Here are 1d12 things that make almost no sense lying in a dank dungeon.

Roll a d12. Compatible with most d20 fantasy TTRPGs.
- A baby bottle filled with very expired formula. It smells awful if opened and the contents can act as an ingested poison DC 14 CON or take 2d6 damage and be incapacitated with nausea, vomiting and a fever for 2d8 days.
- A mechanical alarm clock. It strikes 8:00AM and begins ringing as soon as the group approaches.
- A tapestry depicting the dungeon entrance with the last character of the group walking in.
- The wood frame of a broken window. Careful, that glass is sharp.
- A fluffy beanbag chair.
- A living, breathing, healthy, very lost, and confused penguin.
- Perfectly healthy Poinsettia in a clay pot.
- A vending machine that takes silver coins and dispenses cans of flat, expired cola that no one has heard of. Then again, what’s cola? What is this strange machine?
- An antique phonograph. The record still play its classical music.
- A modern electrical outlet in the floor with a cord still plugged in. The cord has been severed and the outlet isn’t hooked up to anything.
- A plate of fresh chocolate chip cookies and a glass of milk on an ornate wooden end table.
- A box containing six adorable kittens. The sign on the front says “Free to a Good Home.”
Yes, there are some modern world items involved. Good luck to the group trying to figure it out.
1d12 Freakish magic items.

Roll 1d12. The manufacturer takes no responsibility for injuries incurred by using the stuff.
- Creepy Armor of Ooze. When donned, this suit of +1 Plate Armor magically fills with an oily, slimy, bluish white goo. The armor becomes very awkward and uncomfortable. Unfortunately, it’s cursed and can’t be removed until the curse is dispelled and the armor becomes non-magical.
- A Scroll of Protection from Spoiled Food.
- Ring of Summoning 3 Dandelions.
- Walking, talking table. This small, ornate table moves and speaks to its owner.
- Portable Pentacle. Throw down an instant summoning circle anywhere instantly. Rolls up into a tube when not in use. Self-cleaning. Doesn’t summon or repel anything by itself.
- Can of Magic Missiles. This canister contains 6 magical projectiles that do 1d4 damage each. DC 12 DEX to avoid. Projectiles discharge one at a time. Rechargeable.
- Foil Blanket. Protects from mundane cold or heat. +2 to saves vs extreme or magical cold/heat.
- Wand of Ice Column summoning. Summons a column of solid ice 5 ft in diameter, 9 ft tall. Columns have 12 HP and AC of 10. Columns can be placed vertically or oriented in any direction the caster chooses. Gravity still applies after cast. They melt in 1d6 hours unless cast in freezing temperatures. The wand contains 2d12 charges.
- Mask of Invisibility. Wearing this mask casts Invisibility on the wearer once per day as the spell. Cursed: This theatrical mask can’t be removed until the curse is dispelled. It makes the wearer sound hushed and whispering no matter how loud they speak or yell.
- Night Stock Crossbow. This walnut stock Light Crossbow is self-cocking and reloading. It has a hopper that holds 12 bolts. After use, the hopper refills itself with standard crossbow bolts when exposed to darkness for one hour. Comes with a canvas bag to shield it from the light.
- The Unlight lantern. When ignited, casts a beam of shadow in the same way a regular lantern works. Lasts one hour per day.
- Potion of Pudding. This tasty vanilla tapioca potion transforms the imbiber into a shapeshifting blob of goop for 1d8 hours. The imbiber’s bones dissolve painfully when used. The amorphous blob can create a mouth to speak, arms to perform tasks, and slide along the ground at half the character’s regular speed.

d12 Tables Strange and Awkward Items is an
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