7. An orange tabby cat, alive, unharmed, healthy. The box is clean and dry on the inside. No return address. No note. Meow.
What’s in the box?
Content Warning: Descriptions of gore. May be traumatic for some readers.
(Today’s random d12 table was suggested by @FreighterOne on Twitter.)
A strange box arrives addressed to one of the characters. What’s inside? Roll 1d12 and consult the table below.
A human head, wrapped in plastic wrap. It’s been in there a while judging by the smell. No note or anything accompanying it.
Completely full of ribbon candy, cinnamon disks, butterscotch lozenges, lemon drops, and other hard candies. A simple handwritten note says, “Enjoy. Don’t get a tummy ache. Watch out for tooth decay.” No signature or return address.
A Blue Yeti Microphone. The address on the box is the character’s name and proper address. The note inside says the mic is a gift to “Night Whispers ASMR,” a popular YouTuber that shares the same real life name as the character. Only when they look on YouTube, there is no such channel.
A 9″x13″x3″ box full of dead bugs. No return address. The note inside is an ad clipped from the newspaper that says, “I baked you a cake.”
A large box full of used cat litter. The return address is Mr Fluffles, Eerie Ohio. The note inside is simply a paw print on a piece of plain white paper.
A small box containing 16 rusty, straight square nails. The return address simply says, “Tombstone.” The note inside the box says, “For your coffin.”
A White Bunny Rabbit- alive, unharmed, healthy. The box is clean and dry on the inside. No return address. No note. Seems unusually observant.
The outside of the box is marked with biohazard warnings. If anyone foolishly opens the box, there is a broken glass container inside. The letter on the inside says, “If this box arrives broken or damaged, go to the nearest hospital immediately. This box contains a parasitic spider carrying a highly contagious necrotic plague. If still healthy after three days, you may leave quarantine. Please return this package to Site 14 as soon as possible.” The return address simply reads “SCP Foundation Site 33.”
A large box containing a bottle of fine wine and a cake that says, “Happy New Year 1953.” The address is correct, but the name is incorrect. The return address is Ferdinand P. Gently, 666 N. Pine Blvd. Eerie, Idaho. Further research indicates Ferdinand passed away from natural causes in 1972. The cake is fresh and edible. (Chocolate slab cake. Quite delicious.) The wine is outstanding, maybe 100 years ole?
Old Christmas ornaments and a string of lights. Return address is S. Klaus. 001 Factory Lane, North Pole. The note inside simply says, “Merry Christmas.”
It contains 4 rings, a dull hunting knife, an old .38 revolver and a severed human hand that matches the character’s DNA. The note inside says, “I told you you’d put an eye out with that thing.” The character’s name and address are also listed as the return address.
What appears to be a small, mummified extraterrestrial being in a strange metal sarcophagus. No note. No return address.
Random messages from beyond the grave.
Roll a d12 and consult the table below for messages caught on EVP or just heard around paranormal activity (“haunted” houses/buildings/etc.)
“Hitler won World War Two.”
“Leave here. Now. Go away.”
“The water is too hot. Turn the faucet off.”
“Where are we?”
“This is Ashtar of the Galactic Command. Stay tuned for and important message.” (Nothing discernable follows.)
“We’re all fine here. How are you?”
“The horses are in the paddock.”
“Look in the old rectory.”
“Grandma. I can’t find Grandma. Where’s my grandma?”
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:
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.
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.
A collar that turns the wearer into a cocker spaniel puppy when worn. Effect ends when the collar is removed.
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.
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.
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.
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.)
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.
+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.
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.
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.)
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.
The characters find an empty room or antechamber in the dungeon they are exploring. Roll 1d12 and consult the table below:
The room is actually filled with invisible furniture.
A single copper piece in the center of the room on the floor.
Three candles on a candelabra, lit. They are burnt down at an exact 45 degree angle from one another and never seem to burn down past that point. The candles can be extinguished and relit and will never burn down. Otherwise ordinary…
A humanoid skeleton lies crumpled in the corner. No cause of death is obvious. It has been there a very long time and has no possessions except clothing.
A floor covered in thick dust. there are marks in the dust as if a biped dragged something heavy across the floor into the opposite wall.
A small abandoned campfire, an empty wineskin, and some animal bones.
A table covered with empty liquor bottles. The labels on the glass bottles are strangely printed from another time, possibly another dimension.
A note, sealed with wax, specifically addressed to one of the characters sits just inside the door. It reads, “Turn around and go back out. Don’t ask. It’s just better this way.” How the note got there and why are up to the Game Master.
A mirror hangs down from the ceiling on a wire at exactly head level for the character first viewing it.
An obviously full sack. (See sack contents sub table below.)
A large mural on the wall depicting the empty room, only with a red carpet in the middle of it.
A rope that hangs from the ceiling that rings a bell. What or who the bell summons is a mystery for the Game Master.
