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TABLES FOR FABLES
A collection of free tables for fantasy role-playing games.
 
Welcome to Tables for Fables. This is a collection of random tables, all of which:
 
  • have a fantasy theme,
  • are systemless - that is, don't use statistics or terms from a single game, and
  • use only normal, six-sided dice (d6s).
If you have a table that you want to contribute, please email me (news AT apolitical DOT info).
 
You can look at all 342 tables, or look at tables in a specific category:
 
Magic and Religion(36 entries)
Treasure(23 entries)
Wilderness and Worlds(52 entries)
Dungeons and Combat(42 entries)
Personalising Characters(90 entries)
Settlements and Countries(82 entries)
Adventure Ideas(87 entries)
Creating Creatures(32 entries)
 
Please note that magic items are in the Treasure section, not the Magic and Religion section.
 
Many of the ideas in these tables are used in the automatic Adventure Ideas Generator.
 
Unusual Treasure Containers
source or inspiration: Telecanter (Creative Commons license)
 
Roll 2 dice.
1st dice2nd diceresult
11Submersed in a barrel of brine.
12In a dimensional pocket visibile from only one direction.
13As parcels, each piece, including coins, individually wrapped in silk.
14Sewn inside (roll again: 1-3 a limbless, headless, mummified torso 4-6 a bag made from the whole hide of a humanoid).
15Suspended in the air from long bamboo poles, each individual piece on a seperate pole.
16Completely encased by an insect hive.
21In a tapered coffer carved from a giant tusk.
22Completely encased in mineral deposits.
23Completely encased in amber.
24In a Japanese style puzzle box.
25Enclosed in a bag woven from hair.
26Inside the hollow brass figure of a common animal.
31Inside a carved, giant nut.
32Completely encased in tar.
33Fashioned into a moving automaton.
34Arranged on the floor as a treasure map.
35Arranged on the floor encoding a rare spell.
36In a coffer fashioned from platemail welded together by lightning.
41Bricked up in a small shrine.
42Sealed inside clay spheres.
43Fashioned into windchimes.
44Rolled up in a musty carpet.
45Stacked precariously around a deep hole.
46Roll again: 1-3 sealed in sheets of crimped lead 4-6 bound together in a clump with platinum wire.
51Encased in a cube of wax.
52Arrayed on the petrified statues of the original owners.
53Sealed in a clear glass sphere.
54In a cage constructed of bones.
55Hidden in wooden dolls arranged in dioramas.
56In a continuously writhing clump of worms.
61Levitating.
62Strapped to the backs of several monkeys trained to evade.
63In a coffer carved from a giant oak burl.
64In the chitinous husk of a giant insect.
65Floating on crystal rafts in a pool of acid.
66In an open fire (roll again if the treasure includes anything flammable).
 
