GMing Tables

One-click Rollable Tables for generating NPCs, factions, spells, traps, cities, dungeons, etc., using the amazing tables provided in Knave 2e (credits and attributions) and some of my own. If you’re curious about why I built this tool or if you would like to contact me see my notes below.

How does this page work?

Basically, press a button to generate the specified thing (See the NPC button or the spell book, relic and patron buttons if you’re unsure of where to start).

This page can be of use to GMs prepping adventures for their groups. Also, during play, this page can help GMs to gracefully handle their players doing something unexpected or for GMs who want to generate something on the fly (like spell books or magic items).

Debug Button

Note to self

the owl bear stat block

Just use the owl bear stat block if I don’t have a stat block for a creature.

owl bear
AC 14, HP 20, LVL 5, ATK 2 claws (d8) and 1 bite (d8), MOV 40’, MRL 9, NA d4 (d4).

My Rolls and Tables

People

Characters











Names

Most of the following tables use markov chains to generate names that should sort of look like names from the cultures they’re pulling from but not exactly. Relatively expected names can be generated but you can also get really weird and long names.













































Gods/Patrons







Groups





Places

Overworld





Settlements







Dungeons







Items

Spells and Relics













Food and Drink





Monsters





Knave 2e Tables

Careers



Traveling



d6Travel Hazard Die Result
1encounter: The party has a random encounter.
2fatigue: Each party member takes 1 damage unless they spend the next watch resting. Ignore while resting.
3depletion: Roll a d6 for each perishable item. On a 1 it has gone bad.
4travel shift: The weather changes.
5sign: PCs find a sign of a nearby encounter or a clue to a secret.
6free: No effect.


d100Weather
1-3Thunderstorm, blizzard in winter
4-8Heavy rain, heavy snow in winter
9-17Cold for the season
18-28Light rain, snow in winter
29-42Cool for the season
43-58Mild for the season
59-72Warm for the season
73-83Windy
84-92Hot for the season
93-97Strong winds
98-00Hail in spring, humidity in summer, fog in fall, frost in winter


d100Travel Shift
1Acid rain
2Animal migration
3Anvil cloud
4Ash cloud
5Ash rain
6Aurora
7Avalanche
8Ball lightning
9Bird migration
10Black blizzard
11Blizzard
12Blood moon
13Brush fire
14{CityEvent} (p. 46)
15Cloudburst
16Cold wave
17Cold weather
18{Color} sky (p. 37)
19{Delusion} (p. 30)
20Dense fog
21{Disaster} (p. 31)
22Downburst
23Drizzle
24Dust devil
25Dust storm
26Earthquake
27{Effect} rain (p. 28)
28Electric storms
29{Element} rain (p. 29)
30Fire whirls
31Fireflies
32Firestorms
33Flash flood
34Flooding
35Fluffy clouds
36Fog
37{Food} rain (p. 49)
38Forest fire
39Freezing fog
40Freezing rain
41Grass fire
42Haboob
43Hail
44Hailstorm
45Haze
46Heat lightning
47Heatwave
48Heavy rain
49Hot weather
50Hot winds
51Humidity
52Hurricane
53Ice storm
54Insect swarm
55Landslide
56Lava flow
57Light winds
58Lunar eclipse
59Meteor shower
60Mirage
61Mist
62Misty rain
63Monsoon
64Mudflow
65Murmuration
66Northern lights
67Overcast
68Planet alignment
69Pollen cloud
70Pyroclastic flow
71Rain of fish
72Rain of frogs
73Rain of worms
74Rainbow
75Salt storm
76Sandstorm
77{Scent} (p. 66)
78Showers
79Smog
80Smoke
81Solar eclipse
82{Sound} (p. 66)
83Stampede
84Star jelly
85Steam devils
86Strong winds
87Sulfur clouds
88Swamp lights
89{Taste} rain (p. 36)
90{Texture} rain (p. 36)
91Thunderstorms
92Tornado
93Tremors
94Volcanic bombs
95Warm rain
96Warm winds
97Waterspouts
98{Weapon} rain (p. 43)
99Windstorm
00Wispy clouds








