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The Tarot of Many Things

Table of Contents
Chapter 1: The Major Arcana The Minor Arcana (Continued)
Tarot of Many Things description ...............................................3 Swords ........................................................................................... 19
00: The Fool .................................................................................4 50: Ace of Swords .................................................................... 19
01: The Magician ........................................................................5 51: Two of Swords ................................................................... 19
02: The High Priestess ..............................................................5 52: Three of Swords ................................................................ 19
03: The Empress .........................................................................5 53: Four of Swords .................................................................. 20
04: The Emperor .........................................................................5 54: Five of Swords ................................................................... 20
05: The Hierophant ....................................................................5 55: Six of Swords .....................................................................20
06: The Lovers .............................................................................6 56: Seven of Swords ................................................................20
07: The Chariot ...........................................................................6 57: Eight of Swords ................................................................. 20
08: Strength .................................................................................6 58: Nine of Swords .................................................................. 20
09: The Hermit ............................................................................6 59: Ten of Swords .................................................................... 20
10: The Wheel of Fortune .........................................................7 60: Page of Swords ..................................................................21
11: Justice .....................................................................................7 61: Knight of Swords ...............................................................21
12: The Hanged Man ................................................................. 7 62: Queen of Swords ...............................................................22
13: Death ...................................................................................... 8 63: King of Swords .................................................................. 22
14: Temperance ...........................................................................8 Pentacles ....................................................................................... 23
15: The Devil ................................................................................8 64: Ace of Pentacles ................................................................ 23
Unique Creature: The Devil of the Tarot ............................9 65: Two of Pentacles ................................................................23
16: The Tower ..............................................................................9 66: Three of Pentacles ............................................................ 23
17: The Star .................................................................................9 67: Four of Pentacles .............................................................. 23
18: The Moon ............................................................................10 68: Five of Pentacles ............................................................... 23
19: The Sun ...............................................................................10 69: Six of Pentacles ................................................................. 23
20: Judgment ............................................................................. 10 70: Seven of Pentacles ............................................................24
21: The World ........................................................................... 10 71: Eight of Pentacles ............................................................. 24
Chapter 2: The Minor Arcana 72: Nine of Pentacles .............................................................. 24
Wands .............................................................................................12 73: Ten of Pentacles ................................................................ 24
22: Ace of Wands ......................................................................12 74: Page of Pentacles .............................................................. 24
23: Two of Wands .....................................................................12 75: Knight of Pentacles ...........................................................25
24: Three of Wands ..................................................................12 76: Queen of Pentacles ........................................................... 25
25: Four of Wands ....................................................................12 77: King of Pentacles .............................................................. 26
26: Five of Wands .....................................................................12 Appendix: Credits & Bibliography ............. 26
27: Six of Wands .......................................................................12
28: Seven of Wands ................................................................. 13
29: Eight of Wands ...................................................................13
30: Nine of Wands ....................................................................13
31: Ten of Wands ......................................................................13
Court Cards ........................................................................................
32: Page of Wands ....................................................................14
33: Knight of Wands ................................................................ 14
34: Queen of Wands .................................................................15
35: King of Wands ....................................................................15
Cups ................................................................................................16
36: Ace of Cups .........................................................................16
37: Two of Cups ........................................................................ 16
38: Three of Cups .....................................................................16
39: Four of Cups .......................................................................16
40: Five of Cups ........................................................................16
41: Six of Cups ..........................................................................16
42: Seven of Cups .................................................................... 17 Tarot of Many Things Prop
43: Eight of Cups ......................................................................17 This supplement is based on utilizing The Rider
44: Nine of Cups .......................................................................17 Deck, also known as The Waite Deck (pictured).
45: Ten of Cups .........................................................................17
46: Page of Cups .......................................................................17
47: Knight of Cups ................................................................... 18
48: Queen of Cups ....................................................................18
49: King of Cups .......................................................................19
PART I
The Major Arcana
Tarot of Many Things

M
uch like the real-world counterpart, the
tarot of many things in Seronia has little Clearing The Mindbar
hard evidence oconcerning its origins.
Scholars cite a poem in Elvish lore that The "Mindbar" is the colloquial name for a standard set by
speaks of Tyalphayā, a game played with some GMs for players to justify their character's conceivable
the soul by an elvish warrior from their motivation. Succinctly, it's used to gauge for when a player is
destroyed homeland Ilubar, as the first approaching an adventure, monster, or item with metagame
possible reference. knowledge.
The tarot of many things is one of, if not the most powerful
magic item in Seronia. An adventurer that can find the deck Whenever a player declares that their character is performing
and recognizes it could sell it to any kingdom of their choosing an action whose only possible initial reasoning to the GM is
for a minimum of a king's ransom (the standard being a chest metagame exploitation, you should consider asking for further
of gold worth 5,000 gold pieces)- that is, if they can avoid the explanation. If it becomes clear that the player has information
card's curse and not simply be killed by the kingdom or which the characters have no way of knowing about, the GM
another seeker of the artifact.
might wish to exercise their right (and duty) to veto character
actions based on illicit player knowledge. In the specific case of
the tarot of many things, bear in mind that this is an artifact of
Tarot of Many Things storied legend, not the tool of a chaotic game for suicidal
adventuring gear (artifact) characters.

Category: Items As always, tricks, traps, and the countless variations thereof
Item Rarity: Legendary; unique specifically designed to deceive players who remember things
Aura: all magic (overwhelming) there character shouldn't "know" needs tp be a part of every
GM's arsenal.
The tarot of many things is a series of plaques,
fashioned of precious and rare substances: ivory,
gold, vellum made from dragon skin, carved demonic
scales, painted with costly pigments, gilded, or even
jeweled. They are wrapped in a silk black as the void,
placed within an elaborate box or coffer worth at
least 500 gold pieces.
Before you draw a card, you must declare your
intention of drawing one, two, three, or four cards
then draw them randomly (you can use a Rider Deck
or roll a percentile die, using the numbers in the
The Major Arcana
table of Contents as a guide, then rolling the 50% The Fool
chance for upright or reversed). Any cards drawn in Description. The Fool is a quirky and variable character; he
excess of this number have no effect. Otherwise, as may be clad in the fool's cap and motley of a jester (or
soon as you draw a card from the deck, its magic
takes effect. You must draw each card no more than
joker), or in gorgeous, elaborate, and costly (though not
1 hour after the previous draw. If you fail to draw the
cumbersome) vestments. A staff and pouch over his
chosen number, the remaining number of cards fly
shoulder, a little dog behind him, he strides blithely into the
from the deck on their own and take effect all at World. The Fool is often seen dancing at the brink of the
once. Additionally, if anyone interacts with a tarot of precipice, for his is the folly (and the wisdom) of childhood,
many things in any fashion more invasive than simply the untrammeled innocence of the babe and the mischief of
looking upon the backs of the cards, they will be a child. Upright, Reversed,
compelled to draw from it (no saving throw except Upright: he signifies unformed potential, the need to make
for saints, supernals, and other god-like entities). choices and the necessity of making the right choice, the
Once a card is drawn, it fades from existence. No
wisdom of fools and follies of the wise. Drawer gains one
card can be drawn more than once by the same
more draw, but the new draw will not count unless and until
drawer. If the effects of a card would raise or reduce the card drawn is one with an effect that is mostly good for
an attribute score to a level outside racial or class the drawer.
limitations, the change will affect another Reversed: he signifies thoughtless action, folly; choices must
characteristic if possible within those same limits, in be made, but may well be faulty. Effect as above, but the
this order: Constitution, Charisma, Wisdom, subsequent card must be mostly bad in effect.
Dexterity, Intelligence, and Strength.

4 SERONIA | TAROT OF MANY THINGS


The Magician The Emperor
Description. The Magician stands by or over a table on which Description. Regal and fatherly, the Emperor sits upon his
are various articles: swords, wands, pentacles, cups, dice, throne, with open space surrounding him for a domain. He
balls, bells, or others. One hand holds a double-ended wand wears kingly robes, and in his hands bears a sceptre and/or
toward the heavens, the other points to the earth; over his orb of rulership. His crown is simple but majestic. He is the
head is a lemniscate curve, the symbol of eternity/infinity. active principle, the ruler of the visible, material world
The table, which resembles an altar, is surrounded by through law.
growing things. Represented here is the rational mind, Upright: he signifies leadership, strength of mind, dominance,
confident in its power and right to use the forces of the law, control of natural drives, stability, power, conviction,
infinite to reshape the world of matter. protection, and the like. A lawful drawer gains 2 points of
Upright: The Magician signifies will, mastery, the ability to charisma; a chaotic drawer must make a successful
manipulate the universe through rational thought, Wisdom save of 20 or suffer confusion for 2d4 months (as
selfconfidence, ability to manipulate others. Drawer gains 1 per the spell, but cannot be dispelled or resisted); a neutral
point of intelligence, 2 points to their spellcasting attribute drawer is unaffected.
if a magic-user. Reversed: he signifies immaturity, confusion or loss of
Reversed: he signifies ineptitude, failure of will, indecision; control, ineffectiveness, lack of self-control, irrationality,
abuse of power; disquiet; mental illness. Drawer loses 1 attempts to destroy one's authority or rights. Unless the
point of intelligence, 2 points from their spellcasting drawer saves vs. death magic at disadvantage for lawful and
attribute if a magic-user. neutral characters (no penalty for chaotics), over the course
The High Priestess
of four days he will gradually develop an Indefinite Madness
in one of the following ways: manic-depressive, schizoid,
Description. The High Priestess sits enthroned in her dementia praecox, or hebephrenic.
temple, dressed in flowing robes that obscure the scroll or
book of secret laws and wisdom she holds securely. She is The Hierophant
the mother of wisdom, sometimes identified with Isis or Description. Established in state within his temple, the
Diana; the queen-protector of hidden knowledge and occult Hierophant is the embodiment of the church in the world,
mysteries. the external pomp and circumstance of organized religion;
Upright: she signifies serene knowledge, sagacity, intuition, his elaborate crown, ornate robes, and sceptre of power
foresight, inspiration; the power of the inner mind to heal, establish him as a hierarch and potentate. He is the link
create, enlighten, and inform. Drawer gains 1 point of between deity and worshiper, his is the role of mediator and
wisdom, 2 points if a cantor, physician, or has the Druid feat medium. As the High Priestess is mistress of the hidden
(Seronia, pg. 123). mysteries, The Hierophant is the master of external,
Reversed: she signifies superficiality, conceit, shallowness, a manifest religion, law, and morality, usually depicted
lack of depth, of perception, or of understanding; an ministering to or being attended by, two lesser clerics, upon
acceptance of external and superficial knowledge, of whom he bestows a blessing
trivialities. Drawer loses 1 point of wisdom, 2 points if a Upright: he signifies the outer form of religion; social
cantor, physician, or has the Druid feat; in the latter case, relations with the world, ritualism; conformity,
the drawer will receive proficiency in one gaming set of traditionalism, and orthodoxy; retention of outmoded ideas
their choice. and attitudes; orderly hierarchies; mercy and forgiveness.
The Empress
Drawer gains 1 point of charisma (2 points if a lawful
summist, cantor, or maledictor); Illuminated Mountain
Description. Royal and matronly, the Empress sits enthroned maledictors also gain 1 point of intelligence. If drawer
among rich fields, clad in rich garments, and crowned with belongs to any body of a hierarchical nature, religious or
a starry open crown. Befitting her position, she bears a secular, which does not base rank solely on levels of ability,
sceptre, for hers is the realm of universal fecundity and he will be promoted therein soon (5-25 days) after returning
wealth. from this adventure/expedition. The Hierophant also serves
Upright: she signifies material wealth, productivity for as a remove curse spell for a drawer who is in need of one
farmers and creative workers, profitability for merchants; at a deific caster level.
practical application of knowledge. The next time treasures Reversed: he signifies overkindness, weakness;
are divided, the drawer will receive some item which will unconventionality, openness to novelty, unorthodoxy.
turn out to be worth an extra 3d6 thousand gold pieces; but Drawer has permanent disadvantage on saving throws
even the drawer will not notice until at least three days later. against charm, suggestion, psychic and other mental attack
Reversed: she signifies poverty, sterility, inability to produce; forms involving will force; he will also gain proficiency with
waste or dissipation or resources. The next time treasures the Persuasion skill (or Expertise if they are already
are divided, the drawer will receive an item which will prove proficient). If drawer is a member of any hierarchic body (as
to be worthless (a seemingly magical mace which actually described above), within 5-25 days of returning from the
has Nystul's magic aura on it, a ruby which is actually cut current adventure he will be demoted for ineffectuality and
glass, etc.) as the largest part of his treasure share, but will lack of authority. If drawer is an apostate Cantor, they will
not notice for at least three days. gain 1 point of wisdom.

