Welcome back, wayfarer. As you know, I like using tarot cards as a source of randomness and potential meaning for all kinds of things. Some time ago, I had an idea that I could use tarot cards for an encounter/flavor deck for Sliberberg. I took some time to develop 156 different encounters, and I think the resulting tables are a riot and a good template for your own decks.
Why cards?
So why use cards? Well, there are certain advantage using cards for random encounters, which makes a lot of sense, especially in the context of overland travel or city adventures.
Controlled Randomness
With dice, the only thing you can do to control the randomness of a result on a random table is to carefully place it on the probabilistic bell curve of the dice you are using. While this does work, it is blunt and a little unintuitive. Quick, what’s the probability of 8 for a 6d6 table? If you are anything like me, your first instinct was to go to anydice to see the probability curve.
With cards, you control probability directly by adjusting deck composition—add more copies to make something common, remove copies to make it rare. Plus, the probabilities of a deck of cards are much easier for us mere mortals to understand; it’s easier to understand that 2 cards in a 60-card deck is a rare probability compared to 8 having a .05 probability on 6d6.
Controlled Repeats
The killer feature for cards. With dice, you always run the risk of repeat encounters. There is even the possibility of the same encounter over and over again in a row, which can be somewhat awkward if the result is a named NPC or the same group of bandits over and over again.
With cards, there is a simple built-in solution to this problem that builds off the previous point: the discard pile. Once a card is drawn and discarded, it cannot appear again until you reshuffle the discard pile into the deck. Probability becomes conditional rather than flat. Combined with deliberate deck composition, this gives you full control over the probability of any given card being drawn
Greater Flexability
Because you control deck composition, you aren’t limited by the shape of dice, and thus you can do some interesting things with table composition. With dice, you are limited to the numbers on a die, which is all well and good, but with cards, you can have many more possible results, as many as you want if you combine types of cards and include orientation as part of the meaning. This pairs well with an urban flavor or an overland travel encounter table where you want plenty of variety.
Moreover, with additional possible outcomes, you can also do interesting things with draw and combination mechanics for the deck. With my d20 and d12 encounter tables, I like to include an option to roll twice and combine the results. However, with cards, I can include drawing encounters from the discard deck, reshuffling the discard deck back into the draw deck, and crazy draw x and combine options as well.
Inspirational Cards
Cards aren’t just randomizers—they’re symbolic objects. I like using tarot cards because of the imagery and meanings inherent in the cards, but you can use other types of cards as well. You could use a deck of many things (or its recently updated version, the deck of many more things) as an encounter deck for a dungeon, and simply interpret the cards on the fly based on context. You can use magic the gathering cards in all sorts of interesting ways, using the art, flavor text, and mechanics to inspire the function of the cards. Got a Novelty card deck around? Use it. Really, the sky is the limit.
Speed of resolution
In practice, I’ve found flipping a card faster and more tactile than rolling, reading, and cross-referencing a die result.
Example flavor/encounter tables for Sliberberg
To illustrate the above principles in practice, I created the following is a set of tables for Sliberberg. I divided the deck into the major arcana and the 4 suits of the minor arcana. For the major arcana, I assigned encounters/events that involve major npcs from the city, as well as a few special modifier cards. The 4 suits of the minor arcana were assigned to 8 different classes of people one might find in a major capital city: normal, positive interactions on the upright, and dangerous encounters on the inverse.
Pentangles: Upright: Common folk Inverted: the rabble, and common crooks
card
Normal group
Inverted group
1
A group of 1d6 beggars rushes the players and asks for alms
A group of lepers or similarly ill beggars desperately beg for alms; denying their request makes them more desperate, and they will claw at the players. There is a 1 in 8 chance of the players contracting a disease from the beggars
2
A troupe of 1d6 entertainers is busking. They invite a player to join in the performance of a trick
A singular performer is singing and playing an instrument. He’s pretty good. So good that his companion has an advantage when picking the player’s pockets
3
The players encounter a building under major renovation or construction. 1d20+10 commoners are working. At the GM digression, they introduce wildly swung wood, collapsing scaffolding, or other hazards
The players witness a group of 1d8 housebreakers (Gm chooses the appropriate stat blocks) breaking into a house. They are more than willing to go through the players if necessary
4
The players encounter a group of grateful citizens who offer small non-cash rewards for their actions (free food, free drinks, etc.).