Delving



d6Dungeon Hazard Die Result
1encounter: The party has an encounter, usually rolled from a table designed for the dungeon. The GM determines the encounter’s reaction, activity, distance from the party, and if they are surprised (p. 19).
2fatigue: Each party member takes 1 damage unless they spend the next turn resting. The damage may be higher in dungeons with harsh conditions. Ignore this result while resting.
3burn: Lit torches burn out. New torches can be lit from the embers of the previous ones.
4delve shift: The dungeon environment changes. If a dungeon doesn’t have any obvious shifts, use minor effects like sounds, temperature shifts, wind, falling debris, apparitions, or vermin. Possible shifts: 1. {DelveShift} 2. {DelveShift} 3. {DelveShift}
5sign: The players find a sign (p. 10) that a random encounter (p. 19) is nearby. The next time an encounter is rolled in this dungeon, the PCs meets that creature. Alternatively, reveal a clue to something hidden. Possible Signs: 1. {Sign} 2. {Sign} 3. {Sign}
6free: No effect.


d100Delve Shift
1Alarm
2Animal sounds
3Apparition
4Awakening
5Battle
6Blessing
7Blood scent
8Ceilings moves
9Ceremony
10{CityEvent} (p. 46)
11Cleaning
12Cloud of flies
13Combat sounds
14Construction
15Crystal growth
16Curse
17Dead rise
18Decay scent
19Decreased patrols
20{Delusion} (p. 30)
21Device activates
22{Disaster} (p. 31)
23Doors close
24Doors open
25Draining
26Dungeon rotates
27Dungeon slides
28Dungeon tilts
29Dust cloud
30Earthquake
31Element flow (p.29)
32Eruption
33Excavation
34Faction alliance
35Faction truce
36Faction war
37Feast
38Fire
39Flammable gas
40Flooding
41Floors move
42Fog
43Food scent
44Foraging
45Freezing
46Gravel flow
47Hatching
48Hot
49Humid
50Hunt
51Incense
52Increased patrols
53Invasion
54Lava flow
55Leak
56Liquid sounds
57Machine sounds
58Manure scent
59Monster scent
60Monster sounds
61Mud flow
62Music
63Nesting
64New faction
65New monster
66New rooms
67Oil flow
68Passages close
69Passages open
70Plague
71Planar overlay
72Plants bloom
73Plants grow
74Plants wither
75Repairs
76Rift opens
77Room revolves
78Room slides
79Room tilts
80Rooms filled in
81Rooms rearrange
82Sand flow
83{Scent} (p. 66)
84Singing
85Sleep
86Smoke
87{Sound} (p. 66)
88Static charge
89Summoning
90Total silence
91{TrapEffect} (p. 28)
92Traps rearm
93Vermin swarm
94Voices
95Walls close in
96Walls move
97Walls widen
98Water flow
99Wind
00Worship














Encounters



d100NPC Reaction
1-3Kill the PCs
4-8Injure or capture the PCs
9-17Harass or rob the PCs
18-28Insult, threaten, or command the PCs
29-42Avoid the PCs
43-58Ignore the PCs
59-72Follow or observe the PCs
73-83Greet or question the PCs
84-92Share information with the PCs
93-97Perform minor favors the PCs
98-00Ask to join the PCs’ party


d100Activity
1Ambushing
2Arguing
3Awarding
4Beautifying
5Befouling
6Begging
7Besieging
8Birthing
9Blessing
10Brawling
11Building
12Burgling
13Burying
14Camping
15Capturing
16Carving
17Celebrating
18Chasing
19Cleaning
20Clearing
21Climbing
22Collecting
23Competing
24Convening
25Cooking
26Courting
27Crafting
28Cursing
29Dancing
30Defacing
31Defending
32Delivering
33Destroying
34Dousing
35Dueling
36Dying
37Eating
38{Effect} (p. 28)
39Escaping
40Escorting
41Excavating
42Executing
43Feasting
44Fighting
45Fleeing
46Foraging
47Fortifying
48Gambling
49{Goal} (p. 57)
50Guarding
51Harvesting
52Hauling
53Healing
54Hiding
55Igniting
56Infiltrating
57Initiating
58Instructing
59Kidnapping
60Looting
61Mapping
62Marrying
63{Mission} (p. 51)
64Mourning
65Murdering
66Pardoning
67Parleying
68Patrolling
69Performing
70Planning
71Planting
72Playing
73Praying
74Preaching
75Processing
76Questioning
77Repairing
78Rescuing
79Resting
80Rioting
81Robbing
82Sacrificing
83Scavenging
84Scouting
85Searching
86Selling
87Singing
88Sleeping
89{Sound} (p. 66)
90Summoning
91Surrendering
92Swindling
93{Tactic} (p. 67)
94Tending
95Threatening
96Tracking
97Trading
98Training
99Traveling
00Worshiping

