Moses Boyajian
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Solo RPG GME - Fantasy (v1.0)
Written By
Moses Boyajian
Book Cover - Canva
First Edition, July 2024
The contents are copyrighted © 2024 by Moses Boyajian. All Rights
Reserved.
I am the channel owner of ‘Wilona’s Cave’ - a Solo RPG YouTube channel.
Wilona’s Cave YouTube Channel: http://www.youtube.com/@wilonascave
Wilona’s Cave Patreon: patreon.com/wilonascave
Table of Contents
1. Yes/No Oracle & Optional Oracle Rules (pg. 1)
2. Random Event Generator (pg. 2)
3. Random Event Generator (Alternate Version) (pg. 3)
4. Secret Discovery System (pg. 4)
5. Verb/Noun Tables (Oracle & Random Event Focused) (pg. 10-11)
6. NPC Attitude, Motivation, & Goals Tables (pg. 12)
7. NPC Conversation Generator (pg. 13)
8. Verb/Noun Tables (NPC Conversation Focused) (pg. 16-17)
9. Tarot Card System (pg. 19)
10. Various Tables (pg. 32)
Yes/No Oracle (d6)
1. Yes, and… - Roll on the any Random Event Generator
& Roll on the Verb/Noun Table
2. Yes
3. Yes, but… - Roll on the Verb/Noun Table (Small Issue/
Obstacle/Con ict)
4. No, but… - Roll on the Verb/Noun Table (Silver Lining)
5. No
6. No, and… - Roll on the any Random Event Generator
& Roll on the Verb/Noun Table
Optional Oracle Rules
If you believe that the answer to the question has a higher
chance of resulting in a YES, then roll 2d6 and keep the
LOWEST of the two dice.
If you believe that the answer to the question has a higher
chance of resulting in a NO, then roll 2d6 and keep the
HIGHEST of the two dice.
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Random Event Generator (d20)
1. Unexpected ally appears 11. Magic phenomenon occurs
2. Sudden storm disrupts plans 12. Friendly NPC o ers aid
3. Valuable item discovered 13. Key location revealed
4. Hidden trap activated 14. Theft or loss of an item
5. NPC needs urgent help 15. Misunderstanding causes
con ict
6. Ambush by enemies
16. Rare resource discovered
7. Clue to main quest found
17. Local festival or event
8. Dangerous creature appears
18. Rumor about a treasure
9. Environmental hazard
19. Strange noise or sighting
10. Important message received
20. Critical failure in an action
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Random Event Generator (d6) - (Alternate Version)
This version of the Random Event Generator helps the player
generate random events, plot twists, and outcomes. To use it,
simply roll a standard six-sided die (1d6) and refer to the
corresponding entry below.
1. Con ict: You encounter a hostile force, enemy, or obstacle. Describe
the nature of the threat and decide how to overcome it. (May or may
not result in combat)
2. Opportunity: You stumble upon a valuable resource, ally, or
advantageous situation. Describe what it is and how you can make the
most of it.
3. Discovery: You make an unexpected discovery. It could be a hidden
location, a piece of information, or an artifact with mysterious
properties.
4. Challenge: You face a personal challenge or obstacle. Describe the
nature of the challenge and what you need to do to overcome it.
5. Twist: A sudden plot twist occurs. It could be a betrayal, a change in
the environment, or an unexpected development that changes the
course of your adventure.
6. Choice: You face a critical decision. Describe the situation and
consider your options carefully before making a choice that will impact
the story.
After a random event has been selected, the player can then go
to the oracle and ask a further question(s); keeping in mind of
the location, scenario, verb/noun words, and the random event
to help phrase their question(s).
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Secret Discovery System
This system uses a single Clue Dice roll to determine when secrets are
discovered. It ensures that secrets are uncovered naturally and
unpredictably, adding excitement and depth to solo RPG gameplay
without overwhelming the player. The inclusion of the Random
Encounter Table keeps the game dynamic and engaging.
Single Trigger Mechanism: Clue Dice
Clue Dice System
- Clue Dice: A special d6 (a d6 die that is a di erent color than the rest)
that the player rolls periodically to see if they uncover a clue related to
a secret.
When to Roll the Clue Dice
1. After Each Signi cant Encounter: Whenever the player nishes a
major encounter (combat, puzzle, or social interaction).
2. At Key Story Points: After completing quests or reaching major
milestones in the story.
3. During Exploration: When the player explores a new area or
investigates something suspicious.
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Clue Dice Outcomes (d6)
1. Roll on the Random Secret Discovery Table
2. No Clue
3. Minor Clue (Roll on the Minor Clue Pool)
4. No Clue
5. No Clue
6. Major Clue (Roll on the Major Clue Pool)
Random Event Table with Secret Discovery Prompts (d12)
1. Hostile Creature 7. Bandits
2. Friendly NPC 8. Lose an Item
3. Ambush 9. Ancient Ruins
4. Hidden Trap 10. Wandering Merchant
5. Mysterious Noise 11. Strange Phenomenon
6. Helpful Guide 12. Prophetic Vision
Note: Negative events are included in this Random Event Table to slightly
discourage players from rolling for clues too often.