The players encounter a group of 1d20 people protesting them for some past deed. The crowd gets very salty when they grow near and start throwing eggs, tomatoes, and worse things at them
5
A dense crowd has formed around something happening in the street. The players will have to make a DC 15 Strength or Charisma check to get through the crowd, or else find another way around
A sudden panic has gripped the people on the street; its source is currently unknown to the players, but the crowd is surging right towards them. They will have to pass a strength check dc 12, or be knocked down and trampled for 1d8 damage
6
The players encounter a merchant with a stand selling a novel good that the players may desire
The players encounter a con man selling counterfeit goods that don’t work.
7
An NPC approached them with a quest or business opportunity that promises great rewards.
The players do not know when it happened, but they have been silently robbed. They have lost 2d20 guildenmarks
8
A group of 1d10 workmen has blocked off a street for a major construction project. The players will have to go around.
1d8 tough-looking individuals have blocked off a street and are collecting a 1d12 guildenmark toll
9
The players receive a tip from a reliable source about an upcoming encounter or ambush
A hireling or other ally among the common folk has betrayed them wittingly or unwittingly. They have walked right into a hard encounter with some bravos.
10
The players get a sudden windfall from an unexpected source, be it a dropped coin, news of an investment paying off, or another even less expected quarter. They gain 1d10 guldenmarks
The players encounter a band of 1d8 footpads (use the bandit, tough, bandit captain, or tough boss stat blocks as necessary) who order them to stand and deliver, or they will be killed
p
The players encounter a newsie or town crier proclaiming the news. The news may have a quest hook or clue to the adventure.
Terrible news has created panic among the citizenry, convinced that disaster is imminent. The swarm is taking seemingly proactive measures to protect themselves, including looting stores and arming themselves.
kn
A crowd has gathered for a demonstration or the opening of some form. One of the players will be called to participate
An agitator has riled up a crowd of 3d20 people against an innovation or progressive change. The players are likely to be targets of the forming mob and have just stumbled upon the agitator and his followers
q
The players encounter an impromptu street fair celebrating one kind of event or another (oh, say, a wedding). The players are invited to join in, and there is a 1 in 6 chance that somebody they know is already there
The players encounter an angry mob consisting of 1d6*d20 commoners. Draw another card to determine who has drawn their ire.
ki
The players stumble into a place where money is changing hands on a large scale: a major auction, a debt sale, a guild negotiation, or an inheritance dispute. Their presence draws attention from interested parties.
The players are caught in the collapse of a financial scheme: a bank run, a failed investment, or a fraudulent enterprise unraveling. Panic spreads, and desperate people look for someone to blame — possibly the players.
Swords: Upright: Watchmen and soldiers Inverted: Organized Crime
card
Normal group
Inverted group
1
A 2 watchmen are trying to manhandle a resisting detainee, much larger and stronger than them into a watch transport snail. It’s only a matter of time before he breaks out of their grip
The players encounter 1d4 toughs and a loan shark or bookie (use the spy or tough boss stat block) who is roughing up a debtor. Draw again to determine the target, shuffle major arcana cards back into the deck.
2
Two watchmen from different units (patrol vs traffic, investigation vs arcane, etc.. ) are arguing over jurisdiction in a criminal matter. They will try to rope the players in to break their stalemate
A fight has broken out. A group of low-level syndicate members (toughs, bandits, or spies) has seen through the ruse of a man running a crooked card or dice game. The argument over the cheating is escalating fast; weapons are being drawn, but no one wants to throw the first punch.
3
A watchman has been killed in the line of duty, and the players have witnessed the crime and the criminals (a tough boss, bandit captain, or assassin) fleeing
The players stumble across a negotiation between a syndicate and another syndicate or street gang. The players stumble across a tense negotiation between syndicates. Everyone involved is armed, nervous, and one insult away from bloodshed. If the players stay quiet, they learn they are prepping for a major heist.
4
The players encounter a prisoner transport snail returning to the Alteburg. Draw upto 4 more cards to determine who is being transported to the clink
The players encounter a major heist in progress. 1d10 criminals (bandits, bandit captains, toughs, tough bosses) are raiding an establishment or wagon and are about to try to make a getaway.
