Captain, sensors indicate a breathable atmosphere on the planet, but…
Roll 1d12. Please have other dice on standby.
Super heavy gravity. Roll 1d10+1 times normal Earth gravity.
Massive wind storms dot the planet.
Innately hostile flora and fauna have adapted to other toxins on the planet’s surface.
A serious lack of water on the planet contributes to massive dust storms.
It’s breathable, but… The humidity is 200% that of Earth. Most of the planet is water covered in dense fog. It’s pleasant minus the almost constant rain.
It’s basically a hollow moon with lots of deep craters that somehow conspired to maintain an atmosphere. The plant life all growns deep underground.
The inhabitants don’t exist in a visible spectrum available to human eyes.
Pollution in the air, water, and soil is almost toxic to most beings. The previous residents really made a mess of things before they died or abandoned the planet.
Geomagnetic and electrical storms pound the planet day and night. The planet is bathed in constant darkness, with sunshine being only about 4 Earth hours long on a given day. The planet sits in orbit behind a jovian planet’s shadow.
Low gravity. Roll d00% for the fraction of 1G. Bouncy!
Mountainous planet with most of the breathable air being at low altitudes. There are also some big creatures down there at those altitudes.
The planet is currently experiencing an ice age. It’s a lot cold down there.
1d12 Things found floating in or around asteroid fields.
Clank! The ship finds an abandoned electrogravitic mine! It might even still go boom. Or maybe it won’t? Sure hope we can figure out how to detach it,.
Bleep. A forgotten? alien probe is floating around out here. Who and what it reports-to is anyone’s guess.
Halp? A distress beacon from a ship stranded deep within the field. It may or may not still be there. Someone got stranded. Seems harmless enough.
Grawr. Giant space worms with massive teeth lurk within nearby asteroids.
What the?!? A giant space tardigrade floats by. It’s alive.
Tong-tong-tong. A space train of full ore cars seems to be looking for a ship to dock with.
Ping. A long deserted ship floats by. It’s on minimal battery reserve and almost no life support. It’s an old mining ship from some long dead world. It’s as if the crew fell prey to some kind of vicious xenomorph. There might even be eggs still on board.
Tink tink. A rogue mining operation has taken up residence in a large nearby asteroid. They aren’t hurting anyone, but they’re officially not supposed to be there.
Swish. A stellar cloud of ice, iridium space dust, and radiation create a deadly combo that knocks sensors offline and interferes heavily with communication.
Hmm. A seemingly innocuous vessel detaches from one of the asteroids and leaves the field in a hurry. If questioned, they seem to be regular cargo haulers. If searched, it eventually becomes apparent they are smugglers.
Alert! Space pirate vessel detected. Shields up. Red alert. They apparently have a stash in one of the asteroids.
Vreeep Pew Pew Pew! A series of especially aggressive Kill Satellites have opened fire on your vessel. An unknown species built them, possibly as a doomsday weapon. They seem to be coming from an automated facility in one of the asteroids. Good luck, commander.
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 Ways to Stumble into a Fantasy Dungeon and 1d12 Freakish but mundane nighttime occurrences.
The way into freakishly large, scary, underground complexes isn’t often marked by road signs and tourist maps.
Roll 1d12 and consult the table below:
While wandering off the road to go to the bathroom, a random character tumbles down into a concealed pit. Take falling damage for a 40′ drop and look up to discover a very old necropolis.
A couple of farm kids clearing a field piled up some funny looking rocks with symbols carved into them. Late one night a portal to some sort of maze opened in the new field.
A Well Digger is reported missing while working on the town’s new well. He fell down onto a buried ziggurat with a large aquifer flowing around it. The Well Digger is okay aside from some bumps and bruises. Who knows what was down there in the dark with him.
A local cleric discovers a secret passage leading to a previously unknown and unmentioned series of underground passages. He did not dare venture further into them alone.
The group is gathering some firewood for the night and wanders right into the entrance of a bramble maze.