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Minor Clue Pool (d6)
A list of smaller hints that build towards a secret.
1. Scrap of a Map: A torn piece showing part of a location.
2. Ancient Symbol: A strange symbol carved into a nearby
object.
3. Cryptic Note: A fragment of a letter hinting at a secret.
4. Whispered Rumor: Overhear a fragment of a conversation.
5. Odd Artifact: A curious item with potential signi cance.
6. Old Journal Entry: A single page from an old diary.
Major Clue Pool (d6)
A list of signi cant hints that bring the player closer to
uncovering the full secret.
1. Complete Map: A full map leading to a hidden location.
2. Ancient Prophecy: A detailed prophecy revealing a hidden
truth.
3. Secret Passage: Discovery of a hidden door or tunnel.
4. Historical Document: A document revealing crucial backstory.
5. Key Artifact: An item that unlocks or reveals a major secret.
6. Prophetic Vision: A clear vision or dream showing the secret.
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Process Flow - Secret Discovery System
1. Roll Clue Dice:
- After each signi cant encounter, key story point, or during exploration, the
player can roll their Clue Dice (d6 - di erent color).
- Example: After defeating a group of bandits, the player rolls the Clue Dice
and gets a 6 (Major Clue).
2. Draw a Clue:
- Based on the Clue Dice outcome, draw a clue from the appropriate pool.
- Example: Drawing from the Major Clue Pool, the player rolls a 1 and nds
a (Complete Map).
3. Integrate the Clue:
- The player integrates the clue into their narrative.
- Example: The player nds a complete map on the bandit leader, showing
the location of a hidden treasure. (Optional: Roll on Verb & Noun Tables)
4. Layered Revelations (Optional for use in longer campaigns):
- After gathering a set number of clues (5 Minor Clues or 3 Major Clues), the
player has discovered enough clues to uncover the secret.
- Example: After collecting three major clues, the player uncovers the
location of the hidden treasure.
Example Secret Discovery Scenario
(Optional: Periodically Roll on the Verb & Noun Tables)
Situation: The player is exploring a dungeon and has a signi cant encounter
with a group of undead.
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1. Roll Clue Dice:
- The player rolls a d6 after the encounter.
- Roll: 1 (Roll on the Random Encounter Table).
2. Roll on the Random Encounter Table:
- The player rolls a d12 and gets a 9 (Ancient Ruins).
- Integrate Encounter: The player discovers ancient ruins within the
dungeon, which could contain more clues.
3. Next Encounter:
- The player explores the ancient ruins and nds a suspicious altar.
- Roll Clue Dice: The player rolls a d6.
- Roll: 3 (Minor Clue).
4. Draw a Clue:
- The player draws from the Minor Clue Pool and gets "Ancient Symbol."
- Integrate Clue: The player nds an ancient symbol on the altar and notes it
down.
5. Subsequent Encounters:
- After several more encounters and clue rolls, the player gathers a total of
three clues.
- Final Revelation: The player has fully uncovered the secret.
Narrative: The collected clues lead the player to discover that the ancient
symbols form a map to an ancient treasure hidden deep within the dungeon.
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Enhancing Versatility
To ensure these random events are applicable in various contexts, each
random event can be paired with additional context or prompts that align with
di erent settings (urban, wilderness, dungeon, etc.).
For example:
Urban Context:
- Unexpected ally appears: A local merchant o ers assistance.
- Sudden storm disrupts plans: Heavy rain oods the streets.
- Ambush by enemies: Thieves attack in a dark alley.
Wilderness Context:
- Unexpected ally appears: A ranger joins the party.
- Sudden storm disrupts plans: A blizzard forces the group to nd shelter.
- Ambush by enemies: Bandits or wild animals attack.
Dungeon Context:
- Unexpected ally appears: A prisoner o ers to help.
- Sudden storm disrupts plans: A cave-in blocks the way.
- Ambush by enemies: Monsters spring from hidden alcoves.
