When inspiration fails or chaos is needed, roll the dice. These tables cover encounters, loot, NPCs, domain quirks, and more—everything a Trickster needs to improvise on the fly.
🎲 ENCOUNTER TABLES
General Encounter (d20)
- 1. Traveler in distress—wounded, lost, or pursued
- 2. Merchant caravan with unusual wares
- 3. Patrol from nearby faction
- 4. Creature hunting for food (non-hostile if fed)
- 5. Portal shimmering unstably
- 6. Abandoned camp with recent signs of struggle
- 7. NPC with cryptic warning
- 8. Natural hazard (collapse, flood, fire)
- 9. Group of travelers arguing about directions
- 10. Domain manifestation (weather, terrain shift)
- 11. Creature territorial display
- 12. Hidden cache of supplies
- 13. Genius's minions on patrol
- 14. Traveler offering to trade information
- 15. Sign of The Count's recent passage
- 16. Wounded creature seeking help
- 17. Illusion or trap
- 18. Faction agents in conflict
- 19. Rare phenomenon (eclipse, bloom, surge)
- 20. The Count's agent appears (roll again: 1-10 observing, 11-20 interacting)
Combat Encounter (d12)
- 1-2. Minion swarm (6-10 weak creatures)
- 3-4. Standard threat pair (2 balanced creatures)
- 5-6. Ambush predator (hidden, attacks from surprise)
- 7-8. Territorial guardian (defends area, won't pursue)
- 9-10. Hostile travelers (bandits, raiders, rivals)
- 11. Elite threat (mini-boss level)
- 12. Environmental hazard + creatures (combo encounter)
Social Encounter (d10)
- 1. NPC needs escort to dangerous location
- 2. Faction recruiter assessing the party
- 3. Merchant with a problem only PCs can solve
- 4. Two parties in dispute, seeking arbitration
- 5. NPC with valuable information (for a price)
- 6. Festival or celebration in progress
- 7. NPC recognizes a PC (mistaken identity or past connection)
- 8. Authority figure questioning travelers
- 9. Performer seeking audience/patrons
- 10. Traveler from PC's home world/time
💰 LOOT TABLES
Common Loot (d20)
- 1. 2d6 silver coins
- 2. Rations (1d4 days)
- 3. Torch or lantern oil
- 4. Rope (50 ft)
- 5. Simple weapon (knife, club)
- 6. Worn clothing, fits one PC
- 7. Empty journal
- 8. Healing herbs (restore 1 Wound)
- 9. Map fragment (incomplete)
- 10. Key (unknown lock)
- 11. Letter or note (plot hook)
- 12. Trade goods (worth 5 silver)
- 13. Trinket (sentimental value only)
- 14. Waterskin
- 15. Flint and steel
- 16. Bag of strange domain ingredients
- 17. Simple tool (hammer, saw)
- 18. 3d6 silver coins
- 19. Cloak or blanket
- 20. Roll twice on this table
Uncommon Loot (d12)
- 1. Quality weapon (+1 damage)
- 2. Light armor (2 protection)
- 3. Healing potion (restore 1d6 Wounds)
- 4. Domain-attuned item (+1 to checks in specific domain)
- 5. Faction token (grants audience with member)
- 6. Lockpicks (quality)
- 7. Spyglass or magnifying glass
- 8. Complete map of nearby area
- 9. 5d10 silver coins
- 10. Journal with useful information
- 11. Gem or jewelry (worth 50 silver)
- 12. Portal key fragment (1 of 3 needed)
Rare Loot (d8)
- 1. Enchanted weapon (+2 damage, special effect)
- 2. Medium armor with blessing resistance
- 3. Anima crystal (restore 1d4 Anima when crushed)
- 4. Complete portal key
- 5. Ledger debt voucher (reduce debt by 1)
- 6. Genius favor token (one-time blessing)
- 7. Ancient tome (grants +1 skill permanently after 1 week study)
- 8. Artifact fragment (combine 3 for powerful item)
👤 NPC GENERATORS
NPC Appearance (d20)
- 1. Unnaturally tall and thin
- 2. Missing an eye (patch or socket)
- 3. Covered in domain-specific markings
- 4. Hair that moves on its own
- 5. Eyes that glow faintly
- 6. Clockwork limb or organ
- 7. Translucent patches of skin
- 8. Constantly smoking/steaming
- 9. Abnormally aged or young-looking
- 10. Animal features (ears, tail, scales)
- 11. Elaborate, impractical clothing
- 12. Covered in scars (tells stories)
- 13. Perfectly symmetrical features
- 14. Shadow moves independently
- 15. Extra fingers or limbs
- 16. Speaks with visible breath (cold)
- 17. Reflection doesn't match
- 18. Plants grow from hair/skin
- 19. Partially incorporeal
- 20. Appears completely normal (unsettling here)
NPC Personality (d12)
- 1. Paranoid—trusts no one, checks for traps constantly
- 2. Jovial—laughs at everything, even danger
- 3. Melancholic—sighs often, speaks of loss
- 4. Aggressive—challenges everything, quick to fight
- 5. Curious—asks endless questions, examines everything
- 6. Greedy—everything has a price, negotiates constantly
- 7. Helpful—offers aid freely, perhaps too freely
- 8. Secretive—speaks in riddles, hides true motives
- 9. Religious—references the Genius constantly, prays often
- 10. Scholarly—quotes books, analyzes situations academically
- 11. Theatrical—dramatic gestures, speaks in monologues