Spellcasting



d100Spell
1adhere: INT objects become sticky enough to hold a PC to a ceiling. Lasts until washed.
2animal friendship: INT animals obey your orders as well as a trained dog for one day.
3animate object: INT objects obey your orders. They move 15’ per round.
4anthropomorphize: INT animals gain human intelligence for one day.
5arcane eye: You create a magic eye that flies around under your control for INT turns. You can see through it as well as your normal eyes.
6astral prison: An object is frozen in time and space within an invulnerable crystal shell for INT turns.
7attract: INT + 1 objects are strongly magnetically attracted to each other if they come within 10'.
8auditory illusion: You can create illusory sounds that seem to come from INT directions of your choice.
9babble: INT creatures must loudly and clearly repeat everything you think. They are otherwise mute.
10beast form: You and your possessions turn into an animal for up to INT days.
11befuddle: A creature is unable to form short-term memories for INT turns.
12bend fate: Roll INT + 1 d20s. After this point, when any creature you can see makes a check, use and discard one of the rolled results until they are all gone.
13body swap: You switch bodies with a creature you touch for INT turns. If one body dies, the other dies as well.
14catherine: A woman wearing a blue dress appears for INT hours. She will obey polite, safe requests.
15charm: INT humanoids believe they are close friends with you until proven otherwise.
16command: A creature obeys a single, INT-word command that doesn’t harm it.
17comprehend: You are fluent in all languages for INT hours.
18control plants: Plants within INT x 10’ obey you. They move 5’ per round.
19control weather: You control your hex’s weather for INT hours.
20detect magic: Anything magical within line of sight glows and reveals its properties on request. Lasts 1 day or until you make INT requests.
21disassemble: INT body parts may be detached at will. You can still control them. Lasts until they are reattached.
22disguise: You may alter the look of INT humanoids as long as they remain humanoid. Lasts until the subjects speak.
23displace: An object appears to be up to INT x 10’ from its actual position.
24duplicate: Create INT fragile, porcelain copies of items you can see.
25earthquake: The ground shakes violently for INT rounds.
26elasticity: Your body can stretch up to INT x 10'.
27elemental wall: Creates a wall of ice or fire INT x 40’ long, 5’ wide and 10’ tall. The wall can curve however you want.
28filch: INT visible items teleport to your hands.
29fog cloud: Fog spreads out in a INT x 10’ radius from you. Fades in one turn.
30gravity shift: INT creatures can alter their “down” direction at will.
31greed: INT creatures become obsessed with possessing a visible item.
32haste: INT creatures have their movement speed tripled.
33hatred: INT creatures start attacking each other for one turn or until one dies.
34hear whispers: A creature can hear all sounds up to 120’ away for INT turns.
35hover: Make INT objects hover 2’ above the ground, frictionless. They can support the weight of up to INT people.
36hypnotize: A creature enters a trance and will answer INT yes or no questions.
37icy touch: An ice layer spreads across a surface, up to INT x 10’ in radius.
38increase gravity: The gravity within INT x 10’ of you triples.
39invisible tether: INT objects within 10’ of each other cannot be moved more than 10’ apart from each other.
40knock: INT locks unlock.
41leap: You can jump up to INT x 10'.
42liquid air: The air within INT x 10’ of you becomes swimmable.
43lock: A door cannot be opened by mundane means for INT turns.
44magic suppressor: All magic is nullified while within INT x 10’ of you.
45manse: A furnished house with INT rooms appears for 1 day. It has no food or gear and does not count as a safe haven.
46marble madness: Your pockets refill with marbles every round for INT rounds.
47masquerade: All creatures within INT x 10’ of you are compelled to dance.
48miniaturize: You and INT other touched creatures become mouse-sized.
49mirror image: INT illusory copies of you, under your control, appear.
50mirrorwalk: A mirror becomes a gate to another mirror you touched today.
51multiarm: You gain INT extra arms.
52night sphere: An INT x 40’ wide sphere of total darkness appears.
53objectify: INT willing creatures become inanimate, immobile objects of your choice for as long as they wish. They can still hear and see.
54ooze form: Your body and gear become living slime for INT turns.
55pacify: INT creatures develop an intense hatred of violence unless attacked.
56phantom coach: A coach scoops up INT creatures (who are outdoors) and deposits them in a random adjacent hex.
57phobia: INT creatures become terrified of an object.
58pit: A pit 10’ wide and INT x 10’ deep opens in the ground.
59primeval surge: An object grows to the size of an elephant for INT turns. If it is a creature, it is enraged.
60psychometry: The GM answers INT yes or no questions about an object.
61pull: An object of any size is pulled directly towards you with the force of INT men for one round.
62push: An object of any size is pushed directly away from you with the force of INT men for one round.
63raise dead: INT unarmed skeletons rise from the ground to serve you.
64read mind: You can hear the surface thoughts of creatures for INT turns.
65repel: INT + 1 objects are strongly magnetically repelled from each other if they come within 10'.
66scry: You can share the vision of a creature you touched today for INT turns.
67sculpt elements: Inanimate material acts like clay in your hands for INT turns.
68shroud: INT creatures are invisible for as long as they can hold their breath (CON x 3 rounds).
69shuffle: INT creatures switch places randomly.
70silence: All sound is deadened within 10’ of you for INT turns.
71sleep: INT creatures fall asleep.
72smoke form: Your body and gear become living smoke for INT turns.
73snail knight: In 10 minutes, a knight atop a giant snail rides into view. He may aid you for INT days if he finds you worthy. The snail cannot move faster than a walk.
74sniff: A creature can smell all scents up to 120’ away for INT turns.
75sort: Inanimate items sort themselves according to INT categories you set. The categories must be visually verifiable.
76speak with dead: The spirit of a touched dead body appears and will answer INT questions (if it can).
77spectacle: A clearly unreal illusion appears under your control for INT days. It may be up to the size of a palace and has full motion and sound.
78spellseize: Cast this as a reaction to another spell of level INT or less being cast to make a temporary copy of it that you can cast within 1 day.
79spider climb: You can climb surfaces like a spider for INT turns.
80summon cube: You may summon or banish a 5’ cube of earth 5 times per round for INT rounds. Cubes must be affixed to the earth or to other cubes.
81summon idol: A carved stone statue up to INT x 10’ tall rises from the ground.
82swarm: You become a swarm of crows, rats, or piranhas for INT turns. You only take damage from area effects.
83telekinesis: You may mentally manipulate items (one at a time) up to 10 feet away for INT turns.
84telepathy: You can project your thoughts into a mind within INT hexes.
85teleport: An object teleports to a clear patch of ground up to INT x 40’ away from its origin point.
86thaumaturgic anchor: An object becomes the target of every spell cast within 120’ of it for INT turns.
87thicket: A thicket of trees and dense brush up to INT x 40’ wide sprouts up over the course of one round.
88time jump: An object disappears as it jumps INT turns into the future. When it returns, it destroys any matter in its space.
89time rush: Time within INT x 10’ of you goes 10 times faster than the rest of the world. Lasts 10 rounds (for you).
90time slow: Time within INT x 10’ of you goes 10 times slower than the rest of the world. Lasts 10 rounds (for you).
91truth sense: You can detect lies for INT hours.
92unravel: Cast this as a reaction to another spell of level INT or less going off to nullify it.
93upwell: A spring of seawater erupts, producing a thousand cubic feet of water per turn for INT turns.
94vision: You create an illusory object with full motion and sound that only one creature can sense. Lasts INT turns.
95visual illusion: You create INT silent, immobile, illusory objects that last until they are touched.
96ward: A silver circle 40’ across appears on the ground around you. Until you leave the circle, INT types of things that you name cannot cross it.
97web: You can shoot INT x 40’ of strong, sticky web. Lasts until burned.
98whirlwind: You create a vortex of air INT x 10’ wide that can deflect missiles.
99wizard mark: Your finger produces ulfire-colored paint for INT hours. This paint is only visible to you, and can be seen at any distance, even through objects. 1
00x-ray vision: You can see through INT feet of material.




