5
The players encounter somebody sentenced to the stocks. Draw another card to determine who, disregarding the high arcana
The players encounter an ordinary citizen about to storm into a syndicate stronghold in a suicidal attempt at seeking revenge. It is plainly clear that they have no clue what they are doing or care that they will likely die in the attempt
6
The players encounter 1d12 mercenary sailors or soldiers fresh back from deployment on a rowdy pub crawl
Tough-looking characters stream past them. They are syndicate members escaping from a heist gone bad or a watch raid. They loudly and deliberately implicate the players, making sure witnesses hear.
7
The players are stopped by a watchman, who questions them about a nearby crime.
The players encounter graffiti on a wall slandering a group or individual with very specific claims. Draw another card to determine who the target of the slander is
8
A watch raid has gone bad, devolving into a pitched battle between the watch and one of the syndicates. There are 1d20 watchmen fighting 1d20 syndicate members
The players are just in time to witness(or stop) an assassination attempt by one of the syndicates. Draw another card to determine the target, disregarding the tower and the wheel of fortune. Draw another card to determine who ordered the hit
9
There has been a murder. The street is cordoned off, and the area is crawling with detectives and watchmen. Draw a new card to determine the victim(s)
The players witness a group of syndicate goons (1d8 bandits, bandit captains or toughs, or tough bosses) snatch a person off the street and start manhandling them into a waiting carriage. Draw another card to determine who the target is; disregard the tower, the emperor, and the empress
10
Someone has slipped bad intel to the watch, and a group of 1d8 watchmen has been led into an ambush from which they have no chance of escaping alone.
A syndicate operation is under siege, with a watch cordon around the property and dozens of bandits and thugs barricaded inside. Both sides have suffered heavy casualties.
p
The players encounter a pair of watchmen on patrol
Make a check against the player’s passive perception. On success, they notice a figure in a cloak (spy) trailing them from a distance, seemingly noting details about them. The figure works for the syndicates working in the city
kn
A company of soldiers is marching off to or back from war. 10d20 warrior infantry, 4d20 scouts, and 1d20 veterans are marching down the street to the cries of an adoring public
Out of nowhere, a group of 1d12 toughs or bandits attacks them. They are new members of a gang or syndicate being initiated into the group
q
The players encounter a group of off-duty watchmen shooting the breeze and sharing funny stories about their day. They are more than welcoming to the players, and there might be a clue or a rumor they can use in their tales.
The players witness a senior gang or syndicate member dishing out abuse and punishment to junior members over a perceived screwup.
ki
The players are just in time to witness the rarest sight in Sliberberg, a public execution. A large crowd has gathered to witness the event. Draw another card to determine who is being executed, and another card to determine innocence. Cups: innocent, wands: innocent and the crowd knows it, swords guilty, pentangles: guilty beyond a shadow of a doubt
The players come across the aftermath of gang “justice”. Multiple gang or syndicate members lie dead in horrifically creative ways.
Wands: Upright: Scholars and Magic folk Inverted: Supernatural threats and malicious mages
card
Normal group
Inverted group
1
The players encounter a group of fresh-faced apprentice mages showing off some of their cantrips, trying to elicit a response of some form from the passersby.
The worst apprentice mages are the lazy ones. One such apprentice has summoned a group of 1d6 gremlins, and now they are running about causing havoc
2
The players encounter a group of magic students studying furiously for an upcoming test, trial, or exam. One is about to cast a spell that will go haywire in such a way that the players will have to get involved
An imp has escaped from a summoner’s workshop. He is trying to terrorize random people on the street, including the players.
3
The players meet a newly graduated mage or druid. They are full of condidence in their craft and are casually showing off
Messing with spirits of the dead is not a healthy pastime, as the mage running straight for the players has learned. He just wanted to talk to his dead girlfriend, but now there are 1d6 ghosts chasing after him, and he is out of spells.
4
Moving day. An archmage is moving into the tower he just created. The sight of his possessions walking into the tower has drawn a crowd.
A failed mage who has lost everything is on a rampage, blaming everyone and anyone for their state. The players are directly in their path.