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Verb List for Oracle & Random Events (d100)
1. Attack 35. Craft 69. Enhance
2. Defend 36. Repair 70. Deteriorate
3. Find 37. Recruit 71. Negotiate
4. Lose 38. Abandon 72. Compromise
5. Explore 39. Secure 73. Persuade
6. Build 40. Patrol 74. Distract
7. Destroy 41. Trade 75. Focus
8. Negotiate 42. Study 76. Improvise
9. Steal 43. Record 77. Strategize
10. Hide 44. Train 78. Disguise
11. Reveal 45. Examine 79. Invent
12. Escape 46. Contact 80. Remember
13. Capture 47. Liberate 81. Forget
14. Heal 48. Forge 82. Reinforce
15. Warn 49. Conquer 83. Sabotage
16. Celebrate 50. Ally 84. Support
17. Teach 51. Overhear 85. Retreat
18. Summon 52. Organize 86. Advance
19. Protect 53. Expose 87. Evade
20. Investigate 54. Demand 88. Surrender
21. Travel 55. Insist 89. Refuse
22. Discover 56. Refuse 90. Encourage
23. Rescue 57. Plan 91. Discourage
24. Challenge 58. Follow 92. Celebrate
25. Assist 59. Lead 93. Mourn
26. Spy 60. Capture 94. Research
27. Betray 61. Assist 95. Propose
28. Ambush 62. Investigate 96. Refute
29. Guide 63. Confront 97. Con rm
30. Seek 64. Relocate 98. Deny
31. Construct 65. Ambush 99. Record
32. Demolish 66. Defend 100. Replay
33. Enchant 67. Escalate
34. Disenchant 68. Diminish
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Noun List for Oracle & Random Events (d100)
1. Enemy 35. Prisoner 69. Ranger
2. Ally 36. Refugee 70. Hunter
3. Treasure 37. Merchant 71. Sailor
4. Trap 38. Guard 72. Pirate
5. Path 39. Leader 73. Captain
6. Message 40. Follower 74. Cook
7. Creature 41. Stranger 75. Healer
8. Spell 42. Ghost 76. Farmer
9. Item 43. Animal 77. Smith
10. Location 44. Plant 78. Miner
11. Event 45. Elemental 79. Trader
12. Secret 46. Spirit 80. Scholar
13. Clue 47. Giant 81. Student
14. Hazard 48. Dragon 82. Teacher
15. Resource 49. Demon 83. Artist
16. Plan 50. Angel 84. Musician
17. Rival 51. Monster 85. Performer
18. Challenge 52. Hero 86. Diplomat
19. Puzzle 53. Villain 87. Explorer
20. Weapon 54. Prince 88. Adventurer
21. Armor 55. Princess 89. Wanderer
22. Tool 56. King 90. Survivor
23. Key 57. Queen 91. Inventor
24. Map 58. Emperor 92. Builder
25. Potion 59. Empress 93. Destroyer
26. Ring 60. Thief 94. Guardian
27. Scroll 61. Assassin 95. Seeker
28. Book 62. Knight 96. Sage
29. Artifact 63. Soldier 97. Trickster
30. Amulet 64. Scout 98. Warden
31. Door 65. Mage 99. Champion
32. Gate 66. Priest 100. Scribe
33. Portal 67. Cleric
34. Barrier 68. Druid
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NPC Attitude Table (d12) NPC Motivation Table (d12)
1. Hostile 7. Curious 1. Revenge 8. Survival
2. Aggressive 8. Helpful 2. Greed 9. Ambition
3. Duty 10. Redemption
3. Suspicious 9. Friendly
4. Fear 11. Loyalty
4. Apathetic 10. Cordial
5. Love 12. Power
5. Indi erent 11. Respectful 6. Curiosity
6. Neutral 12. Admiring 7. Honor
NPC Goals Table (d12)
1. Protect 7. Escape
2. Acquire 8. Love
Wealth
9. Glory
3. Revenge
10. Survival
4. Power
11. Create
5. Knowledge
12. Destroy
6. Redemption
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NPC Conversation Generator
This generator can be used to create varied and dynamic NPC
interactions, adding depth and unpredictability to your solo RPG
campaigns.
Using the NPC Conversation Generator
1. Determine the NPC’s personality: Roll a d20 and consult the
NPC Personality Traits table.
2. Determine a conversation topic: Roll a d20 and consult the
Conversation Topics table.
3. Determine a dialogue prompt: Roll a d20 and consult the
Dialogue Prompts table.
4. Determine a Verb: Roll a d100 and consult the Verb List.
5. Determine a Noun: Roll a d100 and consult the Noun List.
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Step 1: NPC Personality Traits (d20)
1. Friendly 8. Distrustful 15. Honest
2. Grumpy 9. Helpful 16. Deceptive
3. Secretive 10. Arrogant 17. Brave
4. Cheerful 11. Humble 18. Cowardly
5. Nervous 12. Eager 19. Wise
6. Con dent 13. Indi erent 20. Foolish
7. Curious 14. Sarcastic
Step 2: Conversation Topics (d20)
1. Local news 9. Culture and 16. Health and
2. Personal life traditions medicine
3. Rumors 10. Adventures 17. Food and
4. Politics 11. Magic and drink
5. Trade and the arcane 18. Nature and
commerce 12. Religion animals
6. Weather 13. Con icts and 19. Technology
7. Recent events wars and inventions
8. History 14. Mysteries 20. Art and music
15. Relationships
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Step 3: Dialogue Prompts (d20)
Note: The player’s character can either be the one asking these questions of
NPC or the player’s character can be answering these questions from an
inquiring NPC.
