strange items during the night, but has no memory of doing so in the morning.
               Believes that everyone around them is hiding something, though they can’t quite pinpoint it.
               Loves setting up elaborate "dreamscapes" where they try to interpret the meanings of random objects.
               Wants:
               To uncover hidden truths, exposing the illusions and secrets that lie beneath the surface.
               The desire to explore the unconscious mind, diving deep into their dreams and inner psyche.
               To embrace the unknown, seeking mystery and intrigue in all things.
               To break free from confusion or uncertainty, discovering clarity amidst the fog.
               The longing to confront and integrate their fears, doubts, and hidden desires.
               To find their way through the darkness, trusting their intuition as a guide.
               Ability                                                    Item:
               Illusion Craft                                             Moonlit Crystal (When held under the
               Create illusions or disguise your presence, allowing       moonlight, this crystal can reveal hidden or
               you to deceive others or hide in plain sight for a short   magical objects in the environment.)
               period of time.
                                                                                                                             Contents:
                                                                                                                  Major Arcana
Yes/No/Neutral:                   No                                 The Moon
Element    Water                                               Ration:     No
Direction: East                                                Animal:     Wolf
Color:     Dark Blue/Indigo                                    Impression: Indifferent
Tavern Quest:                                                  Room Encounter:
Explore (navigate illusions or dreams)                         Trap
Treasure:                                                      Location:
Disguise kit (noble identity)                                  Fishermen’s Wharf or Foggy Dock
Ration Spark:
By navigating illusions and hidden paths, the party discovers a concealed cache of dried fish and salted nuts —
1d6 rations.
Weather:
Foggy Night
The weather is mysterious, with thick fog that distorts the landscape, mirroring confusion, illusion, and
uncertainty.
City Event:
A Mysterious Figure in a Cloak:
A cloaked figure lurks in a dark alley, watching the street with an unsettling gaze.
Choice: Investigate their presence, or avoid making eye contact and continue on your way.
Travel Event:
Something Happens to Delay All Travel:
Strange illusions or deceptive forces slow the group’s progress. Perhaps they encounter false paths or
shadows that mislead them, testing their perception. The adventurers must decide whether to trust their
instincts or investigate the source of the confusion.
Camp Event:
Decent Night’s Sleep
Sleep is filled with strange, surreal dreams—sometimes unsettling and clouded in mystery. You feel as
though you’re chasing something just out of reach.
Adventure Spark:
A mist rolls in from the riverbank as you wander through the woods, the moon casting eerie shadows on
the path. A figure emerges from the fog, offering you a guide to the forest’s deepest secrets.
Room Type:
Bathing Room
The room is dimly lit by lanterns, with pools of water surrounded by marble and tiles. The scent of
lavender and oils lingers in the air. The reflections in the water seem to distort, creating an illusionary
feeling of confusion.
Trap Type:
Pitfall Trap:
A second pit is revealed, hidden by shadows or illusions. The adventurer steps into a concealed hole,
falling into a trap lined with sharp spikes or murky water.
Enemy:
Smugglers
Smugglers operate in secrecy, transporting goods or people illegally under the cover of darkness, avoiding
detection by authorities.
Major Arcana                                                                                                     Combat:        2
                                                                                                                 Skill:
                             The Sun
                                                                                                                                3
                                                                                    Weapon: Claymore
                                                                                    Armor: Corselet
                                Backstory:
                                They lived a golden chapter of their life—adored, successful, safe—before it all ended.
                                Whether stolen, outgrown, or faded, that joy lingers like sunlight on closed eyelids. They
                                now seek warmth in a colder world.
                                Lead: A child recognizes them in the street and calls them by the name they used during
                                those bright years. When asked how they knew it, the child says, “The man in the red
                                suncloak told me you’d come.”
               Quirks:
               Can’t help but burst into spontaneous, joyful song, regardless of the setting.
               Carries around a mirror to reflect light into other people’s eyes, just to make them smile.
               Laughs excessively at things that aren’t particularly funny, as if everything is a joke.
               Constantly speaks of everything in overly optimistic terms, even when the situation doesn’t warrant it.
               Feels compelled to brighten others’ days by offering unsolicited "wisdom" that sounds too good to be true.
               Will refuse to enter rooms with low lighting, claiming it "dims their energy."
               Wants:
               To experience joy and vitality, feeling fully alive and in tune with the world.
               The desire for success, recognition, and the warmth that comes with being in the spotlight.
               To embrace optimism and positivity, knowing that everything will work out for the best.
               To have clarity and illumination, to see the truth and bask in the light of understanding.
               The longing for growth and personal achievement, experiencing the fruits of one’s labor.
               To feel secure and confident, radiating warmth and happiness to everyone around them.
               Ability                                                       Item:
               Radiant Power                                                 Golden Coin of Radiance (Can be used once per
               Embrace the energy of the sun, instantly gaining              day to restore health or remove curses when
               strength, clarity, and confidence. Your next physical or      thrown into a body of water or over a campfire.)
               mental action is made with a bonus.
                                                                                                                                Contents:
                                                                                                                        Major Arcana
Yes/No/Neutral:                   Yes                                      The Sun
Element    Fire                                                 Ration:     Yes
Direction: South                                                Animal:     Rooster
Color:     Bright Yellow/Gold                                   Impression: Friendly
Treasure:                                                       Location:
Sunstone (navigation aid)                                       Town Hall or Central Plaza
Ration Spark:
After restoring a vital irrigation system, the farmers share their surplus harvest of bread, cheese, and dried fruits
— 1d6 rations.
Weather:
Bright, Warm Day
The weather is radiant and full of life, symbolizing clarity, joy, and the successful completion of a journey.
City Event:
A Child Playing with a Dog:
A young child laughs as they run through the streets, playing with an energetic dog under the warm sun.
Choice: Smile and watch the joy, or approach and pet the dog.
Travel Event:
Weather Change – Re-draw:
The weather clears dramatically—sunshine breaks through the clouds, lifting the mood of the group.
They can choose to take advantage of the perfect weather for travel or rest in the warmth for a while.
Camp Event:
Good Night’s Sleep
A restful sleep, filled with dreams of success, vitality, and optimism. You wake feeling refreshed and filled
with positive energy.
Adventure Spark:
A bright and warm day greets you as you cross a village square. The locals are in high spirits, and a
celebration is underway in honor of the harvest. There’s an invitation for you to join in the festivities.
Room Type:
Solar:
The room is bright and airy, with large windows letting in the golden light of the sun. Comfortable
furniture is arranged around a roaring fire, and the entire space feels warm, joyful, and full of vitality.
Trap Type:
Pressure Plate Trap:
A pressure plate in the center of the room activates a series of mechanisms that either release a burst of
blinding light or trigger a hidden weapon to swing down.
Enemy:
Gladiators or Pit Fighters
Gladiators and pit fighters seek fame and fortune by fighting in public arenas, showcasing their strength
and skill for the entertainment of others.
Major Arcana                                                                                                   Combat:        4
                                                                                                               Skill:
                          Judgement
                                                                                                                              4
                                                                                 Weapon: Sword
                                                                                 Armor: Cuirass
                                Backstory:
                                They once thought themselves beyond redemption—because of what they did, or what they
                                failed to do. But something, or someone, gave them a second chance. Now they live each day
                                like a verdict hasn’t yet been passed.
                                Lead: A bell rings in a distant chapel—a bell they rang long ago to mark a turning point.
                                It’s been silent ever since. Locals say the chapel is abandoned… and that it tolled for no
                                one.
               Quirks:
               Frequently calls others to "rise above" their past mistakes, often when it’s irrelevant.
               Collects old photographs of everyone they meet, thinking of them as "souls on a journey."
               Has a habit of giving long speeches about "second chances" at random times.
               Constantly feels the need to "test" people’s character by putting them in difficult situations.
               Is always convinced that "the end" is near, preparing for the next life without any real reason.
               Makes a habit of judging every action they see, offering advice whether it’s needed or not.
               Wants:
               To be forgiven for past mistakes, to be given a second chance or redemption.
               The desire to make an important decision, one that will lead to a major transformation.
               To evaluate their past actions and experiences, understanding their purpose and lessons.
               The longing for absolution or release from guilt, a final reckoning that clears the way for renewal.
               To embrace a new phase in life, knowing that they are capable of great change and growth.
               To be awakened to a higher calling or purpose, to fully understand their true role in the world.
               Ability                                                    Item:
               Awakening                                                  Horn of Awakening (A horn that can summon a
               Call upon the power of awakening, granting yourself        powerful being or force to assist the player in a
               or an ally a second chance to perform a task or a          time of crisis or judgment.)
               renewed burst of energy to accomplish an objective.
                                                                                                                              Contents:
                                                                                                                   Major Arcana
Yes/No/Neutral:                  Yes                                Judgement
Element    Fire (and Spirit)                                 Ration:     Yes
Direction: West                                              Animal:     Raven
Color:     Crimson/Fiery Orange                              Impression: Directly Hostile
Tavern Quest:                                                Room Encounter:
Kill (confront the past or a wrongdoer)                      Enemy
Treasure:                                                    Location:
Letter from a noble demanding aid                            Execution Platform or Gallows
Ration Spark:
The group is honored for saving a village and given a generous share of stored grain and salted meats — 1d6
rations.
Weather:
Dawn Breaking through Clouds
The weather shifts from darkness to light, with rays of sunlight piercing through clouds, representing awakening
and transformation.
City Event:
A Notice from the City Council:
A large notice posted on the city wall announces a public meeting to discuss important matters. The
notice looks urgent.
Choice: Attend the meeting to hear the news, or ignore it and keep moving.
Travel Event:
Fork in the Road.
Possible delay if the path leads away from destination:
A moral or life-altering decision awaits. The adventurers must choose a path, but the consequences of
their choice may not be immediately clear. They must trust their judgment or face unforeseen delays.
Camp Event:
Decent Night’s Sleep
Sleep is interrupted by vivid dreams of judgment and reckoning, as if you’re reflecting on past actions.
There is a sense of self-examination but no real disturbance.
Adventure Spark:
A cryptic figure, clad in a dark cloak, calls for your attention. They tell you of an impending reckoning,
where the actions of the past will be judged. You are asked to face the consequences of a long-forgotten
mistake.
Room Type:
Antechamber:
As you enter, the room feels suspended between past and future. The walls are lined with portraits and
relics of past decisions, and the air feels heavy with the weight of choices. A sense of transition fills the
space.
Trap Type:
Magnetic Trap:
A strong magnetic field pulls metal objects, including weapons and armor, toward a trap or wall, forcing
the adventurer to face a deadly situation without their gear.
Enemy:
Tax Collectors
Tax collectors extract money from the populace, enforcing the will of the ruling power, and determining
the fate of those they tax.
Major Arcana                                                                                                   Combat:      5
                                                                                                               Skill:
                          The World
                                                                                                                            5
                                Backstory:
                                They completed something no one thought they could—a journey, a rite, a masterpiece. For
                                a while, there was peace. But peace turned to restlessness, and restlessness turned to motion.
                                Now, they walk again.
                                Lead: In a distant city, they find their achievement displayed under someone else’s name.
                                The signature is forged, but the detail is unmistakable—only someone who was there
                                could’ve known.
               Quirks:
               Feels compelled to try and connect with everyone they meet, no matter how brief the interaction.
               Carries around a map of places they’ve never been, marking it with pins as if they’ve visited.
               Constantly tries to "bring people together," even if they’re strangers with opposing viewpoints.
               Is always excited about traveling but never seems to leave the same place.
               Speaks about "unity" and "connection" as if they’re an expert, but rarely follow through themselves.
               Insists that everything is "meant to be," no matter how chaotic things get.
               Wants:
               To feel complete, whole, and at peace with themselves and the world around them.
               The desire to achieve a sense of accomplishment and mastery, having completed a significant journey or
               cycle.
               To experience wholeness, integration, and balance in all aspects of life.
               To be celebrated for their achievements, to be recognized for their hard work and success.
               The longing to travel, explore, and experience all the world has to offer.
               To leave a legacy, ensuring their impact is felt long after they have moved on.
               Ability                                                   Item:
               Completion                                                Traveler’s Globe (A small globe that shows the
               You can bring a task or challenge to its conclusion,      positions of key locations or quests on the map
               gaining instant success on any endeavor you’ve been       once per day.)
               working on for a long period of time.
                                                                                                                           Contents:
                                                                                                                    Major Arcana
Yes/No/Neutral:                  Yes                               The World
Element    Earth (and Spirit)                                 Ration:     Yes
Direction: North                                              Animal:     Eagle
Color:     Vibrant Purple/Gold                                Impression: Helpful
Tavern Quest:                                                 Room Encounter:
Explore (complete a great journey or mystery)                 Treasure
Treasure:                                                     Location:
Key to a mysterious vault                                     Grand Guildhall or Trade Council Building
Ration Spark:
Having completed a great journey, the party returns with a diverse supply of foodstuffs collected from various
lands — 1d6 rations.
Weather:
Perfect Weather
The weather is balanced, serene, and harmonious, representing the completion of a cycle and a sense of wholeness.
City Event:
A Parade Celebrating Local Achievements:
A simple parade moves through the streets, celebrating the city’s latest achievements and
accomplishments.
Choice: Join the crowd and show support, or continue with your errands, uninterested.
Travel Event:
Rations are Lost Somehow:
The adventurers experience a moment of completion or unity, but their food supplies are lost in the
process—perhaps stolen, consumed, or spoiled by the elements. It marks the end of a cycle. They may
find new resources or insights to move forward.
Camp Event:
Good Night’s Sleep
Sleep is restful and complete, filled with dreams of fulfillment and unity. You feel at peace with the
world upon waking.
Adventure Spark:
Standing atop a great mountain, you see the world stretched wide and shimmering beneath you—
kingdoms you’ve passed through, lives you’ve touched, scars you’ve earned. It should feel like an ending.
But in the distance, a single black tower stands where no map marks land. A thin column of smoke rises
from its peak, curling toward you like a beckoning finger. You’ve never seen it before… yet you know it’s
been waiting for you.
Room Type:
Gallery
The room is expansive, filled with magnificent artwork and tapestries that tell the story of the manor’s
history. Light floods in through tall windows, casting the room in a radiant glow that makes the artwork
come to life.
Trap Type:
Cage Trap:
A massive iron cage falls from the ceiling, trapping the adventurer in a confined space with no immediate
way out.
Enemy:
Traveling Performers
Traveling performers entertain crowds with music, acrobatics, or magic, often moving from place to
place, seeking recognition and approval.
                                                                                                          Combat:        3
                                                                                                          Skill:
             Ace of Wands
                                                                                                                         3
                                                                          Weapon: Claymore
                                                                          Armor: Breastplate
                         Backstory:
                         One restless evening, beneath a restless sky, they found an abandoned workshop cluttered
                         with sketches and half-carved tools. Among the debris lay a strange ember—alive with raw,
                         untamed energy. Grasping it sparked a fire in their soul they couldn’t ignore.
Wands
                         Lead: A traveling fire-wielder carries a pendant matching the ember’s shape, whispering of a
                         secret guild that crafts wonders from flame and will. Following this trail might unlock the
                         ember’s true purpose.
        Quirks:
        Has a sudden burst of enthusiasm for new projects, even if they never finish them.
        Constantly starts new hobbies but gets distracted halfway through.
        Will eagerly talk about a brilliant idea, only to forget about it the next day.
        Always has a new “passion” they’re trying to convince others to join.
        Carries around a small, unlit torch, saying it’s a symbol of their "creative fire."
        Speaks in grandiose terms about what they could do if they had the time or resources.
        Wants:
        The desire for a fresh start, a new venture, or a burst of creative energy.
        To explore new possibilities and seize opportunities that ignite passion and inspiration.
        To begin a journey of self-discovery or personal growth, tapping into untapped potential.
        The need to spark change in their life, to light the fire of action and move forward.
        The longing to create something meaningful, whether it’s an idea, a project, or a relationship.
        To feel empowered, ready to take on the world and manifest their dreams.
        Ability                                                    Item:
        Ignite Spark                                               Ignition Flint (A flint that can start fires, light
        You can summon a burst of fire or energy to light an       torches, or ignite magical fuel. Grants a bonus to
        area or initiate a fire, granting you a momentary          fire-based actions.)
        advantage in the environment.
                                                                                                                         Contents:
Yes/No/Neutral:                   Yes                           Ace of Wands
Element    Fire                                                 Ration:     Yes
Direction: South                                                Animal:     Hawk
Color:     Red/Orange                                           Impression: Helpful
                                                                                                                       Wands
Explore (start a bold new venture)                              Treasure
Treasure:                                                       Location:
Artisan’s toolkit                                               Courier Station or Messenger Post
Ration Spark:
The party successfully harvested a recently burned forest clearing, gathering wild roots and berries — 1d6 rations.
Weather:
Sudden Burst of Sunshine
The weather is energetic and bright, full of potential and new beginnings, as if a spark of inspiration has ignited.
City Event:
A Local Blacksmith Preparing New Weapons:
You pass a blacksmith’s shop and see them hammering away at a beautiful new sword, glowing with fresh
energy. The sound of the forge rings through the air.
Choice: Stop and watch the craftsmanship, or keep moving, eager to get on with your day.
Travel Event:
Nothing Happens:
A day of quiet, but the spark of potential is present. The adventurers may feel like something is on the
horizon, but today nothing major occurs. It’s a time to prepare or reflect on what lies ahead.
Camp Event:
Good Night’s Sleep
Dreaming of new opportunities and beginnings, you wake with a sense of inspiration and vitality.
Adventure Spark:
You find an unmarked scroll tucked into a hidden alcove within an abandoned library. As you unroll it, a
brilliant burst of light emanates from the paper, revealing a map that seems to promise power and
opportunity beyond your wildest dreams.
Room Type:
Alchemist’s Lab:
The room pulses with creative energy. Bottles of vibrant potions bubble gently, and the air smells of
spices and herbs. A large table in the center is cluttered with instruments, ready to create something new
and powerful.
Trap Type:
Fire Trap:
A hidden trigger ignites a burst of flame from concealed jets, catching the adventurer in a sudden wave of
heat and fire, symbolizing the spark of new beginnings.
Enemy:
Mercenaries
Mercenaries are adventurers who fight for gold, taking on any job that comes their way without thinking
of the consequences.
                                                                                                          Combat:   3
                                                                                                          Skill:
            Two of Wands
                                                                                                                    2
                                                                           Weapon: Rapier
                                                                           Armor: Cuirass
                         Backstory:
                         At the edge of a bustling port, they stood clutching a sealed map and a heavy decision: stay
                         safe in familiar lands or sail toward uncharted waters with only ambition as a guide. Their
                         heart urged forward, but shadows flickered behind every choice.
Wands
                         Lead: A stranger offers a weathered journal filled with cryptic notes on a lost colony—
                         marked on the same map. The next step of their journey may lie in unraveling its secrets…
                         if the truth hasn’t been buried forever.
        Quirks:
        Tends to stand with their arms crossed and survey the area, as if strategizing.
        Constantly makes plans that sound like they’re about to change the world, but they never do.
        Loves asking others to “dream big” with them, but rarely follows through on their own visions.
        Draws maps and charts in their spare time, as if preparing for something big.
        Speaks about distant places they’ve never been, using only vague descriptions.
        Will constantly check the horizon for something "great" to come, only to grow disappointed.
        Wants:
        To make a decision about their future, choosing between two distinct paths.
        The desire to plan and strategize, taking the first steps toward achieving big goals.
        To seek new horizons, possibly considering travel, expansion, or new partnerships.
        The need to assert themselves and their vision, creating a future that is true to their ambitions.
        To find balance between ambition and contentment, determining the best way to move forward.
        To feel ready to take control of their destiny and make bold choices without hesitation.
        Ability                                                     Item:
        Strategic Vision                                            Explorer’s Map (A detailed map of nearby
        You can assess multiple options for a course of action      territories. Can be used to find shortcuts or
        and choose the most effective one, giving you               hidden paths during travel.)
        advantage on your next planning or tactical decision.
                                                                                                                    Contents:
Yes/No/Neutral:                  Yes                         Two of Wands
Element    Fire                                               Ration:     Yes
Direction: South                                              Animal:     Lynx
Color:     Red/Orange                                         Impression: Indifferent
Tavern Quest:                                                 Room Encounter:
Explore (survey or plan a path)                               Nothing
                                                                                                              Wands
Treasure:                                                     Location:
Carpenter’s mallet and chisel                                 Military Outpost or Guard Post
Ration Spark:
After scouting new hunting grounds, the group returns with a haul of game birds and fresh waterfowl — 1d6
rations.
Weather:
Wind Gusts
The weather is brisk, with gusts of wind symbolizing anticipation, travel, and the decision-making process.
City Event:
A Merchant Planning Their Next Move:
You notice a merchant in the market, spread out with maps and scrolls, discussing future plans to expand
their stall to a new district.
Choice: Offer advice or insight, or leave them to their business, not wanting to get involved.
Travel Event:
Something Happens to Delay All Travel:
A moment of indecision or reflection causes a delay. The adventurers may feel torn between two paths or
strategies, causing them to pause and reassess their next steps. They can debate their options, discuss
priorities, or plan ahead.
Camp Event:
Good Night’s Sleep
The night is calm, with a sense of possibility and the excitement of future ventures. Your dreams are of
distant places and plans.
Adventure Spark:
From the balcony of a grand palace, you gaze out at the distant lands and seas, imagining your future. A
trusted advisor approaches, suggesting an alliance with a neighboring kingdom, but warns you that such a
choice will involve great risk.
Room Type:
Gallery:
The adventurer enters a long room filled with paintings and tapestries depicting journeys and adventures.
The walls are adorned with strategic maps of distant lands, inviting contemplation of future endeavors
and distant horizons.
Trap Type:
Pressure Plate Trap:
A pressure plate triggers two large stone blocks to crash down from both sides, representing the dual
nature of the Two of Wands—choices, risks, and action.
Enemy:
Dueling Nobles
Dueling nobles engage in combat to settle personal disputes, often motivated by pride, honor, or a desire
to protect their status.
                                                                                                        Combat:         3
                                                                                                        Skill:
          Three of Wands
                                                                                                                        3
                                                                          Weapon: Pike
                                                                          Armor: Plate Cuirass
                         Backstory:
                         They launched a daring venture—a caravan, a trade deal, or a mission—and waited for
                         news across the distant horizon. Days stretched to weeks before a battered courier arrived
                         bearing more than success: a whisper of sabotage, and a warning to prepare for storms
Wands
                         ahead.
                         Lead: An intercepted letter hints at a rival faction eager to claim what was theirs first. The
                         courier’s companion vanished after the delivery, leaving behind a strange symbol etched into
                         their gear.
        Quirks:
        Always stands at the edge of a group, seemingly “watching” for something to happen.
        Tends to bring up far-off goals and aspirations, but never really takes action toward them.
        Constantly looks for signs or omens, convinced they’re on the verge of a breakthrough.
        Is forever planning a “big move” or shift in their life, yet nothing ever changes.
        Often uses phrases like “one day, when I’m big” or “when the time is right.”
        Gets excited about distant opportunities but loses steam when faced with the details.
        Wants:
        To see their plans and efforts starting to come to fruition, experiencing the first signs of success.
        The desire to expand their reach, to stretch their ambitions beyond what they’ve already achieved.
        To look toward the future with excitement and anticipation, seeing endless possibilities.
        The longing to secure a sense of progress and momentum, pushing forward toward greater
        accomplishments.
        To find confidence in their abilities, knowing they are capable of achieving whatever they set their mind to.
        To make bold moves in their career or personal life, stepping into a new role or opportunity.
        Ability                                                     Item:
        Expansion                                                   Merchant’s Ledger (A notebook that tracks items
        You gain a temporary boost to exploration or travel,        of value and helps players negotiate or barter
        allowing you to cover ground more quickly or discover       with NPCs.)
        new locations with ease.
                                                                                                                    Contents:
Yes/No/Neutral:                  Yes                       Three of Wands
Element    Fire                                               Ration:     No
Direction: South                                              Animal:     Antelope
Color:     Red/Orange                                         Impression: Friendly
Tavern Quest:                                                 Room Encounter:
Deliver (oversee a trade or goods transport)                  Treasure
                                                                                                                      Wands
Treasure:                                                     Location:
Armor Enchant Scroll - 1d6 to Skill Draws                     Shipwright’s Dockyard
Ration Spark:
The adventurers struck a deal with traveling merchants, trading goods for barrels of salted fish and dried fruits —
1d6 rations.
Weather:
Clear Skies with a Warm Breeze
The weather is open and expansive, offering the feeling of opportunity and the excitement of what lies ahead.
City Event:
 A Traveler Arriving with News:
A weathered traveler enters the city gates, a large pack slung over their shoulders. They’re eager to share
stories of the distant lands they’ve seen.
Choice: Stop and listen to their tales, or continue on your path, not interested in the foreign lands.
Travel Event:
Weather Change – Re-draw:
A sudden change in the weather causes the adventurers to adapt. The mood shifts as the group prepares
for the unexpected. This might be a good time for the adventurers to evaluate how their long-term goals
align with the conditions ahead.
Camp Event:
Decent Night’s Sleep
Sleep is filled with visions of progress and expansion, though you wake a few times as thoughts of the
journey ahead keep your mind busy.
Adventure Spark:
On a windswept cliff, you encounter a ship captain preparing for a long voyage. They speak of the lands
they wish to explore, but something in their tone suggests they are waiting for the right moment to take
action, uncertain of the future.
Room Type:
Map Room:
The room is filled with large, intricate maps and charts spread across several tables. The air smells of old
parchment, and the adventurer notices a wide window offering a clear view of the distant lands beyond
the manor, suggesting plans that reach far.
Trap Type:
Rolling Boulder Trap:
A boulder is released from a high position and rolls down a slope, barreling toward the adventurer,
mirroring the momentum and progress of the Three of Wands.
Enemy:
Gladiators or Pit Fighters
Gladiators and pit fighters seek fame and fortune by fighting in public arenas, showcasing their strength
and skill for the entertainment of others.
                                                                                                        Combat:        2
                                                                                                        Skill:
            Four of Wands
                                                                                                                       3
                         Backstory:
                         A rare night of celebration brought them home—among friends, laughter, and candlelight.
                         But beneath the dancing flames, unspoken grudges simmered, and the laughter masked a
Wands
        Quirks:
        Throws elaborate, celebratory gatherings for even the smallest of successes.
        Constantly arranges things in neat, perfect squares, believing it brings stability.
        Is always "just about to finish" something and invites everyone over to see it, even though it’s not done.
         Excessively decorates their home or workspace, constantly adding new "positive energy" items.
        Frequently talks about settling down, but their plans are always “for the future.”
        Tends to get overexcited about the idea of being "comfortable" and will go to great lengths to create it.
        Wants:
        To celebrate their achievements, marking milestones or accomplishments with joy and unity.
        The desire to create a stable and secure foundation, whether in their home life, work, or relationships.
        To establish strong connections with others, building partnerships or alliances that will help them succeed.
        The longing for peace and stability, a sense of harmony after a period of struggle or uncertainty.
        To feel a sense of completion or fulfillment, knowing that they’ve laid the groundwork for future success.
        To enjoy moments of celebration and camaraderie, sharing joy with those they care about.
        Ability                                                     Item:
        Celebration                                                 Celebratory Banner (A banner that, when waved,
        You can create a sense of joy or unity, bolstering the      boosts morale and provides allies with a small
        morale of those around you and providing a                  temporary buff)
        temporary bonus to group cohesion or teamwork.
                                                                                                                       Contents:
Yes/No/Neutral:                   Yes                         Four of Wands
Element    Fire                                                Ration:     Yes
Direction: South                                               Animal:     Dove
Color:     Red/Orange                                          Impression: Friendly
Tavern Quest:                                                  Room Encounter:
Escort (celebration or ceremonial duty)                        Treasure
                                                                                                                       Wands
Treasure:                                                      Location:
Crate of fireworks (4)                                         Festival Grounds or Town Plaza
Ration Spark:
Having helped a village celebrate a harvest festival, the party is gifted fresh bread, cheese, and cured meats — 1d6
rations.
Weather:
Perfect Day
The weather is celebratory, with clear skies and comfortable temperatures, reflecting joy, success, and harmony.
City Event:
A Small Gathering of Friends:
You see a group of people sitting in a local tavern, celebrating something small but significant, like a
recent success or a birthday. Laughter and music fill the air.
Choice: Join in the celebration, or quietly sip your drink from a corner table, content with watching.
Travel Event:
Fork in the Road. Possible delay if the path leads away from destination:
The adventurers reach a point of stability or celebration, but a fork in the road forces a decision. It’s a
moment to recognize the significance of the journey so far, yet they must still decide which path to take,
each holding different consequences.
Camp Event:
Good Night’s Sleep
A restful night, with dreams of celebration, community, and happiness. Waking up feels like a time of
personal victory.
Adventure Spark:
A village celebrates a local festival, and the air is filled with music, dancing, and joy. As the town’s
founder offers a speech, you notice their eyes scanning the crowd, as if expecting something—or someone
—to appear.
Room Type:
Solar:
A room bathed in warm, golden light. The furniture is arranged in a welcoming, celebratory fashion, and
a fireplace crackles softly. The space feels like a joyous gathering place, full of harmony, celebration, and
completion.
Trap Type:
Spike Trap:
Hidden spikes shoot from the floor as the adventurer crosses a threshold, representing the triumph and
celebration that can be marred by unexpected dangers or challenges.
Enemy:
Traveling Performers
Traveling performers entertain crowds with music, acrobatics, or magic, often moving from place to
place, seeking recognition and approval.