5
An argument is brewing between two mages or druids. The nature of the argument is highly technical/philosophical. The two will start fighting in a few minutes if the players do not do anything
Magical con men are the worst. The players encounter a mage running a complicated variant of the shell game with magic. The con man will use illusions and charms convince the players to lose all their money.
6
The players encounter a group of pub-crawling young mages. One of them has earned his doctorate, and they are celebrating with many strong drinks and reckless displays of magic. They invite the players to join in.
The players stumble upon the beginning of a witch-burning. A mob has surrounded the home of a female mage whom they sincerely believe is an evil witch. The lady mage (who is completely innocent) is trying to fend them off using her spells, but she cannot hold them back forever and will likely fall to the mob in a few minutes
7
The players encounter a scholar trying to drum up awareness and support for an obscure and implausible theory. He will try to rope the players into actively supporting him one way or another
The players encounter an absolutely dejected failed wizard or alchemist about to give it all up due to a perceived failure. They are about to burn down their workshop/lab and all their equipment and supplies. This is a very bad idea, and the resulting fireball will scorch several city blocks.
8
The players encounter a mage riding on a broom at breakneck speeds, clearly out of control. He begs passersby for help.
The players encounter a random bubble of slowed time out on the street. The bubble covers the entire street, trapping several dozen people.
9
The players come across a street broomball game (a sport played on magic brooms, similar to polo but more dangerous) in progress. It is down to the wire with a perfect tie between the two teams. Spells, brooms, and bat hit balls are flying everywhere. The players will need to make Dex saves (DC 12) or get beamed for 1d4 damage
Wyrd leaks in the street. Make a Dex save dc 15, or roll on the Wyrd Magic Table
10
A golem laden with dozens of boxes and trunks collapses in the middle of the street. Its owner (who just so happened to be riding on top) jumps off and starts beating their staff in a fruitless attempt to get it to start moving. He will likely try to recruit the players to carry his load the rest of the way
Look up in the sky, is that? Yes, it is a dragon coming towards the city. Run for your lives.A random dragon is approaching the city; the players will have to deal with it, regardless of whether it means harm or not.
p
The players encounter a wizard on the street who will cast contact other planes for a seeming pittance of 10 guildenmarks per cast
The players encounter a disguised devil from the Infernal Reich. The creature promises anything the players could want if they would sign some forms and do some favors for it.
kn
The players arrive just in time to partake in a successful new venture created by a group of mages. Personal teleportation for a fee, on-demand polymorph, wild new spells, the list of possibilities goes on and on.
A largely overlooked mage has decided that enough is enough. Ranting like a madman against supposed foes and about imagined slights opens a portal to one of the metauniverses right out on the street, believing that it will grant him recognition. Unfortunately, it is a portal to one of the less nice ones, and things are crawling out.
q
The players arrive just in time to witness a fey pagan fertility ritual. The details of the ritual are left to the GM and, likely, the players as well.
The players encounter a man with a stunningly beautiful woman on his arm. The man is following the girl’s lead in a dazed stupor. Wait, is that a tail poking out from beneath her dress, and are those things on her head horns or part of a hairband?
ki
The players encounter a wizened old archmage out for a stroll. He says hello when the players and gives them a cryptic word of advice that might or might not be plot relevant
Who is that tall, dark, well-dressed man who smells faintly of brimstone? Why do the players feel anxious around him? Could he be a pit fiend?
Cups: Upright: Gentry and men of the cloth Inverted: nobles behaving badly
card
Normal group
Inverted group
1
The players happen upon the wedding celebration of two members of the gentry. The bride and groom invite them to join in, hoping that famous adventures will make it a more memorable event
The players encounter a half-beaten man of high birth. He was just chased off the estate of his true love by her father’s men, who beat him for good measure. He implored them to help him out of his sad situation by distracting the father’s men
2
The players encounter a pair of young paramours from notable families. The girl is sitting on a bench in a suitable romantic spot, her lover just out of sight, visibly nervous. He asks the players to be his wingmen when he pops the question.