SERONIA | TAROT OF MANY THINGS 5


The Lovers Strength
Description. A winged supernatural being hovers over a man Description. A calm and self-contained, yet clearly quite
and a woman, behind each of whom flourishes a different human, woman controls the jaws of a lion with her bare
tree. The man looks at the woman, but she, though open to hands. Strength is both hers and the lion's. They are not
him, looks up at the supernatural messenger. The Lovers struggling, for she has already subdued the beast, and they
are emblematic of the necessity for the conscious mind are now in a harmony of opposites: Hers is the Strength of
(intelligence) to approach the supernatural and the mind at one with itself; his is the Strength of passion
transcendent through the unconscious (wisdom), for a and the carnal needs, which is unable to withstand a
harmonious and loving life depends on the cooperation of consciousness aware of its link with the infinite, and must
both ports of the mind. (Writer's note: In older decks the submit to its control.
Lovers are often shown as a young man standing between Upright: the card signifies spiritual power overcoming
two women; some different divinatory meanings relate to material power, the fortitude of the self-aware mind;
this older symbolism.) courage and magnanimity; the triumph of love over hate.
Upright: they signify attraction, amativeness, love; difficulties The drawer gains advantage on saving throws against fear,
overcome, tests and trials passed. The drawer's charisma charm, suggestion, illusion, psychic and other mental attack
increases by 1 point for every 6 points of wisdom or forms involving will force.
intelligence (whichever is lower), rounding up; in addition, Reversed: it signifies the dominance of the material and
the drawer has advantage on all Charisma (Persuasion) physical, lack of faith and moral force, failure of self-control,
checks toward all persons (now known or encountered giving in to temptation, failure of will. Drawer suffers
later) to whom they might be romantically inclined. disadvantage to saving throws against the attack forms
Reversed: they signify tests failed; fickleness, unreliability, listed above.
infidelity; a need to stabilize and harmonize the self, the The Hermit
possibility of a wrong choice. The drawer's charisma is
reduced by 1 point for every 6 points by which his wisdom Description. A robed figure, the archetypal Old Wise Man,
or intelligence (whichever is lower) falls short of 18, the Hermit stands alone. He leans on a pilgrim's staff and
rounding losses up; in addition, the drawer has holds up the lantern of wisdom, offering light to those who
disadvantage on all Charisma (Persuasion) checks toward are humble enough to seek it. He illuminates the path to
all persons (now known or encountered later) to whom they wisdom for those who want to emerge from darkness
might be romantically inclined. Additionally, If the drawer Upright: he signifies prudent counsel, receiving wisdom or
already has a loved companion or spouse, their attitude instruction from one more knowledgeable, guidance on the
moves to Indifferent. path to one's goal; circumspection and caution; a solitary
nature. Within nine days of returning home from this
The Chariot adventure or expedition, drawer will meet a wanderer of his
Description. A youthful and triumphant figure (a conqueror own faith, of a level higher than his own, who will offer
rather than a hereditary ruler) stands in a chariot, covered instruction to the drawer, for the improvement of the mind,
over by a starry canopy and drawn by two steeds (horses or with a warning that the instruction will not be quick. After
sphinxes) of opposing colors and pulling in somewhat one month of study (if the drawer accepts the offer; this
opposing directions. The charioteer bears a sceptre of should be a decision of the player), the drawer will emerge
dominion, but no reins; the Chariot must be controlled with a 2-point increase in wisdom, but a 1-point loss in
through dominion of mind. Here is represented the charisma. The wanderer will then give the drawer a hint to
conqueror of the outer world, victorious yet not truly in the location of a magic item, and depart for places
control of the fullness of reality. unknown.
Upright: it signifies triumph, success, conquest over the Reversed: he signifies immaturity, folly, refusal to accept
physical plane (including illness and one's own weaknesses) aging and growth. Drawer loses one third of his
by the rational mind, intelligence rather than wisdom; also accumulated age, gains 1 point of charisma and loses 2
travel in comfort, state visits. Drawer is cured of all points of wisdom. When the drawer next seeks to gain a
diseases, lycanthropy, deafness, blindness, curses, charms, level in their current class, the process will require three
etc., of which he is a victim, and will have advantage on all times as much experience.
saving throws to avoid contracting them hereafter. Also, the
drawer can Concentrate to increase their movement speed
by 10 feet (as if they were Concentrating on a spell).
Reversed: it signifies decadence, ill health, restlessness,
victory through foul means, disputes, failure. Drawer, over
the next seven days, will begin to manifest a severe and
chronic disease, which can only be cured by a potion made
from the brains of both an Androsphinx and Gynosphinx
(MM, pg. 281-282). The disease will prove fatal in d100+40
days.

6 SERONIA | TAROT OF MANY THINGS


The Wheel of Fortune The Hanged Man
Description. The Wheel of Fortune rotates eternally, bringing Description. From a gibbet or tau-cross of living wood a youth
the great to naught and the humble to power, for a time. is suspended by one leg; his arms form a triangle behind his
Descending (on the left) is an evil creature (often identified back, and his free leg is placed behind his first one to form a
with Typhon or Set); ascending is a canine-headed being cross (if viewed upside down, he seems to be dancing a jig).
(often identified with Anubis, or Hermes Trismegistus); yet He represents Everyman, suspended by his own consent as
with another turn of the Wheel, the ascendant will descend a pause and decision point in the creation of an enlightened
and the descendant will ascend. Resting atop the Wheel (yet self. He is clearly in a contemplative state, not one of
undisturbed by its rotations) is a sphinx casually holding a suffering, suspended between the old life and the new; he
weapon, emblematic of the equilibrium which the must create his new self knowingly and willingly.
enlightened mind manifests even in the midst of fortune's Upright: he signifies a pause, or suspension of ordinary
everchanging rounds. The sphinx, like the four winged activities; transcendence of material temptation; surrender
beings of the apocalypse which occupy the corners of the to the purification of the self; spiritual wisdom, prophetic
field, is also a denial of the apparent randomness of the power; regeneration. Drawer goes into a contemplative
universe, and of the fatalism such false beliefs induce. state for 24 days, in which they are open-eyed, can walk at a
Upright: it signifies success, fortune, felicity, an unexpected Slowed pace, sustain themselves on an amount of food for a
bit of luck, a change for the better. Drawer suffers Tiny creature, but will not fight or otherwise interact with
disadvantage on all saving throws; in addition, one magic the mundane world; during this period he will also
item Drawer possess becomes an Evolving Magic Item, regenerate as if wearing a ring of regeneration. At the end
gaining an immediate Very Rare property (CAO, pg. 79) ; of this period, the drawer will lose 1 point of strength, but
finally, the next treasure discovered by the party will include will gain 2 points of wisdom. For a year and a day thereafter,
a magic item of not less than 800 gold pieces nor more than they will refuse all wealth, whether earned or offered,
8,000 gold pieces in value, on which the arms, image, except that necessary for their modest needs and those of
and/or name of the drawer are ineradicably engraved or their adventuring party, hirelings and trained animals.
otherwise incorporated in such a way as to mark it as Reversed: he signifies absorption in the ego and material
predestined only for that person. If the drawer sells the matters, unwillingness to sacrifice; false prophecies.
item, both the card and the materials used to purchase it Drawer goes into a trance as described above, but will snap
will disintegrate, and the drawer's disadvantage to saving out of it after 5d5 rounds, having lost 2 points of wisdom,
throws will be negated. but gained 1 point of charisma. He will seem to show a new
Reversed: it signifies unexpected bad fate, ill luck, setbacks or ability to prophesy the contents of rooms, intentions of
interruptions in plans, unwanted change. Drawer suffers strangers, etc., but after five such detailed, correct visions,
disadvantage on all saving throws; in addition, one magic the supposed new ability will go horrifically and tragically
item (at random) belonging to the drawer will disintegrate awry (and will completely vanish after being discredited).
(if he owns no magic, this will not apply).
Justice
Description. Like the High Priestess and the Hierophant,
Justice sits crowned and enthroned between pillars. In their
right hand they bear a two-edged sword, its point toward the
heavens; in their left hangs a set of balances. Firm and
resolute, theirs is the power of moral strength and integrity,
of righteousness (good) rather than rectitude (law).
Upright: they signify justice, virtue, right judgments, the
triumph of the good, just rewards, purity. Drawer of good
alignment gain 8,000 experience points; drawer of evil
alignment loses 8,000 experience points or three fourths of
all experience points, whichever is greater; neutral drawer
will be unaffected. The DM may reduce these gains or
losses by up to 50% if the drawer has not been entirely
consistent in following his alignment.
Reversed: they signify bias, injustice, excessive severity; legal
complications. Unless drawer has been acting in very strict
conformance with their alignment (the DM should be very
rigid in this evaluation), they are stripped of all property,
effects, wealth, allegiance or loyalties of hirelings and
trained animals, except for non-magical clothing being
worn; and all but one eighth of their experience points.
Drawer will also forget all spells received or memorized.