                                                                                                           Combat:    3
                                                                                                           Skill:
             Five of Wands
                                                                                                                      2
                                                                          Weapon: Flail
                                                                          Armor: Gambeson
                         Backstory:
                         In a chaotic clash of wills—whether a street brawl, a political dispute, or a duel of words—
                         they stood their ground despite the confusion and fury. Though victorious, the skirmish
Wands
                         left wounds both seen and hidden, and old rivals sharper than before.
                         Lead: A mysterious challenge arrives on a blood-stained note, signed with a mark known
                         only to those who survived the fight. Accepting may settle scores or ignite a war.
        Quirks:
        Turns every disagreement into an exaggerated, competitive event, even if it’s trivial.
        Has a strange obsession with making everything a "challenge"—from cooking to walking.
        Always gets caught in petty arguments or discussions that escalate unnecessarily.
        Delights in causing minor chaos just to see how people react.
        Is always challenging others to duels or competitions, even when it’s unprovoked.
        Has a tendency to start unnecessary debates or disagreements, simply for the thrill of conflict.
        Wants:
        To prove themselves in a competitive environment, striving to outperform others and stand out.
        The desire to face challenges head-on, overcoming obstacles through determination and grit.
        To assert their opinions and ideas, pushing through conflict to make their voice heard.
        The need to navigate chaos, to thrive in situations where there’s competition or conflict.
        To learn from rivalry, using competition as a way to grow stronger and better.
        The longing to resolve conflicts, but only after pushing through their own doubts and fears.
        Ability                                                    Item:
        Combat Focus                                               Practice Sword (A lightweight sword that’s good
        You can focus your efforts to overcome a specific          for training, dealing minimal damage, but useful
        challenge, allowing you to gain a bonus to physical        for quick combat drills or disarming.)
        confrontations or overcoming competitive tasks.
                                                                                                                      Contents:
Yes/No/Neutral: Yes, but you must fight for it                Five of Wands
Element    Fire                                               Ration:     No
Direction: South                                              Animal:     Rooster
Color:     Red/Orange                                         Impression: Directly Hostile
Tavern Quest:                                                 Room Encounter:
Kill (deal with chaos or rivals)                              Enemy
                                                                                                                Wands
Treasure:                                                     Location:
Weapon Enchant Scroll - 1d6 to Combat Draws                   Barracks or Training Grounds
Ration Spark:
After overcoming a rival hunting party, the group claims their spoils: dried venison and nuts — 1d6 rations.
Weather:
Windstorms
The weather is chaotic, with strong gusts of wind and swirling dust, mirroring competition and conflict.
City Event:
A Group Arguing in the Street:
A lively debate turns into a full-on argument in the middle of the street. The people are shouting about a
new law or recent event, attracting curious onlookers.
Choice: Step in to try and mediate, or slip past the crowd, uninterested in their discord.
Travel Event:
Rations are Lost Somehow:
The loss of rations triggers chaos and competition. The adventurers may argue, scramble, or fight for
resources as tempers flare. This could either lead to increased camaraderie or a fracture within the group.
A chance to test resolve and unity.
Camp Event:
Interrupted
The night is restless, filled with dreams of conflict and competition. You wake briefly to the sound of
loud voices or strange noises—perhaps your companions arguing or a distant altercation.
Adventure Spark:
A chaotic brawl breaks out in the town square, as two rival factions argue over the rights to a prized
resource. The shouting grows louder, and it seems like the conflict may soon escalate into something far
worse.
Room Type:
Great Hall:
The room is filled with the noise of clashing weapons and raised voices as a group of nobles or soldiers
practice. Several people spar with swords, while others argue over strategy, the tension palpable in the air.
The atmosphere is competitive and full of challenge.
Trap Type:
Swinging Log Trap:
A series of large logs swing down from hidden rafters, aiming to knock down the adventurer, embodying
the conflict and chaos of the Five of Wands.
Enemy:
Court Spies
Court spies gather intelligence and manipulate political factions, walking a tightrope between loyalty and
betrayal.
                                                                                                        Combat:     3
                                                                                                        Skill:
               Six of Wands
                                                                                                                    3
                                                                          Weapon: Longsword
                                                                          Armor: Hauberk
                         Backstory:
                         They rode into town with the cheers of the crowd echoing in their ears, triumph in hand.
                         Yet the victory parade hid whispers in the shadows—envy, betrayal, and a rival waiting for
Wands
        Quirks:
        Will go on and on about their past achievements, even when no one asks.
        Always expects applause or recognition for the smallest accomplishments.
        Has a habit of stopping in public to "let the world see" how well they’re doing.
        Will wear something dramatically flashy just to be noticed.
        Tends to embellish the story of their triumphs to make them seem more significant.
        Always looks for approval from others, and constantly seeks validation.
        Wants:
        To be recognized and celebrated for their accomplishments, receiving the praise they deserve.
        The desire to feel victorious, to achieve public recognition for their hard work and dedication.
        To experience the fruits of their labor, basking in the success and acknowledgment of others.
        The need to feel validated in their efforts, proving to themselves and others that they can succeed.
        To inspire others through their victories, leading by example and demonstrating what is possible.
        The longing for confidence and assurance, to know that they are on the right path.
        Ability                                                     Item:
        Victory March                                               Victory Medal (Once per week, can be shown to
        Your recent success energizes you. For a short time,        gain favor from NPCs or allies, boosting
        you gain increased confidence, and your actions are         reputation and gaining access to special
        performed with an added flourish or skill.                  resources.)
                                                                                                                    Contents:
Yes/No/Neutral:                    Yes                           Six of Wands
Element    Fire                                                Ration:     Yes
Direction: South                                               Animal:     Stag
Color:     Red/Orange                                          Impression: Friendly
Tavern Quest:                                                  Room Encounter:
Escort (lead a victorious return or parade)                    Treasure
                                                                                                                  Wands
Treasure:                                                      Location:
Medal from a fencing tournament                                Noble’s Manor or Guildhall
Ration Spark:
The party’s success in clearing out a pest infestation earns them baskets of grain and fresh vegetables — 1d6
rations.
Weather:
Clear Skies and Calm
The weather is peaceful and serene, reflecting victory, pride, and public recognition.
City Event:
A Person Bragging About Their Success:
A local merchant or adventurer walks by with a wide grin, boasting about a new deal or victory they just
achieved. The crowd is listening with mixed reactions.
Choice: Congratulate them, or ignore the display, feeling indifferent to their ego.
Travel Event:
Group of NPC Cultists Gathered Doing Something:
The adventurers encounter a group of cultists engaged in some form of ritual or ceremony. There’s a
sense of triumph or recognition as the cultists are performing an important ritual. The adventurers can
join in, watch, or challenge the cultists’ purpose.
Camp Event:
Good Night’s Sleep
Sleep is peaceful, with dreams of triumph, recognition, and success. You wake with a sense of achievement
and pride
Adventure Spark:
As you enter the gates of a city, a grand parade is underway, celebrating the return of a beloved hero. The
crowds cheer and wave flags in your honor, but the attention feels fleeting. A whispered conversation
suggests that the hero’s triumph might be less than it seems.
Room Type:
Armory:
The walls are adorned with gleaming swords, shields, and armor. At the center, a knight stands proudly,
polishing their armor with a triumphant smile. The room feels full of victory, success, and recognition of
achievements.
Trap Type:
Magnetic Trap:
A strong magnetic field pulls a metal object from the adventurer’s pack or weapons, symbolizing the
attraction of victory, recognition, and attention, but also the vulnerability that comes with it.
Enemy:
Slave Traders
Slave traders sell individuals into servitude, promising security or stability while exploiting their lives for
profit.
                                                                                                        Combat:        4
                                                                                                        Skill:
          Seven of Wands
                                                                                                                       3
                                                                          Weapon: Mace
                                                                          Armor: Plated Surcoat
                         Backstory:
                         Against overwhelming odds, they defended a crumbling outpost, a cause, or a secret. The
                         fight was exhausting, but their resolve burned brighter than the foes pressing in. Yet, the
Wands
        Quirks:
        Constantly feels like they’re "defending" their position, even when it’s not under attack.
        Will over-explain themselves just to prove they’re right.
        Has a habit of getting defensive when complimented, as if it’s a personal attack.
        Never backs down from a challenge, even when they clearly can’t win.
        Speaks in a way that makes others feel like they need to “prove” themselves, even if there’s no need.
        Will always jump into the fray, even when it’s unnecessary or dangerous.
        Wants:
        To defend their beliefs or position, standing firm in the face of opposition or criticism.
        The desire to prove their worth, rising above challenges and emerging victorious.
        To protect their achievements, guarding what they’ve worked hard to build.
        The need to assert their dominance, standing their ground against those who may try to challenge them
        To face adversity with strength, refusing to back down no matter the odds.
        The longing to maintain control and stability, ensuring their place at the top is secure.
        Ability                                                    Item:
        Defensive Stance                                           Defender’s Shield (A light shield that grants a
        You can take a strong defensive position, gaining          temporary boost to defense and can block a single
        temporary resistance or a bonus to avoid damage in         incoming attack.)
        battle, especially against multiple enemies.
                                                                                                                       Contents:
Yes/No/Neutral: Yes, but you must fight for it             Seven of Wands
Element    Fire                                               Ration:     Yes
Direction: South                                              Animal:     Badger
Color:     Red/Orange                                         Impression: Directly Hostile
Tavern Quest:                                                 Room Encounter:
Kill (stand your ground against attackers)                    Enemy
                                                                                                                      Wands
Treasure:                                                     Location:
Reinforced buckler                                            Watchtower or City Walls
Ration Spark:
By defending a remote farmstead from bandits, the adventurers receive a stockpile of stored food and preserved
meat — 1d6 rations.
Weather:
Strong Winds with Some Clouds
The weather is turbulent, with gusts that challenge your balance, mirroring the struggle to maintain your position.
City Event:
A Vendor Defending Their Stall:
A small commotion erupts as a vendor stands their ground against other merchants trying to encroach on
their spot. The vendor’s voice rises in defense of their territory.
Choice: Watch the standoff, or step in to offer your support to the vendor.
Travel Event:
Roadblock. Small group demanding payment:
The adventurers face a group demanding payment for passage. A test of strength, courage, or negotiation
follows. Do they stand their ground and fight for the right to pass, or find another way around? A
challenge of will and resilience.
Camp Event:
Decent Night’s Sleep
Sleep is interrupted by the feeling of standing your ground or being challenged. Dreams are filled with
tension and the need to defend your position.
Adventure Spark:
On a mountain pass, you find yourself at odds with a group of smugglers who have taken over the road.
You are vastly outnumbered, and the only way through is by standing your ground and defending your
right to continue.
Room Type:
Vault:
The room is dark, but the air feels charged with the weight of protection. Large chests are stacked, their
contents hidden behind locked doors. You can almost feel the resistance—someone stands guard,
defending what's precious and keeping others at bay.
Trap Type:
Poison Dart Trap:
Small poisoned darts shoot from hidden positions in the walls, symbolizing the defensive and challenging
nature of the Seven of Wands, where the adventurer must fend off unseen threats.
Enemy:
Rebel Leaders
Rebel leaders sacrifice their freedom and well-being in pursuit of overthrowing oppressive regimes, often
enduring hardship for their cause.
                                                                                                       Combat:       4
                                                                                                       Skill:
           Eight of Wands
                                                                                                                     2
                                                                          Weapon: Javelin
                                                                          Armor: Jack of Plates
                         Backstory:
                         News came like a lightning bolt—urgent and impossible to ignore. They raced through
                         cities and wildlands alike, chasing fleeting leads and dodging shadows that moved just out of
Wands
        Quirks:
        Speaks at an impossibly fast pace, making it hard for others to follow.
        Constantly starts new projects at full speed, but burns out just as quickly.
        Rushes into decisions without thinking them through, then regrets it later.
        Is constantly multitasking, but often ends up creating chaos instead of progress.
        Tries to do everything at once, with little to no regard for order or planning.
        Seems to be in a constant hurry, rushing through life without slowing down.
        Wants:
        The desire for swift movement, to make progress quickly and see results in a short amount of time.
        To experience sudden, unexpected change or breakthroughs that propel them forward.
        The need to act quickly, seizing opportunities before they slip away.
        To feel the rush of momentum, moving forward without hesitation or delay.
        The longing for clarity, to receive information that will help them make important decisions.
        To see things unfold rapidly, feeling that they are in alignment with the flow of events.
        Ability                                                    Item:
        Rapid Movement                                             Swift Arrow (An arrow that, when fired, travels
        You can move quickly and decisively, gaining a speed       faster and with greater precision. Deals extra
        boost for a short period and enabling you to reach a       damage on a successful hit.)
        location or deliver an action faster than expected.
                                                                                                                     Contents:
Yes/No/Neutral:                   Yes                       Eight of Wands
Element    Fire                                                Ration:     Yes
Direction: South                                               Animal:     Swallow
Color:     Red/Orange                                          Impression: Helpful
Tavern Quest:                                                  Room Encounter:
Deliver (quick travel or message)                              Treasure
                                                                                                                   Wands
Treasure:                                                      Location:
8 throwing knives                                              Relay Station or Signal Tower
Ration Spark:
Swift delivery of urgent supplies to a besieged village rewards the group with fresh bread and salted fish — 1d6
rations.
Weather:
Fast, Moving Clouds
The weather is quick-paced, with clouds racing across the sky, reflecting swift action and rapid progress.
City Event:
A Messenger Delivering News:
A messenger runs by, urgently carrying a bundle of letters or messages for various shops. They seem to be
in a hurry.
Choice: Ask if they have news of interest, or simply stay out of the way as they rush through the crowd.
Travel Event:
Path is Damaged or Blocked:
The path ahead is blocked quickly and decisively, possibly by natural forces or a quick ambush. The
adventurers must act swiftly and decide whether to clear the path or rush forward, relying on fast
thinking and quick action to navigate the obstacle.
Camp Event:
Good Night’s Sleep
Sleep is quick and restful, with a sense of rapid movement. Dreams are filled with the excitement of
progress and fast-paced adventures.
Adventure Spark:
As you ride through the countryside, a messenger on horseback speeds past, urgently delivering letters
between powerful lords. The wind carries their words to you—news of a new opportunity, but with the
promise that time is running out.
Room Type:
Wine Cellar:
The adventurer enters a long, narrow room filled with barrels of wine and spirits. The air is cool and
filled with the smell of fermenting grapes. You notice several barrels marked with strange symbols,
hinting at an urgent delivery or task that must be fulfilled quickly.
Trap Type:
Whip Trap:
A hidden whip mechanism lashes out as the adventurer moves forward, symbolizing rapid movement and
fast-paced action, like the swift energy of the Eight of Wands.
Enemy:
Assassins
Assassins are hired killers who execute those deemed enemies or threats by their employers, carrying out
their work with cold precision.
                                                                                                        Combat:     3
                                                                                                        Skill:
           Nine of Wands
                                                                                                                    2
                                                                         Weapon: Halberd
                                                                         Armor: Plackart
                         Backstory:
                         Battle-hardened and wary, they bore scars that told tales of survival and sacrifice. Even as
                         exhaustion gnawed at their spirit, they stood sentinel, knowing the next blow could come at
Wands
        Quirks:
        Will always prepare for something to go wrong, even when everything is fine.
        Constantly has an exaggerated sense of “toughness,” always trying to prove they can handle anything.
        Will dramatically recount past challenges and how they survived them, no matter how small.
        Tends to feel like they’re always on the edge of a major catastrophe, even when it’s not true.
        Can’t help but wear excessive protection (like armor, bandages, etc.) just in case.
        Often looks exhausted, like they’ve been through battle—though they haven’t.
        Wants:
        To endure through adversity, pushing through exhaustion and struggle to reach the finish line.
        The desire to protect themselves and their accomplishments, remaining vigilant against threats.
        To find the strength to keep going despite challenges, proving their resilience.
        The need to hold on to what they’ve worked for, guarding their hard-earned progress.
        To prepare for what’s next, knowing that challenges may arise but they’re ready to face them.
        The longing to persevere and overcome the last obstacles standing between them and their goal.
        Ability                                                    Item:
        Endurance                                                  Wound Salve (A healing salve that can heal
        Tap into your inner reserves, gaining the ability to       minor injuries or boost defense against future
        continue fighting or persevering through physical or       damage for a limited time.)
        mental strain, even when you're nearly spent.
                                                                                                                    Contents:
Yes/No/Neutral:                   Yes                        Nine of Wands
Element    Fire                                               Ration:     No
Direction: South                                              Animal:     Boar
Color:     Red/Orange                                         Impression: Directly Hostile
Tavern Quest:                                                 Room Encounter:
Escort (guard duty under pressure)                            Trap
                                                                                                                    Wands
Treasure:                                                     Location:
Travel rations (9 days)                                       Guardhouse or City Gatehouse
Ration Spark:
Despite injury and hardship, the party brings back a pack of dried meats and preserved fruits from the wilderness
— 1d6 rations.
Weather:
Sudden Downpour
The weather is unsettling, with a brief but heavy rainstorm that mirrors exhaustion and the need for resilience.
City Event:
A Worker Resting After a Long Day:
A worker leans against the wall outside a shop, exhausted from their day’s labor. They rub their shoulders
and take a moment to breathe before getting back to work.
Choice: Offer a kind word or help with their burden, or leave them to their rest.
Travel Event:
A Group of Workers Hauling a Load of Goods Traveling to the Nearest Market
The adventurers encounter hard-working laborers, and they too must decide if they will offer help or
join the workers in their task. It’s a chance to test endurance, and to either make a trade or forge a bond
through hard work.
Camp Event:
Interrupted
The sleep is filled with a sense of weariness and defensiveness. You wake several times, feeling that
something is lurking nearby, a need to protect yourself.
Adventure Spark:
After a long battle, you and your comrades stand at the entrance of a cave, battered and worn. But within
that dark passage lies your goal: a treasure that could change the course of the war. The path ahead is
fraught with danger, but retreat is not an option.
Room Type:
Sickroom:
A tired and worn adventurer may find themselves here. The room is dim, with a single bed covered in
blankets. Old bandages and weapons are strewn about, and the atmosphere is heavy with the feeling of
perseverance despite exhaustion.
Trap Type:
Pitfall Trap:
The adventurer steps onto a concealed trapdoor, falling into a pit filled with spikes or water. The Nine of
Wands represents resilience, but this trap reminds them of the vulnerability that comes with exhaustion
and weariness.
Enemy:
Pirates
Pirates are lawless individuals who live by violence and theft, seeking treasure on the high seas while
constantly flirting with death.
                                                                                                           Combat:      3
                                                                                                           Skill:
             Ten of Wands
                                                                                                                        3
                                                                            Weapon: Pike
                                                                            Armor: Leather Brigandine
                          Backstory:
                          They carried a burden heavier than most—secrets, debts, or leadership responsibilities that
                          bent their back and clouded their mind. The weight was almost too much, yet they pressed
Wands
        Quirks:
        Carries around an absurdly large pile of things they claim are “essential” but never use.
        Constantly complains about how much they have to do, yet never asks for help.
        Can’t stop adding tasks to their plate, even when they’re already overloaded.
        Has a tendency to collapse from exhaustion at the most inconvenient times.
        Makes a big show of "managing it all," but secretly feels overwhelmed by it.
        Will overload others with their responsibilities, expecting them to do their work.
        Wants:
        To free themselves from burdens, letting go of responsibilities that weigh them down.
        The desire to complete a project or task, to finish what they’ve started even if it’s difficult.
        To find relief from the pressure of too many obligations, seeking balance in their life.
        The need to delegate or share the load, trusting others to help lighten the burden.
        To reach a sense of completion, knowing that the hard work is finally coming to an end.
        The longing for a break, to rest and recover after a long period of hard work and sacrifice.
        Ability                                                      Item:
        Burden Lifting                                               Heavy Satchel (An extremely heavy bag that
        You can temporarily reduce or share the weight of a          allows the player to carry more, but slows their
        heavy task, either lightening your load or helping           movement.)
        someone else carry their burdens for a time.
                                                                                                                        Contents:
Yes/No/Neutral: The answer is not yet known                   Ten of Wands
Element    Fire                                               Ration:     Yes
Direction: South                                              Animal:     Ox
Color:     Red/Orange                                         Impression: Indifferent
Tavern Quest:                                                 Room Encounter:
Deliver (laborious burden)                                    Trap
                                                                                                                      Wands
Treasure:                                                     Location:
Heavy sack of coal (used as bribe or trade)                   Busy Market Street or Caravan Stand
Ration Spark:
After carrying heavy loads of grain and dried goods through rough terrain, the group is rewarded with the entirety
of the cargo — 1d6 rations.
Weather:
Hot, Blistering Sun
The weather is harsh, with oppressive heat that wears you down, reflecting the burden and responsibilities carried.
City Event:
A Merchant Struggling with a Heavy Load:
A merchant struggles to carry a large bundle of goods up the street, clearly overwhelmed by the weight.
The cart is nowhere in sight.
Choice: Lend a hand to help them carry the load, or avoid getting involved and keep walking.
Travel Event:
NPCs Transporting or Escorting Captives:
The adventurers see a heavy burden being carried—literal or metaphorical. The group of captives or
prisoners is weighed down, just as the adventurers are burdened by their own responsibilities. Do they
lend assistance, or choose to distance themselves from this burden?
Camp Event:
Interrupted
Sleep is restless, as the burden of responsibilities weighs heavily on you. You wake several times, feeling
overwhelmed or as if you are carrying too much.
Adventure Spark:
You are burdened with a heavy load of supplies, too much to carry alone. As you make your way through
the forest, the weight of your mission grows increasingly unbearable. A fork in the road appears: one path
looks easier, but will it take you off-course?
Room Type:
Pantry:
Shelves are weighed down with jars, bags, and boxes of food, stacked high. The room feels cramped, and
the air is thick with the scent of dried herbs. It's clear that the burden of storing and maintaining
supplies has become overwhelming.
Trap Type:
Collapsing Ceiling Trap:
The weight of an overburdened adventurer is reflected in a trap that causes the ceiling to collapse,
dropping heavy debris onto them, much like the overwhelming burden shown in the Ten of Wands.
Enemy:
Noble Tyrants
Noble tyrants maintain control over their subjects through fear, corruption, and manipulation, ensuring
their grip on power through coercion.
                                                                                                          Combat:      4
                                                                                                          Skill:
            Page of Wands
                                                                                                                       2
                                                                            Weapon: Rapier
                                                                            Armor: Cuirass
                          Backstory:
                          They arrived in town brimming with restless energy and ideas, clutching a hastily written
                          letter promising adventure and discovery. Their enthusiasm outpaced experience, and
                          curiosity led them into a web of intrigue they barely understood.
Wands
                          Lead: A coded message hidden within their letter hints at a forgotten ruin just beyond the
                          city—one that might hold the answers they seek… if they can decipher its secrets before
                          others do.
        Quirks:
        Acts like they’re constantly on the brink of a great discovery, even when it’s just the basics.
        Gets distracted easily by any new shiny object or idea that comes along.
        Always eager to jump into things without fully understanding them first.
        Constantly talks about “big ideas” they have, but rarely follows through.
        Seems to believe they’re a “master of all trades,” despite their lack of experience.
        Has a habit of rushing into situations with enthusiasm, only to backpedal later.
        Wants:
        To explore new ideas and ignite their creativity with excitement and curiosity.
        The desire to break free from tradition and create something fresh and unique.
        To find their passion, to discover what truly excites them and makes them feel alive.
        The longing to express themselves through bold action and enthusiastic ventures.
        To be recognized for their ambition and potential, even if they are just starting out.
        To embark on new adventures, seeking thrills and opportunities for growth.
        Ability                                                      Item:
        Eager Initiative                                             Flame-Tipped Dagger (A small dagger that can
        You can act first, gaining a speed advantage in combat       be used to deal fire damage or light objects on
        or tasks, allowing you to take the initiative and gain an    fire in a pinch.)
        advantage in any situation.
                                                                                                                       Contents:
Yes/No/Neutral:                    Yes                          Page of Wands
Element    Fire                                                  Ration:     Yes
Direction: South                                                 Animal:     Ferret
Color:     Red/Orange                                            Impression: Friendly
Tavern Quest:                                                    Room Encounter:
Explore (scout or discover something new)                        Treasure
                                                                                                              Wands
Treasure:                                                        Location:
Apprentice’s wand (ignites tinder once/day)                      Scouts’ Post or Exploration Office
Ration Spark:
A youthful messenger guides the party to a hidden stash of nuts and berries — 1d6 rations.
Weather:
Bright Sunrise
The weather is fresh and inspiring, like the start of a new day full of possibilities and creative energy.
City Event:
A Young Adventurer Ready for the Road:
A young adventurer stands at the city gate, packed up and ready to leave. Their eyes are filled with
excitement and anticipation for the journey ahead.
Choice: Wish them luck or offer advice, or continue on your way, thinking little of their enthusiasm.
Travel Event:
Group of Enemy NPCs Patrolling. Caution, Highly Aggressive:
A scout or messenger (Page) may lead the group into a hostile encounter. The adventurers are faced with
new, energetic forces in the form of enemies who patrol aggressively. This is an opportunity for swift
action, perhaps through sneaking or engaging directly.
Camp Event:
Good Night’s Sleep
A peaceful sleep filled with dreams of adventure and new beginnings. You wake inspired and full of
energy.
Adventure Spark:
A young scribe rushes to you, offering a freshly written manuscript full of sketches and ideas. They are
eager to bring their vision to life, but the task seems overwhelming. The scribe asks if you will help them
bring their creation to fruition, with promises of great reward.
Room Type:
Library:
The room is filled with bookshelves overflowing with scrolls, maps, and books about distant lands,
adventures, and magic. A young page, eager and full of potential, reads intently, their eyes shining with
curiosity and anticipation.
Trap Type:
Magic Rune Trap:
The Page of Wands’ youthful curiosity leads them to trigger a glowing rune that releases magical energy,
symbolizing both potential and recklessness.
Enemy:
Religious Zealots
Religious zealots are fervent followers of a faith, imposing their beliefs on others and using their
conviction to justify harsh actions.
                                                                                                           Combat:         5
                                                                                                           Skill:
         Knight of Wands
                                                                                                                           2
                                                                            Weapon: Claymore
                                                                            Armor: Half-Breastplate
                         Backstory:
                         Fueled by passion and reckless courage, they charged headlong into a dangerous quest, often
                         ignoring warnings and omens. Their boldness earned admiration—and enemies who vowed
                         revenge for the chaos left in their wake.
Wands
                         Lead: A frantic messenger delivers a broken token from their last journey, along with a
                         desperate plea for help. The reckless path they carved may have endangered more than
                         themselves.
        Quirks:
        Never stops moving, even when it’s unnecessary, always in search of the next thrill.
        Speaks in hyperbole, making even the smallest of events sound like grand adventures.
        Is constantly in the middle of something new, with little regard for how long it will last.
        Has a compulsive need to “conquer” every situation or challenge they encounter.
        Makes bold promises, often overcommitting without thinking it through.
        Gets impatient when things don’t happen quickly, always in a rush for the next exciting thing.
        Wants:
        To act boldly, charging forward without hesitation, and pursuing their goals with fiery energy.
        The desire for action and movement, to never be idle but always in pursuit of something new.
        To take risks, jumping into the unknown with passion and confidence.
        The need to be seen as courageous and daring, inspiring others through their boldness.
        To lead by example, showing others that ambition and action can bring success.
        The longing for excitement and adventure, feeling the rush of living life on their terms.
        Ability                                                      Item:
        Charge                                                       Flame Cloak (A cloak that can envelop the
        You can charge into action with great speed and              wearer in fire, granting resistance to fire and the
        energy, dealing damage or performing a task with             ability to deal fire damage in close combat.)
        intensity. Gain an added offensive bonus when
        charging.
                                                                                                                           Contents:
Yes/No/Neutral:                   Yes                   Knight of Wands
Element    Fire                                              Ration:     No
Direction: South                                             Animal:     Mustang
Color:     Red/Orange                                        Impression: Directly Hostile
Tavern Quest:                                                Room Encounter:
Kill (reckless or passionate pursuit)                        Enemy
                                                                                                                   Wands
Treasure:                                                    Location:
War banner                                                   Traveling Theater or Troupe Headquarters
Ration Spark:
The group undertakes a daring raid on a merchant caravan, securing a small cache of salted pork and hard bread
— 1d6 rations.
Weather:
Thunderstorm with Lightning
The weather is intense and dynamic, filled with thunder and flashes of lightning, symbolizing adventurous action
and passion.
City Event:
A Rider in a Rush:
A young knight or traveler, wearing a plume of feathers, races down the street on horseback, calling for
the crowd to clear a path.
Choice: Step aside and let them pass, or shout a word of caution to avoid a collision.
Travel Event:
Come Across a City:
The adventurers are full of energy and drive as they come across a bustling city. There's a sense of
adventure and enthusiasm in the air. They can jump straight into the action or take time to explore the
city’s opportunities and hidden corners.
Camp Event:
Interrupted
Sleep is broken by the rush of adrenaline from dreams of pursuit or adventure. You wake, feeling a
sudden urge to go on a quest or take action.
Adventure Spark:
A charismatic knight with a burning desire for glory challenges you to a duel in the center of town. His
reputation as a fearless and daring adventurer precedes him, but his restless spirit may lead him to pursue
more than just a simple contest of strength.
Room Type:
Hunting Trophy Room:
The room is filled with the spoils of successful hunts—mounted animal heads, weapons, and trophies.
The air is thick with the scent of wood and leather. A young, fiery knight stands proudly, ready for the
next adventure, full of energy and determination.
Trap Type:
Swinging Blade Trap:
A series of blades swing out from concealed positions, striking with the same impulsiveness and energy as
the Knight of Wands charges forward without hesitation.
