Random Tables

Activities & Events

100 Plot Twists & Complications

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An NPC is aging backward

Entries

1:
The villain is a future version of a party member
2:
The “quest giver” is the true antagonist
3:
The artifact is cursed and cannot be removed
4:
The missing person doesn't want to be found
5:
The monster is protecting its young
6:
The town is under a collective illusion
7:
The treasure is sentient—and manipulative
8:
The heroes are fulfilling a villain’s prophecy
9:
The rival adventuring party is being framed
10:
The enemy surrenders and begs for help
11:
The “king” is an illusion hiding a puppet ruler
12:
The party is being watched by an unseen force
13:
A trusted NPC betrays them mid-mission
14:
The villain genuinely believes they’re the hero
15:
The ancient ruins begin to rebuild themselves
16:
The real threat arrives after the boss is defeated
17:
The players accidentally break a divine law
18:
A party member is unknowingly carrying a spy
19:
The enemy has already infiltrated their base
20:
The quest location no longer exists
21:
The enemy flees through time or dimensions
22:
A child NPC reveals hidden powers
23:
The local deity is imprisoned beneath the town
24:
Every action the party takes is being copied elsewhere
25:
The enemy’s army is made of the dead they failed to save
26:
The quest is a test by a god
27:
The villain’s goal is to stop something worse
28:
An NPC the party wronged is now in power
29:
The map leads them in circles unless a condition is met
30:
The dead come back to ask questions
31:
The “rescue” is actually a kidnapping
32:
The party’s reward is stolen before delivery
33:
Their weapons begin whispering secrets
34:
Time flows differently in the next region
35:
The solution creates a bigger problem
36:
An ally’s memories were erased
37:
The players' names are cursed if spoken
38:
A relic attaches to a party member
39:
The villain is a pawn of another force
40:
The dungeon resets each time they enter
41:
A festival becomes a ritual sacrifice
42:
The monster is the last of its kind
43:
They’ve been underground longer than they thought
44:
Their patron has a hidden agenda
45:
The villain and quest giver are siblings
46:
The “dead” return with warnings
47:
Their success causes widespread unrest
48:
The enemy changes bodies
49:
The final key was inside them the whole time
50:
An NPC is a god in disguise
51:
The quest item is dangerous to use
52:
A dream begins bleeding into reality
53:
Time loops trap them in a moment
54:
The town ages rapidly each day
55:
The party is mistaken for someone else
56:
The villain wants to be stopped
57:
Their actions ripple into distant lands
58:
The weather is a living thing
59:
They awaken in someone else’s body
60:
The kingdom doesn’t exist on official maps
61:
A mirror shows a different reality
62:
The party’s actions are foretold in prophecy—wrongly
63:
The villain was created by the party’s earlier deeds
64:
The world is much younger than believed
65:
The city above is mirrored by one below
66:
An old ally has joined the enemy
67:
Magic starts behaving erratically
68:
A familiar face is an illusion
69:
The villain dies too easily
70:
The kingdom's ruler is a child in disguise
71:
Their quest inspires a cult
72:
The true villain has been helping them
73:
A forgotten god stirs beneath them
74:
Their reward is a ticket to the next trap
75:
The “enemy” was trying to stop the real threat
76:
An NPC is aging backward
77:
They’re caught in a story being written
78:
A timeline fracture lets them meet other versions
79:
The enemy wins while they’re away
80:
They must ally with a former enemy
81:
An entire town forgets who they are
82:
They’re told they died long ago
83:
The curse they broke is now reattached
84:
All doors lead to the same room
85:
The “hero” they seek is corrupt
86:
Their journey was predicted—but slightly wrong
87:
Their actions cause reality glitches
88:
The stars themselves shift position
89:
The monster is a cursed loved one
90:
The item they sought was in them all along
91:
A stranger knows their entire history
92:
Their dreams begin affecting the waking world
93:
The dungeon is alive and listening
94:
The magic item drains their life slowly
95:
Their reputation turns on a single lie
96:
All divinations return only static
97:
The enemy’s death opens a portal
98:
Their quest is a divine punishment
99:
The end was never real—it’s still the middle
100:
They become the villains in someone else’s story