SERONIA | TAROT OF MANY THINGS 7


Death Temperance
Description. Death, represented as a skeleton, regards a Description. A solemn angelic figure, a flower or sun emblem
desolate plain strewn with his victims, who are of all ages on its forehead, pours a fluid from one of a pair of different-
and conditions, for Death has no favorites. He is sometimes colored chalices to the other; behind the figure are growing
shown wielding a scythe, sometimes terrible with banners. plants, and distant hills. The card represents the inner self,
Upright: he symbolizes transit to the next stage of being, enabling one to balance the forces of the mind, to illuminate
transformation; abrupt and unexpected change of the old intelligence by wisdom and to clarify wisdom with
self (not usually physical death), the end of security and old intelligence.
situations and the beginning of a new kind of life. Drawer Upright: it signifies control of self, adaptation, tempering of
dies. Body and effects burst into flame (which will do l0dl0 extremes; harmonious and fruitful combinations, wise
irreducible points of damage if a character is foolish enough management of resources; cooperation. Drawer will gain 2
to go into it); after 1d8 rounds the flames will die down and points of intelligence or wisdom (whichever of the two is
from the ashes the Drawer will step, reborn according to presently the lowest) but will lose 1 point in whichever of
the Death Reincarnation table below (roll d100). the two is higher. If the two scores are equal, he will gain 1
Reversed: he signifies stagnation, mere existence, inertia or point in whichever of his other characteristics is the lowest,
immobility, lethargy, sleep, petrification. Drawer falls under with ties settled by player preference. Finally, the drawer
a permanent slow spell and will receive no experience becomes immune to effects that would cause them to attack
points for this adventure. While slowed, drawer will age at or injure an ally such as crown of madness, dominate
half the normal rate. person, confusion, as well as features that cause redirection
of attacks.
Death Reincarnation Reversed: it signifies discord, hostility, failure to
d100 New Race d100 New Race communicate, conflicts of interests, unfortunate
1-2 changeling 31-36 half-race✴
combinations. Drawer gains 1 point in whatever
characteristic is most useful for his class; but loses 2 points
3-8 dwarf 37-42 orc from whichever of his characteristics is the lowest. If there
9-14 elf 43-44 ungrwa is a tie for lowest, the loss will be from the one of the lowest
characteristics which the DM judges to be most generally
15-16 gnoll 45-94 non-biracial human useful for the drawer's class. In addition, the drawer has
17-22 gnome 95-96 cambion disadvantage on all Charisma (Persuasion) checks.
23-24 troglodyte 97-98 dhampir The Devil
25-30 gobling 99-00 same w/ new gender
Description. Bat-winged, horned, donkey-eared, with hairy
legs and eagle's feet, the Devil stands or squats upon a
✴ half-elf, half-orc, and half-gobling only
blocky pedestal (which sometimes resembles an altar,
sometimes an anvil). Their right hand gives a cryptic salute;
in his left is a weapon held in a bizarrely useless manner (a
Reincarnation Clarification sword held by the blade, a torch which is upside down or
burnt out). Connected by ropes to the altar are two figures
How do I determine which of the variants I become
when I am reincarnated?
(usually a cambion man and a woman); they are much
If possible, use a die that matches the amount of
smaller than the Devil, and appear strangely serene about
available variants, or otherwise use a random
their bondage.
number generator online. Upright: the card signifies the bondage of human nature to its
What if I reincarnate into a race whose stats cause own lowest needs and impulses, desires of greed and
me to not qualify for my class anymore? domination, sensation without understanding; fatality,
If the new player-character race no longer qualifies disaster, violence; weird and destructive experiences; evil
for their class, the character must be generated as a influences. Drawer is attacked by the Devil of the Tarot (see
new character; the new form may be a member of pg. 9). When either the drawer or the devil is slain, the devil
any class for which they are eligible, except the old will disappear with all of its effects, but the drawer will
character's former class (unless that is the only receive 18,000 experience points. If the drawer is killed in
possible choice). The character will be the same this combat, the experience-point gain is applied to the
level, with the minimum experience points possible character's total if he is raised from the dead.
for that level. Reversed: it signifies release from bondage to the material;
Do I retain my memories and personality when conquest of pride and greed; the first steps toward spiritual
reincarnated? Alignment? enlightenment; freedom. Drawer gains 1 point of wisdom
Not exactly. Reincarnation is not a chrysalis- it is an
entirely new creature that feels the pangs of a life
and is freed of all charms, suggestions, possessions, and
past in dreams and deja vu, but might have an
other spells subjecting him to the will of another; he will
unknown drive pushing them towards the
give away all nonessential possessions at the end of this
philosophical alignment of their former self. expedition (clothing and jewelry items of less than 500 bp
value may be given to player characters or NPCs; all else
will go to religion and charity).

8 SERONIA | TAROT OF MANY THINGS


Devil of the Tarot
Huge fiend (devil), lawful evil
The Tarot Devil appears as shown on the deck being
used except that it has the face and gender of the
drawer.

Armor Class 19 (natural armor)


Hit Points 310 (23d12+161)
Speed 40 ft., fly 80 ft.

STR DEX CON INT WIS CHA


25 (+7) 11 (0) 15 (+2) 6 (-2) 13 (+1) 14 (+2)

Saving Throws Str +13, Dex +6, Con +13, Wis +7


Skills Perception +7
Damage Resistances cold, fire, lightning, bludgeoning,
piercing, and slashing from nonmagical weapons
Damage Immunities poison
Condition Immunities poisoned
Senses Darkvision 120 ft., passive Perception 13
Languages Infernal
Challenge 17 (18,000 XP)

Charge. If the devil of the Tarot moves at least 15 feet


straight toward a target and then hits it with a gore
attack on the same turn, the target takes an extra 38
(7d10) piercing damage. If the target is a creature, it
must succeed on a DC 21 Strength saving throw or be
pushed up to 20 feet away and knocked prone.
Magic Resistance. The devil of the Tarot has advantage
on saving throws against spells and other magical
effects.
Shocking Appearance. When the devil of the Tarot
appears, the drawer and each creature that can see it
must make a DC 18 Wisdom saving throw, being
treated as Surprised on a failed save.

Actions
Multiattack. The devil of the Tarot makes three attacks:
two with its fists and one with its talons.
Fist. Melee Weapon Attack: +13 to hit, reach 10 ft., one
target. Hit: 20 (3d8 + 7) bludgeoning damage.
Talons. Melee Weapon Attack: +13 to hit, reach 10 ft.,
one target. Hit: 20 (3d8 + 7) slashing damage.
Gore. Melee Weapon Attack: +13 to hit, reach 10 ft.,
one target. Hit: 45 (7d10 + 7) piercing damage.

Description. A tall square Tower topped with a crown is Uprig


being struck by lightning, which topples the crown but of p
leaves the tower standing. Hurtling (from its windows; it has cat
The Tower no doors) earthward are two persons (presumably a man des
and a woman) in rich garments, along with showers of lev
sparks and debris; they are stunned to see their Tower of une
isolation and pride broken open by a stroke of fire from the hav
heavens. and
thr
9
The Moon Judgment
Description. The crescent Moon radiates its deceptive Description. An angel sounds forth the call to Judgment from
brightness upon a dim and foreboding landscape. In the a trumpet to which is attached a banner bearing a cross; the
pool which fills the foreground lurks a crayfish (or other clouds from which it emerges radiate power. Below, a figure
creature from the abyss); beyond this two dogs (or a dog rises from a tomb while on each side a man and woman
and a wolf) bark and howl at the Moon, which sheds a also rise; all these figures are as one in the wonder,
cryptic dew upon them. In the background are two towers, adoration, and ecstatic awe which their whole bodies
and a path leads from the pool to the goal beyond these express as they answer the summons.
towers. Upright: it signifies rebirth, renewal, awakening; rejuvenation,
Upright: it signifies the dark night of the soul: trickery, change of personal consciousness; a life well lived and a
deception, secret foes; unforeseen perils; bad luck for a work well done; atonement, judgment, the need to forgive
loved one; danger, darkness, terror, occult forces; danger of and to seek forgiveness, sincere self-appraisal. Drawer
falling into a trap or being misled, great danger of making becomes a young adult over the course of the next hour (if
an error. Drawer must make a DC 20 Wisdom saving throw not one already) but without any changes in characteristics.
or gain an appropriate incurable Indefinite Madness that To determine exact age, select a young-adult age randomly,
manifests during every full moon. If the save is made, then add half the difference between that age and maximum
drawer must then make a DC 20 Constitution saving throw young-adult age, rounding down. If drawer is already a
or succumb to lycanthropy (as a werewolf) during every full young adult, he will become 90% of the minimum young-
moon. If both saves are made, a hireling or appropriate adult age. If the drawer's behavior is judged by the DM to
NPC (at random) will become disloyal within the next hour, have been strictly consistent with his alignment and religion
treating them as Hostile. (observance of taboos, sacrifices, donations, etc.) he will
Reversed: it signifies peace gained at a cost; instability; lesser also have their hit points raised up to the maximum
degrees of deception or betrayal, trifling errors. The best possible number for that character.
magic item in the possession of the drawer is permanently Reversed: it signifies weakness; stupidity; a sentencing;
drained of all magical properties; if drawer has no magic disillusionment, disappointment; indecision leading to
items, they will lose one level of their most recent class procrastination and delay. Drawer permanently deals only
instead. half damage with weapon attacks that use Strength; the
The Sun
drawer is also henceforth subject to disadvantage on
initiative rolls due to his inability to choose between
Description. The Sun in its splendor shines benevolently alternatives.
down, either upon a pair of children playing blithely and
simply together, or upon a single child riding a white horse The World
and waving a scarlet banner. The innocent children (pair or Description. Surrounding by an elliptical wreath of living
single) are playing in front of a walled-in garden which they foliage is a female figure dancing joyously, a short wand in
have left behind. each hand. In the four corners of the card are the heads of
Upright: it signifies happiness, success, contentment the four beings of apocalypse, hovering protectively outside
(particularly in marriage); achievements and studies the wreath. Her legs form a cross, as do those of the
completed, liberation to enjoy the simple pleasures; Hanged Man, but she stands upright, supported by the
devotion, friendship. Drawer immediately gains 10,000 XP ether, the very fabric of the World; her dance is of the
and gains proficiency in Charisma (Persuasion) checks. If sensitive life, of joy attained in the body, of the soul's
they are already proficient, they gain Expertise instead. intoxication in the World- turned-paradise.
Reversed: it signifies unhappiness, loneliness; plans and Upright: it signifies completion, success, triumph in all things,
triumphs delayed; broken friendships or engagements; perfection, fulfillment; the path of liberation and
possible loss of a job or home. Drawer will lose all hirelings enlightenment; the admiration of others. Drawer gains 1
and spouses after returning from this expedition (they will point to each of his ability scores which is naturally 16 or
leave town, take another leader, or otherwise leave for lower.
personal reasons; they will not become hostile). If drawer is Reversed: it signifies imperfection, failure, lack of vision,
a henchman or vassal of another, they will be dismissed, or failure to complete task; fear of change or travel, fixity,
stripped of their offices unless they make a DC 20 permanence, stagnation. After 1-4 days, drawer will begin to
Charisma saving throw. Also, drawer is stripped of enough develop an increasing distrust of strange places (treat as
experience points to reduce him to the bottom of present Indefinite Madness): other cities or countries, dungeons,
level, but not more than 10,000 XP in any case. wildernesses, new taverns, etc. Within an additional 2d4
days this will become full-blown paranoia, with drawer
believing that everyone and everything outside his home
(eventually, his chambers) is out to get him, and that any so-
called friend, or loved one, who tries to get the drawer to
come out into the world is clearly part of the conspiracy.
The character is permanently imprisoned by their own
incurable madness in their chambers.