Enemy:
Thieves Guild Members
Thieves guild members rely on luck, stealth, and opportunism to navigate the criminal underworld, with
their fortunes constantly in flux.
                                                                                                         Combat:      2
                                                                                                         Skill:
         Queen of Wands
                                                                                                                      4
                         Backstory:
                         Commanding attention with fierce charisma and quiet strength, they held sway over allies
                         and adversaries alike. Beneath their confident exterior lay a mind constantly calculating the
Wands
        Quirks:
        Exudes confidence, sometimes to the point of arrogance.
        Has a habit of speaking like they’ve already succeeded, even when they haven’t.
        Loves being the center of attention, often performing or making a dramatic entrance.
        Frequently challenges others to prove their worth, just to see if they measure up.
        Will often "praise" others in a way that feels more like a subtle challenge.
        Has a way of making everything they do seem like the most important thing.
        Wants:
        To express their creativity and vision with confidence, inspiring others to follow their lead.
        The desire to maintain control of their destiny, navigating the world with grace and charisma.
        To create a warm, inviting environment that fosters passion, creativity, and collaboration.
        The need to be recognized for their strength and leadership, standing tall in any situation.
        To empower others, using their influence to support and encourage those around them.
        The longing to stay true to their passions, dedicating their energy to what they love most.
        Ability                                                   Item:
        Charismatic Aura                                          Enchanted Staff (A staff that can cast fire-based
        Your presence commands attention. For a short time,       spells or create a burst of heat to intimidate or
        you can influence others more easily, gaining the         attack enemies.)
        ability to persuade, inspire, or calm a group.
                                                                                                                      Contents:
Yes/No/Neutral:                   Yes                      Queen of Wands
Element    Fire                                                Ration:     Yes
Direction: South                                               Animal:     Panther
Color:     Red/Orange                                          Impression: Friendly
Tavern Quest:                                                  Room Encounter:
Escort (a powerful patron or noblewoman)                       Trap
                                                                                                                    Wands
Treasure:                                                      Location:
Ink, quill, and illuminated manuscript                         Herbalist’s Shop or Noblewoman’s Estate
Ration Spark:
Through negotiation and leadership, the party earns a generous share of preserved meats and fresh vegetables from
a wealthy estate — 1d6 rations.
Weather:
Sunny, Warm Day with a Breeze
The weather is vibrant and lively, reflecting confidence, charisma, and energy.
City Event:
A Woman Leading a Group of Workers
A confident woman strides through the market, leading a group of workers who seem to follow her every
direction with respect. She radiates charisma and control.
Choice: Greet her, or observe her from a distance, impressed by her presence.
Travel Event:
Come Across a Town
The town feels vibrant and alive, ruled by a strong and confident energy. The adventurers may find
themselves drawn into the town’s charismatic leadership or powerful social network. It’s a place where
charm, influence, and opportunity abound.
Camp Event:
Good Night’s Sleep
Sleep is warm and comforting, filled with dreams of power, charisma, and leadership. You wake feeling
confident and strong.
Adventure Spark:
A powerful sorceress resides in the heart of the kingdom, known for her charm, grace, and the fire of her
ambitions. She invites you to a private council, offering you a chance to be a part of her grand plan,
though it’s clear she expects you to be as passionate and driven as she is.
Room Type:
Drawing Room
The room is filled with sunlight and adorned with colorful flowers, soft seating, and an air of confident
elegance. The queen sits gracefully on a plush chair, her gaze warm but commanding, exuding charm,
influence, and strength.
Trap Type:
Fire Trap
A fierce burst of flame erupts from the ground, engulfing the adventurer, mirroring the passionate, fiery
energy of the Queen of Wands, who embodies confidence and power.
Enemy:
Witch Hunters
Witch hunters are skilled individuals who track and eliminate witches, using their knowledge of magic
and the occult to hunt their prey.
                                                                                                      Combat:         5
                                                                                                      Skill:
            King of Wands
                                                                                                                      2
                                                                          Weapon: Longbow
                                                                          Armor: Corselet
                         Backstory:
                         They led with fiery ambition and unshakable resolve, shaping the fate of their lands
                         through bold decisions and relentless will. Yet their crown weighed heavy, and enemies
Wands
        Quirks:
        Speaks in grand declarations, as if every word carries the weight of a kingdom.
        Is constantly surrounded by people, giving orders and expecting things to move quickly.
        Has an infectious charisma that makes others follow them without question—often even when they
        shouldn't.
        Will delegate tasks but refuses to get involved in the “mundane” details of execution.
        Always acts like they know exactly what they’re doing, even when they’re making it up as they go along.
        Has a habit of "leading from the front" but rarely stays around long enough to see the results of their
        actions.
        Wants:
        To lead with vision and authority, guiding others toward a shared goal with determination and purpose.
        The desire to create lasting impact, leaving a legacy of success and ambition.
        To take charge of their kingdom, whether in their personal life, business, or creative endeavors.
        The need to maintain control over their projects, ensuring everything aligns with their vision.
        To inspire loyalty and admiration, being a figure that others look up to for direction and strength.
        The longing for constant growth and achievement, never satisfied with just success but always aiming
        higher.
        Ability                                                  Item:
        Masterful Leadership                                     Inferno Crown (A crown that increases the
        You can assume a commanding role in any situation,       wearer’s fire-based abilities and charisma, making
        directing others with authority and gaining an           them a natural leader in fiery situations.
        advantage in group tasks or strategic planning.
                                                                                                                  Contents:
Yes/No/Neutral:                  Yes                       King of Wands
Element    Fire                                             Ration:     Yes
Direction: South                                            Animal:     Eagle
Color:     Red/Orange                                       Impression: Directly Hostile
Tavern Quest:                                               Room Encounter:
Kill (decisive action to secure power)                      Enemy
                                                                                                               Wands
Treasure:                                                   Location:
Ornate firestarter flint, gem-inlaid                        General’s Headquarters or War Council
Ration Spark:
The adventurers earn the favor of a fiery warlord who grants them access to his granaries and smoked meats —
1d6 rations
Weather:
Clear Skies with Powerful Winds
The weather is commanding, with a strong, guiding wind that symbolizes leadership and determination.
City Event:
A Charismatic Merchant Speaking to a Crowd
A well-dressed merchant with an extravagant demeanor stands on a platform, talking passionately to a
crowd about the benefits of a new product they’re selling.
Choice: Stop and listen to the pitch, or move past, uninterested in their sales tactics.
Travel Event:
Come Across a Village
The village is ruled by a bold and authoritative figure—someone who exudes power and vision. The
adventurers may either seek favor from the leader, or challenge them. The village is a place for grand
plans, actions, and decisive leadership.
Camp Event:
Good Night’s Sleep
Restful sleep filled with dreams of ambition, victory, and success. You wake with a clear mind and a
strong sense of purpose.
Adventure Spark:
A respected ruler of a distant kingdom seeks your counsel on a new initiative that could change the
course of history. Their drive and boldness are contagious, but you notice a hint of restlessness beneath
their confidence, as if they are pushing forward without considering the full consequences.
Room Type:
Great Hall
The large, grand hall feels like the heart of the manor. A tall, imposing figure stands at the center,
exuding authority and vision. The walls are adorned with symbols of leadership, and the room hums with
the energy of inspiration and powerful decisions.
Trap Type:
Rolling Boulder Trap
A massive boulder rolls down, threatening to crush everything in its path, symbolizing the King of
Wands' leadership and authority, as well as the dangerous consequences of overconfidence and unchecked
power.
Enemy:
Witch or Heretic
Witches or heretics practice forbidden magic or hold unorthodox beliefs, often living in isolation to
avoid persecution.
                                                                                                       Combat:       1
                                                                                                       Skill:
                Ace of Cups
                                                                                                                     3
                                                                         Weapon: Dagger
                                                                         Armor: Gambeson
                        Backstory:
                        At dawn, they stumbled upon a hidden spring deep in a forgotten forest, its waters
                        shimmering with a strange, otherworldly light. Drinking from it, they felt an overwhelming
                        rush of emotion—hope, sorrow, or joy—that changed something inside.
                        Lead: A scholar seeks this spring’s source, believing it to hold the key to healing a cursed
                        land. They offer cryptic clues about ancient rites tied to the waters’ power, inviting the
                        adventurer to follow.
       Quirks:
       Tends to cry at the smallest emotional moments, like watching a sunrise or hearing a kind word.
       Constantly daydreams about romantic or spiritual connections, often losing track of time.
       Speaks of deep, soulful experiences as if they’ve lived a thousand lifetimes.
       Has a habit of hugging people at inappropriate times, just to "share the love."
       Carries around a small, ornate cup and insists it’s filled with "unlimited potential."
       Is overly sentimental, always talking about past memories as if they are the key to true happiness.
       Wants:
       To experience a deep emotional awakening, to feel the rush of love, joy, and creativity.
       The desire for new beginnings in love, friendship, or personal fulfillment.
       To open up emotionally, allowing vulnerability and connection with others.
       The longing for peace and harmony within themselves, a sense of emotional wholeness.
       To nurture their intuition and spiritual well-being, embracing the flow of emotions.
       The need to be embraced and accepted by others, to create deep emotional bonds.
       Ability                                                     Item:
       Emotional Surge                                             Sacred Cup (A cup that, when filled with water,
       Channel raw emotion into a burst of healing or              restores a small amount of health or grants a
       soothing energy, restoring morale or calming allies in      temporary boost to one’s emotional fortitude.)
       distress.
                                                                                                                     Contents:
Yes/No/Neutral:                    Yes                           Ace of Cups
Element    Water                                             Ration:     Yes
Direction: West                                              Animal:     Dove
Color:     Blue/Silver                                       Impression: Helpful
Tavern Quest:                                                Room Encounter:
Fetch (sacred or heartfelt gift)                             Treasure
Treasure:                                                    Location:
Goblet of endless water (+1 Ration per week)                 Shrine or Small Chapel
Ration Spark:
The party receives a generous blessing of fresh spring water and honeyed bread from a grateful healer — 1d6
rations.
Weather:
                                                                                                              Cups
Gentle Rain
The weather is soft and nurturing, symbolizing emotional new beginnings and spiritual potential.
City Event:
Street Vendor Selling Refreshing Beverages:
A friendly vendor offers freshly squeezed juices and cool drinks in the heat of the day. Their smile is
infectious, and the refreshing drink seems to promise a moment of peace.
Choice: Buy a drink and strike up a conversation, or move on, saving your coin for something else.
Travel Event:
Nothing Happens:
The journey feels calm and emotionally balanced, with no major disruptions or events. It’s a time of
peaceful reflection or emotional healing. Adventurers can rest and connect with one another, sharing
stories or finding inner peace.
Camp Event:
Good Night’s Sleep
Dreams of emotional fulfillment and new beginnings. You wake feeling emotionally refreshed and
balanced.
Adventure Spark:
While traveling near a tranquil lake, a traveling monk offers you a chalice filled with a strange, glowing
liquid. He claims it is a drink of enlightenment that will open your heart and mind, allowing you to see
the world in a new way
Room Type:
Private Garden Room:
The adventurer steps into a serene, lush garden filled with blooming flowers and a peaceful fountain. The
air is fragrant with blossoms, and the soft trickling of water evokes a sense of new beginnings and
emotional renewal.
Trap Type:
Water Trap:
A hidden valve or trapdoor opens, flooding the room with water, symbolizing the overwhelming surge of
emotions and new beginnings that the Ace of Cups brings.
Enemy:
Witch Hunters
Witch hunters are skilled individuals who track and eliminate witches, using their knowledge of magic
and the occult to hunt their prey.
                                                                                                      Combat:      2
                                                                                                      Skill:
              Two of Cups
                                                                                                                   3
                                                                        Weapon: Rapier
                                                                        Armor: Tabard with Plate Inserts
                        Backstory:
                        During a quiet evening at a tavern, they shared a heartfelt conversation with a stranger. The
                        connection was instant and deep—a bond of trust or love. Yet when dawn broke, the
                        stranger vanished, leaving behind only a strange symbol carved into a wooden cup.
                        Lead: A note bearing the same symbol arrives, urging them to seek out a secret society
                        rumored to protect ancient pacts of friendship and loyalty.
       Quirks:
       Will pair up with anyone they meet, believing in the "perfect partnership" even in fleeting encounters.
       Constantly seeks out new friendships or relationships, often at the expense of their own independence.
       Uses overly romantic language in everyday situations, like calling a simple handshake “a union of souls.”
       Always has a partner for everything, from work tasks to recreational activities, and can’t do things alone.
       Tends to mirror the behaviors and speech patterns of those they’re close to, as if trying to bond on a deeper
       level.
       Constantly speaks of “soulmates” and tries to convince everyone they have found theirs.
       Wants:
       To build a strong, balanced partnership based on mutual love and respect.
       The desire to find true emotional connection, whether in a romantic or platonic relationship.
       To experience deep harmony and understanding with another person.
       The longing for unity, to feel as though they are perfectly in sync with someone they care about.
       To share their heart openly, exchanging love and emotions freely with another.
       To celebrate the merging of two souls, finding a sense of completeness in companionship.
       Ability                                                   Item:
       Bond                                                      Twin Goblets (Two matching goblets that allow
       Form a temporary emotional link with an ally. For a       two players to share a small boost of health or
       short time, you instinctively sense their thoughts or     power when drank together.)
       needs and can assist each other more effectively.
                                                                                                                   Contents:
Yes/No/Neutral:                    Yes                            Two of Cups
Element    Water                                               Ration:     Yes
Direction: West                                                Animal:     Lovebirds
Color:     Blue/Silver                                         Impression: Friendly
Tavern Quest:                                                  Room Encounter:
Escort (a bonding pair or a symbolic union)                    Nothing
Treasure:                                                      Location:
Armor Enchant Scroll - 1d6 to Skill Draws                      Inn or Tavern
Ration Spark:
After helping two feuding families reconcile, the group is invited to share a feast of roasted game and fresh fruits
— 1d6 rations.
Weather:
                                                                                                                       Cups
Light Showers with Rainbows
The weather is calm and romantic, with the promise of harmony, partnership, and emotional connection.
City Event:
A Couple Sharing a Moment:
A young couple sits on a bench, exchanging whispered words and holding hands, their eyes locked in a
deep, affectionate gaze.
Choice: Smile at the scene and move on, or sit nearby and observe the peaceful intimacy.
Travel Event:
Something Happens to Delay All Travel:
An emotional connection or bond is formed, but it causes a delay. This could be a deep conversation, a
new alliance, or a romantic entanglement. The adventurers might find themselves taking time to nurture
this new connection, leading to a pause in their travels.
Camp Event:
Good Night’s Sleep
A restful sleep, filled with dreams of love and harmonious relationships. You wake feeling a deep sense of
connection.
Adventure Spark:
At a masquerade ball, two strangers share a quiet moment in a secluded garden. They seem deeply in love,
but you notice that one of them holds something—perhaps a secret or a promise—that seems to keep
them from being truly open.
Room Type:
Bedchamber:
The room feels intimate and warm. Two chairs sit by a glowing hearth, while a soft, inviting bed
dominates the space. There’s an unspoken bond in the air, as if this room is meant for shared moments of
deep connection and harmony.
Trap Type:
Net Trap:
A net drops from the ceiling, ensnaring the adventurer and another, representing the bond, unity, and
partnership of the Two of Cups, but also the danger of entanglement.
Enemy:
Religious Zealots
Religious zealots are fervent followers of a faith, imposing their beliefs on others and using their
conviction to justify harsh actions.
                                                                                                       Combat:       1
                                                                                                       Skill:
            Three of Cups
                                                                                                                     3
                                                                        Weapon: Longsword
                                                                        Armor: Jack of Plates
                        Backstory:
                        They celebrated a hard-won victory with comrades in a candlelit hall, laughter ringing and
                        cups raised high. But amid the revelry, a whispered argument and a locked door hinted at
                        secrets soon to unravel.
                        Lead: An invitation to a second, more private gathering arrives, promising answers about
                        the whispered feud—and the true reason for their victory.
       Quirks:
       Always invites others to join their celebrations, even for the smallest victories.
       Constantly tries to gather a group of people, making sure no one feels left out.
       Will start singing or dancing spontaneously at social gatherings, trying to bring everyone together.
       Obsessed with “good times,” they always carry around party favors or celebratory trinkets.
       Overindulges in food or drink during celebrations, sometimes to excess.
       Cannot be alone for long, always seeking the next social event to participate in.
       Wants:
       To celebrate friendship and camaraderie, enjoying joyous gatherings and social bonds.
       The desire to share good times with others, experiencing collective joy and harmony.
       To connect with others on an emotional level, strengthening existing relationships and creating new ones.
       The longing for a sense of community, to feel supported and loved by those around them.
       To express gratitude and happiness in shared experiences, celebrating life’s victories together.
       To feel the warmth of mutual affection, surrounded by those who uplift and inspire them.
       Ability                                                    Item:
       Inspire Joy                                                Cask of Mead (A cask of refreshing drink that
       Lift the spirits of those around you. Allies regain        can restore energy and morale. Provides a
       courage and may reroll failed morale or charm-based        temporary social buff for allies.)
       rolls.
                                                                                                                   Contents:
Yes/No/Neutral:                   Yes                          Three of Cups
Element    Water                                               Ration:     Yes
Direction: West                                                Animal:     Finch
Color:     Blue/Silver                                         Impression: Friendly
Tavern Quest:                                                  Room Encounter:
Escort (joyful travel to celebration)                          Treasure
Treasure:                                                      Location:
Small keg of rare wine                                         Banquet Hall or Festival Hall
Ration Spark:
The adventurers join a local celebration and are gifted plenty of wine, cheese, and freshly baked bread — 1d6
rations.
                                                                                                                      Cups
Weather:
Clear Skies and Gentle Breeze
The weather is celebratory, with a refreshing breeze and clear skies, symbolizing friendship and joyful gatherings.
City Event:
A Celebration at the Tavern:
Laughter and cheers spill from the tavern as a group of friends celebrates something. The warmth of
camaraderie fills the air, and everyone seems to be in high spirits.
Choice: Join the celebration and raise a toast, or continue on your way, avoiding the noise.
Travel Event:
Weather Change – Re-draw:
The weather turns in a joyous way, lifting the spirits of the group. Perhaps the adventurers find
themselves caught in a light rain that becomes a refreshing shower, or a sudden breeze that brings new
hope. The group may take this moment to celebrate their journey so far or refresh their bonds.
Camp Event:
Good Night’s Sleep
Sleep is peaceful, filled with dreams of celebration, friendship, and joyous gatherings.
Adventure Spark:
A gathering of local artisans invites you to a celebration, where music and laughter fill the air. A toast is
raised in your honor, and it’s clear that this is a place where camaraderie and friendship are valued above
all else.
Room Type:
Solar:
The room is alive with joy and laughter. A small group of people sit around a large table, toasting and
celebrating together. The atmosphere is filled with camaraderie, warmth, and a sense of communal joy.
Trap Type:
Gas Trap:
A celebratory pop rings out as a hidden gas trap releases a cloud of sleep-inducing vapors, creating a sense
of false harmony and emotional high that quickly turns to danger.
Enemy:
Traveling Performers
Traveling performers entertain crowds with music, acrobatics, or magic, often moving from place to
place, seeking recognition and approval.
                                                                                                        Combat:       2
                                                                                                        Skill:
              Four of Cups
                                                                                                                      3
                                                                         Weapon: Javelin
                                                                         Armor: Pleated Vest
                        Backstory:
                        Sitting alone on a worn bench in the city square, they watched life pass by with a heavy
                        heart. Suddenly, a child offered a simple, beautifully carved cup, an unexpected gift stirring
                        forgotten hope and questions about what truly matters.
                        Lead: The child’s family is rumored to be connected to a long-lost relic—one said to hold
                        power over hearts and minds. Seeking it may rekindle their purpose.
       Quirks:
       Frequently looks bored or detached, as if nothing around them can capture their attention.
       Spends long hours staring into space, lost in their own thoughts or memories.
       Rejects gifts or offers from others, claiming they’ve “already seen it all.”
       Constantly complains that life is “too repetitive” but does little to change it.
       Keeps to themselves, avoiding group interactions even though they secretly crave connection.
       Overthinks everything, constantly second-guessing what they should feel or how to react.
       Wants:
       To break free from emotional stagnation and rediscover what truly brings them joy.
       The desire for deeper meaning and emotional fulfillment, feeling disconnected from the mundane.
       To be open to new emotional experiences and opportunities, escaping a cycle of dissatisfaction.
       The longing for a sense of emotional clarity and direction, unsure of what they need but feeling something
       is missing.
       To reconnect with their inner self, finding balance and peace in their emotional world.
       The need to recognize the gifts and love they already have, but struggling to appreciate them.
       Ability                                                    Item:
       Emotional Withdrawal                                       Disillusionment Draught (A bitter potion that
       You may withdraw from emotional or mental                  helps the user break out of emotional stagnation,
       manipulation, becoming immune to charm, fear, or           removing debuffs or confusion for a short time.)
       influence for a limited time.
                                                                                                                      Contents:
Yes/No/Neutral:                 Neutral                         Four of Cups
Element    Water                                              Ration:     No
Direction: West                                               Animal:     Toad
Color:     Blue/Silver                                        Impression: Indifferent
Tavern Quest:                                                 Room Encounter:
Deliver (reluctant recipient or soul-searching item)          Nothing
Treasure:                                                     Location:
Canteen of holy water                                         Meditation Garden or Quiet Courtyard
Ration Spark:
Though initially reluctant, the party accepts a humble offering of dried beans and water from a solitary hermit —
1d6 rations.
Weather:
Cloudy, Overcast Skies
                                                                                                                    Cups
The weather is dim and heavy, reflecting feelings of apathy, discontent, and emotional withdrawal.
City Event:
Someone Lost in Thought:
A person sits on the steps of a temple or building, their gaze distant, deep in thought. They seem to be
ignoring the world around them, perhaps burdened by something unseen.
Choice: Approach and offer a comforting word, or walk past, unsure of what’s troubling them.
Travel Event:
Fork in the Road. Possible delay if the path leads away from destination:
The adventurers face an emotional choice. They might feel discontent or detached about the paths ahead,
unsure of which one will fulfill their deeper desires. A moment of reflection may delay their journey as
they weigh their options.
Camp Event:
Interrupted
Sleep is disturbed by feelings of dissatisfaction or apathy. You wake, feeling emotionally drained or
disconnected from your surroundings.
Adventure Spark:
As you wander through a quiet courtyard, you are offered a drink by a kind stranger, but something about
the offer feels forced. You notice the stranger's gaze keeps drifting toward the building behind them,
hinting at something unspoken.
Room Type:
Sickroom:
The adventurer enters a dimly lit room where an individual sits by the window, gazing out with a distant
look. Several cups of water and potions sit untouched on a table, the room feeling heavy with
dissatisfaction or emotional withdrawal.
Trap Type:
Illusion Trap:
A deceptive vision or illusion appears in the adventurer's view, enticing them toward a false promise of
fulfillment, only to lead them to an empty or dangerous situation, much like the discontent of the Four of
Cups.
Enemy:
Assassins
Assassins are hired killers who execute those deemed enemies or threats by their employers, carrying out
their work with cold precision.
                                                                                                     Combat:     1
                                                                                                     Skill:
               Five of Cups
                                                                                                                 3
                                                                         Weapon: Flail
                                                                         Armor: Hauberk
                        Backstory:
                        At a rain-slicked crossroads, they found the shattered remains of a caravan—friends lost or
                        betrayed, goods stolen, and hope spilled like spilled wine. The weight of grief drove them
                        onward, but the trail was cold and dangerous.Lead:
                        A torn map piece is discovered in the wreckage, hinting at a hidden camp where the culprits
                        regroup—and where answers await.
       Quirks:
       Is often caught reminiscing about their past failures, making them seem melancholy or pessimistic.
       Tends to focus on what’s been lost or what went wrong, refusing to see the positives.
       Constantly talks about the “one that got away,” whether it’s a person, opportunity, or dream.
       Has a tendency to wallow in sadness, often overdramatizing their struggles.
       Holds onto old emotional wounds, rarely allowing themselves to heal.
       Often avoids new relationships or opportunities, feeling that they’re “better off alone.”
       Wants:
       To heal from emotional pain, loss, or disappointment, seeking closure and release.
       The desire to let go of regret or guilt, focusing on what can still be salvaged.
       To overcome grief, looking for the hope and potential that lies beneath sorrow.
       The longing for forgiveness, either from others or from themselves, to mend emotional wounds.
       To regain optimism after setbacks, shifting focus from loss to new opportunities.
       The need to process and release sadness, giving way to emotional recovery and renewal.
       Ability                                                  Item:
       Mourner’s Strength                                       Tear-Stained Handkerchief (A comforting cloth
       In loss, you find clarity. When something is taken       that, when used, grants clarity and removes
       from you, gain a bonus to your next action born from     sorrow or despair-based curses.)
       reflection or resolve.
                                                                                                                Contents:
Yes/No/Neutral:                   No                              Five of Cups
Element    Water                                              Ration:     No
Direction: West                                               Animal:     Raven
Color:     Blue/Silver                                        Impression: Indifferent
Tavern Quest:                                                 Room Encounter:
Explore (find what was lost)                                  Trap
Treasure:                                                     Location:
5 salted fish (+5 Rations)                                    Cemetery or Memorial Chapel
Ration Spark:
After comforting a grieving widow, the group is offered salted fish and hard bread as thanks — 1d6 rations.
Weather:
Rain with Thunder
                                                                                                              Cups
The weather is somber, with heavy rain and occasional thunder, mirroring loss, grief, and regret.
City Event:
A Person Mourning a Loss:
A figure stands by a fountain, tears streaking down their face as they mourn a loss. Their gaze is fixed on
the water, as if seeking solace in its depths.
Choice: Offer a kind word or gesture of comfort, or keep your distance, unsure of how to help.
Travel Event:
Rations are Lost Somehow:
The loss of rations weighs heavily on the adventurers. They might feel sorrow, frustration, or regret,
possibly leading to an emotional argument within the group. It’s a time of mourning what’s lost, but also
an opportunity to refocus and rebuild.
Camp Event:
Interrupted
The night is filled with sorrowful dreams. You wake from a sudden nightmare, overcome with grief or
regret, and struggle to shake the feeling.
Adventure Spark:
Near a quiet stream, you come upon an individual sitting alone, staring at the water with a melancholy
expression. They are grieving a recent loss, and their sorrow seems to be holding them back from moving
forward.
Room Type:
Tapestry Room:
The adventurer steps into a room filled with faded, sorrowful tapestries depicting battles lost and lovers
parted. There’s an air of mourning and regret, and a single spilled cup on the floor hints at something
once cherished now gone.
Trap Type:
Pitfall Trap:
The adventurer, distracted by grief or loss, steps into a concealed pit, symbolizing the emotional despair
and inability to see the positive that comes with the Five of Cups.
Enemy:
Rebel Leaders
Rebel leaders sacrifice their freedom and well-being in pursuit of overthrowing oppressive regimes, often
enduring hardship for their cause.
                                                                                                       Combat:        1
                                                                                                       Skill:
                  Six of Cups
                                                                                                                      3
                                                                        Weapon: Mace
                                                                        Armor: Plackart
                        Backstory:
                        Returning to a childhood village for the first time in years, they walked familiar streets now
                        tinged with shadow. An old friend’s home stood abandoned, and rumors whispered of a
                        vanished family heirloom tied to ancient promises.
                        Lead: A faded letter from their youth surfaces, pointing toward a forgotten shrine said to
                        grant solace or ruin, depending on who claims it.
       Quirks:
       Obsessed with childhood memories, constantly bringing them up in conversation.
       Frequently revisits old places or old haunts, seeking the comfort of nostalgia.
       Gives gifts or keepsakes to others from their own past, trying to pass on their “sweet memories.”
       Often has “fond recollections” of simpler times, even when they were younger and less happy.
       Constantly repeats the phrase “back in the day” or “when I was your age.”
       Keeps old trinkets, toys, or relics from their past, claiming they hold sentimental value.
       Wants:
       To reconnect with past memories or childhood innocence, seeking nostalgia or comfort.
       The desire to experience the warmth and simplicity of past emotional experiences.
       To rekindle old relationships or reconnect with loved ones from the past.
       The longing for harmony and joy from simpler times, seeking emotional comfort and familiarity.
       To embrace feelings of generosity and emotional exchange, sharing love with others.
       The need to find emotional healing by revisiting past experiences or rediscovering lost connections.
       Ability                                                    Item:
       Nostalgic Clarity                                          Antique Music Box (Plays a nostalgic tune that
       A memory surfaces at the right moment, granting            can calm the mind, granting a boost to defense or
       insight into a current problem or reminding you of a       helping to heal mental fatigue.)
       forgotten piece of knowledge.
                                                                                                                   Contents:
Yes/No/Neutral:                  Yes                              Six of Cups
Element    Water                                             Ration:     Yes
Direction: West                                              Animal:     Lamb
Color:     Blue/Silver                                       Impression: Friendly
Tavern Quest:                                                Room Encounter:
Deliver (reconnection or nostalgic return)                   Treasure
Treasure:                                                    Location:
6 apples in a woven basket (+3 Rations)                      Orphanage or Children’s Shelter
Ration Spark:
The adventurers find an old friend who shares a stash of preserved fruits and nuts — 1d6 rations.
Weather:
Mild Weather with Sunshine
                                                                                                            Cups
The weather is warm and nostalgic, with the feeling of pleasant memories and emotional harmony.
City Event:
A Family Reconnecting:
A family meets in the square, exchanging warm embraces and laughs, sharing stories from the past. You
overhear them talking about childhood memories.
