Steps. Deal tarot cards, face up.
i) A major arcana card - Challenge.
ii) A minor arcana card - Map Tile & Environment.
Draw on graph paper. If map tile is coded:
red) Deal a major arcana card - Encounter. Place underneath card (ii) .
a) Draw one minor arcana card for the other's primary strategy:
Wands: Aggressive (+2 to attack rolls, -2 to AC)
Cups: Defensive (+2 to AC, disadvantage on attacks)
Swords: Escape (roll 1d20, -/= DEX)
Pentacles: Friendly.
b) If aggressive/defensive, draw one minor arcana card and apply to initiative (d20 +
DEX modifier):
Wands: Both sides roll with advantage (roll 2d20, take highest).
Cups: Party adds +5 to initiative rolls.
Swords: Enemies add +5 to initiative rolls.
Pentacles: Standard initiative rolls.
c) Draw one minor arcana card and apply the suit effect:
Wands: Bright light, difficult terrain requires DC 10 DEX check to move full
speed.
Cups: Fog/mist (disadvantage on attack rolls beyond 30 feet), DC 12 DEX
save to avoid slipping.
Swords: Strong winds (-2 to ranged attacks), DC 15 Athletics check for
climbing.
1
Pentacles: Natural hazards (DC 12 DEX save or take 1d6 damage from
environmental effects).
yellow) Roll 1d20, if -/= INT, then deal a minor arcana card - Item.
green) Deal a minor arcana card - Map Tile & Environment.
iii) Deal up to three times. Then deal:
iv) A major arcana card - Entranceway.
When approaching an entranceway resolve the following steps:
1. Perception Check: Roll a DC based on the entranceway’s type. Success
grants advantage on subsequent rolls involving the entranceway.
2. Skill Challenges. Wands: Athletics/Acrobatics check to traverse (DC 12).
Cups: Arcana/Insight check to identify illusions or magical interference (DC 14).
Swords: Investigation/Perception check to find safe paths (DC 13). Pentacles:
Survival/Nature check to understand environmental risks (DC 15).
3. Critical Results. Critical Success (Natural 20): Party progresses without
triggering hazards; discover hidden features (roll 1d20 for treasure or boons).
Critical Failure (Natural 1): Party triggers a hazard or trap specific to the tarot
effect.
v) A major arcana card - Boss (follow above combat setup mechanic).
vi) A major arcana card - Treasure.
[vii] For following adventure, start with card (iv)'s (i).
2
--
DnD Tarot Meanings
The Fool. Satyr (MM p.267).
a) Environment: A lively carnival filled with fortune-tellers and rigged games
(DMG p.113 – Urban Encounters).
b) Challenge: Escort a mysterious child destined for greatness to safety (DMG
p.94 – Goals).
c) Encounter: A mischievous faerie dragon playing pranks (MM p.133).
d) Entranceway: A rickety wooden bridge over a canyon (DMG p.120 –
Hazards).
e) Boss: A wild magic sorcerer testing fate (PHB p.103).
f) Treasure: Deck of Illusions (DMG p.161).
-
The Magician. Archmage (MM p.342).
3
a) Environment: Arcane laboratory inside a mountain (DMG p.113 – Tower).
b) Challenge: Retrieve a tome of forgotten spells (DMG p.48 – Magic
Knowledge).
c) Encounter: Animated spell scrolls attack intruders (MM p.19 – Animated
Objects).
d) Entranceway: A portal disguised as a mirror (DMG p.49).
e) Boss: Archmage obsessed with ultimate knowledge (MM p.342).
f) Treasure: Staff of Power (DMG p.202).
-
The High Priestess. Night Hag (MM p.178).
a) Environment: A mist-shrouded ancient temple (DMG p.113 – Temples).
b) Challenge: Unlock divine secrets hidden in the temple (DMG p.74).
c) Encounter: Wraiths guarding the altar (MM p.302).
d) Entranceway: A waterfall concealing a hidden cavern (DMG p.117).
e) Boss: Mummy Lord safeguarding divine relics (MM p.229).
f) Treasure: Icon of Ravenloft (DMG p.176).