10 SERONIA | TAROT OF MANY THINGS


PART II
The Minor Arcana
Wands Four of Wands
Wands generally represent enterprise and growth, progress, Description. Four great wands are garlanded with chains of
advancement, animation, inventiveness, intelligence, and flowers, two women bear flowers, and behind them is a
energy. This is the suit of the magic-user, and of the laborer. bridge over a moat, leading to a castle or manor.
Upright: it signifies repose, peace, rural refuge, country
Ace of Wands domesticity and felicity. When drawer begins Downtime
Description. A hand issuing from clouds grasps a still-verdant Activities, they will feel a strong desire to take the
branch in the shape of a wand. In the background may be a Relaxation option; for every four weeks of Relaxation
city or castle on a hill. thereafter up to sixteen weeks, the drawer will
Upright: it signifies creation, beginning (of an adventure, a (unknowingly) receive 1,250 xp. The desire may be resisted
journey, or an endeavor), invention, enterprise. Drawer and (DC 20 Wisdom saving throw at disadvantage, not more
party members must make a DC 20 Intelligence saving than once a week), but can continue beyond the four-month
throw at disadvantage or are freed from all existing geas period until the 16 weeks are fulfilled.
spells and charms, and will be placed under a compulsion Reversed: the meaning is the same but less intense. Effects
(equivalent to a geas with no saving throw and cannot be as above, but only 625 xp is given per four weeks, and
dispelled except by a godlike creature ) to kill a single saving throws to resist the desire are not at disadvantage.
monster of CR 13 (or a group of monsters of 30,000 xp Five of Wands
value) or more. Fulfillment of the task will gain each Description. Five youths are apparently battling with huge
participant double the normal amount of treasure typical for wands, yet there is no sign of actual bodily injury.
the monster(s). Upright: it signifies competition, strife, differences of opinion,
Reversed: it signifies false starts, clouded joy, ruin, non-fatal struggle. The effects of Discord (as per the symbol
decadence, cancellation of projects, failure, retreat. Effects spell) will befall the drawer's party the next time they enter
as above, but the compulsion will be to cancel the combat after 4d2 turns. This repeats itself every combat
expedition and return to base as quickly as practical. While unless at least one party member makes a DC 20 Wisdom
returning to home or headquarters, the party will have a +2 save at the end of a successful combat when Discord was
to armor class and +2 to saving throws, but will receive no active form this effect.
experience points for actions performed during this retreat. Reversed: it signifies victory after surmounting obstacles,
Two of Wands contradiction or trickery. All characters involved in the
Description. A majestic figure wearing crown-like headgear party's next victorious combat will receive double
regards the broad world from a height. He holds one wand, experience points for the action; rogues in the party will
and regards a globe; another wand is nearby. have advantage on Dexterity (Sleight of Hand) checks until
Upright: it signifies boldness, courage, rule over others; and the end of this expedition or adventure.
also the anguish and sorrow that may accompany power. Six of Wands
Drawer gains 1 point of charisma; drawer also has a 50% Description. A laurel-crowned rider bears a wand adorned
chance to be afflicted by Indefinite Insanity in the form of with a laurel wreath, and is accompanied by five staff-
melancholia. bearing figures on foot.
Reversed: Reversed, it signifies trouble, fear, sadness, Upright: it signifies victory, triumph, good tidings, the
surprise. Drawer's saving throws against fear and successful completion of a struggle. Drawer deals critical
hopelessness are at disadvantage. damage with all successful attacks against his next foe;
Three of Wands magic-users spells will be of three times normal duration,
Description. A calm personage, his back turned, leans lightly and saving throws against such spells will be at
upon one of three wands planted in the ground, and looks disadvantage.
out upon a sea, beyond which are mountains. Reversed: it signifies indefinite delay, disloyalty, the success of
Upright: it signifies established strength, wealth, enterprise, an enemy, fear. Drawer will learn upon returning from this
discovery, partnership in undertakings. When the drawer adventure/expedition that his most hated and feared
next seeks to go on an expedition or adventure, an NPC opponent(s) have had a great success and are said to be
Merchant 1-3 levels higher will offer to come along to loan intent upon attacking the drawer soon. (The opponent(s)
equipment and supplies. This should be an established can be anyone from a professional rival to an entire tribe of
NPC already friendly to the drawer. If the drawer is a orcs, anyone the drawer has defeated, attacked, injured, or
Merchant, they instead increase their Charisma by 1. merely outshone. Even a first-level character will have had a
Reversed: it signifies cessation of adversity, an end to or rival fellow apprentice, a traditional family or clan enemy, or
suspension of difficulties; assistance with an ulterior something of the sort.)
motive. Effects as above, but the NPC will be planning to
trick or betray the drawer. This could be by stealing a magic
item from him, robbing him and stranding him on an island,
or whatever; generally (80%), the betrayal is not meant to be
fatal to the drawer. If the drawer is a Merchant, they instead
decrease their Charisma by 1.

12 SERONIA | TAROT OF MANY THINGS


Seven of Wands Ten of Wands
Description. A youth brandishes a staff from the top of a hill, Description. A weary figure stumbles toward a city or castle,
and is confronted by six more wands in opposition from oppressed by the weight of ten wands he is trying to carry.
below. Upright: it signifies oppression, testing by work and pain; also
Upright: it symbolizes a stand against unfavorable odds from force, energy, or power misused and applied to selfish ends,
an advantageous or superior position, the need to hold an the burden of ill-controlled power. An employer, liege, ruler,
unpopular stand or defy seemingly unbeatable opposition. supervisor, or other person with power over the drawer, will
In the next combat where drawer and party are soon (2d10 days) begin to overwork and overburden the
outnumbered 2:1 or worse, the drawer's party will treat drawer. If the drawer bears up under the oppression (which
their initiative as 5 higher; they will also have a bonus of +1 will not be unendurable, merely irksome in the extreme) for
on saving throws and AC. 1d10 weeks, he will be relieved of the oppression, and will
Reversed: it signifies indecision, ignorance, perplexity, receive a reward of 1,000 xp per week of suffering.
anxiety, embarrassment, doubt, hesitancy. Drawer becomes Reversed: it signifies loss, separation, immigration; intrigue.
indecisive; treat all initiative rolls for drawer and their Drawer is teleported a distance of 1d4 levels in a dungeon-
adventuring party as 2 lower. type setting, or 2d10 miles in a city or wilderness setting, to
Eight of Wands
a place he is not familiar with at all. At least one party
member must urge that the rest of the party consider the
Description. Eight wands fly through open space, but near drawer deceased, and that his possessions (if any) being
the end of their flight; they will clearly fall to ground soon. carried by party members be considered extra treasure for
Upright: Upright, it signifies swiftness, haste; that which is the survivors.
moving; approach to goals; travel by air; too-rapid
advancement. When next attacked, drawer will be hasted
for 2d4 turns, rest of party for 8 rounds; at the end of
combat, the party must make a DC 20 Constitution saving
throw or be aged five years (the drawer's throw will be at
disadvantage).
Reversed: it signifies delay, stagnation; quarrels and disputes.
When next attacked, the entire party will be slowed for The Court Cards
8+1d8 rounds; afterward, those who do not make a DC 20
Wisdom saving throw will suffer discord (as per symbol), The Court Cards of each suit (King, Queen, Knight, and Page)
but they will not attack with lethal weapons. signify a being who will aid or attack the drawer, depending on
whether the card is drawn upright or reversed. Each of these
Nine of Wands beings is a material form of that which is symbolized by the
Description. A sturdy muscular figure, with a minor wound card (their appearance will be exactly that of the person
(already bandaged) grasps or leans on one staff and depicted on the card) rather than a natural being (human or
expectantly regards the surroundings. Behind are eight otherwise); thus, they may possess combinations of classes or
other wands, arranged as for a palisade or other sturdy other attributes which might be forbidden to player characters
boundary. or NPCs. They will materialize the next time the drawer is
Upright: it signifies a pause in struggle, strength to meet attacked by another creature or character, and will engage in
opposition, power in reserve, discipline, preparation for an combat until the combat is resolved by the defeat of one side
encounter, delay or suspension. One time before the end of or the other, or by the successful evasion of one party by the
this adventure/expedition, drawer and party will be able to other, or until the cardbeing is slain. Upon this resolution or
return to a designated sanctuary, stronghold, or guildhall slaying, the being will dematerialize along with all its effects.
(see CAO), as per the spell word of recall for a short rest. Stated armor classes, damage figures, and the like, take
They may not pick up or drop anything, or communicate account of the magics with which these beings are equipped,
with anyone; at the end of the duration, they will reappear at including magic items. Feel free to describe their various
the time and place they left from, in the same positions and creature effects as any combination of innate and itemized
carrying the same equipment. power.
Reversed: it signifies obstacles, adversity, opposition,
weakness, ill health, even calamity. Drawer's Strength and
Constitution will be reduced to 8 during their next combat
of Hard difficulty or higher, and will remain reduced for 8
turns.

SERONIA | TAROT OF MANY THINGS 13


Page of Wands Knight of Wands
Description. The Page is a fair youth with blond hair and Description. A handsome young man in plate armor, the
light eyes, who stands boldly upholding a wand as if ready Knight, wand in hand, rides across the plains in haste. His
to deliver a message or proclamation (the Page is often a hair is blond, his eyes pale, and he is fair of complexion.
bearer of tidings, good or ill).

Page of Wands Knight of Wands


Medium construct (unique), neutral Medium construct (unique), neutral

Armor Class 13 (chain shirt) Armor Class 18 (plate)


Hit Points 82 (15d8 + 15) Hit Points 135 (18d8 + 54)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
10 (+0) 10 (+0) 12 (+1) 13 (+1) 16 (+3) 15 (+2) 22 (+6) 10 (+0) 16 (+3) 12 (+1) 10 (+0) 10 (+0)

Skills Medicine +7, Persuasion +4, Religion +3 Skills Athletics +9, History +4, Painter's Tools +4
Senses passive Perception 13 Senses passive Perception 10
Languages any two languages Languages any three languages
Challenge 4 (1,100 XP) Challenge 8 (3,900 XP)

Divine Eminence. As a bonus action, the page can Action Surge (Recharges After a Short or Long Rest).
expend a spell slot to cause its melee weapon After taking an action on its turn, the knight can take
attacks to magically deal an extra 10 (3d6) radiant one additional action.
damage to a target on a hit. This benefit lasts until
the end of the turn. If the page expends a spell slot Maneuvers (1/Turn). When the knight hits with a
of 2nd or higher, the extra damage increases by 1d6 melee weapon attack, it can choose to apply a
for each level above 1st. maneuver to that attack. The attack deals an
additional 5 (1d10) damage, and the knight chooses
Spellcasting. The page is a 5th-level spellcaster. Its one of the following effects.
spellcasting ability is Wisdom (spell save DC 13, +5
Disarming Attack. The target must succeed on a
to hit with spell attacks). The page has the following
DC 15 Strength saving throw or drop an object it
cleric spells prepared:
is holding of the knight's choice. The object lands
Cantrips (at will): light, sacred flame, thaumaturgy at its feet.
1st level (4 slots): burning hands, cure wounds, Distracting Strike. The next attack roll against the
faerie fire target by an attacker other than the knight has
2nd level (3 slots): flaming sphere, scorching ray advantage if that attack is made before the start of
3rd level (2 slots): daylight, fireball the knkight's next turn.
Trip Attack. If the target is Large or smaller, it must
Actions succeed on a DC 15 Strength saving throw or fall
Mace. Melee Weapon Attack: +2 to hit, reach 5 ft., prone.
one target. Hit: 3 (1d6) bludgeoning damage.
Actions
Radiance of the Dawn (Recharge 5-6). Each creature
Multiattack. The knight makes three melee weapon
within 30 feet of the page that can see it must make
a DC 13 Constitution saving throw, taking 14 (2d10 attacks.
+ 3) radiant damage on a failed save, or half as much Longsword of Unnatural Strength. Melee Weapon
damage on a successful one. Attack: +9 to hit, reach 5 ft., one target. Hit: 10 (1d8
+ 6) slashing damage, or 11 (1d10 + 6) slashing
damage if used with two hands to make a melee
attack.

