
The Game Master’s Book of Astonishing Random Tables: A Review and Creative Expansion
If you’re a Game Master (GM) looking to spice up your tabletop adventures with the unexpected, then The Game Master’s Book of Astonishing Random Tables is a must-have. This book is packed

A water weird as seen in the fifth edition Dungeons & Dragons Monster Manual. Might in fact be a weird result on table or chart while random dungeon building. Or is it the perfect monster for the ancient desert temple of the evil Elemental Water cult?! [Image courtesy Wizards of the Coast]
In this review, I’ll share an overview of what makes the book so useful, highlight some standout sections, and offer a brand-new table inspired by my favorite parts: dreams and weird stuff—particularly the eerie contents of hag lairs and objects that should never, ever be touched.
Why This Book Stands Out
The book is divided into dozens of themed sections, each offering random tables that help GMs generate unique ideas on the fly. The sheer variety is astounding, making it equally useful for long-term campaign building or last-minute prep.
What you’ll find inside:
- Character details: Unusual personality quirks, motivations, and goals for NPCs.
- World-building prompts: Town names, mysterious locations, and political factions.
- Adventure elements: Magical mishaps, dungeon traps, and strange treasures.
- Weird stuff: The section that steals the show for me, offering truly bizarre and imaginative elements that can push a campaign into surreal territory.
Whether you’re running a grimdark horror game or a whimsical high-fantasy romp, this book has something to offer.
Favorite Sections: Dreams and Weird Stuff
Two sections that stood out to me were Dreams and Weird Stuff. They’re perfect for creating eerie, surreal experiences in your game.
Dream Tables
The dream tables help you craft strange and vivid visions for your players. I am a huge fans of using dreams as a gateway in my games, both figuratively and even on occasion literally. Dreams can be cryptic omens, psychological reflections, or just pure nightmare fuel. I’ve found these tables useful for everything from foreshadowing major plot points to unsettling players during a long rest.
Weird Stuff: Hag’s Lair & Things You Shouldn’t Touch
The entries here are gold for GMs who love adding unsettling details to their worlds. The “Hag’s Lair” table offers creepy objects you might find while sneaking through the den of a malevolent witch, while “Things You Shouldn’t Touch” presents cursed or dangerous items designed to pique player curiosity—with potentially disastrous results.
Additional Table: Weird Dream Fragments
Here’s a new random table to expand the dream section. Roll a d12 whenever you want to inject a surreal, mysterious dream fragment into your game:
d12 | Dream Fragment |
---|---|
1 | You’re walking through an endless forest where the trees whisper your name, but in voices you don’t recognize. |
2 | A black sun rises over a crimson sea. You taste salt and ash on the air. |
3 | A mirror floats before you, showing your reflection—but it’s laughing silently while you stand still. |
4 | You hold a key made of bone. It hums with a melody you can’t forget upon waking. |
5 | Your feet sink into a floor made of soft, breathing flesh. It feels disturbingly warm. |
6 | A thousand golden eyes open in the sky, watching you without blinking. |
7 | You hear distant music—a lullaby—played on broken strings. Shadows dance around you. |
8 | The stars rearrange themselves into symbols you almost understand but forget as soon as you wake. |
9 | You’re endlessly falling, but the ground below is a reflection of the sky above. |
10 | A figure with no face offers you a cup of silver liquid. You drink, and your tongue turns to stone. |
11 | Birds with human faces sing riddles from the branches of a tree that bleeds sap like tears. |
12 | You stand at the edge of a cliff. Below, an ocean of hands reaches up, grasping at the air. |
Practical Advice for GMs
- Use tables sparingly: Don’t overwhelm players with randomness. Pick and choose moments where these prompts enhance the narrative.
- Foreshadowing: Dreams and weird objects can hint at future plot developments or reveal hidden truths.
- Player agency: Let players interpret strange dreams or decide whether to interact with dangerous items.
Final Thoughts
The Game Master’s Book of Astonishing Random Tables is a treasure trove for creative storytelling. It saves time, fuels inspiration, and makes your games unforgettable. By adding your own twists—like the Weird Dream Fragments table above—you can personalize the experience even further. If this book is not already on your collection do yourself a favor and grab a copy. You can do so here.
If you’re a GM looking to inject some chaos and wonder into your games, this book deserves a spot on your shelf. Thanks for reading. Until Next Time, Stay Nerdy!!
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