-
The Empress. Dryad (MM p.121).
a) Environment: A lush, enchanted forest teeming with life (DMG p.109 –
Wilderness).
b) Challenge: Restore balance after corruption spreads in the forest (DMG
p.97).
c) Encounter: Dryads protecting their grove (MM p.121).
d) Entranceway: A flowering archway radiating enchantment (DMG p.113).
e) Boss: Corrupted treant (MM p.289).
f) Treasure: Staff of the Woodlands (DMG p.202).
-
The Emperor. Solar (MM p.18).
4
a) Environment: A fortress on the edge of the kingdom (DMG p.114 –
Strongholds).
b) Challenge: Defend the kingdom from rebellion (DMG p.96).
c) Encounter: Hobgoblin war band scouting the area (MM p.186).
d) Entranceway: A heavily guarded drawbridge (DMG p.103).
e) Boss: A cunning warlord (MM p.344).
f) Treasure: The Rod of Rulership (DMG p.197).
-
The Hierophant. Deva (MM p.16).
a) Environment: A grand cathedral in a bustling city (DMG p.112 – Urban
Locations).
b) Challenge: Prevent the rise of a heretical cult (DMG p.94).
c) Encounter: A mob of zealots spreading false prophecies (MM p.345 – Cult
Fanatic).
d) Entranceway: Stained-glass windows revealing a hidden path (DMG
p.121).
e) Boss: High Priest corrupted by an evil deity (MM p.342).
f) Treasure: Prayer Beads (DMG p.182).
-
The Lovers. Couatl (MM p.43).
a) Environment: A serene garden with a magical ambiance (DMG p.113 –
Mystical Locations).
b) Challenge: Mediate between two feuding lovers from rival kingdoms
(DMG p.121 – Social Encounters).
c) Encounter: Succubi and incubi manipulating emotions (MM p.285).
d) Entranceway: A hedge maze enchanted with illusions (DMG p.121 –
Hazards).
e) Boss: A scheming rakshasa influencing the feud (MM p.257).
f) Treasure: Ring of Spell Storing (DMG p.192).
5
-
The Chariot. Griffon (MM p.174).
a) Environment: A battlefield strewn with broken war machines (DMG p.117
– Battlefield).
b) Challenge: Deliver a vital message to allied forces (DMG p.96 – Goals).
c) Encounter: A pack of gnolls ambushes travelers (MM p.162).
d) Entranceway: A broken-down bridge over a chasm requiring ingenuity to
cross (DMG p.120).
e) Boss: Hobgoblin warlord commanding siege engines (MM p.186).
f) Treasure: Apparatus of Kwalish (DMG p.151).
-
Strength. Guardian Naga (MM p.234).
a) Environment: A savanna where predators dominate the food chain (DMG
p.109 – Natural Locations).
b) Challenge: Protect a caravan from a marauding beast (DMG p.97 – Goals).
c) Encounter: A pride of lions challenges the party (MM p.331).
d) Entranceway: A cave entrance guarded by a sabretooth tiger (MM p.336).
e) Boss: A legendary chimera terrorizing the region (MM p.39).
f) Treasure: Gauntlets of Ogre Power (DMG p.171).
-
The Hermit. Lich (MM p.202).
a) Environment: A remote hermitage high in the mountains (DMG p.109 –
Remote Locations).
b) Challenge: Find an ancient sage who possesses forbidden knowledge
(DMG p.94 – Quest Locations).
c) Encounter: A yeti stalks the party in a blizzard (MM p.305).
d) Entranceway: A narrow, winding mountain pass (DMG p.120 – Hazards).
e) Boss: A reclusive monk driven mad by visions of an elder evil (MM p.211 –
6
Cultist).
f) Treasure: Amulet of Health (DMG p.150).
