NOWHERE LAND
Random Tables

Random Tables

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. 1. Traveler in distress—wounded, lost, or pursued
  2. 2. Merchant caravan with unusual wares
  3. 3. Patrol from nearby faction
  4. 4. Creature hunting for food (non-hostile if fed)
  5. 5. Portal shimmering unstably
  6. 6. Abandoned camp with recent signs of struggle
  7. 7. NPC with cryptic warning
  8. 8. Natural hazard (collapse, flood, fire)
  9. 9. Group of travelers arguing about directions
  10. 10. Domain manifestation (weather, terrain shift)
  1. 11. Creature territorial display
  2. 12. Hidden cache of supplies
  3. 13. Genius's minions on patrol
  4. 14. Traveler offering to trade information
  5. 15. Sign of The Count's recent passage
  6. 16. Wounded creature seeking help
  7. 17. Illusion or trap
  8. 18. Faction agents in conflict
  9. 19. Rare phenomenon (eclipse, bloom, surge)
  10. 20. The Count's agent appears (roll again: 1-10 observing, 11-20 interacting)

Combat Encounter (d12)

  1. 1-2. Minion swarm (6-10 weak creatures)
  2. 3-4. Standard threat pair (2 balanced creatures)
  3. 5-6. Ambush predator (hidden, attacks from surprise)
  4. 7-8. Territorial guardian (defends area, won't pursue)
  5. 9-10. Hostile travelers (bandits, raiders, rivals)
  6. 11. Elite threat (mini-boss level)
  7. 12. Environmental hazard + creatures (combo encounter)

Social Encounter (d10)

  1. 1. NPC needs escort to dangerous location
  2. 2. Faction recruiter assessing the party
  3. 3. Merchant with a problem only PCs can solve
  4. 4. Two parties in dispute, seeking arbitration
  5. 5. NPC with valuable information (for a price)
  6. 6. Festival or celebration in progress
  7. 7. NPC recognizes a PC (mistaken identity or past connection)
  8. 8. Authority figure questioning travelers
  9. 9. Performer seeking audience/patrons
  10. 10. Traveler from PC's home world/time

💰 LOOT TABLES

Common Loot (d20)

  1. 1. 2d6 silver coins
  2. 2. Rations (1d4 days)
  3. 3. Torch or lantern oil
  4. 4. Rope (50 ft)
  5. 5. Simple weapon (knife, club)
  6. 6. Worn clothing, fits one PC
  7. 7. Empty journal
  8. 8. Healing herbs (restore 1 Wound)
  9. 9. Map fragment (incomplete)
  10. 10. Key (unknown lock)
  1. 11. Letter or note (plot hook)
  2. 12. Trade goods (worth 5 silver)
  3. 13. Trinket (sentimental value only)
  4. 14. Waterskin
  5. 15. Flint and steel
  6. 16. Bag of strange domain ingredients
  7. 17. Simple tool (hammer, saw)
  8. 18. 3d6 silver coins
  9. 19. Cloak or blanket
  10. 20. Roll twice on this table

Uncommon Loot (d12)

  1. 1. Quality weapon (+1 damage)
  2. 2. Light armor (2 protection)
  3. 3. Healing potion (restore 1d6 Wounds)
  4. 4. Domain-attuned item (+1 to checks in specific domain)
  5. 5. Faction token (grants audience with member)
  6. 6. Lockpicks (quality)
  7. 7. Spyglass or magnifying glass
  8. 8. Complete map of nearby area
  9. 9. 5d10 silver coins
  10. 10. Journal with useful information
  11. 11. Gem or jewelry (worth 50 silver)
  12. 12. Portal key fragment (1 of 3 needed)

Rare Loot (d8)

  1. 1. Enchanted weapon (+2 damage, special effect)
  2. 2. Medium armor with blessing resistance
  3. 3. Anima crystal (restore 1d4 Anima when crushed)
  4. 4. Complete portal key
  5. 5. Ledger debt voucher (reduce debt by 1)
  6. 6. Genius favor token (one-time blessing)
  7. 7. Ancient tome (grants +1 skill permanently after 1 week study)
  8. 8. Artifact fragment (combine 3 for powerful item)

