The Book of Random Tables 4
The Book of Random Tables 4
The Book
of
Random
Tables
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Edited By
Ryan Thompson
Patrons
Scott Frega, Andrew Nagy & Ray Joseph
Special Thanks
Michael Spredemann
Thanks
Mik Calow, Jeff Gatlin & JE Melton
All interior artwork is public domain. The cover is from ShutterStock and is
copyrighted. Used under license.
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Names
Elf Names................................................................................................................................7
Halfling Names......................................................................................................................8
Dwarf Names.........................................................................................................................9
Dwarf Clan Names...............................................................................................................10
Encounters
Underground Encounters...................................................................................................12
Jungle Encounters.................................................................................................................13
Inn Encounters.................................................................................................................14-16
Sea-related Encounters.........................................................................................................17
Welcome to the fourth book in my series of random 1D100 table books.
Random tables are a gamemaster’s best friend. Whenever your players decide to turn left
when you thought they would turn right or you just want to play an impromptu RPG session,
random tables are a lifesaver.
Find the table in the book that best fits the situation in your game and roll the percentile dice.
However, I prefer to have my players roll. It takes the pressure off of me as the GM.
This book is divided into four sections: Names, Encounters, Items & Things, and People &
Characters.
In the Names section, you will find names for elves, halflings, dwarves, as well as dwarf clans.
It is always a good idea to have a list of names on hand when running a session. You can have
one ready at a moment’s notice, so you don’t break the atmosphere by fumbling for a name.
The Encounters section provides much fodder for random encounters. Add flavor to the
session while your players are exploring underground locations, jungles, or areas near the sea.
The section also includes encounters that may occur in an inn. While your players are fooling
around at the inn you can give them some interesting things to do.
In the Items & Things section, you will tons of fun items your players can search for and find.
There is a huge list of odd magic items and other objects that could spawn a campaign. The
bounty board is a quest machine by itself.
The People & Characters section is the most diverse section. It contains several tables for
bonus critical hits or failure effects. There is a table of NPC descriptions, so you can populate
your world seamlessly. Plus goals, mutations, and more.
Why spend hours prepping for a session? Use these tables to add details to any fantasy RPG
session as you are playing.
Matt Davids
3/11/2018
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75. Hiking Boots‐ These boots remove any penalties to movement caused by terrain and increase the
wearer’s base walking speed by 5ft
76. Armor of Notes‐ Doubles the wearer’s musical bonus and allows the wearer to cast a charm spell
once per day
77. Staff of Radiance‐ If used in melee it deals 1d8, plus an additional 2d6 holy damage. Plus it can also
be used to heal the wearer or allies 2d6 heal 4 times a day
78. Amulet of Heresy‐ When activated, it emits a radiant aura in a radius of 15ft around the wearer.
During odd rounds it deals 2d8 corruption damage to all hostiles within 15ft. During even rounds it
heals the wearer and their allies within the radius for 2d6 health. It lasts for the entirety of the
skirmish, or until the wearer is incapacitated. Can only be used once per day
79. Remorse‐ This mace refuses to kill. It deals 1d6 nonlethal damage
80. Toy Dragon‐ As an action, its owner may say the command word. This toy dragon will grow to the
size of a young dragon. Its owner must use their action to control the dragon. By repeating the
command word, the dragon is dismissed
81. Maggot King’s Crown‐ This crown allows the wearer to summon 1d6 zombies. The zombies act on
their own turn under the direction of the wearer, and last until defeated or dismissed. Can be used
up to three times per day
82. Enchanted Vial Of Blood‐ When ingested, afflicts the drinker with lycanthropy. Roll 1d6. 1) Wererat
2) Wereboar 3) Werewolf 4) Weretiger 5) Werebear 6) Player’s choice.
83. Mask of Elements‐ While this mask is equipped, the wearer may use an action to harness the
elements. Roll 1d4. 1) Air 2) Earth 3) Fire 4) Water. The wearer assumes the shape of the Elemental
rolled. When the wearer’s health drop to 0, they revert back to their original form with one health
84. Rapier of the Vampire‐ This rapier drains the life force of its victims, and gifts it to its master.
Whenever the wielder lands a successful attack with this weapon, it deals an extra 1d10 corruption
damage, and heals the wielder equal to the damage dealt
85. Amulet of Memories‐ This amulet allows the user to store their memories inside of it. These
memories can be viewed by anyone who wears the amulet, seeing everything through the original
user’s perspective. When found, roll 1d6. On a 6, there is a memory already inside
86. Jar of Ooze‐ This jar contains an ooze‐like blob monster. If this jar is smashed on the ground the
ooze is released. The ooze is hostile to everyone and everything. Once used, this item is lost forever
87. Soulbound Weapon‐ The wielder may use an action to summon this weapon in their empty hand.
They can choose the form that this melee weapon takes each time it is created. They ares killed with
this weapon. This weapon counts as magical for the purpose of overcoming resistances and
immunity to non‐magical attacks and damage
88. Gloves of Healing‐ These gloves allow the user to cast a heal spell at will
89. Cloak of Feathers‐ This cloak allows the user to fly at a 60ft speed for up to four hours per day
90. Armor of Rage‐ Made from a mythical animal hide this armor grants an extra 1d4 to any
barehanded or melee attack. The wearer’s power is in their rage
91. Soulbound Spellbook‐ This spellbook is blank, indestructible, and can’t be read by anyone but the
user. If this spellbook is lost, it can be summoned at will
92. Mysterious Concoction‐ This small glass vial has a strange liquid inside. If ingested, roll 1d6. 1) One
ability score increases by 1 point. 2) One ability score decreases by 1 point. 3) Grows wings with a
flight speed of 60ft. 4) Goes blind in one eye. 5) Gain the ability to breathe underwater indefinitely. 6)
Face is marred by a terrible scar
93. Cloak of Time‐ This cloak allows the user glimpse into the future. Any attack against them has is at
disadvantage and any dexterity related reaction is at advantage
94. Bow of Smiting‐ This longbow has a range of 650ft. It deals 1d8 damage, plus an additional 2d6
holy damage. If the wielder is attacking an undead creature, it deals 6d6 bonus holy damage instead
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95. Raven’s Feather ‐ A seemly normal raven’s feather attached to a bit of cord. The user can
transform into a raven three times per day. The effect lasts for one hour
96. Great Sword of Dane ‐ Whoever is attuned to this great sword can summon three war dogs
during combat up to twice per day. The dogs can be dismissed at will
97. Bow of Thunder ‐ A normal looking longbow with an engraved lightning pattern. The bow
performs normally except that on a critical hit it causes 3d8 thunder damage
98. Helm of the Bull ‐ A helmet with bull horns. Gives the wearer bonus on all strength related
skills. Once during combat the wearer can perform a charge action dealing 3d10 damage.
99. Ring of Clarity ‐ Grants the wearer +2 to all skill rolls.
100. Rabbit’s Foot ‐ A seemly ordinary lucky rabbit’s foot. Reroll all critical fails in the same
encounter. Can be used in three encounters per day. The holder can also call all rabbits in a 500
foot radius to their aid. Lasts for the duration of the encounter.
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