Choice: Smile at the reunion and walk on, or ask them about their memories, feeling nostalgic yourself.
Travel Event:
Group of NPC Cultists Gathered Doing Something:
The adventurers encounter a group of cultists whose actions evoke nostalgia or a longing for simpler
times. Perhaps the cultists are performing a ritual that reminds the adventurers of their past or a lost
connection. They might find comfort or discomfort in this encounter, depending on their past.
Camp Event:
Good Night’s Sleep
Sleep is calm, filled with nostalgic dreams of the past and warm memories. You wake feeling emotionally
restored.
Adventure Spark:
A dusty, old shopkeeper greets you with a familiar smile. They offer you a trinket from your childhood—
something you’d long forgotten. The item is tied to a memory, one you haven’t thought of in years.
Room Type:
Nursery:
The room smells faintly of baby powder and lavender. Cradles, soft toys, and old keepsakes line the
shelves, evoking a sense of nostalgia and past memories. The atmosphere feels full of innocence and
youthful joy.
Trap Type:
Swinging Blade Trap:
A blade swings down as the adventurer steps into a nostalgic, seemingly safe space, symbolizing how
memories or the past can still carry sharp and dangerous consequences.
Enemy:
Gladiators or Pit Fighters
Gladiators and pit fighters seek fame and fortune by fighting in public arenas, showcasing their strength
and skill for the entertainment of others.
                                                                                                        Combat:          1
                                                                                                        Skill:
             Seven of Cups
                                                                                                                         3
                                                                          Weapon: Claymore
                                                                          Armor: Leather Brigandine
                        Backstory:
                        In a crowded marketplace, they were offered seven mysterious cups, each filled with a
                        different glowing liquid—visions of glory, love, power, or doom flickering in their depths.
                        Choosing wisely was the only way to avoid a deadly fate.
                        Lead: A traveling merchant claims to possess a key that reveals which cup holds truth, but
                        only if the adventurer is willing to risk everything to find it.
       Quirks:
       Constantly gets lost in daydreams, imagining a thousand possible realities.
       Frequently switches between projects or ideas, never fully committing to one.
       Often finds themselves overwhelmed by options, making even the simplest decisions feel monumental.
       Talks about their “dream life” as if it’s just around the corner, even if it’s unrealistic.
       Has an ongoing list of “what ifs,” constantly imagining how their life could be different.
       Puts far too much stock in illusions or promises that others have made, often leading to disappointment.
       Wants:
       To explore possibilities and choose a path that will fulfill their emotional desires.
       The desire to escape from reality through fantasy, dreams, or idealized scenarios.
       To break free from illusions or distractions, focusing on what truly brings emotional satisfaction.
       The longing to realize their dreams, to turn their emotional visions into tangible reality.
       To make decisions that align with their inner desires, avoiding confusion or emotional overwhelm.
       The need to discern between illusion and reality, seeking clarity in the face of tempting but uncertain
       options.
       Ability                                                     Item:
       Dream Sight                                                 Illusion Crystal (A small, glowing crystal that can
       Glimpse into illusions or possibilities. You may see        cast an illusion to confuse enemies or reveal
       the truth behind one falsehood, illusion, or disguised      hidden secrets.)
       individual or object.
                                                                                                                     Contents:
Yes/No/Neutral:                    No                           Seven of Cups
Element    Water                                               Ration:     No
Direction: West                                                Animal:     Chameleon
Color:     Blue/Silver                                         Impression: Indifferent
Tavern Quest:                                                  Room Encounter:
Explore (temptation, illusion, choice)                         Trap
Treasure:                                                      Location:
7 mismatched potions (identify later)                          Gambling Den or Illusionist’s Hall
Ration Spark:
The party’s choices lead them to a garden with assorted herbs and berries — 1d6 rations.
Weather:
Misty Rain
The weather is surreal and disorienting, with misty rain that blurs your perception, reflecting illusion, confusion,
                                                                                                                       Cups
and choices.
City Event:
A Person Lost in Daydreams:
You encounter a person staring off into the distance, their eyes glazed over as they imagine a life far
beyond the city. There are faint whispers of dreams and desires in the air.
Choice: Gently bring them back to reality, or leave them to their daydreams, recognizing their need for
escape.
Travel Event:
Roadblock. Small group demanding payment:
A decision must be made: should the adventurers pay the toll or find another way around? The roadblock
presents an illusion of choices, each one carrying emotional weight. The adventurers can be swayed by
temptation or struggle to make a decision based on emotional values.
Camp Event:
Decent Night’s Sleep
Dreams are surreal, filled with too many options or illusions. You wake feeling confused, unsure of what
is real.
Adventure Spark:
On a foggy evening, you enter a mysterious shop full of colorful bottles and strange concoctions. The
shopkeeper, a grinning old woman, offers you a selection of potions, each promising to fulfill a different
desire or fantasy.
Room Type:
Alchemy Room:
The room is filled with mysterious, bubbling vials, each containing a different colored liquid. Shelves line
the walls, each jar containing something enigmatic—illusions, fantasies, and choices that feel impossible
to discern.
Trap Type:
Illusion Trap:
The adventurer is caught in a hall of mirrors or a shifting maze, with multiple paths leading to nowhere,
symbolizing the overwhelming choices and illusions of the Seven of Cups.
Enemy:
Pirates
Pirates are lawless individuals who live by violence and theft, seeking treasure on the high seas while
constantly flirting with death.
                                                                                                       Combat:         1
                                                                                                       Skill:
             Eight of Cups
                                                                                                                       3
                                                                         Weapon: Pike
                                                                         Armor: Plated Surcoat
                        Backstory:
                        Under a stormy sky, they abandoned a life of comfort and certainty—leaving behind a
                        burning hearth, whispered promises, and familiar faces—to seek meaning where the horizon
                        blurs with the unknown.
                        Lead: A stranger’s tale of a distant sanctuary reached by perilous paths offers hope for peace
                        —or the danger of confronting what they fled.
       Quirks:
       Has a tendency to walk away from things or people, convinced that something better awaits them.
       Constantly talks about “starting over” or moving on from things that no longer serve them.
       Will leave a project or relationship behind without a clear reason, always searching for something new.
       Refuses to stay in “unfulfilling” situations, but never seems to find what they’re looking for.
       Feels like they need to “abandon” their past to find true happiness, even if they’re not sure what that looks
       like.
       Will leave places abruptly, often making dramatic exits as if they’ve found “something better.”
       Wants:
       To leave behind what no longer serves them, seeking emotional fulfillment in new directions.
       The desire to move on from an unfulfilling situation, whether in love, work, or personal growth.
       To follow their inner voice and embark on a journey of emotional discovery and renewal.
       The longing for deeper emotional satisfaction, choosing the unknown over the comfort of the past.
       To escape emotional monotony and seek a more meaningful, fulfilling experience.
       The need to abandon something they’ve outgrown, even if it means leaving behind people or places they
       care about.
       Ability                                                     Item:
       Walk Away                                                   Walking Stick (A sturdy stick used to support
       Leave behind something weighing you down. You can           one’s journey. Grants enhanced travel speed or
       abandon a lingering condition, obsession, or unhealthy      stability on difficult terrain.) -1 Travel Day
       bond to gain a clear mind.
                                                                                                                       Contents:
Yes/No/Neutral:                   Yes                         Eight of Cups
Element    Water                                             Ration:     Yes
Direction: West                                              Animal:     Crane
Color:     Blue/Silver                                       Impression: Indifferent
Tavern Quest:                                                Room Encounter:
Explore (leave behind and journey ahead)                     Nothing
Treasure:                                                    Location:
Weapon Enchant Scroll - 1d6 to Combat Draws                  Abandoned Chapel or Empty Shrine
Ration Spark:
After leaving a troubled town, the group is gifted dried meats and fresh water from grateful travelers — 1d6
rations.
Weather:
                                                                                                                  Cups
Strong Winds and Clouds
The weather is restless, with winds that symbolize departure, emotional withdrawal, and the search for meaning.
City Event:
Someone Leaving the City:
A person gathers their belongings and walks toward the city gate, looking back with a mixture of sadness
and resolve. They’re leaving everything behind.
Choice: Stop and ask why they’re leaving, or let them go without interference, respecting their journey.
Travel Event:
Path is Damaged or Blocked:
The path is blocked, but the adventurers may feel a deep emotional need to move forward. The blockage
forces them to leave something behind, perhaps a physical or emotional burden. This event challenges the
adventurers to detach from what no longer serves them, clearing the way for a new direction.
Camp Event:
Interrupted
The sleep is disturbed by feelings of abandonment or emotional loss. You wake feeling unsettled, as if
something has been left behind.
Adventure Spark:
You discover a traveler sitting beside an abandoned campsite, looking off into the distance. Their pack
lies beside them, half-packed. They speak of a journey they are leaving behind, in search of something
more meaningful, but unsure of where to go next.
Room Type:
Chapel:
A dimly lit room filled with flickering candles and stained glass windows. There’s a sense of leaving
something behind—an altar stands with abandoned offerings, while a figure walks out the door, leaving
the past behind in search of deeper meaning.
Trap Type:
Whip Trap:
A hidden whip mechanism lashes out at the adventurer as they turn to walk away from something,
symbolizing the struggle to move on from the past or walk away from an emotional attachment.
Enemy:
Slave Traders
Slave traders sell individuals into servitude, promising security or stability while exploiting their lives for
profit.
                                                                                                        Combat:       2
                                                                                                        Skill:
             Nine of Cups
                                                                                                                      3
                        Backstory:
                        They sat by a roaring fire, surrounded by trinkets and tokens of past successes, savoring a
                        rare moment of satisfaction. But the flickering flames cast shadows of doubt—was this
                        happiness fleeting, or the calm before a storm?
                        Lead: A mysterious visitor appears with news of a rival claiming credit for their deeds,
                        threatening to undo everything they’ve built.
       Quirks:
       Constantly brags about their successes or achievements, sometimes overstating their accomplishments.
       Has a habit of flaunting what they have, whether it’s wealth, love, or material possessions.
       Feels the need to remind everyone how satisfied they are with their life, even when it’s uncalled for.
       Loves indulging in their pleasures and often seeks more of what makes them feel good.
       Feels like they deserve special treatment and expects others to recognize their greatness.
       Tends to sit back and enjoy life, often content but without considering how it affects others.
       Wants:
       To experience contentment and emotional fulfillment, feeling like their desires have been met.
       The desire to indulge in life’s pleasures, basking in emotional satisfaction and luxury.
       To feel that they have achieved their emotional goals, living a life of happiness and peace.
       The longing to enjoy life’s rewards after working hard for emotional fulfillment.
       To find joy and gratitude in what they have, feeling at peace with their current state.
       The need to recognize their emotional success, knowing that their happiness comes from within.
       Ability                                                     Item:
       Wishful Manifestation                                       Golden Chalice (A chalice filled with divine
       Your strong desire momentarily influences fate. You         liquid that restores health and provides a small
       may redraw one failed attempt at something you truly        bonus to one’s charisma for a short duration.)
       wish to succeed.
                                                                                                                      Contents:
Yes/No/Neutral:                    Yes                           Nine of Cups
Element    Water                                               Ration:     Yes
Direction: West                                                Animal:     Peacock
Color:     Blue/Silver                                         Impression: Friendly
Tavern Quest:                                                  Room Encounter:
Fetch (secure a personal desire or wish)                       Treasure
Treasure:                                                      Location:
Ornate feast platter (+3 Rations)                              Bathhouse or Pleasure House
Ration Spark:
Having granted a heartfelt wish to a village elder, the adventurers receive a bounty of roasted meats, cheese, and
bread — 1d6 rations.
Weather:
Clear Skies with Gentle Breeze
                                                                                                                     Cups
The weather is calm and content, reflecting emotional fulfillment and satisfaction.
City Event:
A Person Enjoying Their Success:
A local merchant or well-known figure sits at a café, sipping their drink contentedly. Their face exudes
satisfaction, and they seem to be at peace with where they are in life.
Choice: Join them and offer congratulations, or pass by, appreciating their quiet success from afar
Travel Event:
A Group of Workers Hauling a Load of Goods Traveling to the Nearest Market:
The adventurers come across a group of workers who seem content with their task. There’s a sense of
satisfaction in the air as the workers take pride in their journey. The adventurers might feel an emotional
connection to the group’s contentment or offer assistance, perhaps gaining some good fortune or
camaraderie.
Camp Event:
Good Night’s Sleep
Sleep is peaceful, with dreams of contentment and emotional satisfaction. You wake feeling fulfilled and
at ease.
Adventure Spark:
A wealthy merchant invites you into their lavish home, where you are greeted with a feast. The merchant
proudly tells you that they have achieved all they ever desired, and now their only wish is to share it with
others.
Room Type:
Drawing Room:
The room is plush and inviting, with rich, velvet drapes and a warm fire crackling in the hearth. On the
table rests a full, golden goblet. The room feels peaceful and content, the very embodiment of emotional
fulfillment and luxury.
Trap Type:
Magnetic Trap:
A powerful magnetic force pulls the adventurer's metallic belongings toward a central point, embodying
the seductive allure and material satisfaction of the Nine of Cups, but also the dangerous temptation of
indulgence.
Enemy:
Smugglers
Smugglers operate in secrecy, transporting goods or people illegally under the cover of darkness, avoiding
detection by authorities.
                                                                                                     Combat:       1
                                                                                                     Skill:
               Ten of Cups
                                                                                                                   4
                                                                        Weapon: Longbow
                                                                        Armor: Cuirass
                        Backstory:
                        They attended a joyous wedding, where vows were exchanged beneath blossoming arches.
                        Yet a furtive glance and a dropped ring revealed tensions simmering beneath the celebration
                        —a secret that could unravel the union.
                        Lead: A whispered confession from a servant urges them to uncover who truly benefits from
                        the bride’s disappearance before it’s too late.
       Quirks:
       Talks about "perfect happiness" in almost utopian terms, rarely considering the imperfections of life.
       Constantly arranges family gatherings or events, trying to create a “picture-perfect” environment.
       Believes that happiness comes from “complete unity,” and will go to great lengths to maintain harmony.
       Loves to speak of future happiness, often imagining the “ideal life” they plan to live.
       Spends too much time focused on external validation, seeking approval from loved ones and friends.
       Feels a constant need to ensure everyone around them is happy, even at the expense of their own well-being.
       Wants:
       To experience ultimate emotional harmony, peace, and fulfillment within their family or relationships.
       The desire for long-term happiness, building a secure and loving emotional foundation.
       To find emotional balance and happiness in all aspects of their life, feeling complete and whole.
       The longing for lasting contentment, knowing that their relationships are secure and nurturing.
       To achieve a sense of belonging and emotional support, where love and understanding flow freely.
       The need to build a legacy of happiness and emotional wealth, passing on joy and love to future generations.
       Ability                                                    Item:
       Sanctuary                                                  Family Pendant (A family heirloom that boosts
       Create a temporary aura of peace and comfort. Allies       protection and emotional connection to allies,
       within gain resistance to fear, pain, or emotional         granting them a small shield when worn.)
       disruption.
                                                                                                                   Contents:
Yes/No/Neutral:                   Yes                            Ten of Cups
Element    Water                                              Ration:     Yes
Direction: West                                               Animal:     Rabbit
Color:     Blue/Silver                                        Impression: Friendly
Tavern Quest:                                                 Room Encounter:
Escort (protect family or community)                          Treasure
Treasure:                                                     Location:
10 Gold coins                                                 Nobles’ Banquet Hall or Manor
Ration Spark:
The group helps host a joyful wedding feast, where they share in an abundance of food and wine — 1d6 rations.
Weather:
Perfect Day with Sunshine
The weather is idyllic, with clear skies and beautiful sunlight, symbolizing emotional harmony and fulfillment.
                                                                                                                  Cups
City Event:
A Happy Family Picnic:
A family enjoys a lovely picnic by a river, their laughter filling the air. Children run around, and the
couple at the center shares a loving glance. The scene is filled with warmth and love.
Choice: Watch the idyllic moment with a smile, or offer to share the meal with them, drawn to the
warmth of the scene.
Travel Event:
NPCs Transporting or Escorting Captives:
The adventurers encounter a group transporting captives, but there’s a strong sense of emotional
fulfillment among the captives or the captors. Maybe the captives are family members, or perhaps there’s
an emotional story of reconciliation at play. The adventurers can choose to intervene emotionally or act
in a way that aligns with their own sense of family, duty, or justice.
Camp Event:
Good Night’s Sleep
A perfect, serene sleep. Dreams of family, joy, and long-lasting happiness fill your mind, and you wake
feeling truly blessed.
Adventure Spark:
A peaceful family celebrates the birth of a child under the moonlit sky. Their joy is contagious, and you
feel a deep sense of contentment and belonging as you are welcomed into their circle of happiness.
Room Type:
Banquet Hall:
The hall is filled with laughter, music, and merriment. Long tables are stacked high with platters of food
and wine. There’s a sense of emotional completeness in the room, as if all the people present are united in
joy and contentment.
Trap Type:
Pressure Plate Trap:
The adventurer, lost in a moment of familial joy or emotional satisfaction, accidentally triggers a pressure
plate that releases a flood of water, symbolizing how fleeting happiness can suddenly shift to emotional
overwhelm.
Enemy:
Court Spies
Court spies gather intelligence and manipulate political factions, walking a tightrope between loyalty and
betrayal.
                                                                                                          Combat:        2
                                                                                                          Skill:
              Page of Cups
                                                                                                                         4
                                                                          Weapon: Rapier
                                                                          Armor: Corselet
                        Backstory:
                        They awoke from a vivid dream of a singing bird carrying a tiny cup, its song a haunting
                        melody filled with riddles. Upon waking, a small, ornate cup appeared on their windowsill
                        —a gift or a warning.
                        Lead: An eccentric bard offers to decode the song’s meaning, but only if the adventurer
                        agrees to join a quest that may change their fate.
       Quirks:
       Frequently gets lost in daydreams about love or mystical experiences, often staring off into the distance.
       Has a habit of giving overly emotional or sentimental gifts that don’t make sense to others.
       Tends to be overly naive about people’s intentions, often falling for the first nice thing someone says.
       Expresses feelings in a very dramatic and childlike manner, even in serious situations.
       Constantly writes poetry, songs, or sketches to express their emotions, even if it’s just for themselves.
       Always speaks in vague, romantic terms, as if everything has a deeper meaning or connection.
       Wants:
       To embrace their emotional depth, to discover and understand their inner feelings.
       The desire to express themselves artistically, using emotions as a source of creativity.
       To explore the world of relationships, seeking out new emotional connections and experiences.
       The longing to understand the mysterious and intuitive side of life, trusting their instincts.
       To be recognized for their emotional sensitivity and empathy, connecting with others on a deeper level.
       The need to stay open to love, without letting past experiences cloud their ability to connect with others.
       Ability                                                     Item:
       Open Heart                                                  Seashell Flask (A flask filled with enchanted
       Tune into others’ feelings. You can sense strong            water that grants a slight healing effect or clears
       emotions nearby, including deceit, affection, sorrow, or    minor ailments.)
       danger driven by feeling.
                                                                                                                         Contents:
Yes/No/Neutral:                  Yes                           Page of Cups
Element    Water                                             Ration:     Yes
Direction: West                                              Animal:     Fawn
Color:     Blue/Silver                                       Impression: Friendly
Tavern Quest:                                                Room Encounter:
Deliver (a message of love or prophecy)                      Treasure
Treasure:                                                    Location:
Love letter from a noble                                     Artists’ Guildhall or Poetry House
Ration Spark:
A young messenger brings news along with a basket of fresh eggs and cheese — 1d6 rations.
Weather:
Drizzling Rain with Sunlight
                                                                                                            Cups
The weather is gentle and whimsical, symbolizing creativity, emotional openness, and youthful energy.
City Event:
A Young Person with a Newfound Passion
A young person, full of energy and curiosity, rushes through the market, holding a freshly painted canvas
or a new musical instrument. They’re eager to show someone their latest creation.
Choice: Stop and admire their enthusiasm, or continue on, recalling the youthful passion you once had.
Travel Event:
Group of Enemy NPCs Patrolling. Caution, Highly Aggressive
A new, emotionally charged enemy patrol crosses the adventurers’ path. The Page of Cups brings
sensitivity and a youthful energy to the situation. The group may be aggressive, but there could be room
for diplomacy, empathy, or emotional appeal to avoid confrontation.
Camp Event:
Good Night’s Sleep
Sleep is filled with vivid, imaginative dreams of new beginnings and emotional discovery. You wake with
a sense of youthful energy and creativity.
Adventure Spark:
A young artist approaches you with a sketchbook in hand, offering to show you their latest work. Their
passion for their craft is evident, and they speak of a vision they hope to bring to life—one that could
change everything.
Room Type:
Artist’s Studio
The room is bathed in soft light, with paints, brushes, and canvases scattered across the floor. The air
smells of fresh oil paint, and an unfinished portrait of a loved one sits on an easel. There’s an aura of
creative innocence and emotional exploration.
Trap Type:
Magic Rune Trap
A curious adventurer is drawn to a glowing, mysterious rune that suddenly unleashes a burst of water or
an emotional spell, symbolizing the Page’s youthful curiosity and emotional volatility.
Enemy:
Witch or Heretic
Witches or heretics practice forbidden magic or hold unorthodox beliefs, often living in isolation to
avoid persecution.
                                                                                                      Combat:        2
                                                                                                      Skill:
           Knight of Cups
                                                                                                                     3
                                                                        Weapon: Dagger
                                                                        Armor: Jack of Plates
                        Backstory:
                        They galloped through moonlit forests, chasing after a phantom cause—a lost lover, a
                        forgotten promise, or a whispered legend. Their quest was fueled by passion but shadowed
                        by danger at every turn.
                        Lead: A torn letter found in the saddlebag hints at a secret meeting where their pursuit may
                        finally come to light—or end in betrayal.
       Quirks:
       Is constantly pursuing “the next great love story” and believes every romantic encounter is fate.
       Frequently makes grand gestures or over-the-top romantic declarations, often to people who barely know
       them.
       Always seems to be chasing some idealistic vision of love or beauty, even if it’s unrealistic.
       Tends to be unpredictable in relationships, moving from one intense emotion to the next.
       Is a hopeless romantic, often planning elaborate dates or surprise gifts that are more fantasy than reality.
       Will throw themselves into causes or projects with the same passion they have for romance, believing it will
       change their life.
       Wants:
       To pursue their dreams and passions, following their heart in search of emotional fulfillment.
       The desire to offer love and affection, sweeping others off their feet with romantic gestures.
       To be seen as a romantic figure, someone who brings joy and love to those around them.
       The longing for idealism and beauty, yearning for a world where everything aligns with their emotional
       values.
       To embark on a journey of emotional discovery, seeking the perfect connection or relationship.
       The need to share their heart with others, pouring their feelings into meaningful connections.
       Ability                                                    Item:
       Gallant Gesture                                            Rose of Passion (A flower that grants the wearer
       Make a bold emotional offer or expression. If              a charm or influence over others, improving
       accepted, it immediately improves your relationship or     persuasive abilities or leadership.)
       influence with the recipient.
                                                                                                                     Contents:
Yes/No/Neutral:                  Yes                       Knight of Cups
Element    Water                                             Ration:     Yes
Direction: West                                              Animal:     Swan
Color:     Blue/Silver                                       Impression: Friendly
Tavern Quest:                                                Room Encounter:
Escort (romantic or visionary quest)                         Enemy
Treasure:                                                    Location:
Messenger’s satchel                                          Minstrel’s Lodge or Traveling Bard’s Inn
Ration Spark:
The party escorts a noble’s envoy and is rewarded with wine and spiced cakes — 1d6 rations.
Weather:
Soft Evening Rain
The weather is romantic and dreamy, with soft rain and a peaceful atmosphere, reflecting emotional pursuits and
                                                                                                                  Cups
dreams.
City Event:
A Romantic Gesture in the Streets
A knight, dressed in ornate armor, presents a beautiful flower to a person in the crowd, their face
beaming with romantic intent. The gesture is dramatic, but genuine.
Choice: Watch the display of affection, or approach and congratulate the knight for their boldness.
Travel Event:
Come Across a City:
The adventurers come across a city full of romantic ideals, artistic expression, or emotional appeal. They
may find themselves drawn to the city’s allure and charm, feeling inspired or captivated by its beauty.
The adventurers can choose to engage with the city’s more emotional or artistic side, or explore its
hidden, more complex layers.
Camp Event:
Decent Night’s Sleep
Sleep is filled with dreams of visions of romance, adventure, and emotional pursuits. You wake
occasionally, feeling the pull of your desires, but are able to drift back to sleep, though the longing
remains.
Adventure Spark:
A noble knight, dressed in fine armor, comes to your aid in a time of need. However, there’s a sadness in
their eyes, a longing for something they cannot name. They speak of a quest to find something that will
bring peace to their heart.
Room Type:
Study:
The room feels quiet and contemplative, with leather-bound books stacked neatly on shelves. A knight,
dressed in armor but holding a cup instead of a sword, sits at a desk writing a letter, lost in thoughts of
love, romance, and adventure.
Trap Type:
Poison Dart Trap:
The Knight of Cups charges in with romantic idealism, only to trigger a poison dart trap hidden in the
walls, representing how their emotional pursuit can sometimes lead to danger or deceit.
Enemy:
Noble Tyrants
Noble tyrants maintain control over their subjects through fear, corruption, and manipulation, ensuring
their grip on power through coercion.
                                                                                                         Combat:        2
                                                                                                         Skill:
           Queen of Cups
                                                                                                                        4
                                                                           Weapon: Longsword
                                                                           Armor: Leather Brigandine
                        Backstory:
                        In a dimly lit chamber filled with herbs and water-filled crystals, they tended to the sick
                        and weary, drawing strength from their empathy and intuition. But a vision revealed a
                        growing darkness threatening those they cared for most.
                        Lead: A desperate plea arrives from a distant village, claiming the Queen’s unique talents
                        can stave off a creeping curse—but only if she dares to leave her sanctuary.
                                                                                                               Cups
healing.
City Event:
A Kind Soul Offering Comfort:
A woman stands outside a small herbal shop, offering comfort to a child who’s scraped their knee. Her
words are gentle, and her hands are warm as she helps the child heal.
Choice: Observe her nurturing nature, or ask if she can help with a personal issue of your own.
Travel Event:
Come Across a Town:
The town is filled with nurturing, healing energy. The adventurers may encounter a figure who embodies
compassion and emotional wisdom, offering guidance or care. There’s a sense of tranquility and support
here. The adventurers might choose to rest and recharge, or learn something deeply emotional from the
townspeople.
Camp Event:
Good Night’s Sleep
A restful sleep filled with dreams of deep emotional wisdom and intuitive guidance. You wake feeling
emotionally centered and in tune with your feelings.
Adventure Spark:
A wise and nurturing healer invites you to her quiet cottage by the sea. She offers a potion that promises
to heal your deepest wounds, but it requires you to share your most private sorrow with her first.
Room Type:
Sitting Room:
The room is soft and inviting, with plush armchairs surrounding a low table. A delicate scent of jasmine
fills the air, and a large, ornate cup sits on the table. The queen of the room exudes wisdom, nurturing
warmth, and deep emotional insight.
Trap Type:
Gas Trap:
A cloud of fragrant but toxic gas fills the room, symbolizing the Queen of Cups' deep emotional
connection and the danger of being overwhelmed by emotions, especially when they are not carefully
managed.
Enemy:
Religious Zealots
Religious zealots are fervent followers of a faith, imposing their beliefs on others and using their
conviction to justify harsh actions.
                                                                                                       Combat:        2
                                                                                                       Skill:
              King of Cups
                                                                                                                      5
                                                                         Weapon: Flail
                                                                         Armor: Plackart
                        Backstory:
                        They held court by the sea, calm and measured, resolving disputes with a steady hand. Yet
                        beneath the surface, a tempest brewed—political schemes and personal betrayals threatened
                        to drown the peace they fought so hard to maintain.
                        Lead: A secret message washed ashore in a bottle warns of an imminent coup, implicating
                        trusted allies and forcing the King to choose between mercy and justice.
                                                                                                              Cups
The weather is peaceful, balanced, and controlled, symbolizing emotional stability and wisdom.
City Event:
A Calm Figure in a Difficult Situation:
A man with a serene expression calmly mediates a heated conversation between two arguing townsfolk.
His voice is steady, and he seems to have a calming influence on the situation.
Choice: Watch the calm resolution unfold, or step in to offer your own perspective.
Travel Event:
Come Across a Village:
The village is ruled by a calm, emotionally balanced leader. The adventurers can either seek wisdom from
this leader, who may provide guidance or a sense of emotional stability, or they could challenge the calm
authority in search of deeper truths. This village offers peace but hides complexities beneath the surface.
Camp Event:
Good Night’s Sleep
Sleep is calm and serene, filled with dreams of emotional mastery and balance. You wake with a sense of
peace, control, and emotional strength.
Adventure Spark:
A seasoned ruler known for his wisdom and emotional stability welcomes you into his court. His advice
has guided many through turbulent times, but there is something personal and vulnerable in the way he
speaks to you, as though he’s searching for something himself.
Room Type:
Throne Room:
The grand room is filled with heavy drapes and a large throne, covered with a cushion. The king sits
upon the throne with a calm, composed demeanor, holding a cup. The air is filled with a sense of
emotional balance, authority, and wisdom, ruling with both heart and mind.
Trap Type:
Water Trap:
A hidden mechanism releases a controlled but powerful flow of water, symbolizing the King of Cups'
ability to regulate emotions, yet also the danger of emotional forces that cannot be easily contained.
