It was located at a Northman temple ruins. There the honored hunter could build a temple to the Theophant, which is normally forbidden. The reason for that apparently is that it is no longer a work in progress but a full release or at least a true beta. When the super heroes of the world are blown to kingdom come by an unstoppable army of invading aliens, who will save the day?
Tiny Dungeon: Second Edition is the newest iteration of the minimalist fantasy roleplaying game! Caravans 2e — Journey through a perilous realm of searing sands and burning passions!
Tiny Dungeon is a minimalist tabletop roleplaying system that focuses on roleplaying over expansive rules, stats, and numbers. Share this project. Tweet Share Email Share this project. This is not a complete game, and is best served by getting the Tiny Dungeon 2e rulebook! Thanks to everyone who entered the contest. Optional Rules R5 Evasive: Whenever you are attacked, you may roll a d6. On a success, the attack misses.
This does not stack with Evade. R5 Fly: This creature can fly up to 60 feet an action. Medium Creature A medium creature represents an animal such as a medium hunting cat like a leopard or bobcat , a wolf, a deer, or some other form of animal a little smaller, to a little bigger than human.
R5 Maul: As one action, this creature can make three attacks with Disadvantage. Large Creature A large creature represents horses, stags, large hunting cats like tigers or lions , or bears.
R5 Crushing Blow: All attacks this creature makes deal 2 damage. Each Spell takes one Action to complete, and follows any of the rules listed. An Archmage knows all 4 spells in their Discipline. It also has some minor defensive powers. R5 Blast: Test to deal 1 damage at Range. This Test is subject to all the rules of an attack. R5 Hurl: As an action you may move any object weighing as much as you without testing. If you wish to hurl it violently and cause damage, you must Test successfully.
Hurled objects deal 1 damage to anything they strike, and suffer 1 Depletion. R5 Shatter: Test with Disadvantage. If you are successful, all enemies you can see take 1 Damage. R5 Communicate: You may communicate via distances to any being you are aware of. If they are within sight, this does not require a Test. If they are not within sight, you must Test successfully.
If they are further than miles away, you must Test with Disadvantage. R5 Pacify:Test to quell the negative emotions in a target. If successful, you gain Advantage on your next roll against that Target. R5 Timeview: Test. If successful, gain one detail about the history of an object or location you can touch or see. You can only do this once per item. R5 Unsettle: Test with Disadvantage. If you are successful, one enemy suffers Disadvantage on all Tests until the start of your next turn.
If you make this Test with Disadvantage, this Test deals 2 damage. R5 Bless: Test. If successful you gain Advantage on your next Test. By Testing with Disadvantage, you can grant this to one Ally. R5 Grant Life-force:Test. If successful,the target gains two additional actions this turn. After these two actions, you lose 2 Hit Points. R5 Heal: Test. If successful restore 2 HP to one target. Roll a d6.
If the result is , heal 2 HP. If successful, the target takes 1 damage, and Disadvantage on their next Test. R5 Coldsnap: Make an Attack Test. If successful everything within 10 feet Near Zone suffers 1 damage. R5 Blood Freeze: Make a Test. You may cause one inanimate object that is about half your size or smaller to shatter and break. R5 Glacial Mind: Make a Test. You cause one target to lose an action on their next Turn.
Anything you hit must make a Save or catch on fire. Each round they are on fire, they take one damage. The Fire can be put out by spending an Action, or after 3 rounds, whichever comes first.
If successful, you can cause any object roughly your size or smaller to burst into flames. Anyone touching these flames suffers 2 damage. To extinguish the flames, they must successfully Test with Disadvantage or spend an Action. R5 Extinguish: Make a Test. You may cause any flame or heat based effect to cool and cease. You take 1 Damage. If successful, deal 1 damage, and the next time the target takes damage, increase it by 1. If you succeed, the target takes 1 damage each round for 6 rounds as they cough up salt water and iron shavings.
R5 Surge: Make a Test. If successful, your next action gains Advantage. R5 Tentacles: You summon 3 tentacles that attack for you. Once per tentacle, on your turn, each Tentacle may make a single Melee Attack Test with Disadvantage. Each Tentacle has 1 hit point, and stays for 6 rounds or until killed.
Each Technique takes one Action to do and follows any of the rules there. A Grandmaster knows all the Techniques in their Disciplines. Each Discipline contains two Techniques. If successful, your Target also takes 1 damage on their turn for the next 2 turns. If successful, your target is also knocked prone, and must spend one Action to stand on their next turn.