14 SERONIA | TAROT OF MANY THINGS


Queen of Wands King of Wands
Description. The crowned Queen sits on her throne, a wand Description. The King sits in royal robes upon his throne, a
in her hand, a black cat (her familiar) at her feet. She is a crown and cap of maintenance upon his head. A staff is in
fair blonde with pale eyes. his right hand; a little alchemical salamander is at his feet
(it is a wonderous figure that makes the King immune to
fire), which looks like a small black lizard. He is a mature
man, blond and fair with pale eyes

Queen of Wands King of Wands


Medium construct (unique), neutral Medium construct (unique), neutral

Armor Class 17 (natural armor) Armor Class 20 (plate, shield)


Hit Points 105 (14d8 + 45) Hit Points 135 (18d8 + 54)
Speed 30 ft. Speed 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
15 (+2) 17 (+3) 16 (+3) 13 (+1) 15 (+2) 18 (+4) 20 (+5) 10 (+0) 16 (+3) 12 (+1) 13 (+1) 15 (+2)

Saving Throws Wis +5, Cha +7 Skills Animal Handling +4, Athletics +8, History +4,
Skills Nature +4, Perception +5, Religion +4 Persuasion +8
Senses passive Perception 15 Damage Immunities fire
Languages Common plus any two languages Senses passive Perception 11
Challenge 7 (2,900 XP) Languages any one language
Challenge 7 (2,900 XP)
Aura of Warding. The queen and friendly creatures
within 30 feet of them have resistance to damage Inspiring Surge (Recharges After a Short or Long Rest).
from spells. After taking an action on its turn, the king can take
one additional action. When it does so, it can also
Innate Spellcasting. The queen's innate spellcasting choose up to two friendly creatures within 60 feet of
ability is Charisma (spell save DC 15, +7 to hit with it that can see and hear the king. A target can
spell attacks). It can cast the following spells immediately use its reaction to make one melee or
innately. ranged weapon attack.
At will: speak with animals
3/day each: moonbeam, misty step Actions
1/day each: haste, protection from energy, dominate Multiattack. The king makes two melee weapon
person attacks.
Sacred Weapons. The queen's weapon attacks are
magical. When the queen hits with its wand, the Longsword. Melee Weapon Attack: +8 to hit, reach 5
weapon deals an extra 18 (4d8) radiant damage ft., one target. Hit: 9 (1d8 + 5) slashing damage, or
(included in the attack). 10 (1d10 + 5) slashing damage if used with two
hands to make a melee attack.
Actions Rallying Cry (Recharge 5-6). The king and up to three
Multiattack. The queen uses its Queen's Wrath, if it creatures within 60 feet of it that can hear it gain 10
can. It then makes two attacks with its wand. temporary hit points.

Wand. Melee Weapon Attack: +6 to hit, reach 5 ft.,


one target. Hit: 5 (1d4 + 3) bludgeoning damage
plus 18 (4d8) radiant damage.
Queen's Wrath (Recharge 5-6). The queen targets a
creature it can see within 30 feet of it. The creature
must succeed on a DC 14 Strength saving throw or
be restrained by phantasmal guards for 1 minute.
The target can repeat this saving throw at the end of
each of its turns, ending the effect on a success.

SERONIA | TAROT OF MANY THINGS 15


Cups Four of Cups Reve
Description. A youth sits contemplatively on the grass wh
Cups generally represent love, happiness, deep feelings, beneath a tree. A hand from a mysterious cloud offers a cup; bei
gaiety, joy, and wisdom. They hold water or wine, symbols of but the youth seemingly ignores both it and the three other hav
pleasure and happiness. This is the suit of the cantor and the cups upon the ground nearby. the
minstrels. Upright: it signifies weariness, surfeit, disgust with earthly
Ace of Cups pleasures and things of this world, boredom and discontent,
Description. A large and ornate cup, usually shown a re-evaluation of lifestyle. Drawer will decline any
accompanied by flowers and other living creatures. The nourishment but water for the next seven days (to clear the
incidental aspects of the card vary from deck to deck. The mind and system); at the end of this expedition, drawer will
Waite deck shows the cup supported by a hand issuant from give 10% of his total wealth to the poor, and give half of his
a cloud; pouring from the cup are five streams flowing into a gains from this adventure to his faith or academic
body of water on which floats water-lilies; a white dove institution (100% if a cantor, maledictor, physician or
drops a communion wafer into the cup. summist). These donations will go to public institutions, not
Upright: it signifies joy, nourishment, content; opulence, to any player character or NPC. The drawer will then
fulfillment, abundance; joys of faith, my cup runneth over; withdraw from the active world for 4 weeks + 4d4 days,
fertility, productiveness. This draw serves as atonement, emerging only for religious services or academic studies
cure wounds, remove disease, dispel evil and good, dispel which cannot be carried out at home.
magic, or remove curse (any two of the above needed by the Reversed: it signifies novelty; reawakening to new goals, new
drawer within the next 21 weeks) at 16th level. relationships, or new ambitions; refreshment. Drawer
Reversed: it signifies change, alteration, instability, bad faith, breaks free of any charm, insanity, beguilement, or the like
false love, erosion, inconsistency. The next two spells from by which he is afflicted. Drawer's movement speeds will
the list above cast upon the drawer will be ineffective. increase by 10 feet for 4d4 weeks, and will gain a bonus of
25% on all downtime days earned for the rest of this
Two of Cups adventure.
Description. A young man and young woman share cups, Five of Cups
perhaps in pledge; above them is a caduceus, surmounted Description. A gloomy, cloaked figure in a hilly setting looks
by a winged lion's-head. sideways at three spilled and fallen cups; two full ones
Upright: it signifies love or friendship beginning or renewed; stand behind. In the background is a body of water.
union; understanding, cooperation, and partnership. Upright: it symbolizes partial loss, failure to come up to
Drawer will secretly fall in love with the member of the expectations, disappointment or disillusionment,
party they have the strongest friendship with (based on dissolution of a friendship or marriage. Drawer will lose the
preexisting roleplay first, preferences by player second) over affections of a current lover or, if none, those of a hireling to
the next 24 hours; when the drawer is adjacent to their love, whom drawer might be attracted (they will not become
they grant each other half cover and can take the Help hostile, merely indifferent) over the next five days; drawer
action as a reaction for each other. This love does not need has disadvantage on morale checks (DMG, pg. 273) for 5d4
to be romantic, but represents a deepening of the weeks.
relationship between the two characters. Reversed: it signifies return of pleasure, of an old friend or
Reversed: it signifies change, alteration, instability, bad faith, loved one, new partnership or alliance. Drawer will gain or
false love, erosion, inconsistency. The next two spells from regain an old lover, friend, or hireling to whom drawer
the list above cast upon the drawer will be ineffective. might be attracted, within five days of returning from this
Three of Cups adventure or expedition; drawer has advantage on morale
Description. Three cups are lifted up, in a setting of flowers checks (DMG, pg. 273) for 5d4 weeks.
and other growing things. Six of Cups
Upright: it signifies victorious and happy conclusions, Description. Two young children stand in a garden or village
success, abundance, pleasure and hospitality, solace, green, playing with one of six cups filled with flowers; the
fulfillment, and healing. Before the drawer appear three ambiance is bucolic and nostalgic.
large cups or chalices (which are of wood, but resemble Upright: it signifies remembrance of things past, the joys and
those on the card), on which are carved the drawer's name. happiness of days gone by. Drawer sees a clear vision of a
In each of these the drawer can create food and water, one beloved friend and companion of days gone by (one who is
cubic foot of either, 7 times, after which they become simple still alive). During the drawer's next Downtime Activity, they
cups worth 2 gold pieces each. If the drawer is a cantor, will receive a parcel from this friend, passed on by an
each cup will work 21 times. These items cannot be sold for obliging merchant or other appropriate courier. In addition
more than the 2 gp, since the spell will only work for the to a letter of reminiscences, the parcel will include either a
drawer, and only if all three are together. They do not gem of 4,000 gp value or less (49%), an item of jewelry of
require attunement. 4,000 gp value or less (40%), or a minor magic item usable
Reversed: it signifies achievement; ending; overindulgence in by the drawer (value of 4,000 bp or less; 11%).
drink and then pleasures of the senses; excess. Drawer has
permanent disadvantage on saves against poison and
intoxication from drugs, including alcohol.

16 SERONIA | TAROT OF MANY THINGS


Seven of Cups Ten of Cups
Description. A startled figure is confronted by seven cups
overflowing with fantastic visions: castles, dragons, jewels,
Description. Ten cups in a rainbow appear as in a vision;
beneath it a couple raise their arms in joy and ecstasy and
P
M
and other sights more bizarre. two children dance together blithely; a home stands in the
Upright: it signifies daydreaming, dissipation, wishful background. A
thinking, ephemeral or illusory success. Drawer has Upright: it signifies contentment, repose of the heart, H
disadvantage on saving throws vs. illusionary magic perfection of love and friendship, peace. The cost of Sp
permanently. hirelings for the drawer and friends is permanently reduced
Reversed: it signifies resolution, determination, strength of by +20% and they gain a Keep (CAO, pg. 29).
will, intelligent choice. Drawer has advantage on saving Reversed: it signifies betrayal, loss of friendship, waste,
throws vs. illusions permanently; summists will gain one criminal behavior, strife, hatred, resentment. The cost of 1
level instead. hirelings for the drawer and friends is permanently
Eight of Cups
increased by +20% and up to 12 building spaces currently
owned by the party is ruined. Sa
Description. A dejected figure with a pilgrim's staff leaves Sk
eight neatly stacked cups behind, and trudges up a barren Page of Cups Se
moonlit mountain into the distance. Description. A fancily dressed youth of medium coloration, La
Upright: it signifies abandonment of success, disappointment the Page stands lightly, contemplating the fish or other Ch
in material gains, the discarding of what has been achieved curious image(s) emerging from the Cup being carried.
for a higher goal; journeying from place to place. Over the In
remainder of this expedition, drawer will feel an increasing ab
discontent and an increase in religious interests concerning fo
the Anima Mundi. Within 1d8 days of returning home from A
this adventure, they will sell all nonportable properties,
abdicate (or at least take leave from) all official positions, M
a
and enter a religious retreat in the wilderness for at least 8 sa
+ 4d8 weeks (after donating half of all their worldly goods to pa
the faith). If drawer is eligible, they may gain the Druid feat fo
(Seronia, pg. 123). Cantors of appropriate faiths, ovate
summists, Order of The Servus Dei maledictors, and Sp
hunters may choose to stay in religious retreat for a year sp
and a day, emerging with 5,000 additional experience ha
points. Those who do not or cannot will emerge from C
retreat with renewed spiritual connection to the world and 1
1,000 additional experience points. la
Reversed: it signifies feasting, joy, striving for material 2
success, gaiety, a less spiritual outlook. After this current su
adventure, they will be feel increasingly restive and frivolous 3
permanently. They can only take the Carousing downtime A
activity, stopping only after money starts running low or
succeeding on a weekly DC 20 Wisdom saving throw. Ra
Depending on alignment, deity, and profession, this on
debauchery may require atonement by the drawer.
Nine of Cups
Description. A prosperous figure, having feasted happily,
rests before a counter on which nine cups, plenteously
filled, have been neatly arranged.
Upright: it signifies success, satisfaction, all the good things
of life, well being, the granting of wishes. Drawer gains one
immediate wish, which can only be used for the base effects
listed.
Reversed: it signifies misplaced confidence, false assurance,
material loss, imperfections, mistakes, disputes, failure to
fulfill a wish. Effects as above, but the wish will have a
mistake or flaw built into it that may be disastrous, but
should not be fatal (at least instantaneously).

