The Book of Random Tables 3


Book Description

Do you play Dungeons and Dragons or Pathfinder? Are you spending hours on GM prep? Well, no longer. Cut down game master prep time with 25 1D100 fantasy random tables. Find items for a cell, a wine cellar, a dead orc, and more. Also, exciting random encounters for different terrains. Plus food and drink. Some of the tables in the book: Inn Names Names of Knightly Orders Desert Encounters Forest Locations Road Encounters Items in a Cell Items in a Chest Items on a Dead Orc Jewelry Items in a Wagon Items in a Wine Cellar Beers Thieves Guild Quests Dungeon Health Side Effects Get The Book of Random Tables and The Book of Random Tables 2




The Book of Random Tables


Book Description

Do you play Traveller or Starfinder? Or Star Wars, Star Trek or Stars Without Number? Or another science fiction tabletop role-playing game? If so, these 26 random tables will help you cut down your GM prep time. Don't waste time creating things your players will never see. The massive illegal drugs table works great with cyberpunk as well. Use these randoms tables to fill in the details, so you as the game master can focus on storytelling. The tables include: Space Encounters Planetary Exploration Encounters Rumors from the Spaceport Bar Spaceship Mechanical Problems Items in a Desk Items in a Government Office Computer Files Items in a Cargo Hold Types of Stars Types of Planets Illegal Drugs Plus 15 more! www.dicegeeks.com




Random Tables: Cities and Towns


Book Description

Make your fantasy tabletop role-playing game even more epic with hundreds of creative and unexpected details to keep your story fresh, your settings vivid and alive, and your friends guessing! Take your fantasy world to the next level, all with the roll of a die! Random Tables: Cities and Towns is a utility book for fans of tabletop role-playing games like Dungeons & Dragons, allowing Game Masters to generate on-the-fly content for adventurers traveling, shopping, or simply passing through towns and cities. Adventurers love to ask tough questions that can sometimes put Game Masters on the spot and put their creative skills to the test. Never fear being stumped when the party asks: What building is across the street from the thieves’ guild headquarters? Who runs the local potion shop? Who is staying in the other rooms of the party’s tavern? Generate all of these answers and more by rolling on the dozens of randomized tables provided within these pages. Your players will love your fast-paced and exciting adventures; and even you will be on the edge of your seat to see what happens next!




The Book of Random Tables


Book Description

Do you play science fiction tabletop role-playing games? Like Star Wars, Star Trek, Stars Without Number, Traveller or Starfinder? These 25 random tables help you cut down GM prep time. Don't waste time creating things your players never see. Fill in the details at the table or create the entire adventure by rolling dice. Focus on storytelling and have more fun while running your RPG campaigns. Never get caught without a name or a cargo item. Spice up your sessions with random encounters and side quests. The tables include: Adventure Ideas Alien Names Asteroid Belt Encounters Cargo Corporation Names Fictional Medications Fictional Trade Goods Lab Experiments Planet Names Reasons a PC is Absent Ship Names Space Hazards Technobabble And 12 More! www.dicegeeks.com




Table Fables


Book Description

Do you play Dungeons and Dragons, Pathfinder or some other obscure brand of fantasy tabletop role-playing game? Do you enjoy lists of magical items, fantastical weapons, dubious potions and fascinating books? Do you tire of your players asking difficult questions, like 'what is in the dead guy's pocket?' or 'what is on this tavern's menu?' or other such wearisome inquiries concerning details you had no time to prepare for? Well, then this is the book for you. Table Fables is filled over eighty illustrated pages of lists and generators designed to be useful to game masters, young and wizened alike.




The Book of Random Tables


Book Description

29 Post-Apocalyptic Random Tables to Help Cut down Your GM Prep Wasteland wanderers need to search every location they stumble across. However, in a role-playing game, gamemasters shouldn't waste their time figuring out every piece of junk that litters the wasteland. Simply use these random tables and let the dice decide. Some of the tables are: Highway Encounters, Gang Names, Projectile Weapons, Clothing, Water, Food, Drugs, plus 22 more tables with tons of random items.