1. "I must confess, I've been 10. "Let me whisper a secret to
hiding something important." you about a hidden treasure."
2. "You should de nitely take a 11. "I deny any involvement."
chance on this opportunity." 12. "Your bravery inspires me to
3. "Have you ever questioned take action."
why the sky is blue?" 13. "Let me persuade you to
4. "I bet you can't guess what I join our cause."
found in nearby yesterday." 14. "I must criticize the way you
5. "You really shouldn't have handled the situation."
taken that shortcut." 15. "Let's rejoice in our recent
6. "I couldn't stop laughing victory!"
when I heard the latest gossip." 16. "I have an important
7. "There's something I need to announcement to make."
reveal you." 17. "Want to hear a joke about
8. "Could you do me a favor the local guards?"
and deliver this message?" 18. "I can't help but boast
9. "I think you should be about my latest achievement."
informed about the new rules in 19. “Have you heard about...?”
town." 20. "I hate to interrupt, but I
have urgent news."
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Verb List for NPC Conversation Generator (d100)
1. Confess 35. Mutter 69. Discuss
2. Encourage 36. Demand 70. Negotiate
3. Question 37. Emphasize 71. Rejoice
4. Tease 38. Assert 72. Disclose
5. Scold 39. Praise 73. Expose
6. Laugh 40. Answer 74. Con de
7. Reveal 41. Exclaim 75. Intimate
8. Request 42. Brag 76. Inquire
9. Inform 43. Realize 77. Urge
10. Whisper 44. Protest 78. Lie
11. Deny 45. Thank 79. Mention
12. Inspire 46. Defend 80. Encourage
13. Persuade 47. Explain 81. Persuade
14. Criticize 48. Hint 82. Demand
15. Rejoice 49. Celebrate 83. Hope
16. Announce 50. Worry 84. Instruct
17. Joke 51. Order 85. Fear
18. Boast 52. Suggest 86. Notice
19. Agree 53. Predict 87. Propose
20. Interrupt 54. Refuse 88. Describe
21. Threaten 55. Reassure 89. Advise
22. Advise 56. Nag 90. Thank
23. Apologize 57. Enlighten 91. Agree
24. Declare 58. Hasten 92. Discuss
25. Express 59. Calm 93. Foreshadow
26. Complain 60. Argue 94. Insist
27. Hope 61. Insist 95. Explain
28. Proclaim 62. Disagree 96. Inform
29. Comment 63. Challenge 97. Apologize
30. Plead 64. Con rm 98. Inspire
31. Swear 65. Notice 99. Promise
32. Introduce 66. Observe 100. Shout
33. Wonder 67. Introduce
34. Describe 68. Shout
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Noun List for NPC Conversation Generator (d100)
1. Enemy 35. Ring 69. Event
2. Treasure 36. Warden 70. Trader
3. Guard 37. Captain 71. Giant
4. Adventure 38. Animal 72. Wanderer
5. Stranger 39. Haunted 73. Refugee
6. Merchant 40. Cleric 74. Secret
7. Mystery 41. Sage 75. Leader
8. Sword 42. Temple 76. Treasure
9. Dragon 43. Guard 77. Key
10. Ally 44. Thief 78. Message
11. Book 45. Assassin 79. Giant
12. Secret 46. Scribe 80. Curse
13. Map 47. Healer 81. Strange
14. Potion 48. Cook 82. Amulet
15. Hero 49. Wizard 83. Elemental
16. Ghost 50. Musician 84. Sailor
17. Thief 51. Merchant 85. Emperor
18. Spell 52. Prisoner 86. Wanderer
19. Ring 53. Stranger 87. Artifact
20. Amulet 54. Monster 88. Villain
21. Armor 55. Clue 89. Hunter
22. Stranger 56. Trap 90. Hero
23. Sage 57. Artifact 91. Creature
24. Knight 58. Path 92. Challenge
25. Beast 59. Spirit 93. Demon
26. Forest 60. Weapon 94. Puzzle
27. Refugee 61. Rival 95. Scholar
28. King 62. Survivor 96. Adventurer
29. Queen 63. Angel 97. Inventor
30. Soldier 64. Demon 98. Survivor
31. Monster 65. Resource 99. Ring
32. Follower 66. Plant 100. Spell
33. Prisoner 67. Trickster
34. Amulet 68. Challenge
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NPC Conversation Generator Example
Step 1: NPC Personality
- Roll: 7
- Personality: Curious
Step 2: Conversation Topic
- Roll: 3
- Topic: Rumors
Step 3: Dialogue Prompt
- Roll: 19
- Prompt: “Have you heard about...?”
