Where To Find My Zines

Where to find my zines

Just a quick note to let you know I no longer have a webstore.

It was becoming too expensive with three prices rises in the last 12-18 months.

I will be looking to find another solution soon, but until then, please reach out and let me know if you are wanting to purchase printed issues of d12 Monthly. I ship anywhere in the world (with a few exceptions).

Or, you can join my Patreon and get a printed issue each month automatically sent to you. Check out my tiers.

You can also find PDF issues over at DriveThruRPG.

Free versions are always available on my site.

Take care. And, as always, happy gaming!

Random Encounter – Dusrin Shrines

Random Encounter – Dusrin Shrines

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.

Even though these are written up for Dusrin, you can easily replace your own deity of travel or trade with these shrines.

1. The Dust Ledger

Location: Beside a long, straight road used heavily by caravans and couriers

Appearance: A stone lectern holding a slate slab, constantly covered in dust. Names, symbols, and routes are finger-written into the grime by passing travellers.

Offerings: A moment of time, chalk, charcoal, water to wash one’s hands.

Ritual Use: Travelers write their name or destination, then deliberately smear part of it away – acknowledging that no journey remains unchanged.

Local Belief: Dusrin reads what is written and what is erased; those who refuse to let go are delayed.

In Play: Writing and smearing grants a +1 bonus to reaction rolls with fellow travellers encountered that day.

Reading the ledger carefully may reveal recent caravan movements or missing travellers.

2. The Ferryman’s Whisper

Location: Built into a stone pier at a busy river crossing.

Appearance: A weather-smoothed niche holding a bronze face with hollow eyes and a cupped ear. Water constantly drips from above, passing through the mouth and back into the river.

Offerings: Copper coins, written messages sealed in wax, bits of river reed.

Ritual Use: Travellers whisper a destination, warning, or message into the ear before crossing. Boatmen leave the shrine a coin at dawn, asking for safe currents and timely crossings.

Local Belief: It’s said Dusrin carries worthy messages downstream faster than any courier – and buries lies beneath silt and stone.

In Play: A whispered message has a 25% chance of reaching an NPC downstream on the same day, no matter the distance.

Lies spoken here may return later as garbled rumours, implicating the speaker.


Related Blog Posts


3. The Wayfarer’s Rest Post

Location: Along a long, open stretch of road with no nearby shelter.

Appearance: A tall wooden post wrapped in weather-bleached ribbons and messenger tags. A small shelf holds a covered lantern that never fully goes out.

Offerings: Dried food, spare maps, notes about road conditions.

Ritual Use: Travelers may leave behind one useful item for the next passer-by. Messengers often tie a ribbon before departing and untie one upon safe return.

Local Belief: Those who rest here without giving something back will find their packs heavier by morning (add to 50% to all carried items for 24 hours).

In Play: Characters who contribute to the shrine may find a helpful item left by previous travellers.

The lantern dims when danger is approaching along the road, brightening once it passes.


Related Zines Issues


Over to You

Which of these shrines do you like the most? Let me know in the comments below.

Revisiting What The Monsters Are Doing Chart

Revisiting What The Monsters Are Doing Chart

Back in 2021 I released Issue 1 of my d12 Monthly zine (you can also grab a printed copy) which had a table that let you roll what a monster was doing when the PCs showed up.

This was mainly for random encounters, but could be used for any encounter really.

Later that year I wrote an article about it to showcase how it could be used and the importance of it when trying to simulate a fantasy world and to keep verisimilitude.

Continue reading “Revisiting What The Monsters Are Doing Chart”

d12 Monthly – Issue 55 – Bestiary (Oozes & Shapechangers)

d12 Monthly – Issue 55 – Bestiary (Oozes & Shapechangers)

Issue 55 of d12 Monthly has landed – and it’s an icky one.

This issue is all about oozes and shapechangers: creatures too frightening and insidious to think about, let alone face. And how you can fit them into your campaign world.

Unlike most bestiaries, this one focuses on the world-building aspects of monsters.

Oozes and Shapechangers are both terrible creatures – both hidden where you least expect – and can easily kill adventurers if the players are not careful.

Bestiary: Oozes & Shapechangers focuses on making these creatures dangerous, memorable, and campaign-shaping. See below for the creatures I have included in this issue.

Continue reading “d12 Monthly – Issue 55 – Bestiary (Oozes & Shapechangers)”

d12 Monthly Web Enhancement For Issue 54 – Bestiary (Giants)

d12 Monthly Web Enhancement For Issue 54 – Bestiary (Giants)

Get more mileage out of every issue with bonus material crafted specifically for d12 Monthly. Enhance your game sessions with bonus material for the most gameable content for your favourite old school fantasy TTRPG.

Issue 54’s issued – a bestiary all about giants and monstrous humanoids – featured additional traits you could add to monsters to make them a little more interesting and to surprise veteran players.

Continue reading “d12 Monthly Web Enhancement For Issue 54 – Bestiary (Giants)”

Hargun Stonevein – Dwarven Giantslayer (Web Enhancement)

Hargun Stonevein – Dwarven Giantslayer (Web Enhancement)

Each month, Character Closeup introduces a brand-new NPC related to the current d12 Monthly zine issue. These are fully detailed and ready to use at the table. These are original characters designed to drop straight into your campaign as potential allies, rivals, or adversaries for your adventuring party. 

This NPC is associated with Issue 54 of d12 Monthly.

Some make an appearance in my own campaign world. 

You can download a PDF featuring Hargun Stonevein at the end of this article.

Continue reading “Hargun Stonevein – Dwarven Giantslayer (Web Enhancement)”

D20 Table: Non-Magical Fungi Table For Your D&D Game

D20 Table Non-Magical Fungi Table For Your D&D Game

Not all underground or in deep forests is magical. Sometimes you just want to add a little flavour.

That’s what this table does: 20 different fungi that won’t overpower your game and will interest the naturalists in your party.

The table below offers 20 different fungi the characters might stumble upon in forests, caves, or other natural settings.

Continue reading “D20 Table: Non-Magical Fungi Table For Your D&D Game”

d12 Monthly – Issue 54 – Bestiary (Giants & Monstrous Humanoids)

d12 Monthly – Issue 54 – Bestiary (Giants & Monstrous Humanoids)

Issue 54 of d12 Monthly has landed – and it’s a mean one.

This issue is all about giants and monstrous humanoids: creatures too large, too savage, or too strange to ever truly fit into civilisation. And how you can fit them into your campaign world.

Unlike most bestiaries, this one focuses on the world-building aspects of monsters.

Giants and monstrous humanoids are the monsters that raid villages, block mountain passes, demand tribute, and turn small problems into regional disasters.

Bestiary: Giants & Monstrous Humanoids focuses on making these creatures dangerous, memorable, and campaign-shaping. See below for the creatures I have included in this issue.

Continue reading “d12 Monthly – Issue 54 – Bestiary (Giants & Monstrous Humanoids)”

D&D Monster Intelligence: Stop Playing Them Like Idiots (Unless They Are)

D&D Monster Intelligence Stop Playing Them Like Idiots (Unless They Are)

Here’s the hard truth: if your wolves, orcs, and liches all fight like fearless sacks of hit points until they fall over, you’re not running monsters, you’re running target dummies.

Intelligence is the deciding factor in how a monster acts, reacts, and tries not to die.

Ignore it, and every encounter feels the same. Use it, and suddenly the dungeon feels alive and hostile – in the best possible way.

This is a guide to running monsters by Intelligence.

No theory. No fluff. Just behaviour you can apply at the table.

Continue reading “D&D Monster Intelligence: Stop Playing Them Like Idiots (Unless They Are)”