 
Book Titles
source or inspiration: Al Krombach
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
111-2Offerings to Set: A Diary.
113-4Cocktail Recipes of the Crimson Court.
115-6The Prayers of Arumfus.
121-2Black Nights and Red Blood: A History of Lost Harnfell.
123-4The Rise and Fall of the Dread Emperor.
125-6Limericks for an Elven Fete.
131-2Cistikin's Foul Grimoire.
133-4The Last Titan.
135-6The Teachings of the Great Nordoolus.
141-2Bezum's Book of Marine Engineering.
143-4One Bridge Too Many: Last Stand of the Excitran Cavalry.
145-6The Poetry of Fars Fargrim.
151-2A Dwarf In Shackles: Overcoming the Curse.
153-4Troll Recipes for Fanciful Children.
155-6Anatomy of the Centaur.
161-2Tira and the Roper: A Tale of Forbidden Love.
163-4Nineteen Filthy Leprechauns.
165-6Maps and Floorplans of Porttown.
211-2The Memoirs of Grewg the Pirate.
213-4Bleak Happenings: A history of the Mindplague.
215-6Drinks to liven your Existence.
221-2Popular Dress and Hairstyles of the Second Age.
223-4Aradombular: Three Plays.
225-6Aradombular: A Treatise of the Meaning of Things.
231-2Aradombular: The Philosophy of Gromus.
233-4Aradombular: The Pagan Essays.
235-6The Battle of Orichs and the Fall of Trayle.
241-2The Twelve Sagas of Bronn the Hero.
243-4Ornamental Dogs and their uses in Modern Cuisine.
245-6My Five Humans: An Ogre's Tale.
251-2Dragons: Myth or Fact?.
253-4The Encyclopedia Geraximus: Volume Thirty Four Ch-Cz.
255-6Balls.
261-2Military Ensignia of the Knights Emergent.
263-4Juiblex: The Lost Comedies.
265-6Ode to the Hobgoblin Maiden.
311-2Fifteen Holy Relics of Ylalla.
313-4Pyromancy: An Urban Crisis.
315-6Fuanatic Poisons and Their Cures.
321-2Klybec's Passion.
323-4Otyugh and I.
325-6Letters to the Major: A Bordercaptain's Shame.
331-2The Lost Shrine of Amberdown: Found?.
333-4Hyrax: A Play in Seven Acts.
335-6Tools of the Late Jurian Age.
341-2Bridges: The Secrets of their lasting Construction and Maintenence.
343-4An argument against Necromancy.
345-6The Seventy-seven Quips of Borlak the Arch-Mage.
351-2Thirty Leagues Below Mount Grimbad.
353-4Shields and Bucklers of the Late Devalian Rennaisance.
355-6The Chemistries of Niflif the Clever.
361-2The Cat-Gods of Olix.
363-4Koepple: Ninety-nine Songs of Hate and Derision.
365-6One Hundred Songs of Hate and Derision: A Response to Koepple.
411-2A Brief History of the Orange Uprising.
413-4Desert Survival, A Beginner's Guide.
415-6The Mysteries of Dionicus.
421-2The Care and Feeding of the Xorn.
423-4Small Things and Gnomes.
425-6Deciphering the Language of Kobolds.
431-2The Humorous Letters of Mayor Barrelroom.
433-4Nine Sages in Hell: A Warning.
435-6The Flora and Fungi of the Grey Forest.
441-2The Thirty-Seven Useful Parts of the Catoblepas.
443-4The Unmasking and Trying of Witches!
445-6Fifteen Fowl Recipes.
451-2Siege Engines and their Construction and Use.
453-4Engineering Secrets of the Elder Kings.
455-6The Sins of Father Trinicus.
461-2The Prophesies of the Jilgrian Sisterhood.
463-4Small Wonder: Rise and Fall of the Halfling King.
465-6Herbology: An Apprentice's Handbook.
511-2A Pictoral Guide to the birds of the Mossy Vale.
513-4The Secrets of Seduction for the Clueless and Childless.
515-6Naughty Gifts, the Memoires of Lady Truncheon.
521-2Autumn Leaves: The Diary of Woqueforte the Unloved.
523-4Poetry of the Lobingian Epoch.
525-6Seven Simple Love Charms and Potions.
531-2Fishing Lures for every Season.
533-4Preventing Pox.
535-6Disciplining the Wayward Child.
541-2Puddings and Oozes of the Sunless Realm.
543-4Undeath: A Treatise.
545-6The Saga of Eligarth the Bold.
551-2Flumph Recipes.
553-4A History of the Pale City.
555-6Sewage and Irrigation of the Modern Jail.
561-2Courtly Manners of the Appropriate Kinde.
563-4Feces: A Hunter's Guide.
565-6The Travels and Travails of Willus and Feng.
611-2The Browne Arcanum.
613-4The Legend of the Diamond.
615-6Throne Secrets of the Prax Society.
621-2Brewing like the Masters!
623-4The Lost Erotica of the Orcs.
625-6Tales of the Far South.
631-2Twelve Habits of the Successful General.
633-4Misery Loves Company: The Care and Spreading of the Latest Plague.
635-6The Polite Prayerbook of the Penitant Pilgrim.
641-2Haques' Dictionary (2600 pages).
643-4Debauchery and the Church: A Guide to Combining The Two.
645-6Filing & Photocopying: Role-Playing in a World of High Technology.
651-2Throne of the Golem Prince.
653-4The Ages of Kingdoms, Compared to Those of A Man.
655-6Atlas of the Astral Realms.
661-2The Accursed Book of Yon.
663-4Chants and Prayers to Placate the Sea.
665-6Wise Pronouncements of the Owls of Yib.
 