The Game Master's Book of Random Encounters


Book Description

For many tabletop RPG players, the joy of an in-depth game is that anything can happen. Typical adventure modules include a map of the adventure’s primary location, but every other location?whether it's a woodland clearing, a random apothecary or the depths of a temple players elect to explore?has to be improvised on the fly by the Game Master. As every GM knows, no matter how many story hooks, maps or NPCs you painstakingly create during session prep, your best-laid plans are often foiled by your players' whims, extreme skill check successes (or critical fails) or their playful refusal to stay on task. In a game packed with infinite possibilities, what are GMs supposed to do when their players choose those for which they're not prepared? The Game Master’s Book of Random Encounters provides an unbeatable solution. This massive tome is divided into location categories, each of which can stand alone as a small stop as part of a larger campaign. As an example, the “Taverns, Inns, Shops & Guild Halls” section includes maps for 19 unique spaces, as well as multiple encounter tables designed to help GMs fill in the sights, sounds, smells and proprietors of a given location, allowing for each location in the book to be augmented and populated on the fly while still ensuring memorable moments for all your players. Each map is presented at scale on grid, enabling GMs to determine exactly where all of the characters are in relation to one another and anyone (or anything) else in the space, critical information should any combat or other movement-based action occur. Perhaps more useful than its nearly 100 maps, the book's one-shot generator features all the story hooks necessary for GMs to use these maps as part of an interconnected and contained adventure. Featuring eight unique campaign drivers that lead players through several of the book's provided maps, the random tables associated with each stage in the adventure allow for nearly three million different outcomes, making The Game Master's Book of Random Encounters an incredible investment for any would-be GM. The book also includes a Random NPC Generator to help you create intriguing characters your players will love (or love to hate), as well as a Party Makeup Maker for establishing connections among your PCs so you can weave together a disparate group of adventurers with just a few dice rolls. Locations include taverns, temples, inns, animal/creature lairs, gatehouses, courts, ships, laboratories and more, with adventure hooks that run the gamut from frantic rooftop chases to deep cellar dungeon-crawls, with a total of 97 maps, more than 150 tables and millions of possible adventures. No matter where your players end up, they'll have someone or something to persuade or deceive, impress or destroy. As always, the choice is theirs. But no matter what they choose, with The Game Master's Book of Random Encounters, you'll be ready.




The Book of Random Tables: Modern: 48 1D100 Tabletop RPG Random Tables


Book Description

Do you play superhero or other modern-setting tabletop RPGs? Cut down your gamemaster prep with 48 1D100 random tables. Speed up play at the gaming table with random tables like Mission Hooks, Random Encounters, Items in a Ship Cargo Hold, Items in a Car, Books, Items in a Warehouse, Names, and much more all geared for tabletop RPGs with modern settings.




Tome of Adventure Design PoD Softcover


Book Description

A fantasy adventure game, at its very heart, is about developing an open-ended "story" of the characters. The referee is in charge of the fantasy world, and the players direct the actions of their characters in that fantasy world. Neither the referee nor the group of players has complete control over what's going to happen, and the result is an evolving set of surprises for both the referee and the players. Unlike the players, as the referee and creator of the game world, most of your "work" is done ahead of time. To some degree or other, you have to create the groundwork for the adventure before the game starts. Even though no battle plan survives contact with the enemy - and if you're an experienced referee you know exactly what I mean - the game has to start ... with a starting point. This might just be a vague set of ideas, or it might be as complex as a set of maps with a detailed key and well thought-out encounters for the players to run into. The Tome of Adventure Design is organized as a series of "books," each one providing resources at every step of the way. The vast majority of the content of each book is made up of random generation tables that we created over a quarter of a century (sigh) for our own use. It shoud be said up front that these are tables for deep design - in other words, most of them are too long, and contain too many unusual or contradictory entries, for use on the spot at the gaming table. There are already many excellent books of tables for use on the fly; the tables in these books are different. They work best as a tool for preparation beforehand, providing relatively vast creative resources for browsing and gathering, rather than quick-use tables designed to provide broad, fast brushstrokes. Our shorter tables tend to deliver cryptic results designed to shock the reader's creativity into filling in the gaps, whereas the longer tables are unusably vast for easy random generation, being designed to shock the reader's creativity into operation by presenting a sea of possibilities.