Sub Table 1-1: Stuff in the sack.
Roll 1d12 for the sack’s contents.
Full of manure, offal, or poop. (You were warned when you could smell it.)
A humanoid head or skull. No magical properties.
A live snake of the GM’s choosing.
1d100 x 5 Gold coins.
Solid gold goblet, plate, and dinnerware.
Several ordinary rocks and sand to precisely weigh something down with.
Coiled rope tied up in a ball.
Several pieces of parchment paper and cloth balled up.
For Dungeon Crawl Classics or any D20 compatible and #OSR Fantasy RPG.
Healing with double the normal effects, but the character also grows discolored bumps on their skin for 1d8 days afterward.
Shrinking, but the character shrinks begins to recover at a rate of one inch per hour until normal size again.
Etherealness but the imbiber can’t return at will. Potion wears off in 1d24 hours.
Hulking Strength: user doubles their normal damage for 1d7 turns before gaining one level of exhaustion. The exhaustion can be removed by normal means,
Invisibility but the user can be seen in mirrors and mirrored surfaces. Also, duration is 1d14 hours and can no longer be broken at will. All worn/carried items stay visible at all times.
Hallucination: The user thinks all kinds of cool things are happening when really they’re just sitting/standing there drooling on themselves. Lasts 1d12 hours. (Might want to keep an eye on that character.)
Fire Breathing but it only emits from the user’s nose.
Clam Diving: Sort of like a potion of water breathing but only lasts 2d4 rounds.
Spider Climbing but the character sprouts 4 extra legs and two extra sets of eyes for 1d8 hours. Climb speed 40′. Character has a craving for insects.
Troll Growth: The imbiber’s limbs become double normal length with thin, stretched, pale green skin and gnarled, knotted appearance. Hands and feet double in size and grow grotesque blackened nails. The body stays mostly the same. The head and face grow larger and take on the appearance of a troll with green skin, a long nose and black eyes. Character inflicts damage, etc as if they have an 18 Strength. The character also regenerates 1d6 hp per turn and takes on vulnerability to fire. Lasts 1d7 hours.
(Delusional) Treasure Finding: Works as a Potion of Treasure Finding but has a 50% chance of leading the character to a pile of junk or foul smelling offal instead.
Super Duper Healing! Works extremely well. Restores ALL lost hp regardless of damage total. Yes. That’s it.
Green slime infestation. Several yards of the acidic green stuff along the bank.
A kindly old man fishing. Could be a dragon in disguise? Could be an old wizard? Could be an angelic being of some sort? Maybe a demon? Only one way to find out. Might literally just be an elderly human who lives nearby.
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.
Slow Shrinking: Character loses approximately one inch of height per minute for 1d12 minutes.
Slow Growth. Character gains approximately one inch of height per minute for 1d12 minutes.
Hair Growth: Character grows 1d12 feet of hair uncontrollably, even from places hair doesn’t normally grow! Can be cut/trimmed/shaved as normal.
Hair Loss: All of the character’s hair falls out. Grows back as normal over the regular number of days/years.
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.
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.
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.
Toenail Growth: Fingernails/Toenails and even horns/claws permanently grow 1d12 inches until trimmed/cut.
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.
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.
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.
Awkward Bloating: Character puffs up like a marshmallow. No physical effects, it just looks inflated.
1d12 Temporal Fantasy Forest Camping Hazards.
Roll 1d12 at least once per travel session.
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.
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.
Contaminated WaterSource: 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.
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.
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.
Magical Magpies: nest nearby. They are harmless, but imitate the voices of any conversation within range making things very confusing.
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?
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.
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!
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.
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.
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.)
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.
Let me throw down a sample:
Roll 1d12. Average Night at the Stable:
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.
Horse thieves! Choose a random party member who had a mount in the stables. Their mount is now missing.
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.
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.
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.
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.)
All of the mounts are well fed, well treated, and are ready for action the next day.
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.
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.
The mounts are well-loved. They receive a +1 discretionary bonus to any one given roll during the day.
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.
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.
Roll 1d12 to determine this week’s non-specific subplot.
Shutterbug! Someone snapped a pic of a Ranger morphing. What will happen to the pic? The Ranger? The person who saw it?
Imposter! Someone is going around school bragging about being the Red Ranger. It’s all fun and games until real trouble starts.
Homework. Someone has gotten a little behind on their classes and has papers due and a major chemistry test tomorrow. Help!
Cheesecake. One Ranger’s favorite food is going missing all over town. Who’s behind it and why?
Collateral Damage: The group runs into someone whose home was crushed during a Megazord battle. Impassioned pleas for assistance fall on Ranger ears.
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?
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.
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.
Puppy Sitter: One of the Rangers temporarily inherits custody of a precocious, adorable, troublesome, high maintenance puppy dog.
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.
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.
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.
Park. Lots of playground equipment and innocent bystanders.