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154 tables match
49Initiative Rolls -1
Casting a spell of 1st level causes one of these effects to take hold
Covers 1-1002 years ago
51The purpose of the Bastion
Knowledge you have gathered that few others know.
Covers 1-1003 years ago
50Michelle
Paralyzed by indecision. (I made a typo the first time! Aa!)
Covers 1-100by Merengue60083 years ago
50The Fateful Choice - The devotee must decide between two seemingly impossible paths, each of which will have serious ramifications for them and their faith. They must choose with conviction and clarity, for only their true devotion to the deity can guide them along the right path.
This d100 table contains 100 trials of faith asked for by a deity. These tests are designed to test the strength of an individual's devotion. Each entry on the table is unique and has its own challenge, ranging from mild to extreme. The challenges may involve physical feats, tests of mental endurance and fortitude, or spiritual quests. Some entries may require sacrifices of wealth or resources, while others ask for more creative solutions. The rewards can be great if the tests are completed successfully, but failure can mean dire consequences. Whatever each challenge may be, they all test the same thing: one's true and unwavering faith in the deity in question.
Covers 1-1003 years ago
50The Pact of Secrets - Make a deal with the devil to gain access to a powerful and ancient library, full of secrets that would otherwise remain hidden.
This d100 table contains 100 devilish deals that can be made – for a price! From physical items like jewelry and gold to less tangible offerings such as permission to pass through a magical doorway, each entry on the table offers something unique. With entries ranging from obviously dangerous and sadistic deals to more nuanced requests, this table provides a wide range of options for any DM who wants to add some extra flavor to an encounter with a devil or other fiendish creature. Some examples may include trading away one’s soul in exchange for power, signing away your firstborn child, agreeing to wear a cursed item forever or even offering up your own life in return for knowledge. Be sure your players are prepared when making these deals – you never know what you might be getting into!
Covers 1-1003 years ago
50A small stream flows through the area, and a family of otters can be seen playing in it. They seem friendly, but if approached too closely they will quickly flee back into the water.
This d100 table is designed to help DnD 5e game masters create exciting and varied wilderness encounters for level 1 characters. It provides 100 unique random encounters that range from friendly animals, to mysterious strangers, to dangerous monsters. The categories of encounters include animals, NPCs, natural phenomena, and monsters. Each encounter includes a description of the encounter as well as any suggested rewards or penalties associated with it. This table will provide game masters with an array of interesting and unexpected options for their players to explore in the wilds!
Covers 1-1003 years ago
50Niffa, the Frost Witch - Half-Elf Witch (Hag) - Neutral Evil. Niffa has a mastery of ice and snow magic and lives in a remote mountain cave. She is said to have an affinity for winter creatures such as Yetis, white dragons and Ice Golems. Her goals are unknown but her frosty demeanour suggests she is out for power.
This d100 table of Mythic NPCs of Homebrew Pathfinder contains 100 distinct and powerful mythic non-player characters that can be used in any homebrew setting. Each NPC is described with a name, title, race, class or profession, alignment and tags to help identify the character’s power level and abilities. The NPCs range from archmages to gods, dragons to demigods and everything in between. There are also random tables for random details such as motivations and goals for each character. This table can provide an endless variety of unique mythic characters for your campaign!
Covers 1-1003 years ago
50A tree that grows each drink. You pick each drink like fruit. It's branches cover the ceiling.
Covers 1-1003 years ago
50Love - The fiend has either grown sentimental/nostalgic over a past life where he could love, or he simply wants to know what all the fuss is about. While you retain control, he experiences life through your heart and soul for one week. You can feel his presence and hear his whisper as he urges you to spend time with your loved ones, possibly threatening them if you don't do as he says.
Covers 1-1003 years ago
50Letter from most recent serious lover saying your dead to them now, it is all off
Covers 1-1003 years ago
50The local militia captain busts down the door and grabs the innkeeper, placing him under arrest for an unknown reason.
Covers 1-1003 years ago
50Gold! Adventure! Fame! Cries an elf on a soap box, "the faint of heart need not apply!" (For adventures who need more than obvious plot hooks.)
Covers 1-1003 years ago
50The Placeholder - A large, grey ship with neat sails and trimmed rigging, the Placeholder is an excellent ship for passage or trade. Captained by Cadwallader Farer, a trim man in a blue greatcoat, and by Oliver Shan, his large, peg-legged First Mate, the Seafarer and its crew are just what you would expect from such a boat; in fact, almost too much so. This is because all of it- the boat, the captain, etc.- is illusory, weaved from shadow-stuff. The only truly real things aboard the boat are the other passengers, who are unaware of the nature of the boat- except for one, Jeronimy Blackprebble, a gnomish wizard and master illusionist. Jeronimy created the Placeholder out of whole cloth, and is very much enjoying his success. He loves that the passengers can't even tell, and if confronted, will act coy for a little, than gleefully confess and expect to be lauded for his mighty achievement. Jeronimy is a good sort who can take most things in stride- however, should the players be dangerously confrontational to him or the other passengers, he will unmake the portion of the boat they are standing on, moving them to the brig, or if too dangerous, to the ocean below.
Covers 1-1003 years ago
50Who are these stupid awful people talking to me right now?
Covers 1-1003 years ago
50Six Sky Triad: a Thri-Kreen society hidden in a small desert town. Triad activities are mostly benign, with the Thri-Kreen secretly discussing town matters and fulfilling ancient cultural rites that have been suppressed by the local government. Every Thri-Kreen citizen of the town is either a Triad member or at least knows of it, and they keep their society hidden through telepathic communication, their nighttime meetings occurring in total silence. Occasionally the Triad will journey out into the desert for a night, singing desert songs and praising the Sand Father, but these journeys are rare, and getting rarer as time goes by.
Covers 1-1003 years ago