Enemy:
Thieves Guild Members
Thieves guild members rely on luck, stealth, and opportunism to navigate the criminal underworld, with
their fortunes constantly in flux.
                                                                                                          Combat:     3
                                                                                                          Skill:
              Ace of Swords
                                                                                                                      3
                                                                           Weapon: Longsword
                                                                           Armor: Plackart
                          Backstory:
                          At the break of a stormy dawn, they found an ancient sword embedded in a stone, its blade
                          gleaming despite centuries of neglect. Drawing it summoned visions of a forgotten war and
                          a looming threat rising once more.
                          Lead: A cryptic prophecy warns that the sword’s true power awakens only when its bearer
                          confronts a shadowy enemy gathering in the borderlands.
         Quirks:
         Frequently has "eureka" moments, suddenly declaring they’ve figured out something important.
         Has a tendency to speak bluntly or truthfully, regardless of how it might affect others.
         Constantly sharpens their mind, always seeking knowledge, answers, or solutions.
         Can’t resist starting debates or philosophical discussions, even in casual settings.
         Loves to overanalyze things, often turning small matters into big mental puzzles.
         Has a tendency to cut through emotional barriers, preferring logic over feelings, often alienating others.
         Wants:
         To find clarity and truth in their thoughts, cutting through confusion and uncertainty.
         The desire to have a breakthrough, to discover new ideas or solutions that bring enlightenment.
         To gain the power to communicate effectively, speaking their truth with confidence and precision.
         The longing for intellectual empowerment, using knowledge as a tool for clarity and understanding.
         To achieve mental clarity, banishing doubts and falsehoods with sharp, decisive thoughts.
         The need to challenge their own assumptions and see the world from a fresh perspective.
         Ability                                                    Item:
         Truthstrike                                                Sharp Blade of Clarity (A finely crafted sword
         Deliver a piercing attack—physical or verbal—that          that grants +1 to Combat Draws and can cut
         cuts through falsehood, armor, or confusion. Ignores       through illusions or magical barriers.)
         one layer of defense or deceit.
                                                                                                                      Contents:
Yes/No/Neutral:                    Yes                        Ace of Swords
Element    Air                                                Ration:     Yes
Direction: North                                              Animal:     Falcon
Color:     Grey/White                                         Impression: Directly Hostile
Tavern Quest:                                                 Room Encounter:
Kill (strike first, win cleanly)                              Treasure
Treasure:                                                     Location:
Masterwork rapier (+2 to Combat Draw)                         Courthouse or Law Hall
Ration Spark:
The party decisively defended a vital granary from thieves and is rewarded with sacks of grain and salted meat —
1d6 rations.
Weather:
Sharp, Clear Winds
The weather is crisp and cutting, with winds that symbolize clarity, mental breakthroughs, and the cutting of
through confusion.
City Event:
A Challenge to Prove One’s Worth:
A skilled fighter in the market square offers a public challenge, inviting anyone to test their mettle in a
friendly sparring match. The crowd watches in anticipation.
Choice: Step forward to face the challenge, or avoid the confrontation, preferring peace over pride.
                                                                                                                   Swords
Travel Event:
Nothing Happens:
A day of clarity and sharp insight, but nothing particularly notable occurs. The adventurers might find
themselves reflecting on the ideas and strategies that have led them here. This is a moment for mental
preparation or planning the next phase of their journey.
Camp Event:
Good Night’s Sleep
A clear, sharp mind allows for peaceful rest. Dreams are lucid and filled with the clarity of new ideas or
revelations.
Adventure Spark:
A flash of steel catches your eye as you pass a merchant’s stall. The merchant reveals an ornate sword
with intricate engravings, claiming it to be an artifact of great power. As you hold it, you feel an
overwhelming surge of clarity and purpose.
Room Type:
Library:
The room is filled with shelves of old books and scrolls. The air smells of aged parchment, and a single
sword, glinting in the dim light, rests upon a lectern. The energy of mental clarity and new ideas pulses in
the room, as if something profound is about to be discovered.
Trap Type:
Spinning Blades Trap:
A hidden mechanism activates a set of blades that spin rapidly from the walls or ceiling, representing
clarity, precision, and the sharp force of truth embodied by the Ace of Swords.
Enemy:
Assassins
Assassins are hired killers who execute those deemed enemies or threats by their employers, carrying out
their work with cold precision.
                                                                                                         Combat:        2
                                                                                                         Skill:
             Two of Swords
                                                                                                                        3
                                                                           Weapon: Rapier
                                                                           Armor: Gambeson
                          Backstory:
                          Bound by an uneasy truce, they sat between two hostile factions, forced to mediate peace
                          amid distrust and whispered plots. Every word spoken was a gamble with deadly stakes.
                          Lead: A secret envoy offers a hidden route to uncover the factions’ darkest secrets—if they
                          dare to use it without being caught.
         Quirks:
         Constantly indecisive, unable to choose between two equally appealing options.
         Tends to create mental blockages, refusing to face difficult decisions and leaving them unresolved.
         Hides their feelings behind a wall of reason, often ignoring their gut instinct.
         Obsessively weighs pros and cons in their head, but never seems to take action.
         Frequently presents two sides of an argument, never fully committing to one stance.
         Prefers to avoid conflict altogether, instead retreating into their own mental world for safety.
         Wants:
         To make a difficult decision, finding the courage to choose between two conflicting paths.
         The desire for balance, seeking to resolve internal conflict and achieve mental peace.
         To gain the ability to remain calm under pressure, avoiding rash choices in moments of uncertainty.
         The longing for resolution, to come to a clear conclusion after a period of indecision or emotional
         confusion.
         To trust their ability to weigh options logically, not swayed by emotions or external pressures.
         The need to avoid or postpone making a decision, feeling torn between two conflicting options.
         Ability                                                     Item:
         Still Decision                                              Crossed Daggers (A pair of small, balanced
         Enter a moment of perfect calm to weigh two choices.        daggers that can be wielded in dual-wielding
         You cannot be rushed, and the next decision you make        fashion, granting a slight bonus to defense when
         is unerring.                                                used together.)
                                                                                                                        Contents:
Yes/No/Neutral: The answer is not yet known                 Two of Swords
Element    Air                                               Ration:     Yes
Direction: North                                             Animal:     Mongoose
Color:     Grey/White                                        Impression: Indifferent
Tavern Quest:                                                Room Encounter:
Explore (uncover hidden conflicts)                           Trap
Treasure:                                                    Location:
Duelist’s gloves                                             Embassy or Negotiation Chamber
Ration Spark:
After negotiating a tense truce between rival factions, the adventurers receive smoked fish and dried bread — 1d6
rations.
Weather:
Calm but Overcast Skies
The weather is still but heavy, reflecting the indecision and the mental crossroad. Clouds loom, but nothing moves
—just waiting for a decision.
City Event:
A Difficult Decision in the Streets:
You see a person standing at a crossroads, a map in hand. They look torn between two paths: one leading
deeper into the city, and the other to the distant hills.
Choice: Approach them and offer advice, or let them struggle with the decision alone.
                                                                                                                     Swords
Travel Event:
Something Happens to Delay All Travel:
The adventurers are forced to confront a difficult decision. This delay is a result of indecision or internal
conflict—perhaps they must choose between two opposing paths, sides, or actions. It’s a time for mental
clarity, as they struggle with the consequences of their choice.
Camp Event:
Decent Night’s Sleep
Sleep is filled with indecision or mental crossroads. You wake briefly, torn between two opposing choices,
but are able to rest again after some reflection.
Adventure Spark:
In a dimly lit tavern, two opposing factions sit at opposite tables, staring each other down with swords at
the ready. A tense silence hangs in the air, and you’re caught between the two, forced to choose whether
to intervene or walk away.
Room Type:
Antechamber:
The room feels balanced and poised, with two finely crafted swords crossed above the doorframe. There’s
a sense of tension and conflict in the air, as if the adventurer stands at a crossroads and must make a
difficult decision.
Trap Type:
Whip Trap:
A hidden whip mechanism lashes out in two directions when triggered, representing the difficult choices
and dualities in the Two of Swords, where the adventurer must choose or be struck.
Enemy:
Smugglers
Smugglers operate in secrecy, transporting goods or people illegally under the cover of darkness, avoiding
detection by authorities.
                                                                                                            Combat:    1
                                                                                                            Skill:
           Three of Swords
                                                                                                                       3
                                                                             Weapon: Dagger
                                                                             Armor: Hauberk
                           Backstory:
                           Betrayed by a trusted companion, they woke to find their closest friend dead and a dagger
                           plunged in their own back—literally and figuratively. The wounds burned with pain and
                           unanswered questions.
                           Lead: A bloodstained letter surfaces, pointing toward a covert alliance that could unravel the
                           kingdom’s fragile peace.
         Quirks:
         Constantly relives past heartbreaks or betrayals, always bringing them up in conversations.
         Tends to cut off emotional connections or relationships at the first sign of pain.
         Has a sarcastic or bitter edge to their humor, masking deep emotional wounds.
         Carries a hidden grudge, never fully letting go of past betrayals or emotional wounds.
         Holds a tendency to see the worst in people, expecting betrayal even when things seem fine.
         Frequently retreats into isolation, believing that emotional pain is an inevitable part of life.
         Wants:
         To heal from emotional pain or heartbreak, seeking solace after deep emotional suffering.
         The desire to find closure, moving on from past wounds or betrayal.
         To confront the truth of a painful situation, accepting heartache in order to move forward.
         The longing for emotional release, allowing themselves to grieve and let go of past hurts.
         To experience catharsis, releasing pain and regret through honest reflection and understanding.
         The need to seek forgiveness or reconciliation, repairing emotional damage caused by past actions.
         Ability                                                     Item:
         Pain Channel                                                Heartbreaker Dagger (A cursed dagger that deals
         Turn emotional or physical pain into fuel. After            additional damage to enemies who have caused
         taking damage or heartbreak, your next action gains a       emotional harm or betrayal.)
         bonus.
                                                                                                                       Contents:
Yes/No/Neutral:                   No                      Three of Swords
Element    Air                                                Ration:     No
Direction: North                                              Animal:     Crow
Color:     Grey/White                                         Impression: Directly Hostile
Tavern Quest:                                                 Room Encounter:
Kill (vengeance or heartbreak)                                Trap
Treasure:                                                     Location:
Rusty but enchanted dagger (bleeds shadows)                   Prison Cell or Torture Chamber
Ration Spark:
Despite a painful loss, the group secures a small cache of preserved fruits and salted pork as consolation — 1d6
rations.
Weather:
Heavy Rain with Occasional Thunder
The weather is dark and emotional, with heavy rain representing sorrow, heartbreak, and betrayal. Occasional
thunder echoes the emotional turmoil.
City Event:
A Public Argument:
A loud and heated argument erupts between two people in the city square, their words sharp and cutting.
A third person stands nearby, watching helplessly as the tension escalates.
Choice: Try to mediate the argument, or quietly walk away, not wanting to get involved in the emotional
conflict.
                                                                                                                   Swords
Travel Event:
Weather Change – Re-draw:
The weather takes a somber turn, symbolizing heartbreak, loss, or emotional pain. Perhaps a storm
mirrors the adventurers’ internal turmoil, causing tension in the group or triggering painful memories.
The adventurers may choose to persevere, find solidarity, or address their personal conflicts during this
emotional weather shift
Camp Event:
Interrupted
Sleep is filled with painful or sorrowful dreams of heartbreak, betrayal, or loss. You wake suddenly,
clutching your chest as if in emotional pain, and struggle to shake the sadness.
Adventure Spark:
You overhear a heated argument in a quiet alley, where a close friend confesses to a betrayal that cuts
deep. The words strike you like a dagger, and you must decide how to respond to the wounded trust and
the heartache left behind.
Room Type:
Sickroom:
A cold, somber room where the scent of medicinal herbs and wet cloths fills the air. A figure lies on a bed,
their expression full of sorrow. Three swords are pinned on the wall, symbolizing heartbreak, pain, and
emotional wounds that cannot easily be healed.
Trap Type:
Poison Dart Trap:
Sharp poison-tipped darts shoot from hidden slits, striking the adventurer in the heart, symbolizing the
heartbreak and pain of the Three of Swords.
Enemy:
Rebel Leaders
Rebel leaders sacrifice their freedom and well-being in pursuit of overthrowing oppressive regimes, often
enduring hardship for their cause.
                                                                                                         Combat:      2
                                                                                                         Skill:
             Four of Swords
                                                                                                                      3
                                                                           Weapon: Javelin
                                                                           Armor: Jack of Plates
                          Backstory:
                          After surviving a brutal battle, they retreated to a quiet monastery to heal wounds both
                          physical and spiritual. But restless dreams hinted that the war was far from over.
                          Lead: An ancient scroll discovered in the monastery’s library speaks of a hidden weapon lost
                          in the last conflict, key to ending the war once and for all.
         Quirks:
         Tends to withdraw when stressed or overwhelmed, needing mental breaks to recharge.
         Constantly daydreams or "zones out" during conversations, needing mental distance to cope.
         Has a habit of overthinking things until they paralyze themselves with indecision or doubt.
         Prefers solitude and silence to process their thoughts, sometimes avoiding others for long periods.
         Frequently speaks in long pauses, as if searching for the right words or ideas to express.
         Always has a "strategy" for everything, overplanning even the smallest of tasks.
         Wants:
         To find rest and respite after a period of mental or emotional strain, seeking peace and recovery.
         The desire to pause and reflect, gaining perspective before making important decisions or taking action.
         To heal from stress, burnout, or anxiety, finding the space to recharge and regain strength.
         The longing to retreat from conflict and noise, seeking solitude and quiet contemplation.
         To gather their thoughts, seeking mental clarity and peace before moving forward.
         The need to withdraw temporarily from a situation, allowing the mind and body to heal before taking
         action again.
         Ability                                                    Item:
         Forced Rest                                                Restorative Talisman (A talisman that, when
         Take a defensive posture. While inactive for a round       worn, grants the wearer a chance to regenerate
         or scene, you recover stamina or mental clarity rapidly.   health during rest periods. It can only be used
                                                                    once per week)
                                                                                                                      Contents:
Yes/No/Neutral:                   Neutral                       Four of Swords
Element    Air                                                   Ration:     Yes
Direction: North                                                 Animal:     Hedgehog
Color:     Grey/White                                            Impression: Indifferent
Tavern Quest:                                                    Room Encounter:
Escort (guard the resting or wounded)                            Nothing
Treasure:                                                        Location:
Chainmail coif                                                   Hospital or Resting House
Ration Spark:
Following a period of rest and recovery at a monastery, the party is given hearty bread and herbal tea — 1d6
rations.
Weather:
Light Rain with Calm Winds
The weather is restful and peaceful, like a brief reprieve. Light rain falls, offering a sense of healing, while the
gentle winds offer comfort and stillness.
City Event:
A Person Taking a Moment to Rest:
You spot someone lying on a bench or under a tree, seemingly exhausted from their journey or the day’s
trials. They rest with their hands over their face, seeking solace from the world.
Choice: Offer them a few moments of peace, or continue on your way, respecting their need for solitude.
                                                                                                                       Swords
Travel Event:
Fork in the Road. Possible delay if the path leads away from destination:
The adventurers encounter a moment of rest or retreat at a fork in the road. It’s a mental pause, allowing
them to gather their thoughts and recover. The decision to continue or change course is important, and
the adventurers must carefully consider their options to avoid unnecessary delays or conflicts.
Camp Event:
Good Night’s Sleep
A deep, restful sleep. Your dreams are peaceful, offering a much-needed respite and relaxation. You wake
feeling rejuvenated and calm.
Adventure Spark:
After a long and exhausting battle, you find yourself resting in a quiet chapel. The holy silence offers a
chance for reflection, but you can't escape the lingering tension in your muscles and the weight of past
decisions.
Room Type:
Resting Room:
The room is dimly lit, with soft cushions and a peaceful atmosphere. A bed is placed near the window,
and sunlight filters through sheer curtains. The air feels quiet, offering rest and reprieve from the mental
battles that have exhausted the adventurer.
Trap Type:
Cage Trap:
A heavy iron cage falls from the ceiling and traps the adventurer, forcing them into a state of forced rest,
mirroring the need for recovery and retreat found in the Four of Swords.
Enemy:
Gladiators or Pit Fighters
Gladiators and pit fighters seek fame and fortune by fighting in public arenas, showcasing their strength
and skill for the entertainment of others.
                                                                                                        Combat:         4
                                                                                                        Skill:
              Five of Swords
                                                                                                                        3
                                                                          Weapon: Flail
                                                                          Armor: Tabard with Plate Inserts
                          Backstory:
                          Victorious in a ruthless duel, they stood alone amid the fallen and scornful whispers,
                          knowing their win came at the cost of honor and allies.
                          Lead: A masked stranger challenges them to a rematch in secret, offering a chance to
                          reclaim lost honor—or fall deeper into shadow.
         Quirks:
         Has a tendency to "win" at all costs, even if it means stepping on others to get ahead.
         Frequently holds grudges, especially when they feel they’ve been wronged or outwitted.
         Will argue or debate to the point of exhaustion, unwilling to admit when they’re wrong.
         Is constantly scheming or plotting, always looking for ways to gain an advantage over others.
         Tends to manipulate situations or conversations to get the outcome they desire, no matter the
         consequences.
         Has a knack for turning small conflicts into full-blown battles, often making a mountain out of a molehill.
         Wants:
         To emerge victorious in a conflict, even if it means facing losses or moral dilemmas along the way.
         The desire to win at all costs, driven by competition or the need to prove their superiority.
         To assert their intellectual dominance, making sure their viewpoint prevails in an argument or debate.
         The longing to overcome adversaries, using strategic thinking and cunning to outmaneuver opponents.
         To accept the consequences of conflict, learning from the experience even if the victory feels hollow.
         The need to move on from a defeat or betrayal, rebuilding confidence after a loss or argument.
         Ability                                                   Item:
         Dirty Victory                                             Sword of the Betrayer (A sword that deals heavy
         Win a confrontation through trickery, intimidation,       damage to a single target but carries a curse that
         or ruthless means. Gain the upper hand, but others        makes it harder to trust the wielder for one
         may take notice.                                          encounter.)
                                                                                                                        Contents:
Yes/No/Neutral:                    No                         Five of Swords
Element    Air                                                 Ration:     No
Direction: North                                               Animal:     Jackal
Color:     Grey/White                                          Impression: Directly Hostile
Tavern Quest:                                                  Room Encounter:
Kill (dishonorable or desperate fight)                         Enemy
Treasure:                                                      Location:
Sword belt with 5 throwing daggers                             Mercenary Barracks or Battlefield Tent
Ration Spark:
After outsmarting hostile bandits, the adventurers claim their spoils: dried venison and hardtack — 1d6 rations.
Weather:
Strong Winds with Showers
The weather is turbulent, with gusts of wind and intermittent showers, reflecting the inner conflict, defeat, and
the aftermath of a battle won at a cost.
City Event:
A Devious Victory:
A shady figure walks through the market with a smug look on their face, clearly having just outsmarted
or defeated someone, leaving their rival in a state of frustration or defeat.
Choice: Confront them about their tactics, or avoid getting caught in their web of deceit.
                                                                                                                    Swords
Travel Event:
Rations are Lost Somehow:
A conflict or betrayal leads to the loss of rations. Whether through trickery, an altercation, or a failed
attempt to secure resources, the adventurers may feel mentally defeated or frustrated. This is a test of
strategy: do they regroup and try again, or confront the source of their loss?
Camp Event:
Interrupted
Sleep is disturbed by thoughts of conflict, loss, or betrayal. You wake to the sound of arguments or feel a
sense of defeat. The feeling of victory at any cost haunts your dreams.
Adventure Spark:
A local tournament is underway, but the competition is fierce. As you face off against an opponent, you
notice their ruthless tactics—sacrificing honor for victory. When the match ends, there are whispers
about the dishonorable actions taken behind the scenes.
Room Type:
Great Hall:
The room feels charged with tension, and the distant echoes of arguments and challenges seem to linger
in the air. A few weapons lie scattered about, showing signs of a recent conflict. The sense of hollow
victory hangs heavily in the atmosphere, as if the battle was won but at a personal cost.
Trap Type:
Pressure Plate Trap:
A pressure plate triggers a rapid barrage of blades or spikes from the walls, representing the conflict,
dishonor, and the aftermath of a victory at the cost of others in the Five of Swords.
Enemy:
Pirates
Pirates are lawless individuals who live by violence and theft, seeking treasure on the high seas while
constantly flirting with death.
                                                                                                        Combat:        3
                                                                                                        Skill:
               Six of Swords
                                                                                                                       3
                                                                           Weapon: Claymore
                                                                           Armor: Cuirass
                          Backstory:
                          They fled a burning village by boat under a blood-red sky, carrying only a fragment of a
                          shattered blade and memories of those left behind. The river’s currents whispered promises
                          of safety—and vengeance.
                          Lead: A hidden map etched on the blade’s fragment hints at a distant sanctuary where
                          answers and allies await.
         Quirks:
         Tends to move on from situations quickly, but never truly deals with their emotions or unresolved issues.
         Frequently escapes into their mind when life gets too difficult, losing touch with reality at times.
         Has a habit of running away from challenges, even if it means leaving things unfinished.
         Is always on the move, looking for new places or situations to find peace, but never staying long enough to
         settle.
         Uses logic and reason to avoid dealing with emotional situations, often making rational excuses for their
         actions.
         Has a tendency to shut down when faced with difficult emotions, retreating mentally into a safe space.
         Wants:
         To find mental peace after a period of turmoil, moving toward calmer waters and clearer thinking.
         The desire to escape from a difficult situation, seeking relief and resolution in a new direction.
         To let go of past conflicts, leaving behind pain or sorrow for a more peaceful future.
         The longing for intellectual growth and progression, gaining clarity from lessons learned in hard times.
         To find freedom from mental constraints or self-doubt, allowing their thoughts to flow more freely.
         The need to move on from past issues, both physically and mentally, to find peace and stability.
         Ability                                                    Item:
         Guided Escape                                              Travel Blade (A short sword that grants
         Lead a small group out of danger using intellect and       advantage to travel or navigating through
         timing. Avoid one trap, ambush, or overwhelming            difficult terrain or dangerous weather.)
         threat.
                                                                                                                       Contents:
Yes/No/Neutral:                    No                           Six of Swords
Element    Air                                                 Ration:     Yes
Direction: North                                               Animal:     Heron
Color:     Grey/White                                          Impression: Helpful
Tavern Quest:                                                  Room Encounter:
Escort (safe passage through danger)                           Nothing
Treasure:                                                      Location:
Rowboat access token                                           Ferry Dock or River Port
Ration Spark:
The party escorts refugees safely to a safe haven and is rewarded with fresh vegetables and cured meats — 1d6
rations.
Weather:
Calm, Clear Waters with a Light Breeze
The weather is serene and tranquil, with clear skies and a gentle breeze. It symbolizes a mental or physical journey
toward betterment and escape from turmoil.
City Event:
A Group Leaving in Search of Safety:
You see a group of travelers packing up their belongings and leaving the city, their faces weary but
determined. They carry the weight of uncertainty, looking for a safer place beyond the city walls.
Choice: Offer them advice for the road ahead, or leave them to their journey without a word.
                                                                                                                       Swords
Travel Event:
Group of NPC Cultists Gathered Doing Something:
A group of cultists is performing a ritual or conducting an activity that feels intellectually puzzling. The
adventurers might attempt to solve the mystery of their actions, engage in a battle of wits, or try to
understand the cult’s true purpose. There’s a chance for the adventurers to use strategy or mental agility
to navigate the situation.
Camp Event:
Good Night’s Sleep
Sleep is calm and forward-thinking. Dreams of escape or journeying to a better place fill your mind, and
you wake feeling like you've made a positive mental shift.
Adventure Spark:
A rowboat drifts along a river, taking you and a few others to an unknown destination. The sky is heavy
with clouds, and the journey is filled with uncertainty. The boatman offers little reassurance, and you
sense that the path ahead is fraught with danger.
Room Type:
Boathouse:
The adventurer steps into a dark, quiet boathouse. Several wooden boats are docked within, and the soft
sound of water lapping at the shore is faintly heard. The room gives a sense of moving on, embarking on
a journey toward a distant, unknown shore.
Trap Type:
Rolling Boulder Trap:
A large boulder or heavy object is released, rolling down a slope to block the adventurer's path,
symbolizing the journey of moving on, but with obstacles that cannot be avoided.
Enemy:
Slave Traders
Slave traders sell individuals into servitude, promising security or stability while exploiting their lives for
profit.
                                                                                                         Combat:        4
                                                                                                         Skill:
           Seven of Swords
                                                                                                                        3
                                                                          Weapon: Dagger
                                                                          Armor: Leather Brigandine
                          Backstory:
                          Under cover of night, they stole vital documents from a heavily guarded fortress—an act of
                          desperation that could ignite a war or save countless lives.
                          Lead: A coded message within the stolen papers points to a traitor in the king’s court,
                          whose loyalties shift like the wind.
         Quirks:
         Has a tendency to lie or deceive, even in situations where the truth wouldn’t hurt.
         Is constantly trying to outsmart others, often creating elaborate plans or schemes.
         Tends to keep secrets, feeling that knowledge and information are valuable and must be guarded.
         Prefers to work in the shadows, avoiding direct confrontation or attention.
         Has a knack for finding loopholes or shortcuts, often bending the rules without breaking them.
         Is always thinking ahead, planning several steps in advance, but sometimes loses sight of the present
         moment.
         Wants:
         To outwit opponents, using stealth and strategy to achieve their goals while avoiding detection.
         The desire to escape from a difficult or compromising situation without facing the consequences.
         To act with cunning, taking advantage of an opportunity that others might overlook or underestimate.
         The longing for independence and self-sufficiency, unwilling to rely on others for support.
         To avoid confrontation or direct conflict, using strategy and cleverness to get ahead.
         The need to protect themselves mentally, guarding their ideas or intentions from being exposed
         prematurely.
         Ability                                                   Item:
         Silent Entry                                              Thief’s Dagger (A small, lightweight dagger that
         Slip past guards or defenses unseen. Once per session,    grants a bonus to stealth and can be used to steal
         bypass a locked door, guarded gate, or watchful eye.      or pickpocket without being noticed.)
                                                                                                                        Contents:
Yes/No/Neutral:                   No                       Seven of Swords
Element    Air                                               Ration:     Yes
Direction: North                                             Animal:     Weasel
Color:     Grey/White                                        Impression: Directly Hostile
Tavern Quest:                                                Room Encounter:
Fetch (steal or recover something)                           Trap
Treasure:                                                    Location:
Lockpicks and wire                                           Thieves’ Den or Smugglers’ Hideout
Ration Spark:
Through stealth and cunning, the group steals a supply of salted fish and dried beans from a corrupt official —
1d6 rations.
Weather:
Cloudy Skies with a Light Breeze
The weather is deceptive, with hidden clouds and a breeze that seems harmless, but is masking something more. It
mirrors secrecy, stealth, and careful maneuvering.
City Event:
A Thief Slips Through the Crowd:
A person with a cloak pulled low over their head moves with purpose, their eyes darting nervously. They
slip through a busy street, and something from a nearby shop goes missing.
Choice: Follow them or alert the city guard, or pretend not to notice, unsure of what they might do next.
                                                                                                                   Swords
Travel Event:
Roadblock. Small group demanding payment:
A small group demands payment or a toll, but there’s something about their offer that seems dishonest or
suspicious. The adventurers can attempt to outsmart them, hide something valuable, or deceive their way
past the roadblock. This is a moment for cunning and quick thinking.
Camp Event:
Interrupted
Sleep is disturbed by the feeling of sneaking around or hiding something. You wake briefly, feeling
paranoid, as though someone is onto you or you've been caught in a lie.
Adventure Spark:
As you explore the outskirts of a town, you catch a glimpse of a figure sneaking into a well-guarded
mansion. They seem to be slipping away unnoticed, but you can’t help but feel that something significant
is happening—something that could change the course of your quest.
Room Type:
Study:
The room is filled with ancient books and maps scattered across a large desk. The air feels thick with
secrecy, and a shadowy figure can be seen hurriedly packing items into a bag. A sense of theft or stealth
lingers, as though something valuable is being taken or hidden.
Trap Type:
Pitfall Trap:
The adventurer steps on a hidden trapdoor and falls into a pit, symbolizing the stealth and deceit of the
Seven of Swords, where hidden threats lie beneath the surface.
Enemy:
Thieves Guild Members
Thieves guild members rely on luck, stealth, and opportunism to navigate the criminal underworld, with
their fortunes constantly in flux.
                                                                                                         Combat:       2
                                                                                                         Skill:
            Eight of Swords
                                                                                                                       3
                                                                            Weapon: Mace
                                                                            Armor: Breastplate
                          Backstory:
                          Captured and bound in a cell, they faced the crushing weight of hopelessness as guards
                          mocked their helplessness. Yet, a faint crack in the wall hinted at escape—and rebellion.
                          Lead: A fellow prisoner slips them a rusty key and a whispered plan to topple their captors,
                          but trust is a dangerous gamble
         Quirks:
         Frequently feels trapped or powerless, often creating mental barriers that limit their own potential.
         Tends to self-sabotage, believing they’re stuck in a situation even when there’s an easy escape.
         Has a habit of overthinking problems until they become overwhelming, often making things worse.
         Constantly doubts their own abilities, feeling trapped by their own fears or limitations.
         Frequently makes excuses for not taking action, believing that external forces are to blame for their
         troubles.
         Will avoid confrontation at all costs, even if it means enduring suffering in silence.
         Wants:
         To break free from mental limitations or self-imposed restrictions, seeking liberation from fear or doubt.
         The desire to gain clarity and escape from a situation that feels oppressive or confining.
