1d12 Random Potion of Appearance Effects for any Fantasy RPG.

Roll 1d12 and consult the following table. Potion effects wear off after 1d12 hours when applicable. AND

Roll 1d12 at least once per travel session.

Roll 1d12 and consult the following table. Potion effects wear off after 1d12 hours when applicable.

  1. Slow Shrinking: Character loses approximately one inch of height per minute for 1d12 minutes.
  2. Slow Growth. Character gains approximately one inch of height per minute for 1d12 minutes.
  3. Hair Growth: Character grows 1d12 feet of hair uncontrollably, even from places hair doesn’t normally grow! Can be cut/trimmed/shaved as normal.
  4. Hair Loss: All of the character’s hair falls out. Grows back as normal over the regular number of days/years.
  5. Skin Thickening: Character suddenly grows a full inch deep layer of thick, callused, numb skin over the entire body. Returns to normal when the potion wears off.
  6. Bright Glowing: Character begins to glow brightly after 1d12 minutes. Regardless of clothing/armor, the glow is as bright as an open bonfire until it wears off.
  7. Opacity Reduction: (This one is kinda euww.) Character’s skin becomes 90% transparent. Whatever muscles, bones, or blood vessels are under the skin become visible until the potion wears off.
  8. Toenail Growth: Fingernails/Toenails and even horns/claws permanently grow 1d12 inches until trimmed/cut.
  9. Bizarreness: Character’s eyes, ears, nose and mouth sprout 1d12 inch tentacle stalks, wiggling about on the ends. Character must concentrate to look in a specific location until the potion wears off.
  10. Sweaty Mucus: (This is pretty euww.) Character emits a thick, green, slippery, strange-smelling mucus through pores in the skin until the potion wears off. Bonuses/Penalties subject to GM approval.
  11. Bug Eyes: Character’s regular eyes are replaced by large, geospherical insectoid eyes until the potion wears off. If the character was already an insect, the effect is reversed giving human appearance until it wears off.
  12. Awkward Bloating: Character puffs up like a marshmallow. No physical effects, it just looks inflated.
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1d12 Temporal Fantasy Forest Camping Hazards.

Roll 1d12 at least once per travel session.

  1. Swarming Mosquitoes of Unusual Size: They are huge. Camp was accidentally set too close to their breeding ground. They bite. The may possibly be carrying disease. They are large enough to carry off a fully loaded pack mule en masse. Fire and smoke repel them.
  2. Quick Mud: Character rapidly sinks 1d12 feet into a seemingly normal patch of ground. Drowning may result per quicksand rules. (1d12’x 5′) x (1d12′ x 5′) patch of ground.
  3. Contaminated Water Source: A magic user upstream has dumped a bunch of magical potion ingredients and it ended up pooling near camp. Drinking and cooking with this water may likely have some freaky effects. Bathe in it at your own risk.
  4. Whirling Dervishes: Strike the camp randomly at awkward momentsThese miniature tornadoes are attracted to the spot where the group has set up camp. They will blow tents around, possibly spook the group’s animals and extinguish campfires. Overall they are harmless, just very annoying gusts of wind.
  5. Ants! If you thought the mosquitoes were bad, these ants are more efficient and apparently hungry. The group must have accidentally set their campsite up near the ant hill. The ants will make off with as much food and other edible provisions as they can carry.
  6. Magical Magpies: nest nearby. They are harmless, but imitate the voices of any conversation within range making things very confusing.
  7. Dungeon Entraaaance! Somehow the group manages to set up camp near the entrance to an abandoned underground complex of the GM’s making. One character will accidentally fall into a hole leading to the complex. Lucky them?
  8. Raspy Berries: Raspberries plucked from a nearby bush seem perfectly normal. For some magical and unknown reason, these berries cause whoever eats them to be afflicted with a hoarse, raspy voice for 1d12 hours.
  9. Mice: These mice live in a nearby tree stump and will try to sneak into camp for food, warmth and polite conversation. They are harmless regular mice except they are moderately intelligent and can speak. Let the cartoonish antics begin!
  10. Fungus Among Us: Rapidly advancing magical moss from nearby trees blankets anything it touches in a matter of hours. It covers one 5′ square per hour advancing toward the group’s campsite. It is otherwise harmless, just slimy and annoying.
  11. Spiders! These extremely zealous web weavers cover the area while the group sleeps in sticky white webbing. There is a chance the group can see these mostly harmless pests coming by observing their surroundings. However, if the group stumbles too close, a hatching cloud of the baby arachnids might rain down upon them. At least they’re not venomous.
  12. Freaky Firewood: The group has managed to acquire firewood from a sleeping treant. Hopefully they only picked up discarded branches from the ground nearby, but it might wish to speak to them about that fire. (Intended as a non combat encounter.)