- 12. Quiet—speaks rarely, observes everything
NPC Secret (d10)
- 1. Works for a faction secretly
- 2. Owes massive Ledger debt
- 3. Is not what they appear (disguised)
- 4. Knows location of hidden treasure
- 5. Murdered someone and feels guilty
- 6. Is dying (has weeks to live)
- 7. Has met The Count personally
- 8. Knows a way back to the real world
- 9. Is actually a Genius in mortal form
- 10. Has no secret (genuinely straightforward)
NPC Want (d8)
- 1. Find someone (lost friend, enemy, family)
- 2. Acquire specific item
- 3. Escape current situation
- 4. Gain power or influence
- 5. Return home (to their origin)
- 6. Revenge against someone
- 7. Knowledge or truth
- 8. Peace and safety
🌀 DOMAIN QUIRKS
Domain Quirk (d20)
- 1. Gravity works differently (sideways, reversed, variable)
- 2. Time flows at different speed
- 3. One emotion is amplified
- 4. Colors are wrong (blue fire, red water)
- 5. Sound behaves strangely (echoes, delays, silence)
- 6. The dead don't stay dead
- 7. Dreams manifest physically
- 8. Weather responds to emotions
- 9. Distance is inconsistent
- 10. Reflections show different things
- 11. Memories become visible
- 12. Magic works differently
- 13. One sense is enhanced/dulled
- 14. The terrain rearranges itself
- 15. Lies cause physical pain
- 16. Music plays from nowhere
- 17. Shadows have substance
- 18. Names have power
- 19. The past and present overlap
- 20. Roll twice, combine effects
🚪 PORTAL COMPLICATIONS
Portal Complication (d12)
- 1. Portal is one-way only
- 2. Requires sacrifice to activate (blood, memory, item)
- 3. Only works at specific time (dawn, full moon, etc.)
- 4. Splits the party (roll to see who goes where)
- 5. Deposits travelers at random location in destination
- 6. Time displacement (arrive before/after intended)
- 7. Guardian must be defeated/satisfied
- 8. Causes temporary side effect (blindness, amnesia, weakness)
- 9. Only works for those with specific blessing/curse
- 10. Destination has changed since last use
- 11. Creates duplicate of one traveler in destination
- 12. The Count is watching this portal
🌤️ WEATHER & ENVIRONMENT
Unnatural Weather (d10)
- 1. Rain of unusual substance (blood, flowers, ash)
- 2. Fog that shows visions
- 3. Wind that carries whispers
- 4. Localized time storms (aging/de-aging zones)
- 5. Emotional weather (sadness falls like snow)
- 6. Memory rain (experience others' pasts)
- 7. Gravity storms (objects float, fall sideways)
- 8. Color drain (world becomes monochrome)
- 9. Sound inversion (loud is quiet, quiet is loud)
- 10. Reality flickers (domain boundaries weaken)
📰 RUMORS & HOOKS
Rumor (d20)
- 1. A new portal has opened nearby
- 2. The Genius is dying/changing
- 3. Treasure was recently discovered
- 4. A faction is recruiting aggressively
- 5. Someone escaped from The Count
- 6. A domain is about to collapse
- 7. New creatures have appeared
- 8. A powerful NPC was killed
- 9. War between factions is brewing
- 10. A way home has been found
- 11. The Count changed a rule
- 12. A blessing/curse epidemic is spreading
- 13. Someone is hunting travelers
- 14. A legendary artifact has surfaced
- 15. Two domains are merging
- 16. A prison is rumored nearby
- 17. Safe passage is available (for a price)
- 18. A Genius is offering a bargain
- 19. Someone knows your secret
- 20. Roll twice: both are connected
⚡ RANDOM EVENTS
Domain Event (d12)
- 1. Festival or celebration begins
- 2. Natural disaster strikes
- 3. Genius manifests and makes announcement
- 4. Mass exodus—inhabitants fleeing
- 5. Blessing/curse tide (all gain +1/-1 temporarily)
- 6. Portal surge—new connections appear
- 7. Faction conflict erupts nearby
- 8. The Count's agents arrive in force
- 9. Domain boundary shifts
- 10. Rare resource appears (limited time)
- 11. Time anomaly (flashback, flash-forward)
- 12. Domain-wide blessing/curse changes
🎭 NAME GENERATORS
Traveler Names
Roll d20 for first name, d20 for surname or epithet:
First Names
- 1. Ash 2. Brin 3. Cael 4. Drea 5. Fen
- 6. Gale 7. Holt 8. Iris 9. Jace 10. Kira
- 11. Lorn 12. Mira 13. Nox 14. Orin 15. Pike
- 16. Quinn 17. Rune 18. Sage 19. Thorn 20. Vale
Epithets/Surnames
- 1. Blackwater 2. Driftwood 3. Ember 4. Fallow 5. Grimm
- 6. Holloway 7. Ironside 8. Jade 9. Kinsley 10. Lowmist
- 11. Morrow 12. Nightfall 13. Oakhart 14. Pale 15. Quiet
- 16. Redthorn 17. Starling 18. Twilight 19. Underhill 20. Warden
Domain Creature Names
Combine prefix (d10) + suffix (d10):
Prefix
- 1. Ash 2. Blood 3. Bone 4. Crystal 5. Dread
- 6. Frost 7. Gloom 8. Iron 9. Night 10. Storm
Suffix
- 1. -crawler 2. -fiend 3. -hunter 4. -lurker 5. -maw
- 6. -shade 7. -stalker 8. -thing 9. -walker 10. -wraith
"Chaos is a ladder, and these tables are the rungs. Roll well, Trickster."
— The Oracle of Chance