-
Wheel of Fortune. Androsphinx (MM p.281) or Gynosphinx (MM p.282).
a) Environment: A gambling den in a chaotic city (DMG p.113 – Urban
Encounters).
b) Challenge: Win a magical artifact in a high-stakes tournament (DMG p.81 –
Gambling).
c) Encounter: A cheat is caught and incites a brawl (PHB p.185 – Improvised
Combat).
d) Entranceway: A trapdoor leading to a secret gambling parlor (DMG p.103).
e) Boss: A rakshasa running the operation (MM p.257).
f) Treasure: The Deck of Many Things (DMG p.162).
-
Justice. Planetar (MM p.17).
a) Environment: A courthouse in the city square (DMG p.113 – Government
Buildings).
b) Challenge: Prove the innocence of a wrongly accused ally (DMG p.121 –
Legal Challenges).
c) Encounter: A mob protests outside the courthouse (MM p.345 – Cult
Fanatics).
d) Entranceway: A secret passage under the courthouse leads to hidden
records (DMG p.120).
e) Boss: A corrupt magistrate supported by devils (MM p.66 – Barbed Devil).
f) Treasure: Sword of Sharpness (DMG p.206).
-
The Hanged Man. Ghost (MM p.147).
a) Environment: A gallows in a desolate frontier town (DMG p.114 –
7
Settlements).
b) Challenge: Investigate a series of mysterious hangings tied to a cursed
artifact (DMG p.125 – Mysteries).
c) Encounter: Specters haunt the gallows at night (MM p.279).
d) Entranceway: A trapdoor beneath the gallows leads to catacombs (DMG
p.103).
e) Boss: A revenant seeking vengeance on the town (MM p.259).
f) Treasure: Ghost Lantern (DMG p.170).
-
Death. Bone Naga (MM p.315).
a) Environment: A plague-ridden village surrounded by graveyards (DMG
p.114 – Towns).
b) Challenge: Stop a necromancer spreading a deadly curse (DMG p.96 –
Villain Schemes).
c) Encounter: Zombies rise from fresh graves (MM p.316).
d) Entranceway: A mausoleum with a secret door leading underground
(DMG p.121).
e) Boss: A death knight commanding an army of the dead (MM p.47).
f) Treasure: Cloak of Protection (DMG p.159).
-
Temperance. Eladrin (MM p.128).
a) Environment: A tranquil monastery at the edge of a desert (DMG p.109 –
Exotic Locations).
b) Challenge: Recover a sacred relic stolen by raiders (DMG p.97 – Relics).
c) Encounter: Elementals testing the party’s resolve (MM p.124).
d) Entranceway: A sandstone archway inscribed with celestial runes (DMG
p.120).
e) Boss: An air elemental myrmidon disrupting balance (MM p.125).
f) Treasure: Eversmoking Bottle (DMG p.168).
-
8
The Devil. Pit Fiend (MM p.77).
a) Environment: A volcanic lair filled with sulfurous fumes (DMG p.110 –
Lairs).
b) Challenge: Free an enslaved soul bound by infernal contracts (DMG p.125 –
Villain Motivations).
c) Encounter: Chain devils guarding the path (MM p.72).
d) Entranceway: A gate marked with infernal glyphs (DMG p.121).
e) Boss: A pit fiend manipulating mortal politics (MM p.77).
f) Treasure: The Cloak of Displacement (DMG p.158).
-
The Tower. Behir (MM p.25).
a) Environment: A crumbling spire struck by magical storms (DMG p.113 –
Towers).
b) Challenge: Survive a collapsing tower as its arcane wards fail (DMG p.120 –
Traps).
c) Encounter: Gargoyles animate and attack trespassers (MM p.140).
d) Entranceway: A spiral staircase cracking under pressure (DMG p.120 –
Hazards).
e) Boss: A chaotic blue dragon causing the collapse (MM p.91).
f) Treasure: Rod of Absorption (DMG p.197).