👤 NPC GENERATORS

NPC Appearance (d20)

  1. 1. Unnaturally tall and thin
  2. 2. Missing an eye (patch or socket)
  3. 3. Covered in domain-specific markings
  4. 4. Hair that moves on its own
  5. 5. Eyes that glow faintly
  6. 6. Clockwork limb or organ
  7. 7. Translucent patches of skin
  8. 8. Constantly smoking/steaming
  9. 9. Abnormally aged or young-looking
  10. 10. Animal features (ears, tail, scales)
  1. 11. Elaborate, impractical clothing
  2. 12. Covered in scars (tells stories)
  3. 13. Perfectly symmetrical features
  4. 14. Shadow moves independently
  5. 15. Extra fingers or limbs
  6. 16. Speaks with visible breath (cold)
  7. 17. Reflection doesn't match
  8. 18. Plants grow from hair/skin
  9. 19. Partially incorporeal
  10. 20. Appears completely normal (unsettling here)

NPC Personality (d12)

  1. 1. Paranoid—trusts no one, checks for traps constantly
  2. 2. Jovial—laughs at everything, even danger
  3. 3. Melancholic—sighs often, speaks of loss
  4. 4. Aggressive—challenges everything, quick to fight
  5. 5. Curious—asks endless questions, examines everything
  6. 6. Greedy—everything has a price, negotiates constantly
  7. 7. Helpful—offers aid freely, perhaps too freely
  8. 8. Secretive—speaks in riddles, hides true motives
  9. 9. Religious—references the Genius constantly, prays often
  10. 10. Scholarly—quotes books, analyzes situations academically
  11. 11. Theatrical—dramatic gestures, speaks in monologues
  12. 12. Quiet—speaks rarely, observes everything

NPC Secret (d10)

  1. 1. Works for a faction secretly
  2. 2. Owes massive Ledger debt
  3. 3. Is not what they appear (disguised)
  4. 4. Knows location of hidden treasure
  5. 5. Murdered someone and feels guilty
  6. 6. Is dying (has weeks to live)
  7. 7. Has met The Count personally
  8. 8. Knows a way back to the real world
  9. 9. Is actually a Genius in mortal form
  10. 10. Has no secret (genuinely straightforward)

NPC Want (d8)

  1. 1. Find someone (lost friend, enemy, family)
  2. 2. Acquire specific item
  3. 3. Escape current situation
  4. 4. Gain power or influence
  5. 5. Return home (to their origin)
  6. 6. Revenge against someone
  7. 7. Knowledge or truth
  8. 8. Peace and safety

🌀 DOMAIN QUIRKS

Domain Quirk (d20)

  1. 1. Gravity works differently (sideways, reversed, variable)
  2. 2. Time flows at different speed
  3. 3. One emotion is amplified
  4. 4. Colors are wrong (blue fire, red water)
  5. 5. Sound behaves strangely (echoes, delays, silence)
  6. 6. The dead don't stay dead
  7. 7. Dreams manifest physically
  8. 8. Weather responds to emotions
  9. 9. Distance is inconsistent
  10. 10. Reflections show different things
  1. 11. Memories become visible
  2. 12. Magic works differently
  3. 13. One sense is enhanced/dulled
  4. 14. The terrain rearranges itself
  5. 15. Lies cause physical pain
  6. 16. Music plays from nowhere
  7. 17. Shadows have substance
  8. 18. Names have power
  9. 19. The past and present overlap
  10. 20. Roll twice, combine effects

🚪 PORTAL COMPLICATIONS

Portal Complication (d12)

