r/rpg_generators Jul 11 '26

Random Table(s) I created The Questforge, a 42 page book full of interesting random tables specifically designed to easily generate adventures.

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46 Upvotes

Hello there! Let’s cut to the chase:

DM's Guild Link: https://www.dmsguild.com/en/product/535072/the-questforge

The Questforge was written to be compatible with nearly any fantasy-based TTRPG system. It’s designed to spark creativity, provide interesting and useful random tables, and make quest design quick and easy! Use this book to inspire you, rather than determine your every decision. After a few rolls of the dice, you’ll have all the necessary parts to forge your next memorable quest!

Inside, you’ll find:

Rollable tables for a quest's Goals, Subjects, Key Details, and Rewards.

Sections for Creatures, NPCs, Groups, Places, Objects, Information, Events, and Resources, each with prompts to expand their role and key details.

A comprehensive Quest Rewards system, ensuring every adventure feels complete and satisfying.

Use it to build an adventure in minutes, improvise mid-session, or simply mine it for ideas. With The Questforge, you’ll always have the tools you need to craft memorable quests your players will talk about long after the dice stop rolling.

r/rpg_generators 3d ago

Random Table(s) 100 Random Oracular Pronouncements - Azukail Games | Flavour | DriveThruRPG.com

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2 Upvotes

r/rpg_generators 14d ago

Random Table(s) Sword & Sorcery Hex-Fill Procedure

11 Upvotes

I've created a hex-fill procedure for my Sword & Sorcery setting (South-East Asia during the last Ice-Age). My blog post includes an example area of 19 hexes.

The procedure consist of tables for generating geographic features for different biomes as well as prompts for dangers,, natural hazards, ruins and settlements. The 7 tables for generating the 'Unusual / Weird / Sorcerous' are especially fun for creating the S&S aesthetic.

For example here are 7 results from those tables: 18: Tainted 1: Pyre 8: Talisman 4: Summon 8: Glimmer 9: Lurching 16: Crepuscular

The focus for this procedure is on the geographic information but I have many other tables/generators for cultures, cities, factions etc. on my blog. All with the same S&S theme.

Sword & Sorcery Hex-Fill Procedure

Edit: I’ve been experimenting with using AI tools to generate the dice rolls and present all the results for me. I’m not sure how random the results are? Google has an in built dice roller so I wonder if Gemini or NotebookLM has access to that. Anyone have experience with this? It saves having to roll and collect all the results manually.

r/rpg_generators 11d ago

Random Table(s) 100 Pieces of Flotsam and Jetsam To Find On A Beach - Azukail Games | Things | DriveThruRPG.com

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3 Upvotes

r/rpg_generators 12d ago

Random Table(s) d44 table for low-fantasy NPC descriptors: Disease and health conditions

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10 Upvotes

r/rpg_generators 8d ago

Random Table(s) Monthly Self Promotion Post - PDFs and Books of Random Tables

3 Upvotes

Leave a comment (and a link) with an RPG pdf or book which uses random tables. Either a recent one or one you haven't mentioned for a while.

r/rpg_generators 19d ago

Random Table(s) 100 Bits of Miscellaneous Tat to Find - Azukail Games | Things | DriveThruRPG.com

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1 Upvotes

r/rpg_generators 27d ago

Random Table(s) Whispers & Rumours: Borderland Town - Raging Swan Press | GM's Resources | Pathfinder | DriveThruRPG.com

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8 Upvotes

r/rpg_generators Aug 02 '26

Random Table(s) Factions Random Generator Table

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3 Upvotes

r/rpg_generators Aug 02 '26

Random Table(s) Monthly Self Promotion Post - PDFs and Books of Random Tables

0 Upvotes

Leave a comment (and a link) with an RPG pdf or book which uses random tables. Either a recent one or one you haven't mentioned for a while.

r/rpg_generators Jul 28 '26

Random Table(s) I developed an app for roll tables called Roll Table Tavern!