-
The Star. Unicorn (MM p.294).
a) Environment: A serene glade beneath a starry sky (DMG p.109 –
Wilderness).
b) Challenge: Follow a celestial map to a hidden wish-granting artifact (DMG
p.75 – Quests).
c) Encounter: Star spawn emissaries emerge from a rift (MM p.236).
d) Entranceway: A celestial alignment reveals a portal (DMG p.49 – Planar
9
Travel).
e) Boss: An astral dreadnought guarding the artifact (MM p.22).
f) Treasure: Ioun Stone (Protection) (DMG p.177).
-
The Moon. Shadow Demon (MM p.64).
a) Environment: A marshland lit by pale moonlight (DMG p.109 – Swamps).
b) Challenge: Unravel illusions cast by a trickster fey (DMG p.125 –
Mysteries).
c) Encounter: Will-o’-wisps lure the party into danger (MM p.301).
d) Entranceway: A foggy path that shifts and loops endlessly (DMG p.120).
e) Boss: A night hag manipulating events (MM p.178).
f) Treasure: Gem of Brightness (DMG p.171).
-
The Sun. Pegasus (MM p. 250).
a) Environment: A sunlit desert oasis with ancient ruins (DMG p.109 – Exotic
Locations).
b) Challenge: Recover a relic of the sun god hidden in ruins (DMG p.96 –
Relics).
c) Encounter: Giant scorpions ambush the party (MM p.327).
d) Entranceway: A sandstone gate inscribed with sunburst motifs (DMG
p.121).
e) Boss: A fire elemental lord (MM p.125).
f) Treasure: Necklace of Fireballs (DMG p.182).
-
Judgment. Inquisitor (MM p.178).
a) Environment: A ruined battlefield where spirits linger (DMG p.117 –
Haunted Locations).
b) Challenge: Avenge the dead by defeating their killer (DMG p.125 – Quests).
10
c) Encounter: Spectral knights challenge the party (MM p.279).
d) Entranceway: A cairn opens to reveal an underground crypt (DMG p.121).
e) Boss: A death knight commanding an undead legion (MM p.47).
f) Treasure: The Mace of Disruption (DMG p.179).
-
The World. Tarrasque (MM p.286).
a) Environment: A planar nexus connecting the multiverse (DMG p.46 –
Planar Travel).
b) Challenge: Restore balance to the cosmos by sealing a planar rift (DMG
p.74).
c) Encounter: A planar dragon protects the nexus (MM p.86).
d) Entranceway: A shimmering portal with a shifting, kaleidoscopic surface
(DMG p.49).
e) Boss: A powerful balor threatening the planes (MM p.55).
f) Treasure: Book of Exalted Deeds (DMG p.222).
--
1
Ace of Wands. Wand of Magic Missiles (DMG p.211)
Alignment: Neutral Good
NPC Reaction: Enthusiastic support for your cause.
2
Two of Wands. Rod of the Pact Keeper (DMG p.197)
Alignment: Lawful Neutral
NPC Reaction: Strategic partnership; seeks mutual benefit.
3
Three of Wands. Staff of the Magi (DMG p.203)
Alignment: Chaotic Good
NPC Reaction: Eagerly anticipates progress or shared venture.
11
4
Four of Wands. Wand of Web (DMG p.211)
Alignment: Neutral Good
NPC Reaction: Warm hospitality; invites you to celebrate.
5
Five of Wands. Wand of Fireballs (DMG p.210)
Alignment: Chaotic Neutral
NPC Reaction: Competitive challenge; tests your abilities.
6
Six of Wands. Rod of Rulership (DMG p.197)
Alignment: Lawful Good
NPC Reaction: Offers praise and public recognition.
7
Seven of Wands. Shield of the Hidden Lord (DMG p.201)
Alignment: Lawful Evil
NPC Reaction: Defensive or confrontational attitude.
8
Eight of Wands. Staff of Swarming Insects (DMG p.203)
Alignment: Chaotic Neutral
NPC Reaction: Urgent, with rapid communication or action.