Relic Magic





Alchemy











Equipment



cost of living (per month)

d12Cost Of Living
1destitute: Beggars, Outlaws (90c).
2poor: Servants, Laborers, Sailors,
3Farmers, Soldiers (300c).
4humble: Innkeepers, Bakers, Craftsmen,
5Scribes, Priests, Mercenaries (600c).
6respectable: Physicians, Merchants,
7Lawyers, Master Craftsmen (1200c).
8wealthy: Courtiers, Knights, Rich
9Merchants, Bishops, Gentry (3000c).
10minor noble: Barons, Counts (12,000c).
11major noble: Dukes, Princes (60,000c).
12royal: Kings, Emperors (600,000c).




















Buildings



d100Building
1Poor hovel 100
2Humble cottage 1k
3Respectable house, chapel 10k
4Wealthy house, guildhall, theater, warehouse 50k
5Church, stone tower 100k
6Small castle 2m
7Minor noble’s mansion, temple, medium castle 8m
8Large castle 32m
9Major noble’s estate, cathedral 100m
10Imperial palace, basilica 400m


d6Room Style
1poor: Earth walls, thatched roofs,
earth floors. (10)
2humble: Wattle and daub walls with some bricks or field stone, thatched roofs, reed floors. (50)
3respectable: Wood and brick walls with some stone, shingled roof, wood floors. 250
wealthy: Mostly stone walls with some wood and brick, shingled roof, wood floors. This is also the cost for a 5’ cube of defensive stone walls. (1k)
4minor nobles and castles: Stone walls, shingled roof, flagstone floors. Some use of materials like glass and marble, minor architectural flourishes. (5k)
5major nobles: Stone walls, stone roof, tiled floors, glass windows, high ceilings, significant architectural flourishes. (50k)
6royal: Marble walls, stone roof, marble floors, glass windows, soaring ceilings, art everywhere. (100k)
























Downtime



d20Carousing Mishaps
1You made a public fool of yourself.
2Take d3 direct damage from a fight.
3Pay d100c due to fines.
4You are engaged to be married.
5Lose d1000c from gambling.
6Groupies follow you everywhere.
7You’ve made an enemy.
8You have an ugly, prominent tattoo.
9Hangover: take -5 on all tests today.
10You have joined a local faction (p. 50) ({FactionName:FactionDescription})
11Robbed: Lose all remaining coin.
12You wake up in prison.
13The building is on fire!
14You’re expected to complete a mission (p. 51) due to your boasts. (Mission? {Mission})
15A duel is scheduled for the next dawn.
16You signed a shady contract.
17A stranger’s corpse is on the floor.
18A faction hates you (p. 50) ({FactionName:FactionDescription})
19All your belongings have been stolen.
20You meet a new companion who wants to join your party.


d3CareerType
1common: Requires 1 month and 1000c (carpenter, hunter, fisherman, sailor, dyer, gardener, blacksmith, etc.).
2uncommon careers: Requires 3 months and 5000c to attempt related tasks and an additional 3 months and 5000c to gain a +5 to related non-combat checks (burglar, acrobat, locksmith, grave robber, herbalist, tattooist, prospector, etc.).
3rare careers: Requires 1 year and 30,000c to attempt related tasks and an additional year and 30,000c to gain a +5 to related non-combat checks (alchemist, lawyer, assassin, sculptor, folklorist, etc.).

