
Issue 59 of d12 Monthly has landed – and this one’s for those who love worldbuilding.
This issue brings you ways and ideas on how to generate your own D&D campaign world – one step at a time.
Dive in and discover news ways to play the game.

Issue 59 of d12 Monthly has landed – and this one’s for those who love worldbuilding.
This issue brings you ways and ideas on how to generate your own D&D campaign world – one step at a time.
Dive in and discover news ways to play the game.

Back in Issue 10 of d12 Monthly, which is all about monsters, I wrote an article that gave many of the low-level humanoids (orcs, goblins, ogre, etc) a series of traits that you can roll for to give either individuals or clans of humanoids a unique ability.

In the latest issues of my Dungeons & Dragons zine, d12 Monthly, I have an article on a new type of elf – one that is definitely not Tolkien in design or appearance.

Issue 58 of d12 Monthly has landed – and this one’s for those who love character creation.
This issue brings the game of D&D back to its roots by creating just four classes and four races you can play. Using your imagination and kits (optional), you can create any character you want.
The elf has also moved away from Tolkien and have become much more strange and fey-like.
Dive in and discover news ways to play the game.
Continue reading “d12 Monthly – Issue 58 – OSE Alternative Player’s Guide”

Issue 57 of d12 Monthly has landed – and this one’s for those who love a challenging encounter.
This issue gives you over 20 wilderness encounters you can use in your campaign. They are structured to appear in one of many terrain locations, such plains, desert, badlands, forests, woodlands, and many more.
This way, you can easily add them to random encounter tables, or create them as set pieces.
Finally, each encounter has an idea on how to expand it into a larger adventure.
Continue reading “d12 Monthly – Issue 57 – Wilderness Encounters”

Last night I was GM in my two-player Dungeons & Dragons campaign, but only one player could make it.
And it was a blast!
The thing is, there was no set adventure, which meant we could play even though there was only one player.

Issue 56 of d12 Monthly has landed – and this one’s for those who keep a close eye on their gear.
Inside are 38 tables and three articles dedicated entirely to mundane equipment. No glittering magic items – just the ropes, sacks, mirrors, tools, and everyday essentials that keep adventurers alive. Plus items for everyday life.
It’s more equipment than you’ll ever strictly need.
But in a grounded campaign, the right simple item at the right time can mean everything.
Continue reading “d12 Monthly – Issue 56 – Equipment & Trappings”

Not every horror in the dungeon stalks on two legs. Some slide. Some seep. And some wear your face.
Issue 55 of d12 Monthly delved into oozes and shapeshifters – but a few particularly dangerous specimens refused to stay contained within the printed pages.
Inside you’ll find variant gelatinous cubes that glow with phosphorescent lure, erupt in corrosive flashes, or move with unsettling hive-driven speed.

Change is inevitable.
It is the quiet engine that drives history forward. Kingdoms rise and fall. Forests swallow roads. Children become rulers. Empires fracture.
Your campaign world should be no different.
If nothing changes, nothing matters.
Embrace change and you will become a far stronger GM – because change is what makes player choices feel real.
Continue reading “Change – Become A Better D&D GM With This One Word”

Dusrin is the deity of travel and patron of messengers and explorers, alike.
Due to this, there are many shrines to the god of travel sitting along the side of roads and rivers for people to pay tribute – both in word and in silver – to Dusrin.
Below you will find three unique shrines that characters are likely to discover along more popular road- and river-ways.