 
Item Types
source or inspiration: Labyrinth Lord
 
Once you've determined the item, you may roll to see if it's magical
1-5 no 6 yes - except for wands and scrolls, which are always magical,
and bags of powder (roll on their table below)

Most items also have some chance of having one or more precious stones in them.
If the item is a rope, sack, hat, glass eyes, bag of powder, or scroll, it has no chance.
Otherwise, roll 1 dice: 1-4 nothing 5 one precious stone 6 roll one dice, and the item has that many precious stones (all the same type).
If necessary, roll on the 'Precious and Semi-Precious Stones' table below to decide what type.
 
Roll 2 dice, then a 3rd if necessary.
1st dice2nd dice3rd diceresult
11-2no need to roll againarmour
13-41-2armour
13-43-4bow
13-45-6arrows
15-6no need to roll againhelmet
21-21-2comb
21-23-4sling
21-25-6spear (roll again: 1-2 can only be used hand-to-hand 3-4 can only be thrown 5-6 can be used at close range or thrown)
23-4no need to roll againshield
25-61-2shield
25-63-4war hammer
25-65-6axe
31-2no need to roll againsword
33-41-2sword
33-43-4belt
33-45-6boots
35-6no need to roll againpotion
41-21-2potion
41-23-4cloak
41-25-6gloves
43-4no need to roll againscroll
45-61-2tapestry
45-63-4necklace
45-65-6bell
51-2no need to roll againwand
53-41-2wand
53-43-4bowl
53-45-6broom
55-6no need to roll againring
61-21-2carpet
61-23-4crystal ball
61-25-6musical instrument (roll on the Musical Instruments table for what type)
63-41-2powder (in a bag)
63-43-4glass eyes
63-45-6mirror
65-61-2rope
65-63-4sack
65-65-6hat
 
 
Precious and Semi-Precious Stones
source or inspiration: ZeFRS
 
This table can give widely different results. GMs may want to first decide on the total value, then generate precious stones to that total.

The 'value' is in the standard coin of your game world, for example gold pieces.
 
Roll 3 dice.
1st dice2nd dice3rd diceresultvalue
1-21-21-2agatehalf.
1-21-23-4garnet1
1-21-25-6mother-of-pearl1
1-23-41-2quartz2
1-23-43-4amber3
1-23-45-6chalcedony4
1-25-61-2coral5
1-25-63-4jet5
1-25-65-6lapis lazuli7
3-41-21-2as above.
3-41-23-4malachite7
3-41-25-6as above.
3-43-41-2onyx8
3-43-43-4as above.
3-43-45-6turquoise10
3-45-61-2as above.
3-45-63-4aquamarine20
3-45-65-6as above.
5-61-21-2pearl100
5-61-23-4opal150
5-61-25-6sapphire300
5-63-41-2topaz300
5-63-43-4amethyst500
5-63-45-6jade750
5-65-61-2ruby1000
5-65-63-4emerald2000
5-65-65-6diamond3000
 
 
Magic Armour, Helmets and Shields
source or inspiration: James Hutchings
 
Roll 1 dice.
1The armour gives greater protection than normal armour of its type.
2The armour gives the same protection as normal armour of its type, but is lighter and easier to wear.
3The armour gives the same protection as normal armour of its type, but gives greater protection against a particular type of enemy (if your game is using the Creature tables, optionally the GM may roll 1 dice for what type of creature: 1 Monsters 2 Animates 3 Spirits 4 Beasts 5 Folk 6 humans).
4as above.
5The armour gives the same protection as normal armour of its type, and grants another ability - roll on the Blessings table.
6The armour gives inferior protection to normal armour of its type, but grants another ability - roll on the Blessings table.
 