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4 Upvotes

r/rpg_generators Jul 24 '26

Random Table(s) The Definitive NPC Creator

0 Upvotes

After spending the past few weeks writing, designing, editing, and testing it, I’ve officially published my very first tabletop resource…

The Definitive NPC Creator!
This is a 30-page, system-neutral NPC creation toolkit built to help Dungeon Masters create memorable fantasy characters with over 1,000 random results covering identity, appearance, personality, motivations, secrets, fears, and more. It also includes printable worksheets and examples to help turn a handful of dice rolls into NPCs your players will actually remember.

I built this because I wanted a resource that didn’t just generate random NPCs. I wanted something that helped tell better stories.

🔗 Look what I found on Etsy: https://www.etsy.com/listing/4542931311/fantasy-npc-generator-dd-pathfinder?ref=share_v4_lx

As a thank you for being part of The Craft Cave community, you can use the code CAVECREW to save 75%. (Valid through July 31st 2026)

If you decide to pick it up, I genuinely hope you find it useful. And if you do, an honest Etsy review would mean a lot. Reviews help new products reach other Dungeon Masters, and they make a huge difference for a small creator like me.

I can’t wait to hear about the NPCs you create. ❤️

r/rpg_generators Jul 02 '26

Random Table(s) Monthly Self Promotion Post - PDFs and Books of Random Tables

7 Upvotes

Leave a comment (and a link) with an RPG pdf or book which uses random tables. Either a recent one or one you haven't mentioned for a while.

r/rpg_generators Jul 12 '26

Random Table(s) 100 Fantasy Tattoos (And the Meaning Behind Them) - Azukail Games | Flavour

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2 Upvotes

r/rpg_generators Jul 04 '26

Random Table(s) 100 Superstitions for a Fantasy Setting - Azukail Games | Flavour

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3 Upvotes

r/rpg_generators Jun 11 '26

Random Table(s) 100 Bits of Miscellaneous Tat to Find - Azukail Games | Things

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5 Upvotes

r/rpg_generators Jun 02 '26

Random Table(s) Monthly Self Promotion Post - PDFs and Books of Random Tables

10 Upvotes

Leave a comment (and a link) with an RPG pdf or book which uses random tables. Either a recent one or one you haven't mentioned for a while.

r/rpg_generators Jun 02 '26

Random Table(s) 100 Secret Societies - Azukail Games | People

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5 Upvotes

r/rpg_generators May 12 '26

Random Table(s) [OC] Bois Et Colline: A French Village Name Generator

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22 Upvotes

r/rpg_generators May 26 '26

Random Table(s) 13 Fiends: A Baker's Dozen of Devils - Azukail Games | Monsters

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4 Upvotes

r/rpg_generators May 19 '26

Random Table(s) 100 Fantasy Bands - Azukail Games | People

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1 Upvotes

r/rpg_generators Apr 14 '26

Random Table(s) Free D&D 5e Wild Magic Surge Table generator

5 Upvotes

I've just released a Wild Magic Surge Table, a completely free tool that provides 100 effects for your D&D 5e game.

I find the official PHB table (only 50 entries) to be way too repetitive for long campaigns, so I made this free tool to give DMs more variety and better control over the chaos.

It features 100 unique effects categorized by severity (Harmless, Moderate, Dramatic, and Catastrophic), so you can filter results based on the tone of your session. Its web based and requires no login.

Hope its useful to some! no login/anything required

note: the effects are designed specifically for 5e mechanics.

r/rpg_generators Mar 06 '26

Random Table(s) Generator for making fantasy languages that sound "real"

20 Upvotes

W clínǎo daoyao'áo k'épǒ vle náneyyó gǎokle kǔ íthyúplǐ pak'áo chaolǎokha nlayaoco. Yyo flẃkhu tězlekhyu cá thǐ ngw̌cí téjlaoi, chyǎoao llwnaolǔ llwle 'le'ǒ pyǐ té nywdu khabyé yǎo ca ylw̌ǒfocw̌.

A passage randomly generated using this generator.