Recruiting



























Monster



d100Monster
1Aboleth
2Air elemental
3Angel
4{Animal} (p. 64)
5Animated armor
6Banshee
7Basilisk
8Black pudding
9Blink dog
10Brain flayer
11Bugbear
12Bulette
13Centaur
14Chimera
15Cockatrice
16Crawling claw
17Cyclops
18Darkmantle
19Death knight
20Demon
21Dire wolf
22Djinn
23Doppelganger
24Dragon
25Dryad
26Earth elemental
27Efreet
28Eye tyrant
29Fire elemental
30Gargoyle
31Gelatinous cube
32Ghost
33Ghoul
34Giant
35Giant {Animal} (p. 64)
36Giant centipede
37Giant crab
38Giant frog
39Giant scorpion
40Giant snake
41Giant spider
42Giant weasel
43Gnoll
44Goblin
45Golem
46Gorgon
47Gray ooze
48Griffon
49Hag
50Harpy
51Hell hound
52Hippogriff
53Hobgoblin
54Homunculus
55Hook horror
56Hydra
57Imp
58Intellect devourer
59Invisible stalker
60Kobold
61Kraken
62Lich
63Lizardfolk
64Manticore
65Merfolk
66Mimic
67Minotaur
68Mummy
69Myconid
70Naga
71Ochre jelly
72Ogre
73Orc
74Owl bear
75Pegasus
76Peryton
77Phase spider
78Piercer
79Purple worm
80Rakshasa
81Roc
82Roper
83Rust monster
84Satyr
85Shadow
86Skeleton
87Sphinx
88Stirge
89Succubus
90Tarrasque
91Treant
92Troll
93Tyrannosaurus
94Unicorn
95Vampire
96Water elemental
97Werewolf
98Wyvern
99Yeti
00Zombie