 
Magic Carpets
source or inspiration: James Hutchings
 
Roll 1 dice.
1Flies (roll again: 1-2 anyone can make it fly by willing it to do so. Keeping it airborne requires one person's full attention. 3-4 as for 1-2, but only those with enough intelligence, willpower or magical ability - whichever is appropriate to your game - can successfully make it fly 5-6 the carpet has its own personality. It will usually cooperate with its 'owner', but may need to be persuaded).
2Portable trap: When any living thing steps on it, they will sink into it as if it were a pit of quicksand. The carpet can still be wrapped up and carried like a normal carpet.
3The carpet gives out an aura of homeliness, which might cause creatures near it to refrain from violence and feel relaxed and safe. The longer the carpet has stayed, unrolled, in the one place, the more likely it is to work.
4The design on the carpet changes, giving warnings and clues.
5Grants another ability - roll on the Blessings table.
6Grants another ability - roll on the Blessings table.
 
 
Magic Brooms
source or inspiration: James Hutchings
 
Roll 1 dice.
1Flies (roll again: 1-2 anyone can make it fly by willing it to do so. Keeping it airborne requires one person's full attention. 3-4 as for 1-2, but only those with enough intelligence, willpower or magical ability - whichever is appropriate to your game - can successfully make it fly 5-6 the broom has its own personality. It will usually cooperate with its 'owner', but may need to be persuaded).
2If used to sweep any surface, it will 'clean' it of traps.
3it can be used to 'shoo' away any creature the size of a human child or less.
4If swept over a creature's skin, it will 'clean' away the ugliness, making them temporarily more attractive.
5Grants another ability - roll on the Blessings table.
6Grants another ability - roll on the Blessings table.
 
 
Magic Mirrors 1: powers
source or inspiration: James Hutchings
 
The GM should also roll to see if the mirror is alive (1-3 yes, 4-6 no).
If it is, the spirit of the mirror will appear as the reflection of whoever's holding it.
 
Roll 1 dice.
1Anyone who fails to resist it will look into the mirror, regardless of what else is happening. Unintelligent creatures may try and attack their reflection.
2If someone holding the mirror is wounded, sometimes the reflection will be wounded instead. The mirror loses all magic if the reflection 'dies'. The reflection 'heals' at the same rate as whoever's holding it. It can't, and doesn't need to, eat or sleep. The reflection may benefit from magical healing, but spells cast on the holder don't affect the reflection or vice versa.
3The reflection may cast spells that are opposite of any spells the holder can cast. The holder pays whatever the cost of casting the spell is.
4Roll on the Blessings table.
5Roll on the Blessings table.
6Roll on the Blessings table.
 
 
Magic Mirrors 2: drawbacks
source or inspiration: James Hutchings
 
Roll 1 dice.
1No drawback.
2If the mirror is alive, the spirit of the mirror will become jealous of other reflections (eg lakes, normal mirrors, polished surfaces etc) and will try and stop the person who holds it casting such reflections, or may refuse to help if they do. If the mirror isn't alive, no drawback.
3If the mirror is alive, the spirit of the mirror will want to take over the identity of whoever looks into it, and will try and trick the holder into allowing this to happen. Roll again to see how this can happen: 1-2 if the mirror is placed so that someone who's held it for a certain length of time is reflected in it while they sleep, 3-4 by finding another such mirror, and holding them facing each other, 5-6 by the holder changing their clothes so that everything on the left side is now on the right and vice versa, or writing their name backwards. If the mirror isn't alive, no drawback.
4The holder will, unless strong of will, spend more and more time looking into the mirror.
5If the mirror is broken, the holder (or the last person to hold it) will be seriously wounded.
6If the same person holds it for a long time, their reflections other than in the mirror (eg in lakes, normal mirrors, polished surfaces) will start to have wills of their own.
 
 
Musical Instruments
source or inspiration: James Hutchings
 
Roll 1 dice.
1Drums.
2Lute.
3Dulcimer.
4Lyre.
5Flute.
6Pan Pipes.
 