D12 Tables

1d12 is my go-to die for random tables in just about every campaign, every system.

I could make a 1d12 table of 1d12 tables I want to make.

That’s how much fun they are. I won’t bore you with that one here, but it could be done. I make d12 tables a lot for just about every game.

I make 1d12 tables for a lot of odd random things as a DM, though. They add all kinds of spicy goodness to bland encounters. They work for weather, travel, global events, some NPC attitudes, and of course, random monster encounters. I know I’m old school, but I still believe in the old wandering monster table. Because maybe the troll down the hall decides to go for a stroll about the time the party thinks they’re going to rest. Bwah ha ha! Rolled an 11. Meet the troll.

I think the d12 is the most underrated dice in any game, except ICRPG. Yay! I suppose they’re good in SWADE and EGS, too if I remember right. But D&D and Pathfinder are very reserved in their use of the d12. My solution is to use them for any and every thing I can think of. I carry the things for fun every day. Really.

My players have called me out on it in the past. I have a pattern for most of my tables. You can probably guess the pattern. 1’s are, of course going to be catastrophically bad or unwanted news. 12’s are, naturally, something favorable or at least more favorable. 2-3 are usually something unwanted but not scary bad. 10-11 are usually the pretty good end of whatever the table is. Everything else is likely meaningful but random. I’ve done more random variants, but that’s the gist.

I have more d12s in my bag than d20s. Yes, I rolled a Nat 12!

Let me throw down a sample:

Roll 1d12. Average Night at the Stable:

  1. The stable catches fire! If the group has mounts there, the animals are in danger! One of the stable hands running into the inn a major panic to get help and save the animals.
  2. Horse thieves! Choose a random party member who had a mount in the stables. Their mount is now missing.
  3. Oops. The stable boy accidentally left the stall door open when he was cleaning. Choose a random party member. Their mount is now out wandering around somewhere.
  4. Asleep on the job. Stable keeper accidentally loaned one of the characters’ mounts out to a local merchant. The animal is treated well, but won’t be in the stable until the next night.
  5. Where did they find this kid? The stable boy decided to ignore his chores. The animals are not fed or watered, and stalls are not cleaned out. This will lead to somewhat moody, fatigued, smelly mounts the next day.
  6. All is well. The stable keeper feeds the all of the animals a treat! Unfortunately, it doesn’t agree with one of the mount’s tummies the next day. (Choose a random mount.)
  7. All of the mounts are well fed, well treated, and are ready for action the next day.
  8. The stable keeper notices an issue with a horse shoe and takes care of it, free of charge. He lets the group know the next morning.
  9. The stable keeper chases off a predator outside the stable. He lets the group know about it in the morning. One of the characters’ mounts is still skittish. The stable keeper will offer to loan out his personal thoroughbred for free if desired.
  10. The mounts are well-loved. They receive a +1 discretionary bonus to any one given roll during the day.
  11. What’s in that feed? Whatever the stable keeper fed the mounts, is working very well. The group receives an Advantage on any ONE given roll related to travel or the mounts.
  12. Holy buckets! The mounts are well fed, loved and ready to go! ALL mounts gain a +1 discretionary bonus and Advantage on one travel/mount related roll. They will also automatically pass the first morale roll within 24 hours automatically! The mounts are happy.

D12 Subplots for Power Rangers RPG

Two quick tables to inspire the GM.

Roll 1d12 to determine this week’s non-specific subplot.