Step 4: Verb
- Roll: 84 (Verb: Instruct)
Step 5: Noun
- Roll: 26 (Noun: Forest)
Generated Conversation:
- NPC (Curious): “Have you heard about the strange lights people have been
seeing in the forest at night? They say it’s haunted, but I think there’s more to
the story. What do you think? I could instruct you on how to navigate the
forest safely if you're interested in investigating.”
By incorporating the verb "instruct" and the noun "forest," the conversation
gains an additional layer of interaction, making it more engaging for the
player.
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Tarot Card System
Components
1. Tarot Deck:
- A standard tarot deck consists of 78 cards: 22 Major Arcana and 56 Minor
Arcana.
2. Card Draw Mechanics:
- Single Card Draw: Provides insight into the current situation.
- Three-Card Spread: Represents past, present, and future.
- Five-Card Spread: O ers a detailed view of challenges, opportunities, and
outcomes.
3. Card Meanings:
- Each card has traditional upright and reversed meanings that can be
adapted to t various contexts in your game.
Card Draw Techniques
1. Single Card Draw:
- Use this for quick guidance or to answer a speci c question.
- Example: "What should I focus on next?"
2. Three-Card Spread:
- Represents past, present, and future in uences.
- Example: Draw three cards and place them left to right.
- Left: Past in uence.
- Center: Present situation.
- Right: Future outcome.
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3. Five-Card Spread:
- Provides a detailed analysis of a situation.
- Example: Draw ve cards and arrange them in a cross pattern.
- Center: Present situation.
- Left: Past in uence.
- Right: Future in uence.
- Top: Challenges or obstacles.
- Bottom: Opportunities or hidden aspects.
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Major Arcana (22 Cards)
1. The Fool: - Reversed: Lack of control,
aggression.
- Upright: New beginnings, risk-taking.
9. Strength:
- Reversed: Recklessness, being
unprepared. - Upright: Courage, inner strength.
2. The Magician: - Reversed: Self-doubt, weakness.
- Upright: Skill, resourcefulness. 10. The Hermit:
- Reversed: Manipulation, poor - Upright: Solitude, introspection.
planning.
- Reversed: Isolation, withdrawal.
3. The High Priestess:
11. Wheel of Fortune:
- Upright: Intuition, secrets.
- Upright: Change, luck.
- Reversed: Lack of insight, hidden
agendas. - Reversed: Bad luck, resistance to
change.
4. The Empress:
12. Justice:
- Upright: Abundance, nurturing.
- Upright: Fairness, truth.
- Reversed: Dependence, smothering.
- Reversed: Injustice, dishonesty.
5. The Emperor:
13. The Hanged Man:
- Upright: Authority, structure.
- Upright: Suspension, letting go.
- Reversed: Tyranny, rigidity.
- Reversed: Resistance, indecision.
6. The Hierophant:
14. Death:
- Upright: Tradition, guidance.
- Upright: Endings, transformation.
- Reversed: Rebellion,
unconventionality. - Reversed: Fear of change,
stagnation.
7. The Lovers:
15. Temperance:
- Upright: Relationships, choices.
- Upright: Balance, patience.
- Reversed: Disharmony, imbalance.
- Reversed: Imbalance, excess.
8. The Chariot:
- Upright: Determination, victory.
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16. The Devil: - Reversed: Clarity, release of fear.
- Upright: Temptation, materialism. 20. The Sun:
- Reversed: Freedom, release. - Upright: Success, positivity.
17. The Tower: - Reversed: Negativity, sadness.
- Upright: Upheaval, revelation. 21. Judgement:
- Reversed: Avoidance of disaster, - Upright: Rebirth, inner calling.
fear of change.
- Reversed: Self-doubt, ignoring a
18. The Star: calling.
- Upright: Hope, inspiration. 22. The World:
- Reversed: Despair, lack of faith. - Upright: Completion,
accomplishment.
19. The Moon:
- Reversed: Incompletion, lack of
- Upright: Illusion, fear. closure.
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Minor Arcana (56 Cards)
Wands (Actions, Initiatives)
1. Ace of Wands: 8. Eight of Wands:
- Upright: Inspiration, new - Upright: Movement, speed.
opportunities.
- Reversed: Delays, frustration.
- Reversed: Delays, lack of motivation.
9. Nine of Wands:
2. Two of Wands:
- Upright: Resilience, boundaries.
- Upright: Planning, decisions.
- Reversed: Exhaustion,
- Reversed: Fear of unknown, lack of defensiveness.
planning.
10. Ten of Wands:
3. Three of Wands:
- Upright: Burden, responsibility.
- Upright: Expansion, foresight.
- Reversed: Overwhelm, release of
- Reversed: Obstacles, delays. burdens.
4. Four of Wands: 11. Page of Wands:
- Upright: Celebration, harmony. - Upright: Exploration, enthusiasm.
- Reversed: Con ict, lack of support. - Reversed: Lack of direction,
procrastination.
5. Five of Wands:
12. Knight of Wands:
- Upright: Con ict, competition.