After you are hit, make a Save Test. On a success, the damage is negated, and you may heal yourself 1 Hit Point. R5 Iron Stance: After you go into Iron Stance, you cannot be moved from your location until your next turn.
Additionally, you heal 1 Hit Point. This Strike Deals 2 damage. R5 Healing Chi: Test. If successful, you can heal 3 Hit Points for an adjacent target or yourself. R5 Entangling Vines: Test. If successful, an adjacent enemy has Disadvantage for their whole next turn. R5 Pounce: Test. You may attack an opponent within 30 feet with an Unarmed Melee Attack. You move next to them.
If successful, you may make two more Unarmed Melee Attacks that suffer Disadvantage. R5 Graceful Dodge: If you fail an Evade, you may retest once. R5 Pressing Blows: Once per turn, if you successfully damage a foe with an Unarmed Melee Attack, you may immediately make another attack. If you took damage from this opponent since your last turn, this attack automatically hits.
If you successfully damaged this opponent this turn, you may immediately force them to make a Save Test or fall prone. If you already damaged this opponent this round, this attack deals 3 damage.
If you successfully damaged this opponent this turn, you may immediately force them to make a Save Test or die immediately. You must make the Save Test with the same effects. These rules do tend to break the streamlined nature of the game, so use them carefully. Increase your total damage by 1. You can only successfully have a Critical Hit on a weapon you have Mastered.
Some options involve weapons breaking, allies being shot instead, or you dropping your weapon. If the result is , deal 2 damage. Armor and Damage Reduction Optional Rules Here we introduce some rules for streamlined armor and damage reduction. These rules necessitate some additional traits, which you will find below. If you wear armor without the appropriate Trait, you suffer Disadvantage on all rolls. R5 Light Armor: Reduce the damage you take by 1, to a minimum of 0.
R5 Medium Armor: Reduce the damage you take by 2, to a minimum of 0. R5 Heavy Armor: Reduce the damage you take by 3, to a minimum of 0. Note: These rules should only be used opposite the variable damage rules. You gain a suit of Light Armor and may wear Light Armor.
You gain a suit of Medium Armor and may wear Medium Armor. You must already have Light Armor Training. You gain a suit of Heavy Armor and may wear Heavy Armor. You must already have Medium Armor Training. These represent rules for more detailed campaigns.
R5 Schooner: A medium sized double-masted ship. R5 Frigate: A larger ship with 3 or more masts. If they succeed, they negate all damage from the attack.
This does not stack with the Evade action. If you wish your ships to have cannons and such, simply allow ships to make Ranged attacks against each other. Otherwise, ships must be pulled alongside, and boarding actions must occur. Carpenter: I can fix it. As two actions, you can Test to restore one HP to a ship that has been damaged.
Corsair: But you have heard of me. When attempting to intimidate other ships, you gain Advantage on those tests. Additionally, once per turn, you can impose Disadvantage on an attack coming against you. Optional Rules Sailor: I be one with the sea, matey. You gain Advantage on Tests related to rigging, knot tying and maintaining your balance while on a ship. Below is a sample mount, Horse.
Horse HP: 3 Description: This horse represents any and all breeds of horse. When mounted, if you spend your first Action moving, your Attack as your second Action deals 2 damage instead of one. Outrider: I love the feel of wind in my hair! When you take a move Action while mounted, you may make a Test with Disadvantage.
If successful, you can move again immediately as part of the same Action. With a few rolls of the dice and a little creativity, the tables below can help you whip up your next great story.
Optional Rules For each of the following five tables, roll 2d6 and find and record the results. These five results will give you a one sentence summary of an adventure. How can these results be interpreted? One possibility could be go something like this… The party is tasked by a wealthy mine owner to find out who has been stealing from his gold mine.
It seems that significant quantities of gold ore are disappearing once it reaches the surface. A thief with a cloak of invisibility is stealing the gold. Carved from the tooth of a Goletia. Forged with the blood of a Ferrex horde.
He died protecting the refugees that fled for the Northern Chasm from the onslaught of the Alavanche Wurm. I will not tarnish the legacy he has left behind. The relentless Ferrex and their titanic Goletia use their uncountable numbers and brutality to their advantage. But on your side is the unity brought by a common enemy and the armaments inherited from those who came before you.
Most only know that their very survival lies in fighting against the relentless Ferrex hordes that scour the land for any human settlement they can find. These scavengers tear apart any human settlements they come across, and strip them of all possible resources they need.