         To overcome feelings of being trapped or powerless, finding the courage to act despite their fears.
         The longing for mental freedom, breaking through negative thought patterns that hinder progress.
         To shift their perspective and see the situation in a new light, finding solutions where they once saw only
         barriers.
         The need to regain control over their own thoughts and emotions, escaping from a place of paralysis or
         confusion.
         Ability                                                     Item:
         Mental Breakout                                             Binding Chains (A set of enchanted chains that
         Shake free from a controlling force—magical,                can bind an enemy in place, restricting their
         emotional, or social—that has paralyzed or restricted       movement for a short time and preventing them
         you.                                                        from taking action.)
                                                                                                                       Contents:
Yes/No/Neutral:                   No                       Eight of Swords
Element    Air                                               Ration:     Yes
Direction: North                                             Animal:     Mouse
Color:     Grey/White                                        Impression: Indifferent
Tavern Quest:                                                Room Encounter:
Escort (free the imprisoned or trapped)                      Trap
Treasure:                                                    Location:
Manacles and keys                                            Jail or Locked Tower
Ration Spark:
Trapped but resourceful, the adventurers scavenge a hidden cache of nuts and dried meats — 1d6 rations.
Weather:
Fog with Damp Air
The weather is oppressive, with dense fog and dampness that represents being trapped or unable to see clearly.
There’s a suffocating feeling of restriction.
City Event:
A Person Trapped by Circumstance:
A person is visibly frustrated as they try to navigate the city’s maze of alleyways, constantly bumping into
dead ends. They are surrounded by obstacles but can’t seem to find a way forward.
Choice: Offer help to guide them out, or ignore their plight, not wanting to get involved in their
confusion.
                                                                                                                 Swords
Travel Event:
Path is Damaged or Blocked:
The adventurers feel trapped by an unexpected obstacle—whether physical or mental. The path is
blocked, and there’s a sense of helplessness or limitation. The adventurers must overcome feelings of
being trapped, using their intellect to find a solution and break free from the restriction.
Camp Event:
Interrupted
Sleep is full of dreams where you feel trapped or constrained. You wake suddenly with a sense of
helplessness, struggling to free yourself from an invisible force that holds you back.
Adventure Spark:
Trapped within the walls of an old dungeon, you realize your options are limited. The key to your
freedom lies in facing the truth, but your mind feels clouded with doubt and confusion. You must find a
way out, but the path seems obstructed by your own fears.
Room Type:
Dungeon:
The room is dark and oppressive, with stone walls and a flickering torch casting shadows. Chains hang
from the ceiling, and the adventurer sees a figure shackled to the wall, their face filled with frustration
and helplessness. The air feels heavy with restriction and confinement.
Trap Type:
Magnetic Trap:
A powerful magnetic field pulls metal objects (weapons, armor) from the adventurer’s body, trapping
them in a position where they cannot easily fight or escape, mirroring the feeling of entrapment in the
Eight of Swords.
Enemy:
Court Spies
Court spies gather intelligence and manipulate political factions, walking a tightrope between loyalty and
betrayal.
                                                                                                            Combat:       1
                                                                                                            Skill:
            Nine of Swords
                                                                                                                          3
                           Backstory:
                           Haunted by nightmares of failure and loss, they woke each night drenched in sweat, fearing
                           the past was catching up to claim them.
                           Lead: An old healer offers a ritual to banish the visions—if they first recover a rare herb
                           from a cursed forest.
         Quirks:
         Is often plagued by nightmares or anxiety, constantly fearing the worst-case scenario.
         Tends to lose sleep over their worries, obsessing over things that haven’t even happened yet.
         Constantly seeks reassurance from others, but never seems satisfied with the answers they receive.
         Has a tendency to catastrophize, imagining the worst possible outcomes in every situation.
         Lives in a state of constant worry, always preparing for disasters that might never come.
         Is reluctant to share their fears with others, suffering in silence and keeping their anxieties hidden.
         Wants:
         To overcome their deepest fears, seeking peace and resolution from overwhelming anxiety or worry.
         The desire to confront their nightmares or mental struggles head-on, breaking the cycle of worry.
         To find a way out of the mental anguish or guilt they feel, hoping for relief from their inner torment.
         The longing for peace of mind, to sleep soundly and without fear, free from overthinking.
         To face the truth of their situation, despite the painful emotions that may surface in the process.
         The need to recognize that their fears may be exaggerated, seeking clarity to reduce their anxiety.
         Ability                                                      Item:
         Haunted Awareness                                            Nightmare Blade (A blade that inflicts fear-based
         Your inner demons whisper useful warnings. Gain              effects. Enemies struck by it must make a
         advantage when detecting threats or ambushes in dark         Willpower saving throw or suffer from
         or tense moments.                                            disadvantage on their next turn.)
                                                                                                                      Contents:
Yes/No/Neutral:                    No                        Nine of Swords
Element    Air                                                 Ration:     No
Direction: North                                               Animal:     Owl
Color:     Grey/White                                          Impression: Indifferent
Tavern Quest:                                                  Room Encounter:
Kill (face inner demons or real threats)                       Trap
Treasure:                                                      Location:
36 Gold pieces                                                 Watch Post or Guard Tower
Ration Spark:
After a long night of strategizing, the party is given a modest ration of bread and salted fish to sustain them —
1d6 rations.
Weather:
Stormy Night with Howling Winds
The weather is dark, with intense winds that create a sense of dread and unease. It mirrors nightmares, anxiety,
and overwhelming thoughts that disrupt rest.
City Event:
A Sleepless Night:
From an open window above a tavern, you can hear the faint sound of someone tossing and turning,
seemingly trapped in a night of restless sleep. Their mind seems troubled by some deep worry.
Choice: Stop to offer a sympathetic word, or move on, not wanting to intrude on their pain.
                                                                                                                    Swords
Travel Event:
A Group of Workers Hauling a Load of Goods Traveling to the Nearest Market:
The group of workers appears stressed, anxious, or burdened by their task. Perhaps there’s a heavy mental
or emotional weight on them as they travel. The adventurers can offer help, but they’ll need to manage
the mental strain involved, both for themselves and the workers. It’s a challenge of empathy and problem-
solving.
Camp Event:
Interrupted
The night is filled with nightmarish visions, plagued by anxiety, fears, and regret. You wake up multiple
times, drenched in sweat, and unable to escape a looming threat in your mind.
Adventure Spark:
You wake up from a nightmare in a cold sweat, the horrors of the night still fresh in your mind. As you
look around, you realize that the terror may not have been a dream at all. A looming threat that was once
distant is now much closer than you thought.
Room Type:
Chamber of Nightmares:
The room is cloaked in darkness, with only a single candle burning on a nearby table. The walls are
adorned with strange symbols and terrifying images. The adventurer feels a cold chill and hears faint
whispers as if something haunting is lurking just out of sight.
Trap Type:
Illusion Trap:
A haunting, nightmarish vision overwhelms the adventurer’s senses, causing confusion and disorientation.
Enemy:
Noble Tyrants
Noble tyrants maintain control over their subjects through fear, corruption, and manipulation, ensuring
their grip on power through coercion.
                                                                                                          Combat:          1
                                                                                                          Skill:
              Ten of Swords
                                                                                                                           4
                                                                            Weapon: Halberd
                                                                            Armor: Plate Cuirass
                          Backstory:
                          Betrayed and left for dead beneath a blood-soaked sky, they survived a brutal ambush but
                          bore the scars—physical and spiritual—of a broken oath.
                          Lead: A cryptic witness claims to know the mastermind behind the betrayal and offers a
                          chance for reckoning—at a deadly cost.
         Quirks:
         Tends to dwell on past mistakes or betrayals, often repeating them in their mind over and over.
         Has a dramatic flair for the tragic, often seeing themselves as the victim in every situation.
         Can be overly cynical, believing that every good thing will eventually lead to disappointment.
         Is prone to self-pity, often feeling like things are “just too much” to handle.
         Is often overly dramatic about their own suffering, believing that they’ve hit rock bottom.
         Constantly expects things to go wrong, almost as if they’re preparing for a betrayal or failure that’s
         inevitable.
         Wants:
         To find closure after a painful or catastrophic ending, hoping to heal from the wounds inflicted.
         The desire to end a cycle of suffering, letting go of the past to make way for new opportunities.
         To reach the breaking point and release what has been holding them back, even if it means emotional
         devastation.
         The longing to rise from the ashes, using past pain as a source of strength and resilience for the future.
         To finally let go of the past, embracing the idea of a fresh start or new beginning after a painful conclusion.
         The need to come to terms with a painful truth, understanding that all is lost so they can begin anew.
         Ability                                                     Item:
         Last Breath                                                 Death’s Edge (A dark, cursed sword that deals
         When defeated, perform one final action—strike,             massive damage but drains the wielder’s health
         shout, or reveal—that may turn the tide before you          slightly with each successful strike. It can be
         fall.                                                       wielded once per day for great power.)
                                                                                                                       Contents:
Yes/No/Neutral:                    No                          Ten of Swords
Element    Air                                                 Ration:     Yes
Direction: North                                               Animal:     Vulture
Color:     Grey/White                                          Impression: Directly Hostile
Tavern Quest:                                                  Room Encounter:
Kill (end betrayal or final showdown)                          Enemy
Treasure:                                                      Location:
Broken sword (still valuable)                                  Execution Site or Gallows
Ration Spark:
Having defeated a rival warlord, the adventurers secure a storehouse filled with grain and preserved meats — 1d6
rations.
Weather:
Lightning Storm with Rain
The weather is chaotic and destructive, with flashes of lightning and torrential rain, symbolizing betrayal, the end
of something, and intense emotional pain.
City Event:
A Person in Despair:
You walk past a public execution, the city’s law enforcing a harsh and unforgiving sentence. The weight
of the moment hangs in the air, as the crowd murmurs in disbelief.
Choice: Speak out against the punishment, or quietly observe the grim event without comment.
                                                                                                                       Swords
Travel Event:
NPCs Transporting or Escorting Captives:
The adventurers encounter a situation that feels like the final, tragic end of something—perhaps a group
of captives being escorted under dire circumstances. The group might be on the verge of collapse, or the
adventurers may have to face the mental and emotional fallout of a defeat. It’s an opportunity to act
decisively or intervene before things worsen.
Camp Event:
Interrupted
Sleep is broken by the sensation of betrayal or a painful end. You wake feeling a sharp, searing pain or
sense of defeat, and your dreams are filled with images of downfall and ruin.
Adventure Spark:
Lying in the shadow of a fallen tree, you feel the weight of betrayal crushing down upon you. Your
closest allies have turned against you, and the end of this particular journey feels like a painful, inevitable
conclusion. Yet, something deep within you refuses to give up.
Room Type:
Execution Chamber:
The room is grim, filled with an ominous silence. A bloodstained platform stands at the center, where a
final act of betrayal or death has occurred. Swords lie scattered across the floor, their once-shining blades
now dull and stained. The air feels heavy with finality and ruin.
Trap Type:
Spinning Blade Trap:
Multiple blades emerge from the walls, rapidly spinning and slicing downward, symbolizing the finality,
pain.
Enemy:
Religious Zealots
Religious zealots are fervent followers of a faith, imposing their beliefs on others and using their
conviction to justify harsh actions.
                                                                                                          Combat:         2
                                                                                                          Skill:
             Page of Swords
                                                                                                                          4
                                                                            Weapon: Rapier
                                                                            Armor: Brigandine
                          Backstory:
                          Fresh and eager, they carried a letter of great importance through dangerous lands, only to
                          be drawn into a web of intrigue as spies closed in on their trail.
                          Lead: A coded note hidden inside the letter points to a secret meeting where allies or
                          enemies will be revealed.
         Quirks:
         Constantly asks probing questions, digging for deeper truths or hidden details, even when it’s inappropriate.
         Is quick to jump into arguments or debates, eager to show off their intellectual prowess.
         Tends to act impulsively, saying things before thinking them through, often causing misunderstandings.
         Is always watching and observing, seemingly aware of everything happening around them, even when they’re
         not involved.
         Tends to overanalyze small situations, turning them into puzzles to be solved, sometimes to the point of
         obsession.
         Is constantly questioning authority and rules, challenging the status quo just for the sake of doing it.
         Wants:
         To discover new ideas, seeking knowledge and understanding with an open, curious mind.
         The desire to communicate clearly and assertively, expressing their thoughts and opinions without
         hesitation.
         To embrace their intellectual potential, learning and growing in their mental capabilities.
         The longing to observe and understand their environment, gathering facts before forming an opinion.
         To challenge existing ideas, questioning norms and seeking new perspectives.
         The need to stay alert and vigilant, always on the lookout for new opportunities or challenges.
         Ability                                                     Item:
         Alert Readiness                                             Messenger’s Dagger (A small, quick dagger that
         Always ready to react. Gain a bonus to initiative or the    can be used to carry messages, it can be thrown as
         first reaction in a scene. You cannot be surprised.         a ranged weapon or used to pierce armor in tight
                                                                     spots.)
                                                                                                                      Contents:
Yes/No/Neutral:                    Yes                        Page of Swords
Element    Air                                                 Ration:     Yes
Direction: North                                               Animal:     Jay
Color:     Grey/White                                          Impression: Directly Hostile
Tavern Quest:                                                  Room Encounter:
Explore (spy or uncover secrets)                               Enemy
Treasure:                                                      Location:
Combat manual (add +3 to next Combat draw)                     Spy Network Base or Lookout Post
Ration Spark:
A keen-eyed scout delivers a bundle of fresh eggs and cured meats to the party — 1d6 rations
Weather:
Breezy Morning
The weather is fresh and invigorating, with a cool breeze signaling new ideas, mental curiosity, and the start of a
journey into knowledge or investigation.
City Event:
A Young Idealist with Big Dreams:
A young person with bright eyes and a stack of pamphlets approaches passersby, advocating for a new
reform or idea. They seem eager to share their revolutionary thoughts, but their words come off as naive.
Choice: Engage in their idealistic cause or politely walk away, knowing the world is more complicated
than they think.
                                                                                                                      Swords
Travel Event:
Group of Enemy NPCs Patrolling. Caution, Highly Aggressive:
The adventurers might find themselves facing an aggressive patrol that demands quick thinking.
Whether the encounter is a test of strength or a mental challenge, the adventurers must stay sharp, using
observation and intellect to navigate the situation.
Camp Event:
Good Night’s Sleep
Sleep is full of intellectual pursuits, filled with dreams of discovery, challenges, or new information. You
wake feeling alert and ready for mental action.
Adventure Spark:
A young messenger arrives with urgent news, their breath heavy from running. They speak of a plot
against the throne, but their words are rushed and unclear. The message seems incomplete, leaving you to
wonder if the danger is real or simply a ruse.
Room Type:
Watchtower:
The room is high above the ground, offering a commanding view of the land below. A young page stands
at the window, watching the horizon intently with a sharp gaze. The air is fresh and full of potential, as if
a new idea or action is about to take shape.
Trap Type:
Magic Rune Trap:
The Page’s curiosity triggers a glowing rune that unleashes a burst of cutting magical energy or psychic
force, representing the intellectual curiosity and impulsiveness of the Page of Swords.
Enemy:
Witch or Heretic
Witches or heretics practice forbidden magic or hold unorthodox beliefs, often living in isolation to
avoid persecution
                                                                                                         Combat:        5
                                                                                                         Skill:
         Knight of Swords
                                                                                                                        3
                                                                           Weapon: Broadsword
                                                                           Armor: Half-Breastplate
                          Backstory:
                          Charging into battle with reckless courage, they led a daring assault that turned the tide—
                          yet left questions about the true cost of victory.
                          Lead: A wounded comrade delivers a dying confession about a betrayal that threatens to
                          undo their triumph.
         Quirks:
         Rushes into situations headfirst, rarely considering the consequences of their actions.
         Has a habit of speaking in fast, sharp bursts, as if they’re always on the move or ready to jump into the next
         thing.
         Constantly challenges others, pushing them to prove themselves in intellectual debates or physical tests.
         Acts decisively but without foresight, often making decisions based on impulse rather than logic.
         Has a tendency to be argumentative, looking for conflict or a reason to challenge someone’s views.
         Is often seen as fearless or reckless, charging into battle without taking the time to assess the situation
         properly.
         Wants:
         To charge forward with conviction, driven by their ideas and beliefs, determined to achieve their goals.
         The desire to assert their intellectual superiority, often willing to argue or debate in order to win.
         To seek truth and justice, using their sharp mind to uncover what others may overlook.
         The longing to take swift action, making quick decisions and trusting their intellect to guide them.
         To be seen as a force of reason and intellect, a leader who uses their mental clarity to guide others.
         The need to stay focused and resolute, cutting through obstacles with determination and a clear purpose.
         Ability                                                     Item:
         Relentless Charge                                           Knight’s Broadsword (A heavy, reliable sword
         Move or attack with reckless force. Gain bonus speed        that grants +1 to Combat Draws and has the
         and damage, but you cannot defend yourself this             ability to knock opponents back on a successful
         round.                                                      critical hit.)
                                                                                                                       Contents:
Yes/No/Neutral:                   No                    Knight of Swords
Element      Air                                             Ration:     Yes
Direction: North                                             Animal:     Wolf
Color:       Grey/White                                      Impression: Directly Hostile
Tavern Quest:                                                Room Encounter:
Kill (brash or fast confrontation)                           Enemy
Treasure:                                                    Location:
Weapon Enchant Scroll - 1d6 to Combat Draws                  Cavalry Barracks or Mounted Patrol
                                                             Headquarters
Ration Spark:
The group leads a successful raid on a supply convoy, earning barrels of salted pork and dried fruits — 1d6
rations.
Weather:
Fast-Moving Storm
The weather is quick and urgent, with rapidly moving clouds and gusts of wind. It symbolizes swift action,
relentless pursuit, and the desire to make progress quickly.
City Event:
A Knight with a Quest:
A knight in armor rides through the market square, their eyes locked in determination. They appear to be
on an urgent mission, ready to charge into whatever challenge awaits them.
Choice: Approach and ask if you can assist, or avoid them, sensing they’re too focused on their goal to
                                                                                                               Swords
offer a moment of respite.
Travel Event:
Come Across a City:
The adventurers encounter a city that feels full of urgent energy, intense politics, or rapid change.
There’s a sense of moving quickly, with decisions and actions taken at breakneck speed. The adventurers
must decide whether to dive into the whirlwind of the city’s fast-moving currents, or slow down and
strategize their approach.
Camp Event:
Interrupted
Sleep is restless and filled with urgent, fast-paced dreams. You wake feeling the need to act or chase after
something important, but it’s not clear what the objective is.
Adventure Spark:
A fearless knight, known for their quick temper and swift strikes, charges through the town square. Their
eyes are locked on a target, and they seem intent on cutting down anyone who gets in their way. The air
crackles with tension as they approach.
Room Type:
War Room:
The room is filled with large maps, diagrams of battle plans, and weapons scattered across the floor. A
knight, focused and determined, stands near a table, preparing for the next fight. The room feels full of
swift, decisive action and a relentless pursuit of victory.
Trap Type:
Swinging Blade Trap:
A swinging blade crashes down as the adventurer charges forward with haste, representing the Knight of
Swords’ rash energy and aggressive pursuit of a goal without considering the consequences.
Enemy:
Witch Hunters
Witch hunters are skilled individuals who track and eliminate witches, using their knowledge of magic
and the occult to hunt their prey.
                                                                                                        Combat:        3
                                                                                                        Skill:
          Queen of Swords
                                                                                                                       4
                                                                          Weapon: Longsword
                                                                          Armor: Cuirass with Faulds
                          Backstory:
                          Sharp-minded and unyielding, they ruled their domain with justice and swift judgment, but
                          dark secrets lurked beneath the court’s polished surface.
                          Lead: A hidden letter reveals a secret alliance that could topple the queen’s reign—and
                          everything she has fought for.
                                                                                                                  Swords
Travel Event:
Come Across a Town:
The town feels ruled by a sharp, intelligent figure or a group with strong mental acumen. The
adventurers may encounter someone who values logic over emotion, or a place where intellect is prized.
The group may need to engage in negotiation or confront a mental challenge, or they might seek the
Queen’s wisdom to further their journey.
Camp Event:
Good Night’s Sleep
Sleep is sharp and clear, filled with dreams of wisdom and analytical thoughts. You wake with clarity of
mind, feeling mentally prepared for any challenge.
Adventure Spark:
A sharp-witted noblewoman invites you to a private meeting in her study. She speaks of a delicate
political matter that requires your attention. Her words are precise and calculated, and you can tell that
she expects only the most strategic responses from you.
Room Type:
Drawing Room:
The room feels sharp and intellectual, with intricate tapestries hanging on the walls and bookshelves
filled with philosophical texts. The queen stands by the window, a look of wisdom and authority in her
eyes. The air is crisp, clear, and filled with cutting clarity.
Trap Type:
Poison Dart Trap:
A quick, precise mechanism launches poison-tipped darts, symbolizing the sharp intellect, clarity, and
decisiveness of the Queen of Swords, but also the cold, cutting danger she may wield.
Enemy:
Noble Tyrants
Noble tyrants maintain control over their subjects through fear, corruption, and manipulation, ensuring
their grip on power through coercion.
                                                                                                         Combat:       5
                                                                                                         Skill:
             King of Swords
                                                                                                                       3
                                                                            Weapon: Claymore
                                                                            Armor: Plackart
                          Backstory:
                          They sat at the head of the war council, weighing strategies and sacrifices, a figure of cold
                          resolve amid chaos. But even kings must face the personal costs of power.
                          Lead: An intercepted dispatch warns of an assassin’s plot during the next battle, forcing the
                          king to choose between duty and survival.
                                                                                                                     Swords
Travel Event:
Come Across a Village:
The village is ruled by a figure who is calm, collected, and highly strategic. The adventurers may need to
prove their worth in a battle of wits or logic, or they may find themselves in a politically charged
situation. There’s a clear sense of order and control here, and the adventurers may seek guidance or
conflict with the village leader.
Camp Event:
Good Night’s Sleep
A calm, rational sleep. Dreams of strategy, leadership, and clear decisions fill your mind, and you wake
with a sense of mental authority and readiness.
Adventure Spark:
A powerful ruler known for their intellect and cunning sits atop a throne of power. They summon you to
their court to discuss a matter of state, where strategy and logical thinking will be the key to success.
However, the king’s icy demeanor leaves you questioning their true intentions.
Room Type:
Throne Room:
The grand room is filled with cold stone and intricate carvings. At the far end, the king sits upon a
throne, his gaze piercing and calculating. The air feels heavy with judgment and intellect, as though every
word spoken holds great weight and consequence.
Trap Type:
Pressure Plate Trap:
Stepping on a concealed pressure plate triggers a deadly blade trap, a perfect strike to the heart,
symbolizing the commanding authority and brutal logic of the King of Swords, as well as his capacity for
harsh decisions and consequences.
Enemy:
Tax Collectors
Tax collectors extract money from the populace, enforcing the will of the ruling power, and determining
the fate of those they tax.
                                                                                                            Combat:        2
                                                                                                            Skill:
              Ace of Pentacles
                                                                                                                           3
                                                                              Weapon: Longsword
                                                                              Armor: Plackart
                             Backstory:
                             At dawn, while clearing rubble in a derelict marketplace, they uncovered a strange coin
                             glowing faintly beneath the dust. Holding it, visions of a buried vault filled with untold
                             riches flashed before their eyes—along with the chilling echo of long-forgotten curses.
                             Lead: An old, half-mad treasure hunter insists the coin is a key, but warns the vault’s
                             entrance lies beneath the city’s old sewer network—now overrun by dangerous creatures.
            Is constantly looking for new ways to make money or secure resources, always on the lookout for
            opportunities.
            Has an obsession with physical comfort, always seeking to improve their surroundings with luxurious or
            practical items.
            Believes strongly in tangible results, preferring to see and touch something real rather than relying on
            abstract ideas.
            Has a tendency to be materialistic, often equating success with the accumulation of wealth or possessions.
            Constantly works towards financial security, often over-planning or obsessing over future wealth.
            Is incredibly practical, always focusing on what is immediately useful or beneficial rather than lofty dream
            Wants:
            To find a new opportunity for prosperity, a fresh beginning that promises financial growth and material
            stability.
            The desire to manifest physical success, turning ideas into tangible wealth or security.
            To gain solid ground in the material world, establishing a secure foundation for the future.
            The longing for a physical manifestation of abundance, whether through work, inheritance, or material
            achievement.
            To plant the seeds for long-term success, working hard to secure a prosperous future.
            The need to focus on practical matters, using common sense and grounded actions to achieve financial and
            material goals.
            Ability                                                     Item:
            Seed of Wealth                                              Golden Coin of Fortune (A coin that, when
            Produce a small but valuable item, coin, or resource        thrown into a body of water or over a campfire,
            from your pack or surroundings—just enough to pay           grants the player +1 to their next Skill Draw or
            a toll, bribe, or trade.                                    a small amount of wealth.)
                                                                                                                           Contents:
Yes/No/Neutral:                   Yes                      Ace of Pentacles
Element    Earth                                              Ration:     Yes
Direction: East                                               Animal:     Bull
Color:     Green/Brown                                        Impression: Helpful
Tavern Quest:                                                 Room Encounter:
Fetch (find wealth or blessing)                               Treasure
Treasure:                                                     Location:
Bag with 50 gold coins                                        Merchant’s Warehouse or Trading Post
Ration Spark:
The party discovers a hidden cache of sacks filled with flour, dried beans, and salted meat — 1d6 rations.
Weather:
Fresh Morning Dew with Sunshine
The weather is crisp, with morning dew on the grass and the sun rising to bring warmth, representing new
beginnings, growth, and opportunities.
City Event:
A New Business Opportunity:
A well-dressed merchant stands in the square, handing out flyers for a new business venture or an
investment opportunity. Their eyes gleam with enthusiasm as they offer a promising prospect.
Choice: Take the flyer and ask more about the opportunity, or decline, feeling cautious about new
ventures.
Travel Event:
Nothing Happens
The day is grounded and peaceful, but there's a sense of opportunity in the air. Nothing extraordinary
occurs, but the adventurers may feel a fresh start or potential for future gains. It’s a moment to plant the
seeds for the journey ahead, mentally or physically preparing for what's to come.
                                                                                                               Pentacles
Camp Event:
Good Night’s Sleep
Sleep is peaceful, filled with dreams of wealth, success, or tangible opportunities. You wake feeling
grounded and ready for the material world.
Adventure Spark:
While walking through the market, you discover an old coin buried beneath the cobblestones. It's of
unknown origin, shining with an unusual glow. The merchant at the stall notices it too and claims that
such a coin is said to bring immense fortune to whoever possesses it.
Room Type:
Treasury:
The room gleams with the shine of gold, silver, and precious gems. Intricate vaults line the walls, filled
with chests overflowing with wealth. The scent of fresh coin and rich fabric fills the air, as if new
opportunities for wealth and material gain await.
Trap Type:
Spike Trap:
A hidden mechanism causes sharp spikes to shoot up from the floor, representing the sudden opportunity
or material gain that can come with risks and dangers.
Enemy:
Tax Collectors
Tax collectors extract money from the populace, enforcing the will of the ruling power, and determining
the fate of those they tax.
                                                                                                                 Combat:     2
                                                                                                                 Skill:
             Two of Pentacles
                                                                                                                             3
                                                                                  Weapon: Rapier
                                                                                  Armor: Breastplate
                             Backstory:
                             They found themselves juggling two urgent debts on the same day: one to a ruthless loan
                             shark, another to a powerful guildmaster. Forced to choose whom to appease first, their
                             every move teetered on the edge of disaster.
                             Lead: A secret letter surfaces, revealing a plan to pit the two creditors against each other—if
                             they can decrypt the clues and survive the fallout.
            Quirks:
            Constantly juggles multiple tasks or projects, often struggling to balance them all but somehow managing.
            Is always on the move, never sitting still for too long, and always seeking to find equilibrium in their busy
            life.
            Frequently makes decisions based on practicality and the immediate needs of the situation, often
            overburdening themselves.
            Tends to be forgetful, constantly making lists and reminders to keep everything in balance.
            Has a habit of trying to maintain a perfect balance between work and life, but often neglects their own
            well-being.
            Always seeks out ways to improve efficiency, finding clever solutions to streamline their life or work
            processes.
            Wants:
            To balance their responsibilities, managing both work and personal life with efficiency and grace.
            The desire to maintain flexibility and adaptability, finding harmony between competing priorities.
            To juggle multiple projects, tasks, or opportunities, striving for balance and success without overwhelming
            themselves.
            The longing for financial stability, working hard to ensure a steady flow of income or resources.
            To navigate the ebbs and flows of material life, making adjustments as circumstances change.
            The need to stay grounded and organized, using time management and careful planning to maintain balance.
            Ability                                                         Item:
            Balance Task                                                    Juggling Stones (A pair of stones that, when
            Juggle two actions, responsibilities, or roles. You may         balanced in the player’s hand, allow them to
            act twice in one turn or perform a complex multitask            juggle multiple items or tasks at once without
            without penalty.                                                causing chaos.)
                                                                                                                             Contents:
Yes/No/Neutral:                    Yes                     Two of Pentacles
Element    Earth                                                Ration:     Yes
Direction: East                                                 Animal:     Squirrel
Color:     Green/Brown                                          Impression: Indifferent
Tavern Quest:                                                   Room Encounter:
Deliver (balance between competing tasks)                       Nothing
Treasure:                                                       Location:
Ledger with forgery-resistant pages                             Moneylender’s Shop or Exchange
Ration Spark:
After skillfully balancing trade between two towns, the adventurers earn barrels of preserved fruits and hardtack
— 1d6 rations.