SERONIA | TAROT OF MANY THINGS 17


Knight of Cups Queen of Cups
Description. Stately but not martial, the Knight carries his Description. Beautiful and dreamy, the Queen contemplates
Cup firmly as he approaches a stream. He wears mail and an extremely elaborate cup by the shore; she is quite
plate armor, with a winged helmet; he is a young man, of capable of turning those dreams into actions. She is of
medium coloring. medium coloring.

Knight of Cups Queen of Cups


Medium construct (unique), neutral Medium construct (unique), neutral

Armor Class 16 (mail and plate) Armor Class 15 (natural armor)


Hit Points 90 (12d8 + 36) Hit Points 117 (18d8 + 36)
Speed 30 ft. Speed 30 ft., fly 30 ft.

STR DEX CON INT WIS CHA STR DEX CON INT WIS CHA
17 (+3) 10 (+0) 17 (+3) 10 (+0) 13 (+1) 18 (+4) 10 (+0) 14 (+2) 15 (+2) 10 (+0) 10 (+0) 18 (+4)

Skills Persuasion +10 Skills Arcana +3, Persuasion +7


Senses passive Perception 11 Damage Immunities lightning
Languages Celestial plus any one language Senses passive Perception 10
Challenge 8 (3,900 XP) Languages Common plus any one language
Challenge 7 (2,900 XP)
Cloak of Perfect Displacement. Attacks rolls against
the knight have disadvantage. Spellcasting. The queen is a 7th-level spellcaster. Its
Spellcasting. The knight is a 3rd-level spellcaster. Its spellcasting ability is Charisma (spell save DC 15, +7
spellcasting ability is Charisma (spell save DC 15). It to hit with spell attacks). It can cast the following
has the following spells prepared: sorcerer spells.
1st level (4 slots): compelled duel, cure wounds, Cantrips (at will): gust, minor illusion, mold earth,
protection from evil and good, sanctuary, sleep shocking grasp
2nd level (2 slots): calm emotions, hold person, 1st level (4 slots): *absorb elements, create or
lesser restoration destroy water, silent image, witch bolt
2nd level (3 slots): dust devil, earthbind, gust of
Actions wind, mirror image
Multiattack. The knight makes two attacks with its 3rd level (3 slots): lightning bolt, tidal wave, wall of
cup. water
4th level (2 slots): blight, watery sphere
Cup. Melee Weapon Attack: +6 to hit, reach 5 ft., one
target. Hit: 6 (1d6 + 3) bludgeoning damage plus 9 Actions
(2d8) radiant damage. Dagger. Melee or Ranged Weapon Attack: +5 to hit,
range 20/60 ft., one target. Hit: 4 (1d4 + 2) piercing
Reactions damage.
Protect the Innocent. When a creature within 30 feet
of the knight takes damage, it can use its reaction to
magically take that damage instead. The knight
doesn't transfer any other effects that might
accompany the damage, and this damage can't be
reduced in any way.
Rebuke the Violent. When the knight sees an attacker
within 30 feet of it deal damage with an attack
against a creature other than the knight, it can use its
reaction to force the attacker to make a DC 15
Charisma saving throw. On a failed save, the attacker
takes radiant damage equal to the damage it just
dealt. On a successful save, it takes half as much
damage.

18 SERONIA | TAROT OF MANY THINGS


King of Cups Swords
Description. Solemn, level-headed, and responsible, the King Swords generally represent courage, boldness, violence,
sets the great Cup upon his right knee, Of medium coloring, force, strength, authority, aggression, ambition, activity,
he is a fair and lively-minded man. accomplishment of goals (for good or ill); sometimes
misfortune and disaster. This is the suit of fighters, fusiliers,
and of the gentry.
King of Cups Ace of Swords
Medium construct (unique), neutral
Description. Issuing from a cloud, a hand grasps an upright
sword, topped by a crown from which hang branches of
Armor Class 18 (plate)
Hit Points 153 (18d8 + 72)
olive and laurel.
Speed 30 ft.
Upright: it signifies conquest, the triumph of brute force,
championship, excessive use of power. Drawer will hit his
next opponent with Strength-based weapons on every
STR DEX CON INT WIS CHA attempt (unless they roll a natural 1); but he cannot strike to
subdue that opponent.
18 (+4) 11 (+0) 18 (+4) 11 (+0) 14 (+2) 15 (+2) Reversed: it signifies debacle, disaster, lack of productivity,
Pyrrhic victory. The next time drawer hits an opponent with
Saving Throws. Wis +5, Cha +5 a Strength-based weapon in combat, his weapon will do an
Skills Athletics +7, Intimidation +5, Persuasion +5
Senses passive Perception 12
additional 2d4 points of damage but will then shatter
Languages any one language
irreparably. If the blow is with a body part, said part will
Challenge 8 (3,900 XP)
suffer a catastrophic break, requiring amputation (no magic
except from supernal sources can heal this injury). This
Cup Runneth Over. The king's cup functions as a
applies even if the drawer was attempting to strike to
decanter of endless water.
subdue.
Spellcasting. The king is a 10th-level spellcaster. Its
Two of Swords
spellcasting ability is Charisma (spell save DC 13, +5 Description. A blindfolded female figure balances two swords
to hit with spell attacks). It has the following spells upon her shoulders beneath a new moon; behind her is a
prepared: turbulent or rocky sea.
1st level (4 slots): command, protection from evil
Upright: it signifies balance of forces, expedience, conformity,
and good, thunderous smite
alliance of arms, indecision or tension in relationships,
2nd level (3 slots): branding smite, find steed
stalemate, harmony, concord, affection. Loyalty and
3rd level (2 slots): blinding smite, dispel magic disposition of friends, hirelings, and trained animals will
change to become indifferent over the next two turns.
Actions Reversed: it signifies treachery, disloyalty, duplicity, release,
Multiattack. The king makes three attacks with its
movement of affairs in the wrong direction. Loyalty and and
cup.
disposition of friends, hirelings, and trained animals will
change to become hostile over the next two turns.
Cup. Melee Weapon Attack: +7 to hit, reach 5 ft., one
target. Hit: 9 (1d10 + 4) bludgeoning damage.
Three of Swords
Description. Against a turbulent background, a heart is
Bow Before Your King (Recharges after a Short or Long pierced by three swords.
Rest). The king exudes their authority. Each enemy Upright: it signifies division, quarreling, separation, upheaval,
within 30 feet of the king must succeed on a DC 13
Wisdom saving throw or be frightened for 1 minute.
civil war or political struggle, arguments. Those members
If a frightened target ends its turn more than 30 feet
of the party who do not make a DC 20 Wisdom saving at
away from the king, the target can repeat the saving
disadvantage will start a violent fight within the party in the
throw, ending the effect on itself on success next 1d4 turns; the drawer does not get a saving throw. The
basis of the fight may be philosophical, racial, political or
religious. Those quarreling cannot be stopped (except
forcefully, by those who made the saving throw) until at
least one party member is dead
Reversed: it has much the same meaning but to a lesser
degree. Effects as above, but saving throws will be made
with advantage and those party members with a Wisdom of
more than 10 will be use non-lethal combat methods. (Note:
In both these cases the effects of the card will wear off in
4d2 hours, but the animosities created or revealed may
linger.)