The braying of wolves and flashing of will-o-wisps can be found on the moors late at night. One particularly playful wisp teases the group until they follow it to a mysterious cavern entrance.
Insect plagues and stinging insect attacks are on the rise in a nearby farming village. This prompted the discovery of an enormous hive on the side of a cliff facing.
A seemingly random monster attack in the middle of the night by some sort of burrowing beasties leads to a chase through their tunnels right into a complex underground lair.
A hunter (perhaps someone in the group) following game down an old animal path discovers a long abandoned and forgotten fort lying in ruins.
An orc comes running out of the bushes in fear for her life. The local kobolds have summoned something large in their warrens nearby and now the orcs are afraid their village might be destroyed.
The construction of the new inn and stables went really well. Or at least until the first mule put into the stable overnight kicked open a hole leading into an underground passage.
A pair of wyverns circles overhead before swooping down and capturing a stag. Clever characters can track them to their lair in a larger underground complex.
Freakish but mundane things that happen during the night in a fantasy woodland setting.
Roll 1d12 and consult the table below to freak out whoever is on guard duty.
Footsteps can be heard in the distant underbrush. Whatever it is, it’s large. However there’s nothing there but large footprints and animal tracks if investigated.
Rumbling of thunder can be heard in the distance as if a storm were rolling in. There isn’t a cloud in the sky.
A distant owl hoots a bit more frequently than normal. It almost seems to be moving closer. Is it trying to communicate.
A fox comes out of the underbrush and cautiously investigates the camp.
A couple of bats continually swoop through the air near camp catching bugs. This isn’t so bad except they keep coming down right next to one of the sentries.
A trio of raccoon kits attempt to raid the camp’s food or provisions. They’re loveable and cute as well as very harmless.
A large colony of wasps is discovered next to camp in an old log right after the fire is built.
The patter of deer footsteps are heard going past the camp in the dark after everyone has gone to sleep.
One lone large coyote can be heard circling the camp. A while later it is joined by two more. Soon the whole pack is circling the camp looking for opportune prey. They may or may not actually attack.
Something very large lands in the trees not far from camp. Later it can be heard flying away. The next morning the remains of a large animal are found somewhere near where whatever it was landed.
The grass and shrubs near the camp constantly crackle and rustle as if growing rapidly during the night. In the morning it turns out the grass gained an extra inch or two while the group slept.
A loud whooping noise can be heard in the distance. Soon the whoop is joined by another. Tree branches can be heard far away. The thud of rocks hitting outside of camp soon follow. They aren’t accurate enough to be considered an attack, more like a warning.
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.
Please note that the element does not have to be literal. For example, “Wind” might take the form of giant fans on an octopus body. Feel free to mix and match this table with other tables. Alternately, the beast can be a living statue embodiment of the element.
Continuing my series of random monsters of the week. This time: Elemental baddies.
Roll 1d12 and consult the table below: Please note that the element does not have to be literal. For example, “Wind” might take the form of giant fans on an octopus body. Feel free to mix and match this table with other tables. Alternately, the beast can be a living statue embodiment of the element.
Fusion. Roll twice on this table and ignore further 1’s.
Radiation. (Probably non-nuclear. Can be a variety of effects.)
Bonus Table: Sea Life
Roll 1d12 and consult the table below. Beware, Team. These beasties can walk, talk and breathe on dry land.
d12 Tables for Power Ranger Monster of the Week. First samples.
I’m making my own Monster of the Week tables for Power Rangers RPG.
Please feel free to adopt these into any game where random monsters appear. There are going to be a couple of d12 tables that precede the one we’re about to roll on, but this is a good example. Monsters Based on Tools: Power tools or hand tools and location of said are GM’s choice.
Paint Roller/Power Painter
Wire Strippers/Side Cutters
Bonus Table: Garden Tools
Big Tooth Saw
No joke. Some of those garden tool monsters could go all Friday the 13th real quick. Hopefully they roll the “Nerf” version of the monster on another table. The gore factor could spell a lot of trouble for our heroes.