Weather:
Variable Weather with Cloudy Skies
The weather is in flux, shifting between light rain and dry spells. This symbolizes juggling responsibilities, the
need for balance, and the fluctuation between highs and lows.
City Event:
Juggling Multiple Jobs
A harried-looking worker runs back and forth between two stalls, balancing goods in their hands and a
coin purse in their belt. They seem to be managing multiple tasks at once, trying to stay on top of their
responsibilities.
Choice: Offer to help them with a small task, or leave them to manage their hectic day.
Travel Event:
Something Happens to Delay All Travel
The adventurers find themselves juggling multiple priorities, possibly related to resources or finances.
The delay occurs as they try to balance different needs (food, supplies, or other responsibilities). They
might need to make tough decisions about where to focus their energy, which may delay progress.
                                                                                                                     Pentacles
Camp Event:
Decent Night’s Sleep
Sleep is filled with thoughts of balancing responsibilities or managing multiple tasks. You wake
occasionally, mentally juggling priorities, but manage to fall back asleep.
Adventure Spark:
You encounter a merchant juggling multiple deals at once, balancing coins and contracts with ease. They
offer you an opportunity to take part in a business arrangement, but you soon realize that the balance
they maintain may be on the verge of collapse.
Room Type:
Market Square
The adventurer enters a bustling open-air market. Stalls are lined with goods, and traders haggle with
customers over the value of wares. The air is filled with the sound of negotiations and the scent of fresh
produce, representing the balancing act of priorities and resources.
Trap Type:
Balance Trap
A series of shifting platforms or precarious objects are set into motion when the adventurer steps, forcing
them to maintain balance or risk falling, symbolizing the juggling act of the Two of Pentacles.
Enemy:
Thieves Guild Members
Thieves guild members rely on luck, stealth, and opportunism to navigate the criminal underworld, with
their fortunes constantly in flux.
                                                                                                              Combat:         3
                                                                                                              Skill:
            Three of Pentacles
                                                                                                                              3
                             Backstory:
                             During the final days of a grand cathedral’s construction, they uncovered signs of sabotage
                             —tools missing, key stones cracked. The project’s success rested on identifying the saboteur
                             before the foundation collapsed.
                             Lead: An anonymous note points to a disgruntled apprentice hiding in the shadowy crypt
                             beneath the cathedral, clutching secrets that could topple nobles.
            Quirks:
            Is always looking for ways to collaborate with others to improve projects, believing teamwork leads to the
            best results.
            Tends to be meticulous and detail-oriented, often focusing on perfecting every aspect of their work.
            Constantly seeks validation from others for their craftsmanship or expertise, often unsure if their work is
            good enough.
            Has a great appreciation for skill and mastery, always striving to improve their craft.
            Is constantly teaching or mentoring others, finding joy in helping others improve their skills.
            Tends to get frustrated when others don’t share the same work ethic or attention to detail.
            Wants:
            To be recognized for their craftsmanship and skills, seeking validation and acknowledgment for their hard
            work.
            The desire to work in collaboration with others, building something meaningful through teamwork and
            shared goals.
            To improve their abilities through continuous learning, mastering a craft or skill with dedication and
            precision.
            The longing to build a solid foundation, creating something lasting through effort and cooperation.
            To be part of a well-functioning team, contributing their expertise toward a common goal.
            The need to create a stable career path, ensuring that their efforts lead to long-term success and fulfillment.
            Ability                                                      Item:
            Skilled Labor                                                Craftsman’s Hammer (A sturdy hammer used to
            Call upon your mastery of a craft or trade to solve a        build or repair items. It repairs broken items in
            problem—repairing, building, or assessing with               half the usual time.)
            superior precision.
                                                                                                                             Contents:
Yes/No/Neutral:                   Yes                   Three of Pentacles
Element    Earth                                              Ration:     Yes
Direction: East                                               Animal:     Beaver
Color:     Green/Brown                                        Impression: Helpful
Tavern Quest:                                                 Room Encounter:
Deliver (craftsmanship or building delivery)                  Treasure
Treasure:                                                     Location:
Weapon Enchant Scroll - 1d6 to Combat Draws                   Craftsmen’s Workshop or Guildhall
Ration Spark:
Having helped construct a grain silo, the party is rewarded with baskets of freshly harvested vegetables and dried
meats — 1d6 rations.
Weather:
Clear, Crisp Day with a Light Breeze
The weather is stable and productive, with clear skies and a light breeze, perfect for working hard and achieving
mastery in your craft.
City Event:
Craftsmanship in the Market
You come across a skilled artisan who is diligently working on a masterpiece—a finely crafted weapon,
piece of jewelry, or beautiful tapestry. They seem focused on the delicate details of their craft, pouring all
their skill and energy into it.
Choice: Observe their work and offer a compliment, or ask if you can purchase something from them.
Travel Event:
Weather Change – Re-draw
A shift in the weather forces the adventurers to work together and adjust to the new circumstances. This
could be a time when collaboration and teamwork are essential—perhaps the group works to repair gear
or adjust to the new conditions, making the best out of the situation.
                                                                                                                     Pentacles
Camp Event:
Good Night’s Sleep
Sleep is calm and restorative. Dreams are filled with visions of collaboration, craftsmanship, and mastery.
You wake feeling motivated to build or create something meaningful.
Adventure Spark:
In a workshop filled with artisans, you are asked to lend your skills to a grand project—a cathedral’s
stained glass windows. The work is meticulous and demanding, but the promise of a significant reward is
enough to tempt you into joining this creative endeavor.
Room Type:
Workshop
The room is filled with the hum of activity—craftsmen and artisans working diligently on their trade.
Tools, wood, and metal are scattered across the workbenches, and the walls are covered with detailed
blueprints for ongoing projects. The air is filled with the sense of collaboration and skill.
Trap Type:
Whip Trap
A concealed whip mechanism lashes out from above or behind, striking the adventurer, representing
teamwork, craftsmanship, and the potential dangers of building something significant together.
Enemy:
Court Spies
Court spies gather intelligence and manipulate political factions, walking a tightrope between loyalty and
betrayal.
                                                                                                              Combat:      2
                                                                                                              Skill:
             Four of Pentacles
                                                                                                                           3
                                                                               Weapon: Mace
                                                                               Armor: Gambeson
                              Backstory:
                              They clutched an iron-bound chest rumored to contain a noble family’s fortune. Every
                              shadow seemed to hide spies and thieves, while paranoia grew like a poison—was their
                              wealth a blessing or a curse?
                              Lead:
                              A coded message is slipped under their door, hinting at a secret auction where the chest’s
                              contents will be stolen—unless they act first.
            Is overly protective of their possessions, constantly worried about losing what they’ve worked so hard to
            gain.
            Tends to hoard, unable to part with things even if they no longer serve a purpose or are of any value.
            Is overly cautious with money, always budgeting tightly and avoiding risks, even if it means missing
            opportunities.
            Has a deep attachment to security, constantly seeking stability and fearfully avoiding anything that could
            upset their foundation.
            Is deeply possessive, not just of material things but of people as well, afraid of losing what they value most.
            Tends to hold onto old ways, refusing to change even when new methods or ideas could improve their
            situation.
            Wants:
            To secure financial stability, accumulating wealth and resources to ensure a comfortable and safe future.
            The desire to protect what they’ve worked for, guarding their material possessions and financial assets.
            To find security in their physical surroundings, whether through property, possessions, or relationships.
            The longing to feel in control of their financial situation, avoiding risk and keeping a firm grip on their
            resources.
            To avoid loss, becoming overly cautious and protective of their wealth, possibly leading to hoarding
            behaviors.
            The need to build a strong foundation of security, ensuring that their material needs are met before moving
            forward.
            Ability                                                      Item:
            Clutch Possession                                            Lockbox (A small, sturdy box with a magical
            Secure a valuable item or stash against theft, loss, or      lock. Can be used to store precious items safely,
            magic. Once protected, it cannot be taken or destroyed making it immune to theft for a limited time.)
            for a short time.
                                                                                                                            Contents:
Yes/No/Neutral:                   Yes                     Four of Pentacles
Element    Earth                                              Ration:     No
Direction: East                                               Animal:     Tortoise
Color:     Green/Brown                                        Impression: Indifferent
Tavern Quest:                                                 Room Encounter:
Escort (guard treasure or greed)                              Trap
Treasure:                                            Location:
Small coffer (locked - Draw Value = 3, 1d6 x 10 Gold Treasury or Vault
Coins)
Ration Spark:
The group secures and guards a merchant’s stockpile, receiving a share of salted pork and dried bread — 1d6
rations.
Weather:
Overcast Skies with a Light Wind
The weather is heavy and unyielding, with clouds covering the sun, symbolizing fear of loss, greed, and the need to
hold on to material possessions tightly.
City Event:
A Person Hoarding Wealth
A wealthy merchant sits in their lavish shop, meticulously counting their gold coins and guarding their
precious belongings with a vigilant eye. They seem unwilling to part with anything, even for a fair price.
Choice: Try to negotiate a fair deal, or walk away, sensing their greed.
Travel Event:
Fork in the Road. Possible delay if the path leads away from destination
The adventurers encounter a choice at a fork in the road, and they are hesitant to make a decision,
possibly due to fears of losing resources or security. This card suggests that the adventurers are cautious
and protective of what they have, making them slow to take risks.
                                                                                                                      Pentacles
Camp Event:
Interrupted
Sleep is disturbed by feelings of hoarding or clinging to possessions. You wake briefly, feeling uneasy
about security or fear of losing something valuable, then drift back into a restless slumber.
Adventure Spark:
A wealthy noble invites you into their lavish home, but you sense an air of greed in their every word.
They seem to hold their possessions tightly, unwilling to part with even the smallest of their treasures,
and their obsession with wealth appears to be consuming them.
Room Type:
Vault
The room feels cold and secure, with large, thick stone doors and shelves filled with treasures, gold, and
precious items. A figure stands vigilantly in the corner, watching over the room. The atmosphere is one of
hoarding and protecting valuable resources from the outside world.
Trap Type:
Pressure Plate Trap
A concealed pressure plate activates a series of chains or traps that lock or secure valuable items in place,
symbolizing the greed and possessiveness of the Four of Pentacles, where wealth is jealously guarded.
Enemy:
Noble Tyrants
Noble tyrants maintain control over their subjects through fear, corruption, and manipulation, ensuring
their grip on power through coercion.
                                                                                                              Combat:          1
                                                                                                              Skill:
              Five of Pentacles
                                                                                                                               4
                                                                               Weapon: Flail
                                                                               Armor: Hauberk
                             Backstory:
                             After being betrayed by trusted allies, they were left penniless and wounded, wandering a
                             blizzard-stricken village where no doors opened and no hearths warmed. Desperation
                             gnawed, but so did a stubborn hope.
                             Lead: A whispered tale speaks of a hidden chapel in the woods where healing and shelter
                             await—if they can find the right path before frost claims them.
            Quirks:
            Is constantly struggling with feelings of inadequacy, often seeing themselves as lacking or unable to meet
            expectations.
            Frequently worries about their financial security, fearing that disaster or poverty is always just around the
            corner.
            Tends to isolate themselves when they’re going through tough times, believing no one can understand their
            struggles.
            Has a tendency to focus on what they’ve lost, often grieving over missed opportunities or financial setbacks.
            Is known for being frugal, pinching pennies and avoiding luxuries even when they’re not in a financial
            crisis.
            Often sees the worst in situations, believing that nothing will ever get better or that success is out of reach.
            Wants:
            To overcome financial hardship, seeking stability and relief after a period of loss or lack.
            The desire to escape poverty or physical hardship, finding the resources or support to regain their footing.
            To experience physical or material healing, recovering from illness, injury, or financial loss.
            The longing for a sense of belonging or inclusion, feeling isolated due to material or social challenges.
            To rise out of a state of scarcity, finding abundance or help when it feels like there’s nothing left.
            The need to seek support, whether from others or through personal resourcefulness, to overcome adversity.
            Ability                                                     Item:
            Survive Hardship                                            Tattered Cloak (A cloak that provides warmth in
            Endure harsh physical conditions. While wounded,            the cold, granting the wearer advantage against
            cold, or starving, you can push through without             cold weather and reducing environmental
            penalty for a brief time.                                   damage.)
                                                                                                                           Contents:
Yes/No/Neutral:                   No                       Five of Pentacles
Element    Earth                                              Ration:     No
Direction: East                                               Animal:     Donkey
Color:     Green/Brown                                        Impression: Directly Hostile
Tavern Quest:                                                 Room Encounter:
Escort (help the poor or wounded)                             Trap
Treasure:                                                     Location:
25 gold coins                                                 Poorhouse or Beggars’ Shelter
Ration Spark:
After aiding the poor during a harsh winter, the adventurers are given small parcels of root vegetables and cured
meats — 1d6 rations.
Weather:
Cold Wind with Light Snow
The weather is harsh and isolating, with a cold wind and light snow, symbolizing hardship, poverty, and feelings
of abandonment.
City Event:
A Beggar in Need
A destitute person sits at the edge of the city square, their clothes ragged and their face weary with
hunger. They beg passersby for a coin or a meal.
Choice: Give them a coin or food, or keep walking, not wanting to get involved in their plight.
Travel Event:
Rations are Lost Somehow
A loss of resources or supplies creates a material hardship for the adventurers. They might feel a lack of
security or struggle to recover from this loss, whether through theft, an accident, or poor luck. It’s a time
of scarcity and survival, where the adventurers may have to rely on each other’s skills to make it through.
                                                                                                                    Pentacles
Camp Event:
Interrupted
Dreams are filled with poverty, loss, or cold isolation. You wake with a sudden shiver, feeling
disconnected or lacking something important, and struggle to regain comfort.
Adventure Spark:
As you walk through the streets, a beggar approaches you, shivering in the cold. Their clothes are ragged,
and they speak of a lost fortune, asking for a coin to buy food. The beggar’s tale of misfortune seems
genuine, but a feeling of unease lingers in the air.
Room Type:
Poorhouse
The room is dim and cold, with a worn and broken-down atmosphere. Small, makeshift beds line the
walls, and the adventurer hears soft coughing and the shuffling of feet. The smell of stale air and
desperation fills the space, evoking feelings of poverty and isolation.
Trap Type:
Pitfall Trap
A sudden pit opens beneath the adventurer, plunging them into darkness, symbolizing financial loss,
hardship, and the feeling of being trapped, as depicted in the Five of Pentacles.
Enemy:
Religious Zealots
Religious zealots are fervent followers of a faith, imposing their beliefs on others and using their
conviction to justify harsh actions.
                                                                                                              Combat:      2
                                                                                                              Skill:
                Six of Pentacles
                                                                                                                           4
                                                                               Weapon: Claymore
                                                                               Armor: Tabard with Plate Inserts
                             Backstory:
                             They received an unexpected bag of gold from a masked benefactor—no questions asked.
                             Suspicious but desperate, they accepted, feeling both gratitude and the cold touch of
                             obligation.
                             Lead: A note accompanies the coins, asking them to investigate a corrupt magistrate
                             exploiting the poor, threatening to ignite a dangerous rebellion.
            Quirks:
            Is generous to a fault, always willing to give away their time, money, or resources to those in need.
            Has a strong sense of fairness, always striving to create balance by helping others who are less fortunate.
            Is known for their charity work or for supporting causes, often donating or volunteering in their
            community.
            Tends to expect something in return for their generosity, but often does not make this clear upfront.
            Believes in the importance of reciprocity and will become upset if they feel they are not being appreciated.
            Has a habit of measuring success by how much they’ve given away or helped others, often at the expense of
            their own needs.
            Wants:
            To experience generosity or charity, either giving or receiving support in times of need.
            The desire to create fairness, ensuring that wealth and resources are distributed evenly or justly.
            To achieve balance in material matters, gaining financial or physical stability while helping others in the
            process.
            The longing to share their abundance, helping others who are less fortunate or in need of support.
            To be recognized for their generosity, making a difference in the lives of others through their resources.
            The need to feel appreciated for their contributions, knowing that their efforts have a lasting impact on
            others.
            Ability                                                      Item:
            Fair Trade                                                   Bag of Coin (A pouch filled with gold coins. Can
            Offer a generous or balanced exchange that gains you         be used to bribe or purchase items from
            trust, help, or favors from someone who would                merchants. Once per day, grants the user a chance
            normally be indifferent.                                     to gain a favor from an NPC in exchange for
                                                                         wealth.)
                                                                                                                           Contents:
Yes/No/Neutral:                   Yes                        Six of Pentacles
Element    Earth                                              Ration:     Yes
Direction: East                                               Animal:     Ant
Color:     Green/Brown                                        Impression: Helpful
Tavern Quest:                                                 Room Encounter:
Deliver (charity or aid to another)                           Treasure
Treasure:                                                     Location:
6 Gold coins and a poor man’s blessing                        Charity House or Donation Hall
Ration Spark:
The party distributes food fairly among a village, earning gratitude and a gift of grains and dried fish — 1d6
rations.
Weather:
Gentle Rain with Clear Skies
The weather is nurturing and generous, with soft rain nourishing the earth beneath a clear sky, representing
balance, giving, and fairness.
City Event:
Generosity in the Streets
A local noble or wealthy individual hands out small coins or food to the less fortunate on the street. The
act is deliberate and done with a sense of grace, as though sharing wealth is part of their character.
Choice: Join in the act of giving, or observe from a distance, unsure if your resources allow for such
charity.
Travel Event:
Group of NPC Cultists Gathered Doing Something
The adventurers encounter a group of cultists, and they may see an opportunity for charity or a fair
exchange. The cultists might be involved in a charitable activity, giving something to the less fortunate,
or they may need help with a material task. The adventurers can choose to participate, barter, or gain
insight into the cult's financial dealings.
                                                                                                                  Pentacles
Camp Event:
Good Night’s Sleep
A peaceful sleep, filled with dreams of charity, balance, and giving or receiving help. You wake with a
sense of fairness and goodwill.
Adventure Spark:
A local philanthropist offers to sponsor a cause you hold dear, claiming to have deep pockets and a strong
desire to help. However, their generosity seems tinged with expectation. They want something in return,
and it might not be something you’re willing to give.
Room Type:
Donor’s Chamber
The room is richly decorated with fine tapestries and soft furniture, but its most striking feature is the
large wooden chest overflowing with coin and supplies. A kind figure stands near the chest, offering gifts
to those in need. The atmosphere is one of charity, balance, and generosity.
Trap Type:
Magnetic Trap
A hidden magnet or magical field pulls valuable coins, gems, or metal objects from the adventurer’s pack,
symbolizing generosity but also the threat of exploitation or theft in the Six of Pentacles.
Enemy:
Slave Traders
Slave traders sell individuals into servitude, promising security or stability while exploiting their lives for
profit.
                                                                                                            Combat:        3
                                                                                                            Skill:
            Seven of Pentacles
                                                                                                                           4
                                                                              Weapon: Javelin
                                                                              Armor: Jack of Plates
                             Backstory:
                             Seasons of patient toil tending a vineyard, workshop, or ledger finally bore fruit, but
                             rumors of blight or theft loomed large. Their livelihood—and future—hung on a fragile
                             thread.
                             Lead: A mysterious traveler offers a rare herb or secret ledger that could protect their work,
                             but demands a risky favor in return.
            Quirks:
            Tends to be patient, but often finds themselves getting frustrated by the slow progress of their efforts.
            Frequently assesses their work or investments, wondering if the time and energy they’ve put in will ever pay
            off.
            Is meticulous in their planning, constantly refining and improving their approach to ensure the best
            possible outcome.
            Has a habit of overthinking, analyzing every detail of their work or investments, even when things are
            progressing smoothly.
            Is deeply committed to long-term goals, willing to put in the time and effort even if rewards are not
            immediate.
            Tends to procrastinate at times, unsure whether their efforts will yield the results they’re hoping for.
            Wants:
            To pause and reflect on their progress, evaluating whether their efforts are paying off or need adjustment.
            The desire for long-term growth, patiently waiting for the fruits of their labor to come to fruition.
            To ensure that their work is sustainable, putting in the effort required to create lasting material success.
            The longing for a tangible outcome, seeking to see a return on investment after a period of hard work.
            To cultivate patience, understanding that success in material matters takes time and persistence.
            The need to reassess goals and methods, deciding whether to continue or shift direction based on progress
            made so far.
            Ability                                                    Item:
            Slow Yield                                                 Farmer’s Hoe (A small farming tool that grants
            Plant or begin something that will reward you later—       resource gathering bonus and can also be used to
            set a delayed effect, trap, or preparation that triggers   ward off small creatures or pests in outdoor
            at a future moment.                                        areas.)
                                                                                                                           Contents:
Yes/No/Neutral:                   Yes                    Seven of Pentacles
Element    Earth                                              Ration:     Yes
Direction: East                                               Animal:     Mole
Color:     Green/Brown                                        Impression: Indifferent
Tavern Quest:                                                 Room Encounter:
Fetch (long-term reward or yield)                             Nothing
Treasure:                                                     Location:
7 lengths of rope                                             Farmstead Storage or Granary
Ration Spark:
Patiently tending to a farmstead, the group harvests baskets of fresh fruits and preserved meats — 1d6 rations.
Weather:
Mild, Cloudy Day with Occasional Sun
The weather is reflective, with intermittent breaks in the clouds, representing contemplation, waiting, and the
results of hard work.
City Event:
A Gardener’s Patience
In a small community garden, a gardener tends to rows of crops, carefully pruning and nurturing each
plant. They seem to be waiting for something—a harvest, perhaps, or simply a moment of peace and
growth.
Choice: Speak with them about their patience and the work they’ve put in, or walk past, reflecting on
your own efforts in life.
Travel Event:
Roadblock. Small group demanding payment
The adventurers face a roadblock where a small group demands payment. This group could be a local
authority or band of traders looking for compensation to pass. The adventurers may choose to negotiate,
offer something of value, or find a way to earn the money through work or trade.
                                                                                                                  Pentacles
Camp Event:
Decent Night’s Sleep
Sleep is filled with visions of waiting, growth, and contemplation. You wake several times, reflecting on
your progress and wondering if your efforts are worth it.
Adventure Spark:
After long hours of toil in the fields, you pause to look at the fruits of your labor. The crops are thriving,
but the harvest isn’t as bountiful as you had hoped. You wonder whether it’s time to move on or continue
working, hoping for better returns next season.
Room Type:
Garden
The room is filled with plants in various stages of growth, each one carefully tended. The adventurer
notices a gardener inspecting the rows of crops with a look of patience and contemplation. The room is
tranquil, filled with the feeling of a long-term investment that is yet to bear fruit.
Trap Type:
Collapsing Ceiling Trap
A section of the ceiling caves in under the weight of accumulated materials or a long-term project,
representing the time, effort, and sometimes the risk of reward shown in the Seven of Pentacles.
Enemy:
Pirates
Pirates are lawless individuals who live by violence and theft, seeking treasure on the high seas while
constantly flirting with death.
                                                                                                            Combat:          3
                                                                                                            Skill:
            Eight of Pentacles
                                                                                                                             3
                                                                             Weapon: Pike
                                                                             Armor: Leather Brigandine
                             Backstory:
                             Countless nights spent perfecting a craft—sharpening blades, painting icons, or scribing
                             grimoires—earned quiet respect and growing envy. When their masterpiece was stolen, they
                             faced ruin.
                             Lead: A cryptic clue scrawled on a discarded parchment leads to a hidden workshop where
                             rivals trade forbidden secrets.
            Quirks:
            Is incredibly focused on their work, often getting lost in their craft and pushing themselves to perfection.
            Has a strong desire to master their skills, constantly learning and improving with each task they undertake.
            Is highly disciplined, following strict routines and schedules to ensure they meet their goals.
            Tends to be a perfectionist, sometimes working on something for far too long because they believe it can
            always be improved.
            Is often consumed by their work, losing track of time or neglecting other aspects of their life.
            Finds satisfaction in small achievements, celebrating incremental progress towards mastery or improvement.
            Wants:
            To hone their skills through practice, becoming a master of their craft through consistent effort.
            The desire to achieve perfection in their work, focusing on the details and striving for excellence.
            To dedicate themselves to learning, constantly improving and expanding their knowledge in their field.
            The longing for recognition of their expertise, wishing for their skills to be valued and appreciated.
            To create a solid work ethic, putting in the necessary effort to achieve mastery and success.
            The need for focus and diligence, understanding that success requires dedication and hard work over time.
            Ability                                                   Item:
            Mastercraft                                               Workman’s Gloves (Heavy gloves that improve
            Enhance a tool, weapon, or item to perform better         the wearer’s crafting or building skills, granting a
            than expected for a short time, granting advantage or     bonus to any item creation or repairs.)
            extra effect.
                                                                                                                         Contents:
Yes/No/Neutral:                    Yes                   Eight of Pentacles
Element    Earth                                               Ration:     Yes
Direction: East                                                Animal:     Woodpecker
Color:     Green/Brown                                         Impression: Helpful
Tavern Quest:                                                  Room Encounter:
Deliver (carefully crafted item)                               Treasure
Treasure:                                                      Location:
Smithing tongs and apron                                       Blacksmith’s Forge or Artisan Workshop
Ration Spark:
The adventurers expertly repair a mill, gaining access to stored sacks of flour and salted beef — 1d6 rations.
Weather:
Sunny, Warm Day
The weather is calm and focused, with steady sunlight symbolizing hard work, dedication, and the refinement of
skills.
City Event:
A Hard Day’s Work
You see a person working diligently in a workshop or at a forge, their hands covered in grime as they
labor over a piece of work. They are focused on their task, perfecting their craft.
Choice: Offer a quick word of encouragement, or leave them to their focused work.
Travel Event:
Path is Damaged or Blocked
The adventurers encounter a damaged path or obstacle, but this is a chance to demonstrate skill and
craftsmanship. Perhaps they need to repair something or find a way to clear the path, using their abilities
to restore order and continue their journey. It’s a test of diligence and hard work.
Camp Event:
                                                                                                                 Pentacles
Good Night’s Sleep
Sleep is restful, with dreams of dedication, craftsmanship, and honing skills. You wake feeling focused
and ready to work hard toward a goal.
Adventure Spark:
You are invited to apprentice under a master craftsman, learning the delicate art of smithing, tailoring, or
another skill. The work is repetitive, but the reward for perfecting the craft is great. Your patience and
dedication will be tested, but the outcome is worth it.
Room Type:
Craftsman’s Studio
The room is full of artisans at work, crafting and fine-tuning their trade. The air is filled with the
rhythmic sound of hammer on metal, needle on fabric, and wood on stone. The adventurer sees
meticulous effort being put into every small detail, representing mastery and dedication to the craft.
Trap Type:
Spinning Blades Trap
A series of blades spin out from hidden compartments, symbolizing the focus on hard work and
craftsmanship, with the danger of perfectionism and danger lurking in the details.
Enemy:
Gladiators or Pit Fighters
Gladiators and pit fighters seek fame and fortune by fighting in public arenas, showcasing their strength
and skill for the entertainment of others.
                                                                                                              Combat:         2
                                                                                                              Skill:
             Nine of Pentacles
                                                                                                                              3
                                                                               Weapon: Dagger
                                                                               Armor: Plate Cuirass
                             Backstory:
                             Amidst flourishing gardens and lavish estates, they enjoyed hard-won independence. Yet a
                             sudden theft of a prized heirloom shattered the calm, hinting at betrayal from within their
                             inner circle.
                             Lead: An encoded letter hidden in a rare book hints at a secret admirer—or a deadly foe—
                             lurking among trusted friends.
            Quirks:
            Is fiercely independent, valuing their freedom and ability to sustain themselves without relying on others.
            Has a keen eye for quality and luxury, enjoying the finer things in life but still appreciating hard work and
            independence.
            Is known for their self-sufficiency, often taking pride in how far they’ve come without needing help from
            others.
            Tends to enjoy solitude, finding peace in their own company or in quiet, beautiful environments.
            Has a sophisticated sense of style or taste, carefully curating their surroundings to reflect their success and
            individuality.
            Is deeply content with their material success but always looks for ways to keep improving their personal or
            financial life.
            Wants:
            To enjoy the rewards of their hard work, reaping the benefits of their material success and independence.
            The desire to feel self-sufficient, proud of the comfort and luxury they’ve earned through their own efforts.
            To cultivate a life of abundance and luxury, savoring the physical pleasures and comforts of life.
            The longing for freedom and independence, enjoying the fruits of their labor without external interference.
            To experience self-contentment, knowing that they have worked hard to achieve their current state of
            prosperity.
            The need to maintain their status, ensuring that their achievements are protected and well-maintained.
            Ability                                                      Item:
            Self-Sufficiency                                             Jeweled Ring (A ring encrusted with precious
            Thrive alone. For a limited time, you do not suffer          gems. It boosts their influence during social
            penalties for being without aid, tools, or allies.           situations.)
                                                                                                                              Contents:
Yes/No/Neutral:                    Yes                    Nine of Pentacles
Element    Earth                                               Ration:     Yes
Direction: East                                                Animal:     Songbird
Color:     Green/Brown                                         Impression: Friendly
Tavern Quest:                                                  Room Encounter:
Escort (wealthy figure in need of protection)                  Treasure
Treasure:                                                      Location:
Purse with 9 Gold coins                                        Wealthy Merchant’s Villa
Ration Spark:
The party is invited to a wealthy estate’s table, enjoying fine cheeses, cured meats, and fresh bread — 1d6 rations.
Weather:
Clear Skies with Mild Breeze
The weather is tranquil and luxurious, with gentle winds and sunshine, reflecting independence, wealth, and the
comforts of self-sufficiency.
City Event:
Enjoying the Fruits of Labor
A wealthy person lounges in a well-kept garden, sipping fine wine and enjoying the fruits of their labor.