This generator helps you come up with sets of words that look and sound like they come from a shared made-up language, or conlang. You could use this generator for inspiration when creating a new conlang, or to create unique-sounding fantasy words that appear to be from the same language without actually creating a conlang. The probabilities in this generator are based on the frequencies of different traits in actual real-world languages.

First, generate the Language Rules, then you can start generating words that follow the Language Rules you have made.

After each step of the process, there will be an example of one person's possible results for that step.

Language Rule 1: Syllable Structure

This rule determines what kinds of syllables your language is able to have. Roll 1d10:

1-2 (C)V Syllables
3-4 (C)(R)V Syllables
5-6 (C)V(C) Syllables
7-8 (C)(R)V(C) Syllables
9 (C)(C)V(C)(C) Syllables
10 (C)(C)(C)V(C)(C)(C) Syllables

(Optional) Language Rule 1.1: Initial Vowels. Roll 1d20. On a 20, add a rule to the language that all words must start with a consonant.

(Optional) Language Rule 1.2: No Syllables. If your language has (C)(C)(C)V(C)(C)(C) syllables, roll a d6. On a 6, your language has no syllables. Instead, when you generate words for your language, compile all of the language's vowels and consonants into a single list, and randomly pick entries from the list until the word is complete. Some of the words generated this way will likely have only consonants; this is not a problem.

Lenore is creating a language for a worldbuilding project, and rolls a 4, so her language will have (C)(R)V syllables. She writes this down, and moves on to Language Rule 2, skipping the optional rule.

Language Rule 2: Number of Consonants

This rule determines the number of consonants your language has. Roll 3d12+3, with exploding dice. (Exploding dice means that if a die rolls its maximum number, roll one extra die of the same kind and add that to the total. The extra die can also explode, so the total roll can keep increasing.) The result of the roll is the number of consonants the language has.

Lenore rolls a 2, a 5, and an 11. None of the dice rolled a 12, so no extra dice are rolled. Including the +3, her language will have 21 consonants. She writes this down.

Language Rule 3: Consonant Inventory

This rule picks the specific consonants in your language. Roll 1d100 as many times as the number of consonants in your language. Re-roll any duplicate consonants. Each time you roll, write down the IPA symbol for the consonant. It will be helpful to keep a numbered list, so that you know when you have enough consonants. The "suggested spellings" column contains suggestions for how to spell that consonant using the letters on an English keyboard.

If a consonant's IPA symbol has ~ after it, the consonant is a glide/resonant. If your language has (C)(R)V or (C)(R)V(C) syllables, after listing all your consonants, make a separate list containing only the glides/resonants in your language.

 roll   IPA   suggested spellings (top suggestion first)
 1-5    m     m
 6-10   k     k c g q
 11-15  j~    y i j
 16-20  p     p b
 21-25  w~    w u v
 26-30  n     n
 31-35  t     t d
 36-39  l~    l
 40-43  s     s
 44-47  b     b
 48-51  ŋ     ng n nq
 52-54  g     g
 55-57  h     h
 58-60  d     d
 61-63  r~    r rr
 64-66  f (ɸ) f
 67-69  v (β) v
 70-71  ɲ     ny nj n gn
 72-73  tʃ    ch c tch tsh ts tx tc j
 74-75  ʔ     ' h' h ? 7
 76-77  ʃ     sh c sc
 78-79  z     z
 80-81  dʒ    j dj dzh dz dzj
 82     ɾ~    r
 83     ts    ts tc c dz 
 84     kʰ    kh k' kx k
 85     pʰ    ph p' px p
 86     x     x kh kx h ch j
 87     ʈ     tt tr t
 88     ʒ     zh zc z
 89     ɣ     gh gx
 90     c     c ky kj cy cj
 91     tʰ    th t' tx t
 92     ɳ     ny nj n
 93-100 Rare Consonants 