- Upright: Adventure, impulsiveness.
- Reversed: Avoidance of con ict,
compromise. - Reversed: Recklessness, haste.
6. Six of Wands: 13. Queen of Wands:
- Upright: Success, recognition. - Upright: Con dence, determination.
- Reversed: Fall from grace, lack of - Reversed: Jealousy, aggression.
con dence.
14. King of Wands:
7. Seven of Wands:
- Upright: Leadership, vision.
- Upright: Perseverance, defense.
- Reversed: Ruthlessness,
- Reversed: Giving up, overwhelmed. impulsiveness.
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Cups (Emotions, Relationships)
1. Ace of Cups: 8. Eight of Cups:
- Upright: Love, new feelings. - Upright: Withdrawal, seeking.
- Reversed: Emotional loss, blocked - Reversed: Fear of change,
feelings. stagnation.
2. Two of Cups: 9. Nine of Cups:
- Upright: Partnership, harmony. - Upright: Satisfaction, contentment.
- Reversed: Imbalance, broken - Reversed: Greed, dissatisfaction.
communication.
10. Ten of Cups:
3. Three of Cups:
- Upright: Happiness, ful llment.
- Upright: Friendship, community.
- Reversed: Broken family,
- Reversed: Overindulgence, gossip. disconnection.
4. Four of Cups: 11. Page of Cups:
- Upright: Apathy, contemplation. - Upright: Creativity, intuition.
- Reversed: Awareness, missed - Reversed: Emotional immaturity,
opportunities. insecurity.
5. Five of Cups: 12. Knight of Cups:
- Upright: Regret, loss. - Upright: Romance, charm.
- Reversed: Moving on, acceptance. - Reversed: Moodiness, unrealistic
expectations.
6. Six of Cups:
13. Queen of Cups:
- Upright: Nostalgia, memories.
- Upright: Compassion, caring.
- Reversed: Living in the past, moving
forward. - Reversed: Dependency, emotional
insecurity.
7. Seven of Cups:
14. King of Cups:
- Upright: Choices, imagination.
- Upright: Control, balance.
- Reversed: Illusion, lack of purpose.
- Reversed: Emotional manipulation,
coldness.
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Swords (Thoughts, Challenges)
1. Ace of Swords: 8. Eight of Swords:
- Upright: Clarity, breakthrough. - Upright: Restriction, fear.
- Reversed: Confusion, - Reversed: Liberation, release.
miscommunication.
9. Nine of Swords:
2. Two of Swords:
- Upright: Anxiety, despair.
- Upright: Indecision, stalemate.
- Reversed: Hope, recovery.
- Reversed: Indecision, lies exposed.
10. Ten of Swords:
3. Three of Swords:
- Upright: Endings, betrayal.
- Upright: Heartbreak, sorrow.
- Reversed: Recovery, regeneration.
- Reversed: Healing, release of pain.
11. Page of Swords:
4. Four of Swords:
- Upright: Curiosity, vigilance.
- Upright: Rest, recovery.
- Reversed: Gossip, deception.
- Reversed: Burnout, lack of progress.
12. Knight of Swords:
5. Five of Swords:
- Upright: Action, impulsiveness.
- Upright: Con ict, defeat.
- Reversed: Recklessness,
- Reversed: Reconciliation, making impatience.
amends.
13. Queen of Swords:
6. Six of Swords:
- Upright: Perception, independence.
- Upright: Transition, moving on.
- Reversed: Cold-heartedness, cruelty.
- Reversed: Resistance to change,
un nished business. 14. King of Swords:
7. Seven of Swords: - Upright: Authority, truth.
- Upright: Deception, strategy. - Reversed: Manipulation, tyranny.
- Reversed: Confession, making things
right.
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Pentacles (Material, Practicality)
1. Ace of Pentacles: 8. Eight of Pentacles:
- Upright: Prosperity, opportunity. - Upright: Mastery, dedication.
- Reversed: Lost opportunity, nancial - Reversed: Perfectionism, lack of
issues. focus.
2. Two of Pentacles: 9. Nine of Pentacles:
- Upright: Balance, adaptability. - Upright: Abundance, luxury.
- Reversed: Overwhelm, lack of - Reversed: Overindulgence, nancial
balance. setbacks.
3. Three of Pentacles: 10. Ten of Pentacles:
- Upright: Collaboration, skill. - Upright: Legacy, culmination.
- Reversed: Lack of teamwork, poor - Reversed: Financial failure,
quality. instability.
4. Four of Pentacles: 11. Page of Pentacles:
- Upright: Control, stability. - Upright: Ambition, diligence.
- Reversed: Greed, materialism. - Reversed: Lack of commitment,
laziness.
5. Five of Pentacles:
12. Knight of Pentacles:
- Upright: Hardship, loss.
- Upright: E ciency, routine.
- Reversed: Recovery, improvement.
