1d12 Minor Magic Items.

Use these 12 items at your own risk. They have not been thoroughly tested.

Compatible with most D20 Fantasy RPGs.

Roll 1d12 and consult the table below:

  1. Bag of Rat. This small pouch contains one fairly large white rat. Only one rat may be summoned per day (Long Rest.) The rat will follow the pouch owner’s commands but will not put itself knowingly in danger.
  2. A small pouch full of pills that grant 60′ Darkvision, also to see into the Ethereal Plane, and mild hallucinations. Darkvision/Ethereal sight last 1d4 hours. Mild hallucinations last 1d6 hours. Roughly 30% of these pills see into the Astral Plane instead.
  3. A collar that turns the wearer into a cocker spaniel puppy when worn. Effect ends when the collar is removed.
  4. Climbing claw. Not enough to scale a wall by itself but provides a +2 (Or 10% Old School) bonus to climbing attempts. Treat as a +1 magical exotic weapon in combat that deals 1d4 damage on a successful hit. Its mate may still be roaming the Material Plane somewhere.
  5. Mijo’s Boots of Jumping: These low cut letter boots with a trademark red swoosh on the side that adds a 6′ vertical leap or an additional 10′ running leap.
  6. Bunny Ears: this very strange headpiece resembles a pair of velvet rabbit ears. They add +2 to perception checks (sound) or (+10% Detect Noise Old School) They move on their own and make the wearer look cute, too.
  7. The Faceplate of Augh! This minor magical metal faceplate fits snugly onto most metal helmets. It’s visage is that of someone screaming in terror or possibly agonizing pain. +1 AC bonus. (Or -1 AC modifier Old School.)
  8. Bottomless Potion of Fizzy Water. This metal test tube style flask is filled with a colorless bubbly liquid with a mild lemon/lime flavor. The liquid can heal 1d4 hp per day (per Long Rest.) May cause drinker to burp a little.
  9. +1 Sharpened Screwdriver. This tool is useable as a large flat screwdriver, chisel, crude lockpick, piton, pry bar or stabby implement. Treated as a +1 dagger for purposes of dealing damage. Will not break if used to pry or chisel.
  10. Camouflage Polish: When applied to metal armor it allows the wearer to move less seen in the shadows. It also acts as a mildly magical sound buffer if applied to jingly chainmail or clanky plate armor. Negates armor stealth penalties for 1 day per application. +2 Stealth (+10% Hide/Sneak Old School.) Bottle contains 1d6 applications when found.
  11. Recurring Beads of Water Droplets: This pearl necklace has three large detachable stones on it. When the command word is spoken, the 3 light blue stones turn into baseball sized balls of ordinary water. The blue stones reform once per day (Once per Long Rest.)
  12. Ring of Splat Falling: This magical ring turns the wearer into a clear black gelatinous ooze on command when falling. The wearer and all worn/carried items will hit the ground with a loud splat but will be unharmed. It will take the user 1d8 minutes (or 1d8 x 10 rounds in combat) to pull themselves back together and become solid again. In goo form, the wearer will be unable to perform any actions or cast any spells until all of the droplets of jelly come together and reform. All of the droplets will try to find the largest mass and come back together. The wearer’s body and items will always be present once reformed.

D12 Dice-o-Nautica US Edition.

Just don’t roll a one. 😛

Roll a d12 to determine which strange place you visit today.

  1. Open Sewage and Manhole Cover Museum in Cape Giradeau, MO.
  2. Middle of nowhere Ohio.
  3. Random grid coordinates of a former town in Utah.
  4. World’s Largest Ball of Twine (One of them) somewhere in Missouri.
  5. The First Sex Shop ever erected in San Francisco, USA.
  6. Grid coordinates of an abandoned shack in New Mexico.
  7. Underneath an old bridge in central Minnesota.
  8. Coordinates in the middle of the Hudson River, New York City.
  9. Reference to a salt mine underneath a small town in Colorado.
  10. Boone, IA. Bring your own trailer. Largest elderly population in Iowa.
  11. A broken down Acme toy factory in Illinois.
  12. An abandoned campsite in Northern California.

d12 Tables Terrain for Hex Crawl

The starting hexes for my DCC hexcrawl campaign. These tables have not been thoroughly tested yet. Constructive feedback welcome.

Working on building random Hexes and Events for my Dungeon Crawl Classics Hexcrawl game.

Roll 1d12 or choose as appropriate.
(If the Judge deems necessary, the terrain may match a connecting hex.)

  1. Chaos! Roll on the Elemental Chaos table.
  2. Arctic. Snow and ice everywhere. Sudden windstorms and freezing temperatures.
  3. Tundra/Taiga. Frozen plains with some forested area possible.
  4. Civilization! Roll for size and disposition on Urban Settlement table.
  5. Temperate Forest. Deciduous Trees and conifers. Fairly dense underbrush.
  6. Plains. Grasslands with an occasional tree or pond.
  7. Grassy Hills. Rolling hills covered in grass. Occasional tree or pond.
  8. Water. Could be the start of an ocean or just a lake or river. Roll 1d12 for adjoining hexes. 1-7 = Water (same type.) 8-12 = Land.
  9. Swamp. Thick vegetation. Lots of water. Lots of living creatures.
  10. Desert. Sand everywhere. Very little by way of water or vegetation.
  11. Mountains. Jagged rocks, valleys, canyons and of course, mountains.
  12. Jungle: Vegetation thick and overgrown everywhere. Very warm.

Elemental Chaos Subtable:

  1. Water
  2. Ice (Water/Air)
  3. Steam (Fire/Water)
  4. Mud (Water/Earth
  5. Earth
  6. Dust (Air/Earth)
  7. Magma (Earth/Fire)
  8. Fire
  9. Smoke (Air/Fire)
  10. Air
  11. Aether (Ghost/Spirit World) Keeper may wish to roll terrain above.
  12. Astral! Air is still breathable, but all other terrain effects are completely chaotic.

Civilization and Ruin Subtable

Roll 1d12 or choose if Keeper deems appropriate.

  1. Necropolis: There once was a thriving settlement here. Now abandoned and in ruin. Could easily be populated by any number of creatures, demons, or un-dead.
  2. Empty.
  3. Small settlement, no larger than 100 beings.
  4. Road. May be only traces of an old road or trail
  5. Village. 100-200 beings.
  6. Dungeon! An underground complex filled with treasures and monsters.
  7. Eerily Empty.
  8. Abandoned settlement or village. Why is it empty now?
  9. Hidden settlement. 1-120 beings living in the terrain out of sight.
  10. Town. 200-300 beings with most amenities, trade, and services.
  11. Hidden lair: A dragon, demon, powerful un-dead, elemental, giant, or other huge nasty dwells here out of sight.
  12. City or large civilized area. May include a castle, keep, or fortress.
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