SERONIA | TAROT OF MANY THINGS 19


Four of Swords Seven of Swords
Description. The image of a warrior lies upon a tomb or altar; Description. A scurrying figure rushes away with five swords,
alongside it is one sword, and three more hang in the while two other swords are left behind.
background. Upright: it signifies partial success, a plan that may fail, plots
Upright: it symbolizes repose, release, hermit's retreat, and schemes, tricky endeavors. The next encounter in
solitude, exile, replenishment (not death). After this which the drawer takes part will be a partial success, with
adventure is completed, drawer will refrain from adventure only half the normal treasure and XP being rewarded.
and take 4 weeks of Relaxation downtime activity, Reversed: it signifies wishes soon to be fulfilled, chance of
regardless of inducements offered. The period of repose will unexpected success; sound counsel, instruction. The next
be spent in solitary study and meditation, at the end of ability check by the drawer which has a Nearly Impossible
which the drawer will roll 4d4; if the resulting number is DC (30) will be an automatic success.
less than the drawer's wisdom, he will permanently gain 1 Eight of Swords
hit point per level, 2 in the case of fighters, fusiliers,
gentries, and hunters. Description. A female figure, her eyes covered, stands alone,
Reversed: it signifies circumspection, precautions, a need for surrounded by the swords of the card.
careful administration, economy, prudent action. Drawer Upright: it signifies restriction, bondage, betrayal,
gains a permanent 10% increase in the chance of success of imprisonment; chagrin; calumny or censure; temporary
divination spells (such as divination, commune and the like); sickness. Drawer will be taken captive (and stripped of gear,
but the drawer has disadvantage on Wisdom (Perception) weapons, etc.) by the next opposing group the party meets
checks to avoid ambushes and being surprised. of greater power than their own.
Reversed: it signifies prior treachery, disquiet, unforeseen
Five of Swords mishap, fatality. Drawer will encounter wandering monsters
Description. A scornful youth watches as two dejected figures at twice the normal chance until the end of this adventure,
slouch away; two swords lie on the ground, two more are at which point their Downtime will be plagued by double
slung over the youth's shoulder, and he holds the fifth the amount of Complications. This last until the start of
confidently, pointed toward the ground. The sky is clouded their next adventure.
and stormy. Nine of Swords
Upright: it signifies defeat, dishonor, loss, degradation,
infamy, destruction, conquest, cruelty, failure. In their next Description. A woman, racked with despair, is surrounded by
conflict with beings not evil in alignment, drawer and party the swords of the card; she is blanketed with roses, but feels
will be defeated and will surrender rather than be slain. only their thorns.
They will be stripped of all weapons, valuables, and Upright: it signifies utter desolation, despair, misery, death,
supplies, but no lives will be lost. failure, disappointment, miscarriage or delay, deception,
Reversed: it signifies more or less the same, plus sorrow, doubt, illness, loss. Drawer falls prey to melancholia (as per
weakness, funerals, loss of a friend. Effects as above, but Indefinite Madness in the DMG) after 9 turns; if they makes
the drawer will suffer some form of humiliation or injury, a DC 20 Wisdom saving throw , the melancholia will last for
possibly including the slaying of a trained animal, hireling, ld10+2 months; if not, it will be permanent. During this
or loved one. period, they will have disadvantage on saves against disease
and resisting Open Wounds.
Six of Swords Reversed: it signifies doubt, suspicion, shame, patient
Description. A ferrykeeper conveys solemn passengers to a suffering, time heals all wounds, timidity, reasonable fear.
further shore across calm waters. Six swords stand hilt-up Drawer will lose immunity to fear-based effects and have
along the edge of the boat. disadvantage on saving throw against them for 2d4+1
Upright: it signifies a departure, breaking away, travel, weeks; additionally, if they receive or cause any healing
success after anxiety, voluntary separation, water journey. during this time, reduce that healing by 50%.
The drawer gains a swim speed of 30 feet and can take the Ten of Swords
Disengage action as a bonus action while in water.
Reversed: it signifies outcry, lack of immediate solution, Description. A body, pierced by ten swords, lies upon a
staying in place. When the drawer takes the Disengage desolate plain beneath a blackened sky.
action, creatures can still attack them at disadvantage. Upright: it signifies defeat, darkness, disaster, woe, loss, and
Drawer also has disadvantage on saving throws against desolation (but not death). Drawer loses the affection of all
spells that deal thunder damage. lovers, hirelings, and trained animals (they can only be
made Indifferent), with the rest of the drawer's party feeling
uneasy around them and wishing to get rid of the drawer as
soon as they can do so without endangering the party. Any
home, guildhall, or stronghold the drawer owns will be
destroyed or taken from them, as will 80+ld20% of their
material wealth.
Reversed: it signifies benefit, profit, success, favor, etc., but of
a passing and impermanent sort. Drawer increases their
maximum hit points by 10 and has two additional hit die for
the next ten days.

20 SERONIA | TAROT OF MANY THINGS


Page of Swords Knight of Swords
Description. An alert, lithe, and energetic youth of dark Description. A dashing and chivalric young man of dark
coloring, the Page holds the Sword ready for action while coloring, the Knight rides full tilt across open storm-swept
walking briskly over rough ground. country. Brave and proud, he brandishes his Sword at
unseen foes, or from sheer spirit

Page of Swords
Medium construct (unique), neutral Knight of Swords
Medium construct (unique), neutral
Armor Class 14 ()
Hit Points 82 (11d8 + 22) Armor Class 18 (plate)
Speed 30 ft. Hit Points 47 (5d8 + 25)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
16 (+3) 16 (+3) 14 (+2) 14 (+2) 16 (+3) 8 (-1)
18 (+4) 10 (+1) 20 (+5) 13 (+1) 15 (+2) 10 (+0)
Skills Investigation +4, Nature +4, Perception +5
Senses passive Perception 15 Skills Animal Handling +6
Languages any two languages Senses passive Perception 12
Challenge 3 (700 XP) Languages any one language
Challenge 4 (1,100 XP)
Page's Senses. As a bonus action, the page can
discern whether a creature it can see has any damage Warhorse. The knight's mount is a Warhorse (MM pg.
immunities, resistances, or vulnerabilities and what 340), and arrives during the first round of combat
they are. If the creature is hidden from divination already charging (see Charger below).
magic, it senses that it has no damage immunities,
resistances, or vulnerabilities. Charger. If the knight moves at least 20 feet in a
straight line towards a creature and then hits it with a
Challenge. As a bonus action, the page challenges melee attack, the creature takes an additional 6
one creature it can see within 60 feet of it. The first (1d12) slashing damage and must succeed on a DC
time on the page's turn that it hits its challenged 14 Strength saving throw or be knocked prone.
target with a weapon attack, the target takes an extra
Saddle Master. The knight has advantage on saving
7 (2d6) damage from the weapon.
throws made to avoid falling off its mount. If the
Actions knight falls off its mount and descends no more than
10 feet, it can land on its feet, and it isn't
Multiattack. The monster hunter makes two incapacitated. Dismounting a creature only takes 5
longsword attacks. feet of movement for the knight.
Longsword. Melee Weapon Attack: +5 to hit, reach 5 Actions
ft., one target. Hit: 7 (1d8 + 3) slashing damage, or 8
(1d10 + 3) slashing damage if wielded with two Multiattack. If the cavalier is mounted, it can make
hands to make a melee attack. two longsword attacks. These attacks cannot be
made against the same target.
Heavy Crossbow. Ranged Weapon Attack: +5 to hit,
range 100/400 ft., one target. Hit: 8 (1d10 + 3) Longsword. Melee Weapon Attack: +6 to hit, reach 5
piercing damage. ft., one target. Hit: 8 (1d8 + 4) slashing damage.

Reactions Reactions
Disrupting Counter. When the page's challenged Warding Maneuvers. When a creature the knight can
target forces it to make a saving throw, the page can see targets the knight or its mount with an attack,
use its reaction to immediately make one weapon the knight adds 2 to the AC of both itself and its
attack against the prey, which it makes before the mount against attacks from that creature until the
saving throw. If the attack hits, the page start of the knight's next turn.
automatically succeeds on the saving throw against
the target's effect.

SERONIA | TAROT OF MANY THINGS 21


Queen of Swords King of Swords
Description. Dark and grim, the Queen sits on her throne Description. The crowned King, dark and sternlooking, sits
beneath a clouded sky and brandishes her Sword as if to on a throne of judgment beneath stormy skies; his Sword is
say Approach who dares! held in a manner which makes it menacingly clear that he is
familiar with its use, for good or evil.

Queen of Swords
Medium construct (unique), neutral King of Swords
Medium construct (unique), neutral
Armor Class 18 (plate)
Hit Points 135 (18d8 + 54) Armor Class 18 (plate)
Speed 30 ft. Hit Points 126 (18d8 + 36)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
20 (+5) 10 (+0) 16 (+3) 12 (+1) 13 (+1) 15 (+2)
16 (+3) 16 (+3) 15 (+2) 15 (+2) 15 (+2) 15 (+2)
Skills Animal Handling +4, Athletics +8, History +4,
Persuasion +8 Saving Throws Str +6, Wis +5, Int +5
Senses passive Perception 11 Skills History +5, Persuasion +7
Languages any one language Senses passive Perception 12
Challenge 7 (2,900 XP) Languages any three languages
Challenge 7 (2,900 XP)
Inspiring Surge (Recharges After a Short or Long Rest).
After taking an action on its turn, the queen can take Fighting Spirit (3/Day). As a bonus action, the king
one additional action. When it does so, it can also gains 10 temporary hit points, plus advantage on
choose up to two friendly creatures within 60 feet of melee weapon attacks until the end of its turn.
it that can see and hear the queen. A target can
immediately use its reaction to make one melee or Master of the Blade (1/Turn). When the king makes a
ranged weapon attack. melee weapon attack against a creature on its turn, it
can add one of the following effects to its attack:
Actions Disarming Attack. The king chooses an item its
Multiattack. The queen makes two melee weapon target is holding. On a hit, the target takes an
attacks. additional 5 (1d10) slashing damage and must
succeed on a DC 14 Strength saving throw or
Longsword. Melee Weapon Attack: +8 to hit, reach 5 drop the object. The object lands at its feet.
ft., one target. Hit: 9 (1d8 + 5) slashing damage, or Lunging Attack. The king's reach for the attack is
10 (1d10 + 5) slashing damage if used with two increased by 5 feet. On a hit, the target takes an
hands to make a melee attack. additional 5 (1d10) slashing damage.
Pushing Attack. On a hit, the target takes an
Rallying Cry (Recharge 5-6). The queen and up to
additional 5 (1d10) slashing damage, and if the
three creatures within 60 feet of it that can hear it
target is Large or smaller, it must succeed on a DC
gain 10 temporary hit points.
14 Strength saving throw or be pushed up to 15
feet away from the king.

Actions
Multiattack. The king makes three attacks with The
Sword.
The Sword. Melee Weapon Attack: +9 to hit, reach 5
ft., one target. Hit: 11 (1d10 + 6) slashing damage,
or 13 (2d6 + 6) slashing damage if wielded with two
hands to make a melee attack.

Reactions
Parry. The king adds 3 to its AC against one melee
attack that would hit it. To do so, the king must see
the attacker and be wielding a melee weapon.