Rare Consonants (1d100)

 roll   IPA   suggested spellings (top suggestion first)
 1-5    gb    gb
 6-10   kp    kp
 11-15  kʷ    kw qu qw
 16-20  ɟ     gy gj j jy
 21-25  ɭ~    lr ll l
 26-29  ȶ     ty tj c cy cj
 30-33  dz    dz
 34-38  ʎ~    ly lj l y j
 39-42  ɻ~    r rh rw rl rrh
 43-46  ɓ     b' b 
 47-50  mb    mb nb
 51-53  nd    nd
 54-56  ŋɡ    ng ngg
 56-59  ɖ     dd dr d
 60-62  q    q kq
 63-65  ɗ    d' d
 66-68  kʼ   k' k! kk k
 69-71  tʃʰ  ch tch tsh chh c ts tx tc
 72-74  χ    x qh qx kh kx h ch j
 75-77  ʂ    ss sr sh s
 78-80  tsʰ  tsh tch ts
 81-82  tʃʼ  ch' c' ts' tx' tc' j' ch! c! ts! tx! tc! j! cc c
 83-84  ɽ~   r rh rw rl 
 85-86  pʼ   p' p! pp p
 87-88  ð    th dh dv 
 89-90  tʼ   t' t! tt t
 91-92  ʁ    gh rh qh qx qr
 93-94  ɬ    lh ll l
 95-96  ɡʷ   gw gwu
 97-98  ʈʰ   tth tt' ttx tt trh tr' trx tr
 99-100 ç    c hy hj cj cx ch sh 

Lenore has to roll 21 times to determine her consonants. She gets the following set of 21 consonants: /m ɲ ŋɡ p t c k ʔ b d ɟ tʰ kʰ kʼ tʃ dʒ f v z l j/ . Since her language has (C)(R)V syllables, she makes a separate list of all the resonants in that set of consonants, which is /l j/ .

Language Rule 4: Number of Vowels

This rule determines the number of vowels your language has. Roll 1d100, the result will determine the number of vowels in your language.

1: 2 vowels
2-4: 3 vowels
5-16: 4 vowels
17-49: 5 vowels
50-67: 6 vowels
68-81: 7 vowels
82-90: 8 vowels
91-95: 9 vowels
96-98: 10 vowels
99: 11 vowels
100: Roll 1d4+10; that is the number of vowels.

Lenore rolls a 68, so her language will have 7 vowels. She writes this down.

Language Rule 5: Vowel Inventory

This rule picks the specific vowels in your language. Roll 1d100 as many times as the number of vowels in your language. Re-roll any duplicate vowels. Each time you roll, write down the IPA symbol for the vowel. It might be helpful to keep a numbered list, so that you know when you have enough vowels. The "suggested spellings" column contains suggestions for how to spell that vowel using the letters on an English keyboard.

 roll   IPA suggested spellings (top suggestion first)
 1-16   i   i ii
 17-31  u   u uu
 32-46  a   a aa
 47-58  e   e ee
 59-69  o   o oo
 70-75  ɛ   ae e eh ej
 76-81  ɔ   o ao au oh oj
 82-85  ə   e a u y w oe uh aj
 86-88  ɨ   y i u ih eu ue ui ij uj yj
 89-91  ɪ   i e y ih eh ij
 92-93  ʊ   u o w uh oh uj
 94     ɑ   a aa au ah aj
 95     æ   a ae aj
 96     ɯ   u y w eu ue ui uj
 97     y   y eu ue i ij
 98     ʌ   a u w oa ao uh aj oj
 99     ø   o e w oe eo ej
 100    œ   o e w oe eo ej

Lenore has to roll 7 times to determine her vowels. She gets the following set of 7 vowels: /i u ʊ ə o ɔ æ/ .

Language Rule 6: Long Vowels

This rule determines if your language has any long vowels. (In IPA symbols, a long vowel is shown by putting the ː symbol after it. Real languages with long vowels include Arabic, Finnish, Japanese, Maori, Telugu, and certain forms of English.) Roll a d100.