  1. Shutterbug! Someone snapped a pic of a Ranger morphing. What will happen to the pic? The Ranger? The person who saw it?
  2. Imposter! Someone is going around school bragging about being the Red Ranger. It’s all fun and games until real trouble starts.
  3. Homework. Someone has gotten a little behind on their classes and has papers due and a major chemistry test tomorrow. Help!
  4. Cheesecake. One Ranger’s favorite food is going missing all over town. Who’s behind it and why?
  5. Collateral Damage: The group runs into someone whose home was crushed during a Megazord battle. Impassioned pleas for assistance fall on Ranger ears.
  6. College Scout: A recruiter for a major university is looking for fresh talent and has heard of one Ranger’s ability in that sport. Will he/she be there in time for the big day?
  7. Birthday: The group is planning a surprise party for one of the other Rangers. Unfortunately, it’s tough to keep it a secret and plan the party in the midst of monster battles.
  8. Teleporter Glitch: Electromagnetic interference from Earth’s atmosphere knocks the teleporter and the Ranger comms temporarily offline and scatters two of the Rangers to Italy and South Africa. The rest of the group is forced to get by while the two stranded Rangers try to get home.
  9. Puppy Sitter: One of the Rangers temporarily inherits custody of a precocious, adorable, troublesome, high maintenance puppy dog.
  10. Celebrity Status: One of the Rangers makes a big headline while morphed. The reporter is trying to make one of the Rangers famous by reporting all of their exploits in excruciating detail.
  11. Call of the Job: One of the Rangers has been offered a great new job, but it begins to distract from school, Ranger duty, and relationships.
  12. Big Crush. Someone at school has a major crush on one of the Rangers. This is made more complicated by whatever monster the group is facing this week grabs him/her as a hostage.

Bonus Table: Random Locations for Monsters to Appear:

Roll 1d12 to determine where this week’s monster might pop up first.

  1. Park. Lots of playground equipment and innocent bystanders.
  2. Sewer. Random and euww stuff around.
  3. In front of the Local News Channel.
  4. The popular kids’ hangout.
  5. High School. Middle of the day.
  6. Senior Citizen’s Center.
  7. Popular Restaurant.
  8. Amusement Park/Carnival.
  9. Grocery Store.
  10. Baseball Field (Or whatever sport is in season.)
  11. Swimming Pool.
  12. Random Back yard in the residential area.

Random Power Rangers RPG Monster of the Week Names.

Roll 1d12 and consult the following table:

  1. Fire Marshall X
  2. Wild Drill Icebox
  3. Clam Trap
  4. Boom Trunk
  5. Pug Boat
  6. Lag-O Lamb
  7. Beast Boxer
  8. Blowhard
  9. Coffee Cat
  10. Tenticlare
  11. Splitzen
  12. Binderino

Bonus Table: Plans to defeat the Rangers

Roll 1d12 on the table below to see what the random threat this week is going to try to do to our heroes.

  1. Infesting the city with camera drones to reveal their secret identities.
  2. Contaminating all the drinking water with a transformative substance.
  3. Trapping one of them in a seemingly inescapable bubble.
  4. Putting one or more them to sleep with special poison darts.
  5. Luring one or more Zords into a snare.
  6. Posing as regular people to find the Rangers secret base and destroy it.
  7. Kidnap one Ranger to lure the rest into a diabolical trap.
  8. Posing as the Rangers doing bad things to ruin their reputations
  9. Disabling their Morphers with an energy pulse.
  10. Wiping their memories with a spell.
  11. Using an energy pulse to cause a strong emotion in one or more Rangers.
  12. Encasing them in cement, foam, or some other gooey substance.

1d12 Weird Rumor Table

Just a fun d12 rumor table to use/re-use. No system attached.

Roll 1d12 when your group enters any small fantasy town and consult the chart below:

1. The town was built on top of a necropolis of ancient crypts, but the entrance has never been found by anyone who lived to tell about it.
2. The old, drunken derelict on the street is actually the richest man in town before he learned a dark secret and turned to drinking.
3. It’s not safe to wander out of town at night. There are frightening wild beasts roaming around after dark.
4. The mayor hasn’t aged in thirty years since she took power.
5. Every residence in town has one or more spirits living in/around it.
6. The old abandoned well outside of town is said to have magical wishing powers.
7. The hired help at the inn steal from guests while they’re sleeping. Plus the innkeeper waters down all the drinks to save on expenses.
8. On a clear night mysterious lights can be seen moving around in the sky above the town.
9. The town’s undertaker is actually a ghoul.
10. The local apothecary dabbles in this weird magic he calls, “science.” He has all sorts of “experiments.” Some of them are extremely dangerous.
11. A local cleric has been known to give gold to anyone who visits him. No one knows where all of his gold comes from.
12. The area is infected with wild magic from an accident. There used to be a wizard’s tower in the center of town before it vanished under frightening circumstances.

For added fun: Roll another 1d12.
1.- Not only is the rumor true, but powerful evil beings/dark magic is behind it.
2-5. Rumor is true. The group may wish to investigate for further details.
6-9 The rumor is convincing, but false. The group may believe it if they wish.
10-11. It’s false. No doubt about it.
12.The rumor is true with a twist. The person or phenomenon in question actually has beneficent (good) cause.

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