Sadly, that includes human body parts they need to replace. Micro-Settings The People barely recall a life without the constant war against the Ferrex. Very few of the People can claim to have an intact family, having lost fathers, mothers, sons, and daughters to the uncaring cycle of destruction and death that has become their daily experience. The People have begun to set aside their personal conflicts for the greater good. Before, the various nations mistrusted each other and blamed each other for their choices during the war.
With the nations divided, any sightings of the Ferrex meant abandoning great cities and relocating societies into underground caves or nearly inhospitable wastelands just to survive. But the nations have united against the singular true enemy, and armaments that once proved deadly to each other now are trained upon the greatest threat the People have ever had to face. There is finally hope. The Gathering: Once there were many nations.
But facing extinction, the nations have thrown away their differences and created a unified governing body. The Gathering is the council of five leaders, each one representing a nation that once struggled to survive on its own. To become one of the Gathering is to be considered the most wise and influential or most popular citizens of that former nation.
Soft spoken and patient. Believes the Ferrex can only be defeated if the People remain united. Seeks the utter annihilation of the Ferrex. Believes their Goletia can somehow be turned against them. Assigns secret missions to attempt to capture one. R5 Jebeda Elgon—Representative of the Iden.
Cold and abrasive. Believes the war is a defensive attempt to prolong our existence, not a winnable struggle. Once believed in the Myth of the Savior. Listed here are the other key Only three Gathering organizations that exist. Sadly, members are presented the world is not as perfect as the here to give you a feel Gathering would have its citizens for the concepts you believe.
Note not even their Heritage is defined, allowing you to cast Sol as a goblin, or whatever else you desire. Feel free to complete your council with personalities that work best for your campaign. The Voce Luminare: A religious group that believes in the Return of the Savior which most now call the Myth of the Savior , a man or woman who, with the Perfected Combination, a sacred combination of Armaments, will devastate the Ferrex and bring them to their knees. Their goal: to subdue one of the Goletia and attempt to either steer it or reverse engineer it and use it as a weapon against the Ferrex.
The group has caused thousands of deaths in their attempts, and Jebeda has begun to suspect its existence. Rumors say only seven Pintados exist. Swordpoet Guild: These warrior historians believe that only by hiding the truth in poetry and song can the People find the chance to defeat the Ferrex.
The Armaments Inherited from fallen mothers, fathers, siblings, or cousins, these powerful weapons and gear provide the People with a chance to fight gloriously against their foes.
Only by finding the Perfect Combination will the threat be truly defeated. They now believe the Armaments are weapons torn from the Goletia during the battles fought in the First Generation.
Use the column of the Generation the character is part of. Roll two dice and to determine who has died for the Armament the character starts with. If the result matches an already dead family member, move one step down on that column until you get an appropriate result. Choosing which inherited Armaments to carry is a decision one must carefully make. Which makes the Pintados frightening given their ability to carry practically double the number of Armaments!
Armament Powers For each Generation the Armament has been in service, it gains one of the following bonuses permanently. An Armament can gain a type of bonus multiple times: a Gains a Trait see Trait list which it Bestows on its bearer until their death. The GM, of course, has final say on what is a suitable combination of bonuses. These vicious humanoid beasts have bodies covered with iron spikes and needles. The collective is linked by a hivemind.
They scour the landscape searching for communities to devour, ripping through them like a tsunami of iron and meat. All the Ferrex have the Hivemind Heritage Trait. R5 Hivemind: Anything a Ferrex perceives is automatically shared to any other Ferrex within 30 feet.
If a scout succeeds in finding a settlement, it is only a matter of time before the rest of the swarm arrive. Individually, these things are weak and can be easily dispatched.
But hunters rarely travel alone, and a typical swarm of Hunters number between five and fifteen. R5 Berserker: When making a melee attack, you can choose to attack at a Disadvantage. If the attack is successful, it deals 2 points of damage. Their heads are encased in iron funnels that amplify their voices to help them command the hunters.
Their forearms have been replaced with massive blades composed of serrated bone, with iron spread throughout the structure like veins. There is one glaivedriver for every thirty hunters in a foot radius. Micro-Settings Traits: R5 Opportunist: If an enemy within range fails to hit with an attack against you, you may immediately make an attack with Disadvantage against that enemy.
All Hunters gain Advantage when making attacks while the Glaivedriver is alive. Once glaivedrivers, these Ferrex have adapted to steer the Goletia by using their iron strings to control the gargantuan war machines. They are completely immobile and vulnerable, but are usually hidden somewhere on the Goletia itself.