d34Bestiary
1animated armor: AC 18, HP 24, LVL 6, ATK weapon (d8), MOV 20’, MRL 12, NA d6 (0). Immune to mental effects. Dark vision. Held together by magic. Loud.
2bandit: AC 13, HP 4, LVL 1, ATK weapon (d6), MOV 40’, MRL 8, NA d8 (3d10). Like to ambush.
3basilisk: AC 15, HP 24, LVL 6, ATK bite (d10), MOV 20’, MRL 9, NA d6 (d6). Petrifies targets who look in its eyes and fail a CON check. Creatures take -5 to attacks while avoiding its gaze.
4black pudding: AC 13, HP 40, LVL 10, ATK touch (3d8), MOV 20’, MRL 12, NA 1 (0). Only vulnerable to fire. When hit by a non-fire attack, it creates a LVL 2 pudding that deals d8 damage. Dissolves metal and wood and can move across ceilings and walls.
5blink dog: AC 14, HP 16, LVL 4, ATK bite (d6), MOV 40’, MRL 6, NA d6 (d6). d4 × 10’ teleportation. Can to teleport into and then out of melee on their turn.
6brain flayer: AC 15, HP 32, LVL 8, ATK psychic or 4 tentacles (d2), MOV 40’, MRL 7, NA d4 (d4). Psychic attack either mind controls or deals 3d6 damage to a target up to 40’ away who fails a WIS check. Eats a victim’s brain d4 rounds after a tentacle hits. Inhuman motives, iron will. Levitates.
7bugbear: AC 14, HP 12, LVL 3, ATK weapon (d6), MOV 30’, MRL 9, NA 2d4 (5d4). +5 on surprise checks. Full of low cunning. Always hungry.
8bulette: AC 19, HP 36, LVL 9, ATK bite (4d12) and 2 claws (3d6), MOV 50’/10’ burrowing, MRL 11, NA 0 (d2). If cornered, it can leap 20’ forwards and attack with 4 claws.
9doppelganger: AC 14, HP 16, LVL 4, ATK bite (d12), MOV 30’, MRL 10, NA d6 (d6). Can duplicate nearby humanoids. Changes back when dead.
10dragon: AC 20, HP 40, LVL 10, ATK fire breath (90’ cone, damage equal to its own HP) or 2 claws (1d8) and 1 bite (4d8), MOV 30’ (80’ flying), MRL 10, NA d4 (d4). Enjoys flattery.
11eye tyrant: AC 19, HP 44, LVL 11, ATK bite (2d4) or eye rays, MOV 30’, MRL 12, NA 1 (0). Central eye creates 60’ anti- magic cone. Each of 10 eye stalks can fire a random spell (pp. 22-25) once per round. Megalomaniac.
12gelatinous cube: AC 11, HP 16, LVL 4, ATK touch (2d4), MOV 10’, MRL 12, NA 1 (0). Immune to lightning and cold. +5 on surprise checks. Touched targets are engulfed and take 2d4 damage each turn. Escape by passing a STR check.
13ghost: AC 19, HP 40, LVL 10, ATK life drain or possession, MOV 30’, MRL 10, NA 1 (1). Undead, silent, immune to mental spells. Only harmed by silver and magic. Life drain removes a random ability score point. Possession takes over a creature within 60’ who fails a WIS check. Complete a mission (p. 51) to let it rest. (Mission? {Mission} OR {Mission} OR {Mission})
14ghoul: AC 13, HP 8, LVL 2, ATK 2 claws (d3) and bite (d3), MOV 30’, MRL 9, NA d6 (2d8). Hits paralyze targets who fail a STR check for 2d4 turns. Undead, silent, immune to mental spells.
15giant: AC 15, HP 32, LVL 8, ATK weapon (2d8) or boulder (3d6), MOV 40’, MRL 8, NA d4 (2d4). Stupid.
16giant frog: AC 12, HP 12, LVL 3, ATK bite (d4), MOV 30’, MRL 6, NA d4 (d4). Attacks up to 15’ away with its sticky tongue. On a hit, target is dragged to its mouth and bitten. On an attack roll of 20, target is swallowed whole and takes d6 damage each round until the toad dies.
17giant spider: AC 13, HP 12, LVL 3, ATK bite (d6), MOV 20’, MRL 8, NA d3 (d3). Bitten targets who fail a CON check die in d4 turns. Paranoid.