- Reversed: Stagnation, lack of
6. Six of Pentacles: progress.
- Upright: Generosity, charity. 13. Queen of Pentacles:
- Reversed: Debt, sel shness. - Upright: Nurturing, practicality.
7. Seven of Pentacles: - Reversed: Self-centeredness,
nancial dependence.
- Upright: Patience, planning.
14. King of Pentacles:
- Reversed: Impatience, lack of reward.
- Upright: Wealth, security.
- Reversed: Greed, corruption.
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How to Use Tarot Cards
1. Character Creation and Development:
- Draw a card to gain insight into a character’s backstory or personality.
- Example: Drawing "The Hermit" (Upright) could suggest a character who values
solitude and introspection, while "The Hermit" (Reversed) might indicate a character
who feels isolated and withdrawn.
2. Plot and Story Progression:
- Use card draws to guide the story’s direction.
- Example: Drawing "The Tower" (Upright) might indicate a sudden and dramatic
change in the story, while "The Tower" (Reversed) could suggest avoiding disaster but
still dealing with fear of change.
3. Decision Making:
- When faced with a di cult decision, draw a card to see what direction to take.
- Example: Drawing "The Chariot" (Upright) could suggest taking decisive action and
moving forward with con dence, while "The Chariot" (Reversed) might indicate a need
to address a lack of control before proceeding.
4. Con ict Resolution:
- Use cards to determine the outcome of con icts or challenges.
- Example: Drawing "Justice" (Upright) might suggest a fair and balanced resolution,
while "Justice" (Reversed) could indicate dealing with injustice or dishonesty.
5. Exploration and Discovery:
- Draw cards to reveal new locations, characters, or events.
- Example: Drawing "The World" (Upright) might indicate the discovery of a
signi cant place or achieving a major goal, while "The World" (Reversed) could
suggest incomplete tasks or lack of closure.
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Tarot Card Solo RPG Examples
Single Card Draw Example
Situation: Your character is about to enter a dangerous dungeon and needs
guidance on what to focus on.
1. Card Drawn: The Magician (Upright)
Interpretation:
- The Magician (Upright): This card suggests that your character should focus
on using their skills and resourcefulness to navigate the dungeon. They have
the tools they need to succeed, and now is the time to act with con dence
and determination.
Guidance: As you enter the dungeon, trust in your abilities and be proactive
in solving challenges. Look for opportunities to use your skills creatively.
Bene t:
By using this single card draw, your character receives immediate and
straightforward guidance on the current situation. This helps to quickly
determine the best approach and focus, allowing you to proceed with clarity
and con dence.
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Three-Card Spread:
Situation:
Your character is exploring a haunted forest and comes across a mysterious
gure.
1. Past In uence: The Moon (Reversed) (Clarity, release of fear)
2. Present Situation: The High Priestess (Upright) (Intuition, secrets)
3. Future Outcome: The Star (Upright) (Hope, inspiration)
Interpretation:
- Past In uence (The Moon - Reversed): Your character’s journey began with
gaining clarity and overcoming initial fears about the haunted forest.
- Present Situation (The High Priestess - Upright): The mysterious gure
embodies secrets and intuition, perhaps o ering guidance or revealing hidden
truths.
- Future Outcome (The Star - Upright): The encounter will lead to a hopeful
and inspiring outcome, possibly shedding light on the forest's mysteries and
providing your character with new insights and direction.
Bene t:
By using this three-card spread, your character gains a clear understanding
of how past experiences in uence the present situation and what future
outcomes may arise. This spread helps your character to connect past
lessons with current circumstances, and it provides insight into future
possibilities, enabling them to make informed decisions and progress
con dently in their journey.
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Five-Card Spread Example
Situation: Your character is at a crossroads in their quest and needs a
detailed analysis of their current situation, challenges, and opportunities.
1. Cards Drawn:
- Center (Present): The Hermit (Upright)
- Left (Past): The Tower (Reversed)
- Right (Future): The Chariot (Upright)
- Top (Challenges): Eight of Swords (Upright)
- Bottom (Opportunities): Ace of Cups (Upright)
Interpretation:
1. Present Situation: The Hermit (Upright) (Solitude, introspection)
- Your character is in a phase of introspection and seeking wisdom. They
may be spending time alone to gain a deeper understanding of their path.
- Guidance: Use this time to re ect on your goals and gather knowledge
before making your next move.
2. Past In uence: The Tower (Reversed) (Avoidance of disaster, fear of
change)
- Your character has recently avoided a major disaster or upheaval, but the
experience has left them cautious and wary.
- Guidance: Learn from past events and use this awareness to navigate
future challenges more e ectively.
3. Future In uence: The Chariot (Upright) (Determination, victory)
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- The future holds a period of determination and victory. Your character will
need to take control and move forward with con dence.
- Guidance: Be prepared to take decisive action and maintain focus to
achieve your objectives.