22 SERONIA | TAROT OF MANY THINGS


Pentacles Fou
Pentacles represent material and financial matters, money, Desc
occupation, material gain, business development, and pen
involvement in the world. This is the suit of the rogue, and of and
the merchant. alr
Uprig
Ace of Pentacles gai
Description. A single pentacle takes the form of a large coin mis
or other piece of precious metal or jewelry; it is usually held me
by a hand or hands. In the background are flowers, no
butterflies, and the like. rog
Upright: it signifies gold, content prosperity, the happiness Reve
and pleasure that wealth can bring. Concealed in or on hin
some item acquired during this expedition, drawer will dra
discover an easily portable item worth at least 1,000 gold fou
pieces. Five
Reversed: it signifies greed, miserliness, that prosperity which Desc
gives no happiness, misused or corrupted wealth. Effects as aw
above, but drawer must spend all weeks of downtime on Th
Gambling at disadvantage for 2d4 months. Uprig
Two of Pentacles affi
Description. A youth in frivolous costume dances and juggles tro
two pentacles; in the background ships are tossed on the ret
high sea all
Upright: it signifies gaiety, lightheartedness, grace under val
pressure; but also difficulty in launching new ventures or 5d
adapting to additional burdens; variability of moods. Drawer dis
gains 1 point of dexterity, but will receive only half the has
experience points actually earned until he has enough bac
experience points for the next level. At this point, drawer tem
will permanently take twice the usual time for training and (Pe
study during Downtime Activities. pro
Reversed: it signifies enforced or simulated gaiety and Reve
enjoyment. The next time the drawer is under attack, he enj
will suffer the effects of irresistible dance for 1d4 + 3 wil
rounds. rou
Three of Pentacles Six
Description. A master artist or mason carving pentacles in Desc
stonework is regarded approvingly by two robed figures sto
(probably clerics), one of whom holds a set of plans from (pr
which the crafter has been working. wh
Upright: it signifies skill, craftsmanship, glory or renown Uprig
(particularly in a commercial matter), mastery, rank and (pa
power in one's profession; it also is used to signify matters pow
relating to secret societies, guilds and the like. Drawer will rela
receive a 30% bonus on all earned experience points until rec
the next level is attained; rogues will also gain permanent the
advantage on Dexterity (Stealth) and dexterity checks adv
involved with disabling traps. In addition, if drawer is a inv
member of a society, guild, or the like, whose ranks are not me
based on character class levels, he will soon (3d12 days) be bas
promoted therein. pro
Reversed: it signifies mediocrity and lack of skill, ineptitude, Reve
sloppiness, mercenary attitude, lack of distinction. Drawer slo
will roll checks with their base class skills without wil
proficiency bonuses, until the next level is attained. In pro
addition, if he is a member of such a group as is mentioned add
above, drawer will not be promoted therein for 3 months abo
after the customary time, having failed to distinguish afte
himself. him
SERONIA | TAROT OF MANY THINGS 23
Seven of Pentacles Ten of Swords
Description. An intense young man leaning upon his staff Description. A man and a woman stand in the entryway of a
hovers protectively near seven pentacles attached to the house; a child and an elderly man each pet a dog
greenery of the garden-like space he is tending. contentedly.
Upright: it signifies speculative pauses, fretting, anxiety, Upright: the card symbolizes gain, security, riches, family,
success not yet attained, disappointment. During the home, stability. In 5d10 days, drawer will gain a Large
Downtime Activity the drawer is engaged in which takes a house (CAO, pg.29), free of encumbrance; this may be gift of
long time (training for a new skill, enchanting an item, etc.; a ruler or patron, an inheritance or dowry, or whatever is
anything requiring 10 downtime days or more for natural for the campaign.
completion), he must make a DC 20 Wisdom save once Reversed: it signifies loss, robbery, family misfortunes; elderly
each week. Failure means that the drawer has ruined the people may become a burden. In 5d10 days, drawer will
process through overanxiousness, and must begin anew or become obligated for the care of his parents, clan/
pay whatever penalty is imposed for such interruption. Such guild/village elders, feudal dependents, or other aged
interruptions because of this card will not exceed seven in persons to whom drawer is obligated (whether he knew of
number; and on each saving throw after the first, the drawer the obligation or not).
will have a cumulative +1 on the roll (thus, the second roll Page of Pentacles
will be at +1, third at +2, etc.). Description. A Pentacle rests lightly in, or hovers over, the
Reversed: it signifies impatience, apprehension, suspicion, hands of the Page, a very dark youth who moves slowly
especially in money matters. Drawer will have a permanent through a flourishing field, his gaze seemingly fixed upon
disadvantage on Charisma (Persuasion) checks with the lone symbol in studious reverie
strangers and casual acquaintances when asking for favors
or acting in any way suspicious; the target also has
advantage on opposed checks when asking for loans,
bartering, or other financial favors. Page of Pentacles
Eight of Pentacles Medium construct (unique), neutral
Description. An artist sits happily carving out a pentacle;
other completed examples are racked neatly nearby. Armor Class 15 (jack of plate)
Upright: it signifies work, craftsmanship, skills (perhaps still Hit Points 60 (9d8 + 9)
at an apprentice level); job or commission to come. Drawer Speed 40 ft., climb 40 ft., swim 40 ft.
gains proficiency in all artisan's tools.
Reversed: it signifies vanity, thwarted ambition, greed, usury, STR DEX CON INT WIS CHA
skill in cunning and intrigue, sharp practices. In 8d8 days,
Drawer will be shortchanged or hoodwinked in a major 12 (+1) 16 (+3) 12 (+1) 10 (+0) 13 (+1) 15 (+2)
transaction, losing at least 800 but not more than 8,000
gold pieces. If drawer is a rogue, he will gain proficiency in Skills Acrobatics +5, Athletics +3, Survival +3,
Wisdom (Insight); if a merchant, they will also gain Vehicles (Water) +3
Expertise with Wisdom (Insight). Senses passive Perception 11
Languages any two languages
Nine of Pentacles Challenge 3 (700 XP)
Description. A stately woman stands in a flourishing vineyard,
presumably part of her manorial domain. On her wrist is a Cunning Action. The page can take the Dash,
tame hawk; she is otherwise alone, and seems serene in her Disengage, or Hide actions as a bonus action on its
isolation. turn.
Upright: it signifies security, prudence, wealth, self-sufficiency, Fancy Footwork. During the page's turn, if it makes a
love of gardens and home, comfort in material matters. For melee attack against a creature, that creature cannot
the rest of this expedition or adventure, any Dexterity make opportunity attacks against it until the end of
(Sleight of Hand) attempts upon the drawer will fail the privateer's turn.
(although the thief will not be caught); and until the drawer
returns, his home, guildhall, and stronghold will be safe Sneak Attack (1/Turn). The page deals an extra 7
from robbery, burglary, and banditry. Drawer also gains (2d6) damage when it hits a target with a weapon
proficiency with the herbalism kit. If they are a magic-user attack and has advantage on the attack roll, or when
with no familiar, the next time the drawer is in an outdoors the target is within 5 feet of the page and the page
doesn't have disadvantage on the attack roll.
setting a hawk will come to him tamely to serve (as per find
familiar). The familiar can be resummoned as per the ritual. Actions
Reversed: it signifies robbery, loss of things treasured,
roguery, danger from thieves. Caution is advised. There will Multiattack. The page makes two attacks.
be a burglary, robbery, or bandit raid on the drawer's home, Short sword. Melee Weapon Attack: +5 to hit, reach
guildhall, or stronghold during their present absence; much 5 ft., one target. Hit: 6 (1d6 + 3) slashing damage.
but not all (60-90%) of the drawer's property therein will be
stolen, including at least one item precious to the drawer,
but not necessarily intrinsically valuable.
24 SERONIA | TAROT OF MANY THINGS
Knight of Pentacles Queen of Pentacles
Description. Sturdy, laborious, and patient, the Knight rides Description. Very dark of coloring and meditative of
placidly through a freshly plowed field. A thorough-going expression, the Queen contemplates her Pentacle on a
materialist, he looks upon but not within the Pentacle of his throne in a fertile bower; her serious, even, melancholy
suit. He is very dark and earthy in coloring. mien suggests that she sees curious things indeed within
that symbol.

Knight of Pentacles
Medium construct (unique), neutral Queen of Pentacles
Medium construct (unique), neutral
Armor Class 15 (jack of plate)
Hit Points 78 (12d8+24) Armor Class 20 (plate, ring of protection +2)
Speed 30 ft. Hit Points 135 (18d8 + 54)
Speed 30 ft.
STR DEX CON INT WIS CHA
STR DEX CON INT WIS CHA
11 (+0) 16 (+3) 14 (+2) 13 (+1) 11 (+0) 10 (+0)
18 (+4) 10 (+0) 16 (+3) 12 (+1) 10 (+0) 12 (+1)
Saving Throws Dex +6, Int +4
Skills Acrobatics +6, Deception +3, Perception +3, Skills Athletics +7, History +4, Sculptor's Tools +4
Stealth +9 Senses passive Perception 10
Damage Resistance Poison Languages any three languages
Senses passive Perception 13 Challenge 6 (2,300 XP)
Languages any two languages
Challenge 7 (2,900 XP) Rally. As a bonus action, the queen chooses a friendly
creature within 30 feet of it that can see and hear it.
Opening Maneuver. During its first turn, the knight The target gains 5 (1d8 + 1) temporary hit points.
has advantage on attack rolls against any creature
that hasn't taken a turn. Any hit the knight scores Actions
against a surprised creature is a critical hit.
Multiattack. The queen makes two melee weapon
Studied Strike (1/Turn). The knight deals an extra 13 attacks, or it makes one melee weapon attack and
(4d6) damage when it hits a target with a weapon uses Queen's Command.
attack and has advantage on the attack roll, or when
the target is within 5 ft. of an ally of the knight that Warhammer +1. Melee Weapon Attack: +8 to hit,
isn't incapacitated and the knight doesn't have reach 5 ft., one target. Hit: 8 (1d8 + 5) bludgeoning
disadvantage on the attack roll. damage, or 10 (1d10 + 5) bludgeoning damage if
used with two hands to make a melee attack.
Ring of Invisibility. The knight has a ring of invisibility
to utilize. Queen's Command. The queen chooses one friendly
creature that can see and hear it. That creature can
Actions immediately use its reaction to make one weapon
attack, adding 4 (1d8) to the attack's damage roll.
Multiattack. The knight makes two longsword attacks.
Longsword. Melee Weapon Attack: +6 to hit, reach 5
Reactions
ft., one target. Hit: 7 (1d8 + 3) slashing damage plus Protect Your Queen. When the queen is attacked
21 (7d6) poison damage. The target must make a while it has a friendly target other than itself within 5
DC 15 Constitution saving throw, taking the poison feet, it can impose disadvantage on that attack roll.
damage on a failed save, or half as much damage on
a successful one.

SERONIA | TAROT OF MANY THINGS 25


King of Pentacles
Description. A dark and courageous, yet somewhat lethargic Appendix: Credits &
figure, the King sits stolidly upon his throne within a Bibliography
flourishing garden, and placidly the Pentacle he holds upon
his knee; a short rod or wand is his sceptre. Art by Dragon Age: Inquisition concept team, led by art
director Matthew Goldman.

King of Pentacles
Medium construct (unique), neutral

Armor Class 18 (plate)


Hit Points 117 (18d8 + 36)
Speed 20 ft.
Balin, Peter, The Flight of the Feathered Serpent, Wisdom
Garden Books, Venice, Calif., 1978.
Butler, Bill, Dictionary of Tarot, Schocken Books, New York
STR DEX CON INT WIS CHA City, 1975.
Cavendish, Richard, The Tarot, Harper & Row, New York City,
20 (+5) 15 (+2) 14 (+2) 10 (+0) 14 (+2) 12 (+1) 1975.
Crowley, Aleister, The Book of Thoth: a Short Essay on the
Skills Acrobatics +9, Intimidation +5, Perception +8 Tarot of the Egyptians, Level Press, San Francisco, 1974.
Senses passive Perception 16 Douglas, Alfred, The Tarot: the Origins, Meaning, and Uses of
Languages any two languages the Cards, Taplinger Books, New York City, 1972.
Challenge 8 (3,900 XP) Grey, Eden, A Complete Guide to the Tarot, Crown
Publishers, New York City, 1970.
Indomitable (2/day). The king rerolls a failed saving Grey, Eden, Tarot Revealed, Signet (N.A.L.), New York City,
throw. 1971.
Actions Kaplan, Stuart R., Tarot Classic, Grosset & Dunlap, New York
City, 1973.
Multiattack. The king makes three attacks with its Papus, The Tarot of the Bohemians, Arcanum Books, New
maul, or uses the magic missile feature of it. York City, 1958.
Maul. Melee Weapon Attack: +9 to hit, reach 5 ft.,
Waite, Arthur Edward, The Pictorial Key to the Tarot,
one target. Hit: 12 (2d6 + 5) bludgeoning damage, University Books, New York City, 1959.
plus 7 (2d6) bludgeoning damage if the king has
more than half of its total hit points remaining.
Maul of Magic Missile. Ranged Magical Attack:
automatic hit, range 120 ft., up to ten targets. Hit: 3
(1d4 + 1) force damage per missile, up to ten
missiles.
Converted from the September 1983 issue of Dragon
Magazine (#77) article, "Tarot of Many Things" by Michael J.
Lowrey
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