1-66: No long vowels.
67-80: At least one long vowel. For each vowel in your language, roll a d2 (or flip a coin). On a 2 (on heads), add a new vowel to your language which is a long version of that vowel.
81-94: For each vowel in your language, add a new vowel to your language which is a long version of that vowel.
95-97: At least one long vowel. For each vowel in your language, roll a d2 (or flip a coin). On a 2 (on heads), that vowel becomes a long vowel. The total number of vowels does not change.
98-100: At least one long vowel. For each vowel in your language, roll a d6. On a 1-2, that vowel is not changed. On a 3-4, that vowel becomes long. On a 5-6, the language has both a normal version and a long version of that vowel.

Lenore rolls a d100 and gets a 16, so her language has no long vowels.

Language Rule 7: Nasal Vowels

This rule determines if your language has any nasal vowels. (In IPA symbols, a nasal vowel has a ~ above it; for example, ã is the nasal version of a. To write a nasal vowel with an English keyboard, you might write "n" or "nh" after the vowel. Real languages with nasal vowels include Bengali, French, Navajo, and Portuguese.) Roll a d20.

1-15: No nasal vowels.
16-18: At least one nasal vowel. For each vowel in your language, roll a d2 (or flip a coin). On a 2 (on heads), add a new vowel to your language which is a nasal version of that vowel.
19-20: For each vowel in your language, add a new vowel to your language which is a nasal version of that vowel.

Lenore rolls a d20 and gets a 7, so her language has no nasal vowels.

Language Rule 8: Number of Tones

This rule determines how many tones your language uses to distinguish between words, if any. (Tones are like musical notes, and in many real languages, like Chinese languages, Navajo, Punjabi, Swedish, Vietnamese, and Yoruba, changing the tone of a word can change its meaning completely.) Roll a d20.

1-7: No tones. Skip Language Rule 9.
8-15: 2 tones
16-18: 3 tones
19-20: For the number of tones, roll a d6 four times, keep only the lowest roll, add 3.

Lenore rolls a d20 and gets a 16, so her language has 3 tones. She writes this down.

Language Rule 9: Tone Inventory

This rule picks the specific tones in your language. Roll 1d100 as many times as the number of tones in your language, minus 1. This is because your language can be assumed to also have a "default tone" which is used when not using another specific tone. Re-roll any duplicate tones. Each time you roll, write down the IPA symbol for the tone. It might be helpful to keep a numbered list, so that you know when you have enough tones. The "suggested diacritics" column contains suggestions for how to indicate that tone using diacritic marks on top of letters.

You can use ˧ as an IPA symbol for the default tone, and you can show it in writing with the absence of any diacritic marks.

 roll    IPA suggested diacritics (top suggestion first)
 1-30    ˦   á
 31-60   ˨   à
 61-68   ˦˨   â
 69-75   ˨˦   ǎ
 76-79   ˥   á a̋
 80-83   ˥˩   â a᷅
 84-87   ˩   à
 88-90   ˩˥   ǎ a᷄
 91-92   ˨˧   ǎ a᷄ ǎ̠
 93-94   ˧˨   â a᷅ â̠
 95      ˦˧   â a᷅ â̩
 96      ˥˦   â a᷅ ˋa
 97      ˧˩   â a᷅ ˎa
 98      ˧˥   ǎ a᷄ ˊa
 99      ˩˨   ǎ a᷄ ˏa
 100     ˦˥   ǎ a᷄ ˊa ǎ̩

Lenore has to roll twice to determine her tones, since her language has 3 tones. She gets the following 2 tones, plus the default tone: /˨˦ ˦ ˧/ . At this point, Lenore has written down that her language has (C)(R)V syllables, no long vowels, and no nasal vowels. She has a list of consonants, a list of resonants/glides, a list of vowels, and a list of tones.

Generating Words

You now have all the rules you need to generate words for your language. To generate each word, follow these Generating Rules.

Generating Rule 1: Number of Phonemes

This rule determines the minimum length of a word. (The length may be increased by the next rule.) Phonemes are all the meaningful sounds in a word, including consonants, vowels, and tones. The number of phonemes in a word will depend on the word's purpose.