 
Magic Musical Instruments 1: who can use
source or inspiration: James Hutchings
 
Roll 1 dice.
1-2Anyone, even those who normally couldn't play it.
3-4Only those of the required class (if your game uses classes), or with the required skill (if your game uses skills) - for example, only bards, or only those with a 'play music' skill.
5-6Anyone who makes a successful check on a particular attribute (for example Dexterity).
 
 
Magic Musical Instruments 2: power
source or inspiration: James Hutchings
 
In addition to their power, the GM may optionally make another roll:
if this comes up 1, the instrument will only play merry jigs. If it comes up 6, the instrument will only play solemn airs.
 
Roll 1 dice.
1Anyone who fails to resist it must dance.
2Anyone who hears it feels refreshed and brave.
3It produces music like that played by a master musician.
4It mesmerises one kind of beast.
5It's an anti-instrument: instead of sound, playing it produces silence.
6Roll on the Blessings table below.
 
 
Magic Musical Instruments 3: alive?
source or inspiration: James Hutchings
 
Roll 1 dice.
1no.
2no.
3no.
4no.
5The instrument is posessed by the spirit of a great musician.
6The instrument itself is alive and intelligent.
 
 
Scrolls or Wands
source or inspiration: James Hutchings
 
Roll 1 dice.
1-2The scroll has the secrets of several spells; however characters may only use them if they have the ability to learn those kinds of spells.
3-4The scroll has a spell, which anyone can use, even if they normally couldn't learn this spell.
5-6The scroll grants another ability - roll on the Blessings table.
 
 
Magic Weapons 1: Hand-to-Hand Weapons
source or inspiration: James Hutchings
 
For spears that can be both used hand-to-hand and thrown,
roll on the 'Ranged' table below rather than this one.
 
Roll 1 dice.
1Roll again: 1-3 the weapon does more damage than a normal example of its type 4-6 the weapon has the same effect as if it was covered in poison.
2The weapon is lighter and easier to use than a normal example of its type. Examples: in a game where magicians can't use swords, a sword which actually can be used by magicians. In a game where weapons require a minimum level of Strength, a staff which requires far less Strength than normal staves.
3The weapon is more likely to hit than a normal example of its type.
4The weapon acts as a normal example of its type, but is more likely to hit and does more damage against a particular type of enemy (if your game is using the Creature tables, optionally the GM may roll 1 dice for what type of creature: 1 Monsters 2 Animates 3 Spirits 4 Beasts 5 Folk 6 humans).
5The weapon acts as a normal example of its type, and also grants another power - roll on the Blessings table.
6The weapon exists in both the mortal and spirit worlds. Thus, it can do damage to creatures like ghosts who are normally immune to mortal weapons.
 
 
Magic Weapons 2: Ranged Weapons
source or inspiration: James Hutchings
 
This table may be used for weapons or ammunition (for example, both for magic bows and magic arrows).
 
Roll 2 dice.
1st dice2nd diceresult
11-3Roll again 1-3 the item does more damage than a normal example of its type 4-6 the weapon has the same effect as if it was covered in poison.
14-6The item is lighter and easier to use than a normal example of its type. Examples: in a game where magicians can't use longbows, a longbow which actually can be used by magicians. In a game where longbows require a minimum level of Strength, a longbow which requires far less Strength. If the item is ammunition, this may apply to the weapon it's fired from: for example, an arrow may lower the Strength requirement to use a bow to fire it.
21-3The item is more accurate than a normal example of its type.
24-6The item acts as a normal example of its type, but is more likely to hit and does more damage against a particular type of enemy (if your game is using the Creature tables, optionally the GM may roll 1 dice for what type of creature: 1 Monsters 2 Animates 3 Spirits 4 Beasts 5 Folk 6 humans).
31-3The item acts as a normal example of its type, and also grants another power - roll on the Blessings table.
34-6The weapon exists in both the mortal and spirit worlds. Thus, it can do damage to creatures like ghosts who are normally immune to mortal weapons.
41-3The item seeks out exposed flesh. If it's used against an opponent that isn't completely covered in armour, it's likely to be treated as if the opponent wasn't wearing any armour. Creatures which aren't made of flesh, for example golems, will be immune.
44-6The item has more range than a normal example of its type.
51-3Those who wield it may aim and fire far more quickly than normal.
54-6When fired, the ammunition emits an unearthly shriek that strikes fear into its enemies. For a weapon, it will have this effect on any ammunition fired from it. For a spear, it will only have this effect when thrown, not when used hand-to-hand.
61-3If the item is a weapon that requires ammunition, such as a crossbow or bow, it grows its own ammunition. If the item is ammunition, for example an arrow or throwing spear, it breeds new examples of its type if placed alone with another of the same type. Re-roll if the item is a sling, because slings use stones, which are usually readily available anyway.
64-6The item has influence over others of its kind. An opponent using the same type of item will find it far more difficult to hit anyone who carries this item. If the item is ammunition and it's used, the effect will continue until the end of that battle.
 