  1. 1. Portal is one-way only
  2. 2. Requires sacrifice to activate (blood, memory, item)
  3. 3. Only works at specific time (dawn, full moon, etc.)
  4. 4. Splits the party (roll to see who goes where)
  5. 5. Deposits travelers at random location in destination
  6. 6. Time displacement (arrive before/after intended)
  7. 7. Guardian must be defeated/satisfied
  8. 8. Causes temporary side effect (blindness, amnesia, weakness)
  9. 9. Only works for those with specific blessing/curse
  10. 10. Destination has changed since last use
  11. 11. Creates duplicate of one traveler in destination
  12. 12. The Count is watching this portal

🌤️ WEATHER & ENVIRONMENT

Unnatural Weather (d10)

  1. 1. Rain of unusual substance (blood, flowers, ash)
  2. 2. Fog that shows visions
  3. 3. Wind that carries whispers
  4. 4. Localized time storms (aging/de-aging zones)
  5. 5. Emotional weather (sadness falls like snow)
  6. 6. Memory rain (experience others' pasts)
  7. 7. Gravity storms (objects float, fall sideways)
  8. 8. Color drain (world becomes monochrome)
  9. 9. Sound inversion (loud is quiet, quiet is loud)
  10. 10. Reality flickers (domain boundaries weaken)

📰 RUMORS & HOOKS

Rumor (d20)

  1. 1. A new portal has opened nearby
  2. 2. The Genius is dying/changing
  3. 3. Treasure was recently discovered
  4. 4. A faction is recruiting aggressively
  5. 5. Someone escaped from The Count
  6. 6. A domain is about to collapse
  7. 7. New creatures have appeared
  8. 8. A powerful NPC was killed
  9. 9. War between factions is brewing
  10. 10. A way home has been found
  1. 11. The Count changed a rule
  2. 12. A blessing/curse epidemic is spreading
  3. 13. Someone is hunting travelers
  4. 14. A legendary artifact has surfaced
  5. 15. Two domains are merging
  6. 16. A prison is rumored nearby
  7. 17. Safe passage is available (for a price)
  8. 18. A Genius is offering a bargain
  9. 19. Someone knows your secret
  10. 20. Roll twice: both are connected

⚡ RANDOM EVENTS

Domain Event (d12)

  1. 1. Festival or celebration begins
  2. 2. Natural disaster strikes
  3. 3. Genius manifests and makes announcement
  4. 4. Mass exodus—inhabitants fleeing
  5. 5. Blessing/curse tide (all gain +1/-1 temporarily)
  6. 6. Portal surge—new connections appear
  7. 7. Faction conflict erupts nearby
  8. 8. The Count's agents arrive in force
  9. 9. Domain boundary shifts
  10. 10. Rare resource appears (limited time)
  11. 11. Time anomaly (flashback, flash-forward)
  12. 12. Domain-wide blessing/curse changes

🎭 NAME GENERATORS

Traveler Names

Roll d20 for first name, d20 for surname or epithet:

First Names

  1. 1. Ash 2. Brin 3. Cael 4. Drea 5. Fen
  2. 6. Gale 7. Holt 8. Iris 9. Jace 10. Kira
  3. 11. Lorn 12. Mira 13. Nox 14. Orin 15. Pike
  4. 16. Quinn 17. Rune 18. Sage 19. Thorn 20. Vale

Epithets/Surnames

  1. 1. Blackwater 2. Driftwood 3. Ember 4. Fallow 5. Grimm
  2. 6. Holloway 7. Ironside 8. Jade 9. Kinsley 10. Lowmist
  3. 11. Morrow 12. Nightfall 13. Oakhart 14. Pale 15. Quiet
  4. 16. Redthorn 17. Starling 18. Twilight 19. Underhill 20. Warden

Domain Creature Names

Combine prefix (d10) + suffix (d10):

Prefix

  1. 1. Ash 2. Blood 3. Bone 4. Crystal 5. Dread
  2. 6. Frost 7. Gloom 8. Iron 9. Night 10. Storm

Suffix

  1. 1. -crawler 2. -fiend 3. -hunter 4. -lurker 5. -maw
  2. 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