18goblin: AC 13, HP 4, LVL 1, ATK weapon (d6), MOV 20’, MRL 7, NA 2d4 (6d10). Dark vision. Reckless, insane.
19gnoll: AC 14, HP 8, LVL 2, ATK weapon (2d4), MOV 30’, MRL 8, NA d6 (3d6). Lazy. Prefer bullying to combat.
20harpy: AC 12, HP 12, LVL 3, ATK 2 claws (d4) or song, MOV 20’ (50’ when flying), MRL 7, NA d6 (2d4). Song charms targets who fail a CHA check.
21hobgoblin: AC 13, HP 4, LVL 1, ATK weapon (d8), MOV 30’, MRL 8, NA d6 (4d6). Honorable warriors.
22kobold: AC 12, HP 4, LVL 1, ATK weapon (d4), MOV 20’, MRL 6, NA 4d4 (6d10). Prefer to ambush. Dark vision. Want to follow a strong leader.
23lich: AC 19, HP 44, LVL 11, ATK touch (d10), MOV 20’, MRL 10, NA 1 (1). Touch paralyses for 6 turns on a failed STR check. Undead, silent, and immune to mental spells as well as mundane, electrical, and cold damage. Owns 10 randomly generated spell books. You are beneath his notice. (SpellBooks? {SpellBook}, {SpellBook}, {SpellBook}, {SpellBook}, {SpellBook}, {SpellBook}, {SpellBook}, {SpellBook}, {SpellBook}, {SpellBook}.)
24mimic: AC 13, HP 28, LVL 7, ATK pseudopod (3d4), MOV 30’, MRL 9, NA 1 (0). Mimics objects. +5 on surprise checks. Sticky.
25ogre: AC 14, HP 16, LVL 4, ATK weapon (d10), MOV 30’, MRL 10, NA d6 (2d6). Stuffs creatures into a sack for later.
26orc: AC 13, HP 4, LVL 1, ATK weapon (d6), MOV 40’, MRL 6, NA 2d4 (d6×10). Takes -5 in full sun. Grognards.
27owl bear: AC 14, HP 20, LVL 5, ATK 2 claws (d8) and 1 bite (d8), MOV 40’, MRL 9, NA d4 (d4). Deals 2d8 bonus damage when both claws hit one target. Playful.
28purple worm: AC 13, HP 60, LVL 15, ATK bite (2d8) and sting (d8), MOV 20’, MRL 10, NA d2 (d4). If the bite attack rolls 5+ higher than needed, the target is swallowed whole and takes 3d6 damage each round until the worm dies.
29rust monster: AC 17, HP 20, LVL 5, ATK none, MOV 40’, MRL 7, NA d4 (d4). Dissolves and eats nearby metal.
30skeleton: AC 12, HP 4, LVL 1, ATK weapon (d6), MOV 20’, MRL 12, NA 3d4 (3d10). Undead, silent, immune to mental spells and piercing damage. Gleeful.
31treant: AC 17, HP 32, LVL 8, ATK 2 fists (2d6), MOV 20’, MRL 9, NA 0 (d8). Fears fire. +5 to surprise in a forest. Can turn up to 2 trees within 60’ into treants (who don’t have this power) over the course of two rounds. Self-righteous.
32troll: AC 15, HP 28, LVL 7, ATK 2 claws (d6) and 1 bite (d10), MOV 40’, MRL 10, NA d8 (d8). Recovers d6 HP/ round. Revives 2d6 rounds after death. Fire or acid lowers its max HP.
33vampire: AC 17, HP 32, LVL 8, ATK touch (d10) or gaze (charm), MOV 40’, MRL 11, NA d4 (d6). Undead, silent, immune to mental spells and mundane damage. Heals d6 damage per round. A touched creature loses a point from a random ability score. Gaze attack charms the target if they fail a CHA check. Can change to a humanoid, dire wolf, giant bat, or gaseous cloud at will. Repelled by garlic, holy relics, running water, and mirrors. Killed by sunlight or a stake through the heart. Dramatic.
34werewolf: AC 14, LVL 4 (HP 18), ATK bite (2d4), MOV 60’, MRL 8, NA d6 (2d6). Can shift between human and wolf forms. Only harmed by silver and magic. Fears wolfsbane. Humans who are bitten become a werewolf 2d12 days later if they fail a CON check. Tortured.
