The players encounter the fallout from a falling-out between two noble houses. Fights in the street, public shouting matches, tense standoffs. Both parties wish to recruit the players as allies against their rival
3
A noble is throwing an impromptu street fair due to a (new pregnancy in the family, new alliance or agreement, abundant harvest, good season for trade, birth, etc). The patriarch of the family is in an unusually good mood and might be willing to give the players their ear
The players come across a rowdy orgy at a noble’s estate. The gates and or doors are open, and nobody is there to stop them from going in and joining the debauchery.
4
The players encounter a young scion of a great house in absolute despair; life has lost its luster, and he seeks diversion. He will ask to join the players. He will be absolutely useless, but his death would be even more problematic for the players
The players encounter a group of young scions enthusiastically engaging in a new pastime: abusing the poor. The group is forcing an old beggar to make a fool of himself for the promised reward of a guildenmark. The man is covered in fresh boot-shaped bruises.
5
Tragedy has struck: a beloved patriarch or matriarch has died in a terrible accident. The players are too late to witness the death but are in time to witness the aftermath and the family’s grief. One young scion, however, is taking the news worse than the others, and is about to put themselves in harm’s way in one way or another
The players become targets of a member of the gentry, who is dealing with a loss in all the wrong ways. The forlorn noble is deep in their cups and abusing anyone who comes within arm’s reach. The players are their new target. The noble may be on the downswing, but they are still powerful enough to be trouble for the players if they make a mistake.
6
The players encounter a patriarch or matriarch trying to recapture the glory days of their youth in a dangerous or inappropriate way. There is a fair chance that it will become the player’s problem eventually
The players are approached by a young noble seeking companions for their rite-of-passage pilgrimage away from home. He promises to make the trip worth the players. The kid is sincere in their desire, but with the amount of gold they are carrying, they are practically a beacon, saying please kidnap me
7
The players are flagged down by a fabulously wealthy merchant who is seeking news of the world. He is currently overwhelmed with investment opportunities and seeking a new perspective. The fellow comes off as having their head in the clouds
The players are approached by a young scion seeking allies for a vendetta against a rival noble house. The scheme would surely land the players in hot water, and man cannot be talked out of his revenge. If the players refuse, they will become targets as well
8
The players encounter a group of anchorites and flagellants who preach the virtues of their lifestyle and beseech others to give up their worldly possessions. They explicitly call the players out.
The players receive an anonymous invite to a social gathering from a courier. The invite promises that they will partake of forbidden luxuries, including cannibalism.
9
The players are approached by a courier. Somebody who claims to be a person they previously helped has gifted them an all-expenses-paid trip to the Caerwaul Bay Grand Hotel and Spa.
A ruined noble is planning to take their lives and the lives of a dozen other nobles. Unfortunately, the players have just arrived in time to see the fuse start burning on the massive wagon of explosives
10
A courier approaches them with a message. Apparently, they have been invited to be the guests of honor at a feast.
A feud within a noble house has turned violent and spilled into the street. The players are suddenly surrounded by a brawl between 2d20 scions, guards, and bannermen.
p
A very young scion (4+d6 years old) of a noble house seeks to become an apprentice to one of the players. They will not take no for an answer and will follow after the players if they refuse. They might be clumsy and unskilled, but they’re eager to learn. Their parents will be mad if they come to harm, though.
For some reason, players are right in the path of a vengeful ex seeking to ruin their former significant other. They will go straight through the players to get to their target if necessary. Worse, they sought out a hag for some magical assistance.
kn
A courier delivers an unmarked envelope to the players. Inside is a message from a notable person offering patronage or a proposal. The players stand to gain from this arrangement
The players encounter a notorious playboy or playgirl who invites the players for a night on the town. He will try to manipulate them into breaking the law for their own amusement
q
The players are invited to tea by a noblewomen. There may or may not be a quest attached to this request.
The players receive a message by courier with a potential job request. If they take the job, they will be tasked with creating a scandal that will almost certainly ruin their lives of the target for a good long time and likely make the players’ lives a living hell for some time as well
ki
The player’s actions have caught the eye of a high-ranking church prelate for the better. He gives the players a small blessing and words of praise if they encounter him out and about
The players stumble in on one of the counts, roughly handling a well-dressed woman (most likely a lover or a wife) into a carriage. The players could intervene, but they would make an enemy of the nobleman
Major Arcana Encounter Table — Feengrenze
0 — The Fool
Orientation
Encounter Description
Upright
The players encounter the Grand Absurdist leading a pack of her merry maniacs in gleeful mayhem. Her pack consists of 1d12 cultists or cult fanatics, each wielding an oversized mallet instead of a sickle. Draw a new card to determine the disposition of the group towards the players. If upright, they leave the party be. If inverted, they accost the players and try to get them to join in on the fun as the victims.
