Web Enhancements

Web Enhancements

Get more mileage out of every issue with bonus material crafted specifically for d12 Monthly.

Web Enhancements expand each issue of d12 Monthly with additional material available online. These bonuses are designed to deepen and extend what’s in the zine, giving referees more tools to use at the table.

Some enhancements are “cutting-room floor” pieces – articles, tables, or ideas that didn’t fit within the page limits of the print issue – while others are written exclusively as add-ons to support that issue’s theme.

Web Enhancements don’t introduce new rules systems or unnecessary complexity.

Instead, they focus on practical, play-ready content: adventure hooks, encounters, NPCs, referee tips, locations, and utilities you can drop directly into an ongoing campaign.

They’re meant to keep your d12 Monthly issues relevant long after release, and to give you more ways to get them into play.

Issue 25

d12 Monthly Issue 25 Cover

12 Minor Magic Items For D&D

In Issue 25 of my Dungeons & Dragons zine, d12 Monthly, there is an article by Mike Pike on creating random minor magical items. It allows you to create some truly special mundane minor magic items for your PCs to find.

Issue 24

d12 Monthly Issue 24 Cover

Muses in D&D

Muses are beings of art, inspiration, and creativity, serving as sources of knowledge and vision for poets, musicians, artists, and other creators.

While traditionally part of the Greek pantheon, in Dungeons & Dragons they may be sent by any deity to inspire devoted followers, granting them the spark needed to produce their finest works.

Muses can be an evocative way to reward bards and other creatively inclined PCs.

Deity of Musicians And Artists For D&D

For my personal campaign world – where all my Dungeons & Dragons games are set – I established twelve Major Deities as the core pantheon, supplementing them over time with minor gods, many inspired by my players.

Occasionally, however, a new deity is needed, and one such addition, created for Issue 24 of d12 Monthly, is Melorin: the Muse of Melodies.

Issue 23

Issue 23

Urban Rangers

This is a revised take on the Old School Essentials ranger, easily adapted to other editions or hacks, focused on an urban environment rather than the wilderness.

Instead of creating a new class, it reshapes the ranger’s existing traits to reflect a role within settlements, where they act as a buffer between civilisation and nature. Urban rangers protect animals and green spaces, ensuring a town works with the natural world rather than against it.

This could be a viable option for a player or NPC in your campaign world.

Using Alignments to Add Character to D&D Cities

While alignment is often overlooked, it can be a useful tool – especially when applied to cities. As discussed previously in d12 Monthly Issue 5, the nine AD&D alignments can help define a settlement’s overall outlook, adding substance and character to urban locations.

A city’s alignment can inform how it handles crime, the kinds of laws it enforces, attitudes toward adventurers and outsiders, dominant religions, and a wide range of social and economic traits.

Use this idea to enhance your own cities.

Issue 22

d12 Monthly Issue 22 Cover

The Life of a Centaur in D&D

Centaurs are often oddly portrayed as forest-dwelling fey, despite being creatures built to run and roam. In Aythia, they instead live on the open plains and rolling hills, venturing into nearby forests mainly to hunt – explaining why they are so often seen there.

They are nomadic hunter-gatherers, moving in clans across the grasslands, following game and claiming territory only when a region can sustain them.

Add Centaurs to your campaign world with this enhancement.

More Trees & Their Resources

I couldn’t possible have listed all of the trees in the zine and I had to cut many that I wanted to include. Below is a list of three more trees and the resources they provide.

These can be used to add a little more realism and flavour to your campaign world; and to give druids, rangers, elves, and other nature types something to use for character building.

Give your rustic characters something to find with this enhancement.

Issue 21

d12 Monthly Issue 21 Cover

Ogres

Ogres have been mistaken for giants for millennia, but sheer size alone does not make them giants in nature. Bred from human and orc stock by the Crazed Mage during the height of the First Great Wars, they were created as living weapons and served their brutal purpose well.

When the wars ended, the ogres were scattered to the four winds and left to fend for themselves, becoming a lasting scourge upon the civilised races.

Over the centuries since, isolation and harsh survival have caused them to mutate and diverge, giving rise to the many distinct ogre breeds found today.

Enhance your game with these Ogre variants.

New Monster – Ahool

Ahools are a bat-primate mix, having large crimson, bat-like wings. With a wingspan of approximately 22-ft, it appears much bigger than it is. The creature is covered in grey fur, has large dark eyes, flat facial features except for its snout, and large claws on its forearms.

It is a carnivore, but usually dines on large fish, but is not adverse to attacking any being that enters its territory, especially opportunistically.

Scare your players with this new monster enhancement.