Developer Notes

Feedback?

Check out my about page if you’d like to get in touch.

Why?

The tables in the Knave 2e rulebook are so great that being able to roll on them with a single click would be a godsend for speeding up prep and allowing for creating Chaos Spell books during play almost instantly instead of rolling on 4+ tables by hand.

Also, the tables in the Knave 2e rulebook are recursive, meaning that certain entries refer to other tables. The Knave 2e rules encourage you to just pick another entry if this recursion happens more than once (tables within tables within tables), but I thought it would be fun to fully automate the rolling process and allow for these crazy recursive rolls to happen.

Also, the Knave 2e rulebook encourages you to roll on many different tables to create single things like Generating New Spells requiring at least 3 rolls to generate, or generating relics requiring 5+ rolls. This combined with my desire to add my own tables encouraged me to implement “composite” rolls which roll on a bunch of different tables to generate more complex things like NPCs, Relics, Factions, etc.

How does this page work?

Basically, press a button to generate the specified thing (See the spell book, relic and patron buttons or the NPC button if you’re unsure of where to start).

The ordering of the Knave 2e tables follows their ordering in the rulebook. The organisation of my composite tables is based on my own preference but generally I’ve tried to organize the buttons into sensible categories to help me find the ones I need during play, prep or both.

If you’re curious to know exactly where the rolled results (recursive ones included) are coming from. The following button can be used to toggle between showing/hiding that information for new rolls.

Features I’d like to add

  • A roll history
  • Add a button to show the underlying table data for each of the buttons (Temporarily you can open the console in your browser of choice, F12 on Firefox, then check the gen_data which contains all the data for all the tables)
  • Add tables for generating more kinds of names, place names, monster names, patron/god names, faction names.

Credits

“Knave 2e” (https://questingblog.com/knave/) by Ben Milton is licensed under the Creative Commons Attribution 4.0 International license.

“donjon.bin.sh random token and name code” by drow drow@bin.sh is licensed under the CC0 1.0 Universal license.

“Onomastikon” by Kate Monk.