Inverted
The players encounter the Grand Absurdist alone, having a tea party in the middle of the street, like a little girl with pretend tea and stuffed animals and dolls as her guests. Strangely, she refers to her guest as Titania, Mab, and Fionnuala.
I — The Magician
Orientation
Encounter Description
Upright
The players encounter chronomancer Master Thistdown. Draw another card to determine what he is doing.Pentacles: He is handing out fliers for his clock shop on his way to somewhere else. • Wands: He is shooting the breeze with another mage. • Swords: He is on his way to fix one of the many clocks in the city. • Cups: Enjoying food and drink.
Inverted
Same as upright, but the players encounter him several times in several different situations in the course of 1d4 minutes. Choose any number of the activities in the upright section. Master Thistledown only gives a rye smile if the players point out the impossible nature of what is going on.
II — The High Priestess
Orientation
Encounter Description
Upright
The players encounter Tansy Fleetfoot in her native element. Draw another card to determine her activity: • Pentacles: She is teaching a group of students on a field trip. • Wands: She is giving life advice to a random stranger. • Swords: She tracks the players down to give sternly worded advice. • Cups: She rushes to meet someone of the nobility.
Inverted
Tansy is out of character: showing compassion unusually, trying on stylish ball gowns at a boutique, or otherwise not acting like her stern schoolmistress persona.
III — The Empress
Orientation
Encounter Description
Upright
Queen Aoibheann rides in a carriage or side-saddle on her cream-colored unicorn mare, escorted by 1d12+4 warrior infantry led by a knight and assorted servants. If she knows the players, she will stop to chat.
Inverted
Aoibheann appears as a peasant maiden, Bea, shopping or running errands. If she knows the players, she feigns ignorance with a wink.
IV — The Emperor
Orientation
Encounter Description
Upright
Fredrick rides through the street riding his griffon, escorted by 1d12 warrior infantry. If he knows the players, he asks them to accompany him for a while.
Inverted
Fredrick is disguised poorly as an everyday adventurer. He tries to avoid the players if approached and fails miserably.
V — The Hierophant
Orientation
Encounter Description
Upright
Cardinal Ignatius von Hochquell appears with two priests and acolytes. If the players are Catholic, he reminds them that charity is virtuous and that they should give to the church. If of another faith, he harangues them as sinners.
Inverted
The Cardinal is caught in a compromising position (e.g., leaving a gambling den or a prostitute’s company). He pays 1d10 gp to keep his secret from the players.
VI — The Lovers
Orientation
Encounter Description
Upright
Lady Aisling Bellefontaine, notorious romance writer, accosts the players for rumors. She will tip 1 gp and a rumor for each scandalous rumor the players share.
Inverted
Aisling has been stood up or dumped, crying. A male player can attempt a Charisma check vs. her Wisdom; if successful, she becomes infatuated.
VII — The Chariot
Orientation
Encounter Description
Upright
The players are caught in the path of a Shell Shaker snail race. DC 15 Dex save to avoid 1d4 bludgeoning damage. Moments later, centaurs from the Watch charge after the snails.
Inverted
The players encounter a traffic accident involving multiple giant snails. The road is blocked off until further notice
VIII — Strength
Upright
The players encounter Commander Tamsin Ironshoal with a force of 1d12 watchmen. If she is familiar with the players, she will deputize them to aid in a major raid or arrest, promising a reward for their participation
Inverted
The players encounter Tamsin Ironshoal, who is out with her family. She is dressed in a grey gown and leading a gaggle of her children
IX — The Hermit
Upright
The players encounter Cassidy Rose. Draw another card to determine her activity: • Pentacles: On a stakeout. • Wands: maybe on a stakeout, at least willing to shoot the breeze. • Swords: Hot pursuit, draw another card to determine the target, place major arcana cards at the bottom of the pile until a minor arcana card is drawn. • Cups: Drinking in a pub.
