
The Tournament Generator Jousts, Intrigue & Blood - a Low Fantasy Gritty supplement
On Quisicosas since 25 March 2026
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25 March 2026 (on Substack)
What it is about
The Tournament Generator
Jousts, Intrigue & Blood
a Low Fantasy Gritty supplement
The tournament should be the best session of the campaign. Banners in the wind. Knights nobody trusts. A lord buying a murder from the stands. Two people behind the pavilions making a mistake that will start a war.
That's the tournament you want to run. Here's the problem: building one takes hours. You need a dozen knights with names and secrets. Nobles with agendas. A conspiracy, a scandal, and the moment everything goes sideways. Most GMs don't have that kind of prep time. So the tournament becomes a single jousting roll and a feast where nothing happens.
This book fixes that.
What This Book Does:
The Tournament Generator builds a complete medieval tournament — from opening ceremony to political wreckage — in 15 to 30 minutes of prep. Roll dice. Follow seven steps. Walk into the session with a cast of fighters, a web of intrigue, a bracket that matters, and at least one scandal ready to detonate.
More than 60 tables - knights, nobles, scandals, side quests, campaign hooks
A step-by-step flowchart that builds a playable tournament from scratch
Two drop tables for quick reference at the table
One pre-generated tournament ready to run tonight
Part I — The Engine
Seven steps, each feeding the next. The flowchart walks you through it:
Step 1 — The Tournament: Name, reason, host, location, schedule, weather. The foundation — including why this event exists and what the host isn't telling anyone.
Step 2 — The Roster: Two d100 tables that combine to produce knights with public reputations and private sins. One roll for the name and secret. One roll for the fighting style and complication. A complete character in two dice.
Step 3 — The Court: Two d100 tables for nobles — names with hidden agendas, ranks with leverage. Every noble connects to a knight. The people in the stands matter more than the people in the lists.
Step 4 — The Web: Rivalries between knights. Entanglements between nobles and fighters. Political conspiracies. Whispered rumors. This is where the tournament becomes a trap.
Step 5 — The Bracket: A bracket generator, quick NPC-vs-NPC match resolution, and round-by-round joust tables. Also covers the grand melee, archery, and minor events.
Step 6 — The Chaos: Incidents per round. Cheating and sabotage. Injuries. A d100 scandal table. Death in the lists. Crowd violence. This is what happens when the plots from Step 4 crack open.
Step 7 — The Aftermath: Political fallout. New rivalries and alliances. A d100 campaign hooks table — one hundred reasons the tournament follows your players home.
Part II — The World Around the Lists
Once the skeleton exists, raid Part II freely for texture. Nothing here requires sequence.
The Grounds: Layout, arena details, pavilion scenes, merchant row
The Smallfolk: Peasant NPC generator, crowd encounters, mob reactions
Special NPCs: The mystery knight, the herald, the healer, the bookmaker, the Queen of Love and Beauty, foreign dignitaries, squires and retinue, heraldry generator
Side Quests: A d100 table of missions for players who aren't jousting — plus odd jobs, informants, gambling, and the black market
Between the Rounds: The feast, camp life after dark, entertainers with secrets, forbidden liaisons, poison and daggers
Coin & Consequences: Debts, rigged fights, prizes and their hidden costs
What It's For:
This book was built for GMs running low fantasy, gritty, medieval campaigns — the kind where politics kills more people than swords do. It works for any system: D&D, OSR, Pendragon, Savage Worlds, or solo play. If your setting has knights, nobles, and mud, this book has your tournament.
No stats. No damage tables. Everything here is situation, character, and consequence — the parts no rulebook generates for you.
If you liked this volume, you might be interested in the other books:
In the fantasy series