4. Challenges or Obstacles: Eight of Swords (Upright) (Restriction, fear)
- Your character feels restricted or trapped by their current circumstances,
possibly due to fear or self-doubt.
- Guidance: Recognize these limitations are often self-imposed. Work on
freeing yourself from these mental constraints to overcome challenges.
5. Opportunities or Hidden Aspects: Ace of Cups (Upright) (Love, new
feelings)
- There are new emotional beginnings and opportunities for deep
connections and ful llment on the horizon.
- Guidance: Embrace these new opportunities for emotional growth and
positive relationships. They can provide support and joy on your journey.
Summary:
- Present Situation (The Hermit - Upright): Re ect and gather wisdom.
- Past In uence (The Tower - Reversed): Learn from narrowly avoided
disaster.
- Future In uence (The Chariot - Upright): Prepare for decisive action and
victory.
- Challenges (Eight of Swords - Upright): Overcome feelings of restriction.
- Opportunities (Ace of Cups - Upright): Embrace new emotional beginnings.
Bene t:
By using this ve-card spread, your character can gain a comprehensive and
nuanced understanding of their current situation. This spread reveals the
in uence of past experiences, present challenges, future opportunities, and
hidden aspects. This detailed analysis helps your character to make informed
decisions and navigate their quest with greater insight and con dence.
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Various Tables
Weather Conditions Table (d6)
1. Clear and sunny
2. Overcast
3. Rainy
4. Stormy
5. Snowy
6. Foggy
Encounter Type Table (d12)
1. Combat Encounter 7. Ambush or Surprise Attack
2. Social Interaction 8. Helpful NPC
3. Puzzle or Challenge 9. Treasure or Resource
Discovery
4. Exploration Discovery
10. Clue or Lore Revelation
5. Environmental Hazard
11. Moral Dilemma
6. Mystical Phenomenon
12. Random Event (Roll on
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Travel Obstacles Table (d12)
1. Blocked Path 7. Broken Bridge
2. Hostile Creatures 8. Disease or Illness
3. Di cult Terrain 9. Missing Supplies
4. Natural Disaster 10. Rival Adventurers
5. Bandits or Thieves 11. Animal Attack
6. Lost or Misdirected 12. Magical Barrier
Item Discovery Table (d12)
1. Weapon 7. Map or Clue
2. Armor 8. Ancient Artifact
3. Potion 9. Food or Drink
4. Scroll or Book 10. Valuable Gem
5. Jewelry or Amulet 11. Relic
6. Tool or Key 12. Curious Trinket
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Unusual Discovery Table (d12)
1. Dragon Egg 7. Enchanted Spring
2. Ancient Spellbook 8. Lost Civilization Ruins
3. Mystical Portal 9. Time-Worn Scroll
4. Cursed Artifact 10. Hidden Treasure
Cache
5. Talking Animal
11. Living Statue
6. Ghostly Apparition
12. Secret Fey Garden
Quest Type Table (d12)
1. Rescue Mission 7. Solve a Mystery
2. Delivery or Escort 8. Protect a Person or
Place
3. Investigation
9. Gather Information
4. Retrieve an Item
10. Diplomatic Mission
5. Defeat a Speci c
Enemy 11. Survive a Danger
6. Explore a New 12. Form an Alliance
Location
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Trap Type Table (d12)
1. Pitfall 7. Explosive Trap
2. Poisoned Darts 8. Cage Trap
3. Tripwire 9. Net Trap
4. Collapsing Ceiling 10. Hidden Blade
5. Alarm 11. Illusionary Trap
6. Magical Trap 12. Ensnaring Roots
Emotional State Table (d12)
1. Happy 7. Confused
2. Sad 8. Determined
3. Angry 9. Nervous
4. Afraid 10. Bored
5. Excited 11. Jealous
6. Calm 12. Hopeful
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Plot Twist Table (d12)
1. Betrayal by an Ally 7. Time Paradox
2. Unexpected Reunion 8. Hidden Agenda
3. Hidden Identity 9. Divine Intervention
Revealed
10. Natural Disaster
4. Double Cross
11. New Enemy
5. Sudden Death Emerges
6. Secret Message 12. Secret Organization
Skill Challenge Table (d12)
1. Athletics Check 7. Persuasion Check
2. Acrobatics Check 8. Deception Check
3. Stealth Check 9. Survival Check
4. Perception Check 10. Arcana Check
5. Investigation Check 11. Nature Check
6. Insight Check 12. Medicine Check
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NOTES
NPC List
1.
2.
3.
4.
5.
6.
Secret Clues List
Minor / Major
1.
2.
3.
4.
5.
Tarot Readings
1.
2.
3.
4.
5.
6.
NOTES
NPC List
1.
2.
3.
4.
5.
6.
Secret Clues List
Minor / Major
1.
2.
3.
4.
5.
Tarot Readings
1.
2.
3.
4.
5.
6.