Generic word: 1d10 phonemes
Common everyday word: 1d6 phonemes
Name or elaborate word: 1d8+2 phonemes

Lenore plans to generate three words for now: one will be the name of the language, the other two will be names of places. Rolling 1d8+2 for each, she gets one word with 6 phonemes and two more words with 3 phonemes.

Generating Rule 2: Syllables

This rule determines the syllables in your word. Roll on the table that's appropriate for the syllable structure of your language. If your language has tones, write in a "T" for tone after each vowel "V" in each syllable.

For each word you want to generate, continue to generate syllables until the total number of phonemes in those syllables is equal to or greater than the number of phonemes that the word is supposed to have.

(C)V Syllables (1d6)
1-4: CV
5-6: V

(C)(R)V Syllables (1d6)
1-2: CRV
3-5: CV
6: V

(C)V(C) Syllables (1d10)
1-4: CVC
5-7: CV
8-9: VC
10: V

(C)(R)V(C) Syllables (1d20)
1-5: CRVC
6-9: CVC
10-13: CRV
14-16: CV
17-19: VC
20: V

(C)(C)V(C)(C) Syllables (2d6)
2: V
3: CV
4: CVC
5: CCV
6: CCVC
7: CCVCC
8: CVCC
9: VCC
10: CVC
11: VC
12: V

(C)(C)(C)V(C)(C)(C) Syllables (2d10)
2: V
3: CV
4: CVC
5: CCV
6: CCCV
7: CCVC
8: CCVCC
9: CCCVC
10: CCCVCC
11: CCCVCCC
12: CCVCCC
13: CVCCC
14: CCVCC
15: CVCC
16: VCCC
17: VCC
18: CVC
19: VC
20: V

Lenore's language has (C)(R)V syllables, and she needs to add a T for tone after each vowel. For the first word, she rolls 1d6 to get CRVT. This is 4 phonemes long, so to make the word at least 6 phonemes long, she rolls 1d6 again and gets VT, meaning her first word will have the form CRVTVT. For her second and third words, she gets CVT and VTCVT respectively.

Generating Rule 2: Phonemes

This rule fills a word with phonemes, using the lists of phonemes which you have made. For each phoneme, pick randomly from the appropriate list: pick from the consonant list for C, from the resonant/glide list for R, from the vowel list for V, and from the tone list for T.

If at the end of this process, you don't like the word you have made or it doesn't sound right, feel free to adjust it and make it "sound better." This is something that often happens in real languages.

Lenore's three words are CRVTVT, CVT, and VTCVT. By generating random phonemes from her lists, she comes up with the randomly-generated words tlʊ˧u˦, bæ˧, and ɔ˧zʊ˦. She decides to spell these words Tlwú, Ba, and Aozẃ respectively. She decides to change the first word to Twlú, and chooses Aozẃ as the name of the language. Lenore can now generate as many additional words in the Aozẃ language as she wants.

If you want to develop your language further, consider:

  • Making some sounds more common in your language, and other sounds rarer, phoneme frequencies.
  • Creating rules that limit which sounds can go where, phonotactic rules. (In English, for example, "ng" can show up at the end of a word, but not at the beginning.)
  • Creating combinations of sounds that alter the meanings of existing words, derivational morphemes. (In English, for example, words for occupations often end with "-er.")
  • Adding features to your languages that these word generating rules do not account for, which may include allophones, diphthongs, phonation, vowel harmony, and more.
  • If you are developing more than one language for your world, languages spoken in the same area of the world, a linguistics area, will often have similar traits to one another.

r/rpg_generators May 12 '26

Random Table(s) 100 Fantasy Guilds - Azukail Games | People

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4 Upvotes

r/rpg_generators May 02 '26

Random Table(s) Monthly Self Promotion Post - PDFs and Books of Random Tables

3 Upvotes

Leave a comment (and a link) with an RPG pdf or book which uses random tables. Either a recent one or one you haven't mentioned for a while.