9
Nine of Wands. Wand of Fear (DMG p.210)
Alignment: Neutral Evil
NPC Reaction: Wary but willing to cooperate cautiously.
10
Ten of Wands. Staff of Power (DMG p.202)
Alignment: Neutral Good
NPC Reaction: Overburdened and seeks assistance.
12
11
Page of Wands. Wand of Secrets (DMG p.211)
Alignment: Chaotic Good
NPC Reaction: Excited and curious; brings new opportunities.
12
Knight of Wands. Flame Tongue Staff (DMG p.170)
Alignment: Chaotic Neutral
NPC Reaction: Bold and adventurous; ready for action.
13
Queen of Wands. Staff of Fire (DMG p.201)
Alignment: Neutral Evil
NPC Reaction: Confident and supportive, with a hidden agenda.
14
King of Wands. Wand of Polymorph (DMG p.211)
Alignment: Chaotic Good
NPC Reaction: Charismatic and assertive; offers leadership.
-
15
Ace of Cups. Decanter of Endless Water (DMG p.161)
Alignment: Neutral Good
NPC Reaction: Friendly and open; emotionally supportive.
16
Two of Cups. Potion of Healing (DMG p.187)
Alignment: Lawful Good
NPC Reaction: Deep connection or forming a bond.
17
Three of Cups. Alchemy Jug (DMG p.150)
13
Alignment: Chaotic Good
NPC Reaction: Invites you to join a social gathering.
18
Four of Cups. Amulet of Health (DMG p.150)
Alignment: True Neutral
NPC Reaction: Apathetic or indifferent; uninterested in help.
19
Five of Cups. Potion of Poison (DMG p.188)
Alignment: Neutral Evil
NPC Reaction: Regretful and seeks your understanding.
20
Six of Cups. Eversmoking Bottle (DMG p.168)
Alignment: Neutral Good
NPC Reaction: Nostalgic and offers kindness.
21
Seven of Cups. Ioun Stone (Awareness) (DMG p.176)
Alignment: Chaotic Neutral
NPC Reaction: Distracted or unsure; offers confusing options.
22
Eight of Cups. Ring of Water Walking (DMG p.193)
Alignment: Chaotic Neutral
NPC Reaction: Withdraws, seeking their own path.
23
Nine of Cups. Potion of Vitality (DMG p.188)
Alignment: Neutral Good
NPC Reaction: Generous and content; willing to share resources.
24
14
Ten of Cups. Horn of Valhalla (DMG p.174)
Alignment: Lawful Good
NPC Reaction: Joyful and harmonious; offers alliance.
25
Page of Cups. Perfume of Bewitching (DMG p.184)
Alignment: Chaotic Good
NPC Reaction: Shy but friendly; shares creative ideas.
26
Knight of Cups. Ring of Swimming (DMG p.193)
Alignment: Neutral Good
NPC Reaction: Romantic and idealistic; offers a quest or promise.
27
Queen of Cups. Ring of Regeneration (DMG p.191)
Alignment: Neutral Good
NPC Reaction: Compassionate and deeply understanding.
28
King of Cups. Cloak of Protection (DMG p.159)
Alignment: Lawful Neutral
NPC Reaction: Wise and calm; offers measured advice.
-
29
Ace of Swords. Sword of Sharpness (DMG p.206)
Alignment: Lawful Neutral
NPC Reaction: Rational and direct; delivers a decisive judgment.
30
Two of Swords. Defender (DMG p.164)
Alignment: True Neutral
NPC Reaction: Neutral or indecisive; hesitant to take sides.
15
31
Three of Swords. Sword of Wounding (DMG p.207)
Alignment: Chaotic Evil
NPC Reaction: Hurt or bitter; lashes out emotionally.
32
Four of Swords. Ring of Mind Shielding (DMG p.191)
Alignment: Neutral Good
NPC Reaction: Withdrawn and in need of rest.
33
Five of Swords. Dagger of Venom (DMG p.160)
Alignment: Neutral Evil
NPC Reaction: Manipulative or scheming; tests your resolve.