 
Bags of Powder
source or inspiration: James Hutchings
 
Roll 1 dice.
1The powder has a magical effect when eaten - roll on the 'Blessings' table below.
2As above, but the effect happens with the powder is spread on the skin.
3The powder is an ingredient in a medicine. The powder has no medical effect in its current form.
4The powder is an ingredient in a spell. The powder has no magical effect in its current form.
5The powder is a herb or spice (optionally, roll on the 'Herbs and Spices' table below).
6The powder is poison (roll again: 1-3 when eaten or inhaled, 4-6 on contact with skin).
 
 
Herbs and Spices
source or inspiration: James Hutchings
 
Roll 2 dice.
1st dice2nd diceresult
11-2cinnamon.
13-4cloves.
15-6cumin.
21-2ginger.
23-4grains of paradise.
25-6liquorice.
31-2mustard seeds.
33-4nutmeg.
35-6pepper (roll again: 1-2 black 3-4 white 5-6 green).
41-2peppermint.
43-4salt.
45-6star anise.
51-2strawberry leaves.
53-4sweet cicely.
55-6tea bush.
61-2thyme.
63-4witch-hazel.
65-6wormwood.
 
 
Magic Hats
source or inspiration: zanshin from the Trollbridge forum.
 
Roll 1 dice.
1Guard's Helm: Projects a forcefield around the user, which acts as armour. The user may wear normal armour as well. It also increases the wearer's endurance.
2Wizard's Hat: Increases the wearer's ability to cast and resist magic.
3General's Helm: Increases the wearer's ability to resist fear and mind control, and to intimidate and lead others.
4Thief's Hood: When the wearer wishes it, it will be difficult or impossible for anyone who doesn't know them personally to remember anything about their appearance, beyond their species and gender.
5Swashbuckler's Feathered Hat: The wearer has a higher chance of success when attempting acrobatic feats (including in combat), but only for feats which are sufficiently dangerous.
6Hat of Plenty: Once a day a meal can be taken from the hat.
 
 
Blessings
source or inspiration: Labyrinth Lord
 
This table can be used for the properties of magic items, or for other benign magic effects.
 