Inverted
The players encounter Cassidy Rose acting entirely out of character. She is bedecked in pink gowns and jewelry on her way to some sort of function, likely riding in a carriage.
X — Wheel of Fortune
Orientation
Encounter Description
Upright
Drawn cards are reshuffled back into the deck. Resolve a minor fortune or whimsical twist before reshuffling.
Inverted
Drawn cards are reshuffled back into the deck. Resolve a strange, unexpected, or ironic twist before reshuffling.
XI — Justice
Orientation
Encounter Description
Upright
The players encounter Sir Maxwell Hoots, the city’s chief magistrate (and a giant owl), accompanied by 1d6 clerks and a pair of watchmen. If the players commit a crime nearby, he will hear it and raise a hue and cry
Inverted
The players encounter Sir Maxwell Hoots gorging himself on imported mice and rats
XII — The Hanged Man
Orientation
Encounter Description
Upright
The players encounter Commodore Riona Byrne with 1d12 sailors or marines on shore leave, transporting cargo, or loading their ships. If the players are familiar with Commodore Riona Byrne she stops to shoot the breeze and potentially recruit the players for a mission or sortie of her free navy squadron
Inverted
The players encounter Commodore Riona Byrne as she hobnobs with the nobles. She is dressed in the latest court fashion and might be in the company of a nobleman
XIII — Death
Orientation
Encounter Description
Upright
The players encounter a funeral procession led by 1d6 hobgoblin acolytes of the Faoghair clan. Draw another card to determine who the decedant is, discarding and redrawing if the card is of the major arcana
Inverted
A single young member of the normally grave Faoghair (likely female) seeking out diversion or pretty things
XIV — Temperance
Orientation
Encounter Description
Upright
Discard and Draw again
Inverted
Draw three cards from the deck. The groups depicted on these cards are in conflict or competition with each other
XV — The Devil
Orientation
Encounter Description
Upright
The players encounter Dead Rabbit Syndicate boss Don O’Malley personally handing out a beating, accompanied by two toughs. Draw another card to determine who the subject is, discard, and draw again if it is one of the major arcana. The players have 1d4 rounds to save the person.
Inverted
Don O Malley, lying helpless in the gutter after a night of excess, is separated from his men and blind drunk.
XVI — The Tower
Orientation
Encounter Description
Upright
A major disaster occurs in the player’s immediate vicinity. Draw 1d4 more cards to determine who is involved
Inverted
A farce occurs in the player’s immediate vicinity. Draw 1d4 more cards to determine who is involved
XVII — The Star
Orientation
Encounter Description
Upright
The players encounter Panthor Silverhoof promoting his new production at Elmwood Hall, like always
Inverted
The players encounter Panthor Silverhoof, who tries and fails to act. He is dramatically overacting, chewing the scenery, and all in all being hammy.
XVIII — The Moon
Orientation
Encounter Description
Upright
The players encounter Fionnuala the fair. She is visiting the city to do one of the following. Visit Aoibheann and her daughters, visiting another godchild, and shopping for presents for a godchild
Inverted
The players encounter Fionnuala the fair, acting uncharacteristically childish, throwing a tantrum.
XIX — The Sun
Orientation
Encounter Description
Upright
The players encounter Muirín Uisceanna Von Mountianheart either in her carriage, shopping, or on foot. There is a 3-in-4 chance that she is draped over the arm of her husband, Klaus von Mountainheart. If she knows the players, she will insist on shooting the breeze with them.
Inverted
The players encounter Muirín Uisceanna Von Mountainheart and her daughter, baby Aeliana, who are taking a white-furred, blue-eyed husky puppy for a walk; the puppy’s name is Klaus.
XX — Judgement
Orientation
Encounter Description
Upright
Draw two more cards, and combine the encounters
Inverted
Draw two cards from the discard pile, and combine the encounters
XXI — The World
Orientation
Encounter Description
Upright
The players encounter a named NPC from elsewhere in the Feengrenze in an expected situation
Inverted
The players encounter a named NPC from elsewhere in the Feengrenze in an unexpected situation.
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