34
Six of Swords. Luck Blade (DMG p.179)
Alignment: True Neutral
NPC Reaction: Cooperative but distant; seeks escape.
35
Seven of Swords. Sword of Life Stealing (DMG p.206)
Alignment: Chaotic Neutral
NPC Reaction: Deceptive or evasive; avoids direct engagement.
36
Eight of Swords. Cloak of Displacement (DMG p.158)
Alignment: Neutral Evil
NPC Reaction: Helpless and seeks rescue.
37
Nine of Swords. Scimitar of Speed (DMG p.199)
Alignment: Chaotic Neutral
16
NPC Reaction: Overwhelmed by fear or guilt; difficult to reach.
38
Ten of Swords. Vorpal Sword (DMG p.209)
Alignment: Neutral Evil
NPC Reaction: Defeated and vulnerable; may need protection.
39
Page of Swords. Sword of Truth (DMG p.214)
Alignment: Lawful Good
NPC Reaction: Inquisitive and observant; probes for information.
40
Knight of Swords. Frost Brand (DMG p.171)
Alignment: Chaotic Neutral
NPC Reaction: Impulsive and aggressive; pushes for action.
41
Queen of Swords. Sun Blade (DMG p.205)
Alignment: Lawful Neutral
NPC Reaction: Stern and discerning; demands respect.
42
King of Swords. Holy Avenger (DMG p.174)
Alignment: Lawful Good
NPC Reaction: Just and authoritative; enforces rules.
-
43
Ace of Pentacles. Bag of Holding (DMG p.153)
Alignment: Neutral Good
NPC Reaction: Practical and generous; offers material aid.
44
17
Two of Pentacles. Deck of Illusions (DMG p.161)
Alignment: Chaotic Neutral
NPC Reaction: Juggling responsibilities; seeks balance.
45
Three of Pentacles. Manual of Golems (DMG p.180)
Alignment: Lawful Neutral
NPC Reaction: Collaborative; values your skills.
46
Four of Pentacles. Ring of Protection (DMG p.191)
Alignment: True Neutral
NPC Reaction: Guarded and possessive; reluctant to share.
47
Five of Pentacles. Cursed Luckstone (DMG p.222)
Alignment: Neutral Evil
NPC Reaction: Desperate or destitute; seeks help.
48
Six of Pentacles. Ring of Spell Storing (DMG p.192)
Alignment: Lawful Good
NPC Reaction: Charitable and giving; offers resources.
49
Seven of Pentacles. Amulet of Proof Against Detection and Location (DMG
p.150)
Alignment: Lawful Neutral
NPC Reaction: Patient and evaluating; waits for results.
50
Eight of Pentacles. Tome of Clear Thought (DMG p.208)
Alignment: Neutral Good
NPC Reaction: Hardworking; values dedication and skill.
18
51
Nine of Pentacles. Ring of Evasion (DMG p.191)
Alignment: Neutral Good
NPC Reaction: Self-sufficient; admires your independence.
52
Ten of Pentacles. Belt of Dwarvenkind (DMG p.155)
Alignment: Lawful Good
NPC Reaction: Welcoming and stable; offers long-term support.
53
Page of Pentacles. Pearl of Power (DMG p.184)
Alignment: Neutral Good
NPC Reaction: Eager to learn; brings new opportunities.
54
Knight of Pentacles. Figurine of Wondrous Power (Marble Elephant) (DMG
p.169)
Alignment: Lawful Neutral
NPC Reaction: Reliable and methodical; honors commitments.
55
Queen of Pentacles. Ring of Elemental Command (Earth) (DMG p.190)
Alignment: Neutral Good
NPC Reaction: Nurturing and resourceful; offers practical aid.
56
King of Pentacles. Rod of Lordly Might (DMG p.196)
Alignment: Lawful Neutral
NPC Reaction: Wealthy and authoritative; seeks mutual benefit.
--
19
20