Roll 2 dice.
1st dice2nd diceresult
11Ability to control a particular species of animal or monster.
12Ability to control plants.
13Ability to take on a particular animal form. Usually grants some of the powers of that animal (eg for birds, the ability to fly).
14Inhumanly good hearing.
15Inhumanly good sight.
16Inhumanly good climbing ability.
21Increased speed.
22The ability to shrink to a tenth of normal size.
23Wounds will heal faster than normal.
24The ability to fly at the same speed, and causing the same fatigue, as walking or running the same distance across flat, open terrain. If the person with this power is on a horse, then horse and rider can fly at the speed of a galloping horse, and the horse gets tired rather than the rider.
25The ability take on a gas-like form, flowing under doors or avoiding damage (equipment and clothes are not effected, the magic item itself is).
26Increased size and strength.
31Increased courage, and become more intimidating.
32Invisibility.
33Skin gives protection as if it was very light armour.
34Resistance to poison, and increased ability to detect poison.
35Ability to smell gold (not treasure in general).
36Ability to summon a useful supernatural creature (eg a genie).
41Ability to walk on water.
42Ability to see through walls.
43Resistance to magic.
44Resistance to cold, and less likely to be attacked by creatures who are native to cold climates.
45Ability to carry far more bulk and weight than would be normal.
46Ability to teleport small distances.
51Invulnerability to non-magical fire.
52Ability to breathe underwater, improved swimming ability, and less likely to be attacked by sea creatures.
53Increased ability to find food and water and sense danger in forests, and less likely to be attacked by creatures native to forests.
54Increased ability to find food and water and sense danger in deserts, and less likely to be attacked by creatures native to deserts.
55Increased ability to find food and water and sense danger in mountains, and less likely to be attacked by creatures native to mountains.
56Ability to speak extra languages.
61Increased ability to sense lies.
62Ability to move silently.
63Ability to see in darkness.
64Mysterious Knowledge: Once per day, the bearer of this item may ask the GM one question. The question must be able to be answered with a 'yes' or a 'no'. The player can use 'out of character knowledge' in framing the question.
65Roll again, but the magic item is alive and intelligent (this may be a help or hinderance).
66as above.
 
 
Secrets of the Ancients A
source or inspiration: James Hutchings
 
Roll on tables A, B and C, and combine (in that order) to get the name of an unfathomable device of the Ancients.
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
1-21-21-2all-seeing.
1-21-23-4analytical-predictive.
1-21-25-6antedeluvian.
1-23-41-2chromatic.
1-23-43-4core.
1-23-45-6cycloptic.
1-25-61-2dimensional.
1-25-63-4electrical.
1-25-65-6electromagnetic.
3-41-21-2endochronic.
3-41-23-4fey.
3-41-25-6forbidden.
3-43-41-2gamma.
3-43-43-4geomantic.
3-43-45-6gravitational.
3-45-61-2gravitomagnetic.
3-45-63-4hydromantic.
3-45-65-6infernal.
5-61-21-2magnetic.
5-61-23-4neutrino.
5-61-25-6non-Euclidian.
5-63-41-2phased.
5-63-43-4quantum.
5-63-45-6resonating.
5-65-61-2stochastic.
5-65-63-4temporal.
5-65-65-6steam.
 
 
Secrets of the Ancients B
source or inspiration: James Hutchings
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
1-21-21-2anti-matter.
1-21-23-4bewitchment.
1-21-25-6damnation.
1-23-41-2dark matter.
1-23-43-4displacement.
1-23-45-6dragon.
1-25-61-2elder.
1-25-63-4flux.
1-25-65-6hex.
3-41-21-2homunculus.
3-41-23-4immolation.
3-41-25-6ion.
3-43-41-2matter.
3-43-43-4necro-.
3-43-45-6particle.
3-45-61-2photon.
3-45-63-4plasma.
3-45-65-6polarity.
5-61-21-2propulsion.
5-61-23-4were-.
5-61-25-6summoning.
5-63-41-2superstring.
5-63-43-4teleportation.
5-63-45-6transmutation.
5-65-61-2vibrational.
5-65-63-4warding.
5-65-65-6warp.
 
 
Secrets of the Ancients C
source or inspiration: James Hutchings
 
Roll 3 dice.
1st dice2nd dice3rd diceresult
1-21-21-2beam.
1-21-23-4capacitator.
1-21-25-6cauldron.
1-23-41-2chamber.
1-23-43-4circuit.
1-23-45-6coil.
1-25-61-2compensator.
1-25-63-4crown.
1-25-65-6drive.
3-41-21-2emitter.
3-41-23-4engine.
3-41-25-6field.
3-43-41-2gem.
3-43-43-4generator.
3-43-45-6grid.
3-45-61-2gun.
3-45-63-4idol.
3-45-65-6matrix.
5-61-21-2modulator.
5-61-23-4projector.
5-61-25-6ray.
5-63-41-2regulator.
5-63-43-4rune.
5-63-45-6sensor.
5-65-61-2stone.
5-65-63-4throne.
5-65-65-6wand.
 
 
 
return to Age of Fable
 
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