They seem at peace, surrounded by luxury and comfort.
Choice: Admire their success from afar, or approach to strike up a conversation about how they achieved
such prosperity.
Travel Event:
A Group of Workers Hauling a Load of Goods Traveling to the Nearest Market
The adventurers encounter a group of workers who appear content and prosperous. They are dedicated
to their craft or trade and seem to be living a life of abundance. The adventurers might admire their
success, assist in the task, or learn something about the pursuit of wealth and stability in this
environment.
                                                                                                                       Pentacles
Camp Event:
Good Night’s Sleep
Sleep is serene and luxurious, filled with dreams of independence and personal wealth. You wake feeling
content with your current state and accomplishments.
Adventure Spark:
A wealthy landowner invites you to their estate, where everything seems perfectly in order. They have
everything they could want—wealth, land, and servants—but you sense an underlying emptiness beneath
their polished exterior. They offer you a glimpse of their luxurious lifestyle.
Room Type:
Private Courtyard
The room is a peaceful, secluded courtyard surrounded by lush greenery and stone walls. A fountain
trickles softly in the center, and the air smells of fresh flowers. The adventurer notices a figure enjoying
the fruits of their labor, living in contentment and luxury after years of hard work.
Trap Type:
Cage Trap
A massive golden cage falls from the ceiling, trapping the adventurer, symbolizing the luxury and solitude
of the Nine of Pentacles, but also how wealth can sometimes isolate or trap an individual.
Enemy:
Witch Hunters
Witch hunters are skilled individuals who track and eliminate witches, using their knowledge of magic
and the occult to hunt their prey.
                                                                                                               Combat:      2
                                                                                                               Skill:
              Ten of Pentacles
                                                                                                                            3
                                                                               Weapon: Halberd
                                                                               Armor: Cuirass with Faulds
                              Backstory:
                              During a family feast, the transfer of a storied heirloom was interrupted by masked
                              intruders demanding a secret the relic conceals. Old wounds opened anew, and alliances
                              fractured.
                              Lead: A wounded messenger flees with a fragmented map revealing the heirloom’s hidden
                              power—and a looming threat intent on seizing it.
                                                                                                                     Pentacles
Camp Event:
Good Night’s Sleep
A restful sleep filled with dreams of family, legacy, and long-lasting success. You wake with a sense of
accomplishment, feeling as though you are a part of something enduring.
Adventure Spark:
You arrive at the grand estate of a noble family, where generations of wealth and tradition are passed
down. The family invites you to a feast to celebrate their prosperity, but behind the walls, there are
whispers of decay and the pressures of maintaining such a legacy.
Room Type:
Family Hall
The room is large and grand, filled with portraits of generations past and tables laden with heirlooms.
The walls are lined with objects of familial wealth and legacy. The atmosphere is rich with tradition and
the enduring stability of a well-established family fortune.
Trap Type:
Rolling Boulder Trap
A large, heavy boulder rolls down a hall, representing the stability and legacy of the Ten of Pentacles, but
also the potential for the weight of familial or financial obligations to crush or overwhelm.
Enemy:
Traveling Performers
Traveling performers entertain crowds with music, acrobatics, or magic, often moving from place to
place, seeking recognition and approval.
                                                                                                             Combat:        2
                                                                                                             Skill:
             Page of Pentacles
                                                                                                                            3
                                                                               Weapon: Pistol
                                                                               Armor: Corselet
                             Backstory:
                             Given their first commission, they journeyed to procure a rare herb or deliver a precious
                             scroll, only to find themselves caught in a web of espionage when a rival agent tried to
                             intercept them.
                             Lead: A merchant’s tattooed map hints at a hidden safehouse where clues to a larger
                             conspiracy are buried.
            Quirks:
            Is always carrying around a notebook or journal, constantly jotting down ideas for future projects or
            investments.
            Has a tendency to obsess over small details, ensuring every aspect of their work is perfect, sometimes to a
            fault.
            Constantly seeks out opportunities to learn, taking on apprenticeships, training, or any educational
            opportunity that could improve their skills.
            Is often overly cautious, doubting their abilities or not feeling quite ready to take on the challenges they
            face.
            Is very diligent and hardworking, often getting lost in the process of learning, experimenting, and growing.
            Tends to be practical and realistic about their goals, but sometimes lacks the confidence to take the first
            step toward bigger projects.
            Wants:
            To explore new opportunities in the material world, seeking a stable foundation for future growth.
            The desire to learn new skills, particularly related to work, money, or practical tasks.
            To start fresh, taking their first steps towards securing financial stability and success.
            The longing to manifest their goals in the physical world, applying their learning to tangible results.
            To be industrious and focused, starting on a new project or career path that promises material growth.
            The need to be grounded and practical, finding the right balance between dreams and achievable goals.
            Ability                                                     Item:
            Learn by Doing                                              Study Tome (A small book filled with
            Try something unfamiliar. You may attempt a skilled         information on alchemy, crafting, or business. It
            task outside your training with surprising effectiveness    grants the reader +1 to any Skill Draws related
            once per session.                                           to wealth or crafting.)
                                                                                                                            Contents:
Yes/No/Neutral:                   Yes                     Page of Pentacles
Element    Earth                                              Ration:     Yes
Direction: East                                               Animal:     Fox
Color:     Green/Brown                                        Impression: Friendly
Tavern Quest:                                                 Room Encounter:
Fetch (beginner’s treasure or study                           Treasure
Treasure:                                                     Location:
Apprentice's account book                                     Apprentice’s Quarters or Trade School
Ration Spark:
A young apprentice brings a parcel of nuts, dried fruits, and fresh eggs — 1d6 rations.
Weather:
Fresh, Morning Dew
The weather is rejuvenating, with fresh dew and the promise of new growth. It symbolizes learning, exploration,
and the pursuit of material knowledge.
City Event:
A Young Student Learning the Trade
A young apprentice carefully reads through a tome on alchemy or craftsmanship, absorbing every detail
with a look of intense focus. They are eager to learn and are deeply invested in mastering their chosen
skill.
Choice: Offer some advice or mentorship, or continue on your way, knowing that hard work often leads
to success.
Travel Event:
Group of Enemy NPCs Patrolling. Caution, Highly Aggressive
A young, enthusiastic patrol encounters the adventurers, and there’s an element of potential for growth or
learning in this conflict. The enemies may be inexperienced or eager to prove themselves. The
adventurers can use this as an opportunity to educate, outwit, or engage with them tactically.
Camp Event:
                                                                                                                  Pentacles
Good Night’s Sleep
Sleep is calm, filled with dreams of learning, growth, and new opportunities. You wake feeling eager to
start a new endeavor or project.
Adventure Spark:
A young scholar presents you with a book of knowledge on rare plants and minerals. They are eager to
share what they’ve learned, but something in their enthusiasm seems overly ambitious. They speak of a
potential fortune to be made, but you can sense they are still naive.
Room Type:
Study Room
The room is quiet and filled with books, scrolls, and a large desk cluttered with maps and journals. A
young scholar, eager and determined, pores over ancient texts and scientific research. The air feels full of
ambition and the promise of new beginnings in the pursuit of knowledge.
Trap Type:
Poison Dart Trap
A small dart shoots from a hidden mechanism when the Page’s curiosity gets the better of them,
symbolizing youthful ambition and the temptation of material gain, which can be dangerous if not
approached wisely.
Enemy:
Witch or Heretic
Witches or heretics practice forbidden magic or hold unorthodox beliefs, often living in isolation to
avoid persecution.
                                                                                                            Combat:         3
                                                                                                            Skill:
            Knight of Pentacles
                                                                                                                            4
                             Backstory:
                             Tasked with escorting a priceless cargo across bandit-ridden lands, they battled through
                             storms and ambushes, earning a reputation for reliability and resilience—but the cargo
                             carried more than gold.
                             Lead: A damaged ledger reveals secret orders about the cargo’s true destination, suggesting
                             betrayal within their own ranks.
            Quirks:
            Is incredibly methodical, following strict routines and schedules, rarely deviating from what has worked for
            them in the past.
            Has an unwavering work ethic, often putting in long hours without expecting immediate rewards.
            Is reliable to a fault, always keeping promises and commitments, even if it means sacrificing personal time
            or energy.
            Tends to be slow and steady, avoiding risks but making consistent progress toward long-term goals.
            Has a strong sense of responsibility, taking care of practical matters like finances, family, or business
            without hesitation.
            Can be stubborn or resistant to change, preferring to stick with what is familiar and tried-and-true rather
            than embracing the unknown.
            Wants:
            To commit to a long-term goal, staying diligent and dedicated to the process without seeking shortcuts.
            The desire to create a secure and stable future, working steadily towards material success.
            To take responsibility for their actions, building their career or business with care and persistence.
            The longing to be methodical and reliable, known for their hardworking nature and steady progress.
            To ensure financial security, always making practical and calculated decisions to protect their wealth.
            The need to maintain a steady routine, finding peace in their work and knowing that their effort will pay
            off in time.
            Ability                                                     Item:
            Steadfast Advance                                           Leather Pouch of Ingenuity (A bag filled with
            Proceed slowly but surely. When you choose not to           tools for various tasks. It grants the wearer a
            rush, your action or journey is guaranteed to succeed       bonus in crafting or repairing items and can hold
            despite obstacles.                                          up to five consumable items.)
                                                                                                                        Contents:
Yes/No/Neutral:                   Yes                  Knight of Pentacles
Element    Earth                                               Ration:     Yes
Direction: East                                                Animal:     Horse
Color:     Green/Brown                                         Impression: Indifferent
Tavern Quest:                                                  Room Encounter:
Deliver (dutiful and slow transport)                           Enemy
Treasure:                                                      Location:
Donkey and small cart                                          Grain Silo or Stable
Ration Spark:
The party transports precious grain through dangerous territory and is rewarded with sacks of hardtack and salted
pork — 1d6 rations.
Weather:
Overcast but Calm Day
The weather is steady but lacks excitement, reflecting diligence, responsibility, and a methodical approach to
achieving goals.
City Event:
A Steady, Reliable Worker
A seasoned worker, carrying heavy sacks of grain or supplies, walks steadily toward the market. Their
pace is deliberate, and their attention to their task is unwavering.
Choice: Lend them a hand with their load, or watch in admiration at their dedication and diligence.
Travel Event:
Come Across a City
The adventurers come across a city that feels grounded and stable, with a focus on hard work, industry,
and practical matters. This city is focused on maintaining order, commerce, and the long-term growth of
its people. The adventurers may find themselves involved in labor, earning money, or negotiating for the
best deals in this stable environment.
Camp Event:
                                                                                                                    Pentacles
Decent Night’s Sleep
Sleep is stable but somewhat restless. Thoughts of responsibility and diligence keep you awake at times,
but you manage to find a solid rest.
Adventure Spark:
A seasoned merchant arrives in town with a cart full of goods, offering a steady stream of opportunities
for trade. The merchant is meticulous and reliable, but their single-minded pursuit of profit may leave
little room for anything else, even in matters of friendship.
Room Type:
Stables
The room smells of fresh hay and leather. Several horses stand in their stalls, their saddles neatly
arranged. The knight stands nearby, ensuring everything is in order, exhibiting patience, steadiness, and
reliability. The air feels grounded and practical, full of routine and diligence.
Trap Type:
Pitfall Trap
As the Knight moves with steady determination, a concealed trapdoor opens beneath them, sending them
tumbling into a pit. This represents the cautious, methodical approach of the Knight of Pentacles, but
also the risks of stagnation and lack of foresight.
Enemy:
Mercenaries
Mercenaries are adventurers who fight for gold, taking on any job that comes their way without thinking
of the consequences.
                                                                                                            Combat:      2
                                                                                                            Skill:
            Queen of Pentacles
                                                                                                                         4
                                                                              Weapon: Claymore
                                                                              Armor: Plackart
                             Backstory:
                             From their estate’s tower, they managed lands and wealth with grace and iron will. When
                             livestock began dying and crops failed, they sensed a deliberate curse aimed at their
                             holdings.
                             Lead: A village elder entrusts them with an ancient talisman and a warning: the curse’s
                             source lies beneath the old ruins on the estate’s outskirts.
            Tends to be highly resourceful, always finding practical solutions to problems, especially in matters of
            home and family.
            Has a strong connection to nature and the physical world, often enjoying gardening, cooking, or other
            earthy activities.
            Can be overprotective, sometimes to the point of being controlling, as they want to ensure everything is
            perfect and safe.
            Is deeply connected to family and home life, often making it their primary focus, and finding peace in
            creating a stable, loving environment.
            Has a warm, inviting presence, often making others feel at ease in their company, but can also be somewhat
            possessive or jealous of their territory.
            Wants:
            To nurture and provide, creating a warm, stable, and secure environment for themselves and others.
            The desire to manage resources effectively, balancing practical needs with a sense of comfort and luxury.
            To experience material abundance, enjoying the fruits of their hard work while ensuring stability for the
            future.
            The longing to be self-sufficient, using their wisdom and resources to create a secure life for themselves and
            their loved ones.
            To be compassionate and grounded, caring for both their material and emotional well-being.
            The need to embrace both the practical and emotional aspects of life, providing for their own needs while
            nurturing others.
            Ability                                                     Item:
            Nurture Resources                                           Herbalist’s Kit (A kit containing herbs, salves,
            Double the utility of food, supplies, or coin for a short and vials for making potions or remedies. It
            time. Your care makes limited resources stretch             grants a bonus to healing potions or increases the
            further.                                                    effectiveness of nature-based magic.
                                                                                                                          Contents:
Yes/No/Neutral:                  Yes                 Queen of Pentacles
Element     Earth                                           Ration:     Yes
Direction: East                                             Animal:     Bear
Color:      Green/Brown                                     Impression: Friendly
Tavern Quest:                                               Room Encounter:
Deliver (nurturing or provisioning quest)                   Trap
Treasure:                                                   Location:
Armor Enchant Scroll - 1d6 to Skill Draws                   Orchard Keeper’s House or Gardener’s Estate
Ration Spark:
A generous matron gifts the adventurers baskets of fresh vegetables, cured meats, and homemade bread — 1d6
rations.
Weather:
Warm, Earthy Day
The weather is nurturing, with warmth and grounded energy, symbolizing abundance, fertility, and the care given
to others or to one’s surroundings.
City Event:
A Nurturing Figure in the Market
A well-known figure in the marketplace, the queen of the town’s crops, helps distribute food to the less
fortunate. Her generosity is a quiet force that sustains the community, and people speak of her warmth
and care.
Choice: Approach her for advice on how to help your own community, or watch quietly, inspired by her
kindness.
Travel Event:
Come Across a Town
The town feels nurturing and practical, with a focus on sustainability and care for others. The
adventurers may encounter a leader or influential figure who is focused on maintaining balance, comfort,
and material success for the town. The adventurers might find shelter, care, or trade in exchange for their
services.
                                                                                                                  Pentacles
Camp Event:
Good Night’s Sleep
Sleep is nurturing and grounded. Dreams of prosperity, nature, and caretaking fill your mind, and you
wake feeling secure and at peace.
Adventure Spark:
A wealthy widow invites you into her manor, where she oversees a grand garden and a thriving farm. Her
wealth is evident, but so is her kindness. She offers you resources to assist in your journey, but her
generosity comes with expectations for you to use it wisely and responsibly.
Room Type:
Greenhouse
The room is warm and fragrant, filled with lush plants and flowers of every color. Soft light filters in
from large windows, and the queen tends to the plants with a nurturing, careful hand. The atmosphere is
one of abundance, practical care, and material comfort, where every need is tended to with grace.
Trap Type:
Gas Trap
A soft mist of gas fills the room, creating an air of calm but also veiling hidden dangers, symbolizing the
nurturing but sometimes overly protective nature of the Queen of Pentacles, who shields her wealth and
comforts from the world.
Enemy:
Rebel Leaders
Rebel leaders sacrifice their freedom and well-being in pursuit of overthrowing oppressive regimes, often
enduring hardship for their cause.
                                                                                                              Combat:      3
                                                                                                              Skill:
             King of Pentacles
                                                                                                                           5
                                                                               Weapon: Longbow
                                                                               Armor: Tabard with Plate Inserts
                             Backstory:
                             They sat on the throne of commerce and power, balancing debts, alliances, and betrayals. A
                             sudden rebellion shook their rule, forcing them to root out conspirators among their closest
                             advisors before it was too late.
                             Lead: An intercepted letter exposes a secret pact between rival houses plotting to overthrow
                             them during the next full moon’s festival.
            Is highly ambitious, driven by the desire for success, stability, and the accumulation of wealth.
            Has a commanding presence, often overseeing large projects, businesses, or estates with great attention to
            detail.
            Is incredibly pragmatic, always making decisions based on practical considerations and long-term gains.
            Has a deep sense of responsibility, often making sacrifices in their personal life to ensure the success and
            stability of their ventures.
            Tends to be somewhat conservative in their approach to change, preferring tried-and-true methods over
            risky innovations.
            Is very protective of their wealth and position, not easily swayed by others, and always ensuring that their
            investments or legacy are secure.
            Wants:
            To create long-term financial security and wealth, building a legacy that provides for future generations.
            The desire to be a provider and protector, ensuring stability and abundance for their family and community.
            To achieve the pinnacle of material success, enjoying the benefits of hard work and wise investment.
            The longing to be seen as a successful leader, admired for their ability to manage wealth and resources.
            To be the architect of their own prosperity, using their experience and expertise to maintain and grow their
            wealth.
            The need to balance power and generosity, using their position of financial security to help others and
            contribute to their community.
            Ability                                                     Item:
            Command of Wealth                                           Crown of Wealth (A crown that increases the
            Leverage your resources, land, or reputation to             wearer’s wealth generation abilities. It can be used
            influence people of status, open doors, or protect your     to obtain additional funds from NPCs or grants
            holdings.                                                   extra money from treasure hoards.)
                                                                                                                           Contents:
Yes/No/Neutral:                    Yes                     King of Pentacles
Element     Earth                                              Ration:     Yes
Direction: East                                                Animal:     Stag
Color:      Green/Brown                                        Impression: Friendly
Tavern Quest:                                                  Room Encounter:
Escort (guard a noble or powerful merchant)                    Enemy
Treasure:                                                      Location:
Signet ring of a powerful merchant guild                       Banking House or Merchant Prince’s Residence
Ration Spark:
The party earns the favor of a wealthy merchant who grants them access to his storerooms filled with grain, salted
fish, and dried fruits — 1d6 rations.
Weather:
Bright, Sunny Day with No Wind
The weather is solid and secure, with the full heat of the sun providing strength, symbolizing stability, wealth, and
control over the material world.
City Event:
A Wealthy Patron at the Forge
A wealthy patron walks into a blacksmith’s shop, ordering an expensive sword or piece of armor. The
blacksmith listens carefully to their demands, eager to please but also aware of the king’s expectations.
Choice: Observe their transaction, or try to make a deal with the blacksmith yourself, hoping to win favor
from such a rich client.
Travel Event:
Come Across a Village
The village is ruled by a figure who is a master of wealth, resources, and long-term stability. The
adventurers may encounter a wealthy merchant or leader who has built a thriving community. There’s a
sense of material success here, and the adventurers may choose to either work with or challenge this
figure for their own gain.
Camp Event:
                                                                                                                        Pentacles
Good Night’s Sleep
Sleep is calm and full of dreams about wealth, success, and building empires. You wake with a strong
sense of control and a clear mind for handling finances or responsibilities.
Adventure Spark:
A powerful and successful banker approaches you with an investment opportunity. They have built an
empire from the ground up, and their reputation for wealth and influence is unmatched. They promise
substantial rewards for those who can meet their high standards, but you feel the weight of their
ambition.
Room Type:
Banquet Hall
The room is grand, filled with long tables laden with food, fine wines, and decadent decor. The king sits
at the head of the table, surveying the scene with a look of contentment and power. The air feels solid
and prosperous, full of stability, wealth, and the reward of hard-earned success.
Trap Type:
Pressure Plate Trap
A hidden pressure plate releases a mechanism that locks up valuable items or wealth behind a protective
barrier, symbolizing the King of Pentacles' obsession with financial security and control over his
resources.
Enemy:
Slave Traders
Slave traders sell individuals into servitude, promising security or stability while exploiting their lives for
profit.
Game Flow:
Start:
     Information Search
         Draw Card for Skill Score check
         Decide how to obtain a clue.
              NPC?
                   Draw or decide location of NPC. (If you aren’t already speaking with the NPC)
                   Is NPC not in the area and you must travel?
                        Travel
                   Draw for an NPC.
                   Skill Check against NPC
                   Decide on information
                   Location?
                        Travel
              Place?
                   Draw for Location, or Room Type
                   Is location not in the immediate are?
                        Travel
                   Once you have arrived
                        Is the place a building/dungeon that you need to go into to find the clue?
                              Dungeon Crawl
                        Enter place
                   Does the place house an NPC or Enemy that you must Combat or Skill Check to obtain
                   your clue?
                        Progress to destination and Combat/Skill Check to find your clue
                   Draw and Skill Check to see if you found the clue
                        Progress to destination and Combat/Skill Check to find your clue
                   If you are at your destination and fail, the search is over for the day and you must try again
                   tomorrow to see if you can find any other clues or move onto a new quest.
     Travel
         Draw Card for Weather
         Choose an Action
              Search for Rations
              Gather Resources
              Travel towards destination
                   Draw card for Travel Event. (or use the card pulled for Weather)
                   Choose to or not to participate in the Travel Event (on some prompts)
         If destination is in the area you are in (Travel Days = 0), proceed to destination
         After any Building/Dungeon/Location Events are completed.
         Camp
     Camp:
         Draw for Camp Event
              Choose to follow or investigate anything on the Event (So long as you don’t have to travel)
              If you have to Travel jot down the information and chase the information down at another
              time
         If you have rations and you have wounds, they are healed
         Reduce rations by 1
                                                                                                                    Contents:
Game Flow Continued:
   Building Crawl
        Lay out cards faced down in building/dungeon pattern of choice. (or draw layout in grid of
        journal)
        Is this the entry room?
             Enter first room (No Draws/Rolls needed upon entering)
             No traps or treasure
        All other rooms upon entry (If not last room)
             Draw Card
                   If the Impression is “Helpful” - You have reached your destination - move to Destination
                   Room
                   Does the card have Room Type “Enemy”?
                         Use card to determine Enemy Type and Combat Score
                         Combat Check Enemy
                              If you lost, the enemy is still there and you must defeat it to continue
                              If you won, Draw another Card and continue
                   If Room Type is not “Enemy” or you have just beaten an Enemy, Skill Check against
                   Card
                         Successful?
                              Draw another Card
                              If the Room Type is “Enemy”, ignore (you’ve already dealt with Enemy
                              possibilities))
                              Is room type Trap?
                                   Use card to Skill Check to disarm the trap
                                   The card will have the Trap Type
                                   Failed to disarm?
                                        Take 1 Skill Wound
                                        No treasure found - Move on
                                   Successfully disarmed trap?
                                        Draw a card for treasure
                                        If Room Encounter is “Treasure” use the card to take your treasure
                                        If not then Move on.
                              Is the Room Type “Treasure”?
                                   Use Drawn card to obtain your treasure - Move on (No traps here)
                         Failed on Trap/Treasure Check? (or just downright didn’t search)
                              Any action toward a door
                                   Draw Card
                                        If the card has Room Type “Trap” you have triggered an unsee trap
                                        and take 1 Skill Wound
                                        No treasure found either, Move on
                   Decide which direction to go
                         Draw/Roll for locked Check
                              Is the door locked?
                                   Draw Card and Skill Check
                                   Successful?
                                        Enter and Move on
                                   Failed?
                                        “Bash” through door taking 1 Skill Wound
                              Not locked? - Move on
        Destination Room or Stairs
             If stairs, then move up to next floor and crawl as you did the previous floor.
             Draw/Roll any interactions you have setup for the destination
             Travel back to closest Village/Town/City (optionally fast travel there)
                                                                                                              Contents:
                        The Fate of Galileo
                           The Back Story:
                           The year is 1633 and Galileo is reported missing. He is to stand trial for his
                           heliocentric theory, which proposed that the Earth and other planets revolve around
                           the Sun.
                           You stand in the bustling streets of Naples on a bright sunny morning and can hear
                           the chatter amongst the streets. You see and see two men in the entrance of a
                           nearby alley looking very suspicious with gestures and glances of paranoia.
                           They slide deeper into the ally and you walk to the edge of the building and can
                           hear them talking.
                           You can barely make out what they’re saying, but you hear “...we must be careful.
                           Split up and collect any information of suspicion that would lead to the
                           Capobanda.” “Okay, I’ll meet you at the abandoned chapel at dusk.”
Choosing a female name I roll Valentina Esuli, a Mystic of the Pilgrim’s Society. Combat Score of 3 and a
Skill Score of 3.
I Draw Queen of Cups (13), Five of Pentacles (5), and Two of Wands (2). Flipping over the oste’s first card
is a Queen of Pentacles (13). I could clash it with my Queen but then I’d have to get very lucky to Draw
another card that would beat his Queen, so I decide to sacrifice my Two of Wands (2).
Flipping the oste’s second card up reveals an Ace of Pentacles (1). I quickly dismantle it with my lower 5 of
Pentacles keeping my high numbered Queen of Cups (13) for the last card.
Flipping the oste’s third and final card reveals an Eight of Wands. My Queen beats the Eight and having
beaten the majority of the cards I was successful.
The oste proceeds to tell me about the abandoned chapel. He tells a drawn out story about it’s history and
how it’s been a hideout for brigands for the past few years. He pulls out an old crumbly looking map,
although the chapel is not on the map, he points to an area and says “Right around here is where you’ll find
it”. I think to myself “This must be the place, I bet they are holding Galileo there for some sort of ransom.”
                                                                                                                  Contents:
Continued:
I recognize the two men from earlier in the streets. I hide behind of of the closer ruined buildings and see
them have a small conversation and then they head in.
This is my moment. Thinking about my life and how unfulfilling it has been, I decide this might be a chance
to leave that behind and see where this goes. Possibly death? Oh, I hope not.
I quietly creak the front door open to the chapel, it opens into the main foyer which is small. As I enter I can
see to the north a set of large wooden doors to the nave. There are also smaller normal doors to the east and
west.
(1d6 roll for lock check) - I decide to try the door to the west : 6 - Not locked
I slowly open the door and step in.
(Draws Room Encounter Card): The Fool
The Impression is not “Helpful” so this is not my destination room. The card reveals no “Enemy”. I look
around the room and search for any traps or treasures.
(Draws for Traps/Treasures) Strength
I Skill Check the 3 of that card against my Skill Score of 3:
I Draw an Eight of Cups (8), Chariot (7), and Death (13).
Flipping up first card - World (21) - Ouch! I sacrifice my Chariot (7)
Flipping up next card Six of Pentacles (6) - Beat it with my Eight of Cups (8).
Flipping last card - Page of Wands (11) - Beat it with my Death (13) - Successfully searched
(Draws for Trap/Treasure Card): - Six of Swords - After all that, there is nothing in this room.
There is a door to the north that presumably leads into the southwest side of the nave.
(1d6 roll for lock check) - 2 - not locked.
(Draws 2 cards, 1 for the 2 brigands, and 1 for the Capobanda) - Ace of Cups and Justice
I open and slowly enter the nave. In the center of the large room standing in the center isle stands 3 men. The
two brigands are standing there speaking to a tall man with a black and white patterned shroud over his
armor. you can make out his longsword at his side.
All 3 of the men turn and look toward you. They must of heard the door. The brigands pull out their
daggers and the Capobanda pulls out his sword and all 3 rush you.
(Draws 3 cards face down for Capobanda, 1 card face down each for the brigands, and 3 cards face up for my
Combat Score):
I Draw Sun (19), Four of Swords (4), and Lovers (6)
Flipping first card of the Capobanda and each of the brigand cards up:
Capobanda - Six of Wands (6), Brigand 1 - Devil (15), Brigand 2 -Nine of Cups (9)
Knowing this is a tough fight and knocking a card out of the Capobanda cards and defeating the brigands I
choose the Sun (19) card and beat all 3 of theirs. The brigands collapse, and the Capobanda drives forward.
Flipping the second card up - Wheel of Fortune (10)
I have no way of beating it so i sacrifice my Four of Swords (4)
Flipping up the last card -Four of Cups (4)
Yes! I beat it with my Lovers (6) taking out the majority of his cards and the Capobanda goes down!
Continued:
After collecting myself I look around and make sure there are no traps before I proceed to the only door
which is in the southeast corner. It seems to lead to a presumably similar room as the room that I can from
that’s connected to the east of the foyer.
(Draws for Searching): Five of Swords
Galileo must be in the next room and he could be hurt or in trouble, I decide to do a Quick Check seeing the
Skill score is the same as mine and I’m successful.
(Draws Trap/Treasure Card): Two of Pentacles - Nothing
I proceed to check if the door is locked - I decide to Draw instead of Roll this time.
(Draws Card) - Four of Swords - The impression is not “Directly Hostile”, so its not locked.
I open the door and sitting there on the chair bound by ropes and gagged was an old gentleman with a
medium grey beard and eyes slightly sunk in. he looked at me with excitement.
He spoke out loud, “hey there thank you!” I asked him if he was Galileo and he proclaimed, “yes, I am he.
We must proceed back to Naples so I may prepare for my trial in Rome. The amateurs thought they would
get some ransom gold from me and you foiled their plans. I will let the captain of justice know of your deeds
and you will be rewarded well.”
____________
Later on I witnessed him leave toward Rome. Pondering my new status, I feel like I need to fulfill myself
even more and leave behind this place for more adventures!
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