What happens to a specific NPC when the players leave town? Do they just work at their job, sleep, repeat until the players return? Nothing new or important happening in their life?
With a roll of a set of dice, you can learn what they’ve been doing while the players were away, giving the NPC some life and personality- and maybe even putting them in a new position or place in the world.
Most events are relatively good things-or at least not directly negative. And that’s because we’ve got a few more All Dice Tables in mind that will tackle different events based on what the GM wants.
This was created by
u/RexiconJesse and u/DougTheDragonborn. We hope you enjoy it.
1d4 Roll Shortly after you left, 1 they got curious about finding their own adventure. 2 they had an in depth conversation with their best friend about what they truly wanted out of life. 3 they fell head over heels for a deity. 4 they were killed and resuscitated by the villain.
1d6 Roll This turn of events allowed them to hone their craft: 1 writing and performing politically-charged poetry to entertain and influence the masses. 2 organizing relief and offering aid for those in need. 3 necromancy. 4 the art of song. 5 translating between languages. 6 enchanting weapons and armor with love and embroidery.
1d8 Roll Using their craft, 1 they toured around the continent, learning what they could from others like them. 2 they turned their efforts toward finding a partner who shared their goals so they could encourage each other to master their crafts. 3 they exhausted themself from keeping their day job and spending every night mastering their craft; burning the candle at both ends. 4 they felt like something was missing, and they sunk into a deep depression, drinking heavily every night and believing they would never be able to achieve their dream. 5 they stumbled upon a major influx in income. 6 they turned to the criminal underworld for coin. 7 they started a business, sold it, and became a well-known brand consultant. 8 they set out to train the next generation as a mentor in their field.
1d10 Roll Which led to them meeting… 1 a teacher who could support them while they learned their craft… for a price. 2 a ghostly apparition with secrets of the craft unknown by mortals. 3 a religious sect that believes the highest form of worship is being an expert at your chosen craft. 4 an angry mob who didn’t agree with their choices and threatened violence against them. 5 a lover they never expected to fall for. 6 a rival business person who challenged them in a way they were not prepared for. 7 a talking cat. 8 an ancient mage who lost their memory. 9 themselves in a dream with a message about the future. 10 an invisible psychic force that only speaks when they are alone.
1d12 Roll They found true happiness in… 1 giving up on their quest and spending more time with their loved ones. 2 disregarding the expectations of others and carving their own path through life. 3 teaching others to be better rather than trying to be the best. 4 forgetting the concept of time and living in the moment. 5 traveling and making friends with new people from all over. 6 settling down and being a cornerstone of their community. 7 sparring for the amusement of hundreds of fans. 8 eating a new dish every day. 9 sleeping in the day and partying at night. 10 recording memoirs of those who are on their deathbed. 11 the spectacle of dance. 12 paying it forward.
1d20 Roll Now they… 1 sleep soundly, knowing of the good they caused. 2 are constantly on the run from the law. 3 search for all their extended family for one big family reunion. 4 take solace knowing the craft they perfected will be passed to the next generation, eager to see how they advance it further. 5 work hard, probably too hard for someone their age. 6 ramble about how it was so much better in the good ole days. 7 ask you one last favor: to end them where they stand. 8 are requesting counsel from the local baron. 9 are completely out of money. 10 ask you to help with writing their last will and testament. 11 starting to feel like maybe they made a mistake. 12 are trying to figure out how to structure their life around their new goals. 13 are unknowingly helping someone they cannot stand. 14 are secretly helping people others are working against. 15 are starting to believe they know how everyone should live. 16 are very understanding and always give excellent advice based on their experiences. 17 are reshaping their community to better suit their interests and the needs of their neighbors. 18 are on the counsel as a representative of their field of interest. 19 are rehabilitating folks who are coming out of incarceration to gain new skills. 20 have a double life as a vigilante who fights the horrible people in their community.
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