While they live, however, the Goletia remain under their control, which gives them devastating power. R5 Protect Myself: Each sculptor controls one of the Goletia. Once the sculptor detects or is attacked by a hero, the Goletia prioritizes on knocking those threats away. The heroes must roll a Save Test at a Disadvantage to avoid being knocked away from the Goletia. On a success, the hero remains close but takes 1 point of damage. Some are humanoid in shape, while others may resemble other animallike forms a serpent, a massive stag, and a majestic swan have been reported.
In certain parts of their limbs and bodies, iron spikes are deeply embedded, with iron threads coursing through their form. Each one appears somewhat unique, yet certain traits remain constant. All the Goletia have the Immortal Heritage Trait.
R5 Immortal: After you are hit, roll a d6. On a 5 or 6, the damage is negated, and you may heal yourself 1 Hit Point. The smallest Goletia is a staggering monstrosity that resembles a fifteenfoot wild boar, with iron tusks and iron tattoos that swirl around its stone exterior.
Another, called the Avalanche Wurm, appears as a twenty-foot leech of cascading stone. When immobile, the Wurm looks like a granite staircase with iron markings. Its jawless mouth is round, with sharp stone teeth arranged in consecutive circular rows.
A Weaker Goletia tends to have 2 Traits. These gargantuan beings tower easily over structures the People have made, with some being over a hundred feet long. Vys has witnessed one of the Greater Goletia in the past: a towering spider whose legs held its body over a hundred fifty feet high. He had noticed its similarity to the markings of one of the Pintados and suspects there is a connection between them that has yet to be understood.
Greater Goletia tends to have 4 to 7 Traits. R5 World Shaking Blow: If you strike a hero, your Target also takes 1 damage on their turn for the next 2 turns. R5 Strike the Core of the Word: You cause the surroundings to shake from a localized earthquake. As an action, make three attacks with Disadvantage. R5 Crushing Grasp: Heroes who are grabbed must make a Save Test or take 3 damage as the Goletia crushes the life out of the hero.
A pounding and a splintering crash, as if somebody has just kicked in the front door. Then the screaming begins. You grab your weapon and run to help. Players take on the roles of the monsters—or so-called monsters—defending themselves against greedy, violent invaders who look at them and see only a source of treasure and XP.
In the latter case, they should be generally built as Medium or High Threat enemies, representing the fact 96 that the characters are, like Adventurers, prepared for dangerous challenges. You might give them unusual Traits, such as the Berserker ability of gnolls, or even a carefully-selected option from the Magical or Martial Disciplines, to represent their special capabilities. Are these monsters truly sympathetic?
This micro-setting generally assumes that they are, and that the adventurers wreaking mayhem are misguided at best, selfish murderers at worst. It is certainly possible to play monstrous characters who genuinely are cruel and vicious, but you may find less enjoyment in the concept if you do.
They were too young to understand what was happening, but they could scent the tension in the air. He knew all too well what the noise on the upper level meant.
Six years ago, he had lost his other arm to a similar disaster, and both of his littermates, too. She gripped her spear in both hands, lips peeling back unconsciously to bare her fangs. I am a warrior. I am the defender of my people.
The words felt hollow. It was too real for an idle joke: Behave yourself, or the adventurers will get you. Come on! Grun was the brave one, the one who kept asking 97 when the adventurers would be back. Everyone else dreaded that day, but Grun yearned for revenge against the monsters who kept invading their home to murder and pillage.
The sight of her gave Peglau strength. She followed Grun at a trot, toward the battle above. The dripping came from an arm lodged atop a pile of rubble. Micro-Settings The sight made Peglau feel sick. All around them was stomach-turning carnage, nothing like the clean kills of the hunters—but all of it belonged to the adventurers.
Most adventurers are more dangerous than this. Or are we the ones who are different? This is a war we cannot win. Pastebin API tools faq. Login Sign up. Tiny dungeon: second edition pdf download. Nov 26th, Not a member of Pastebin yet? Sign Up , it unlocks many cool features! All through my first reading I was wondering how well the game would behave when put to the test, and I've been pleasantly surprised.
Tiny Dungeon flows seamlessly at the table, without feeling too limited or repetitive in spite of its minimalisti [ Tim H. Tiny Dungeons, I've found, is the exact game I was look [ Brad L.
In this fast paced world where there seems to be less and less time to gather around the table for some good ole role playing, Tiny Dungeon 2e is a blessing. Clayton V. Starting with the good: -This is a great looking book. The cover and inside art is creative and fun. Overall, a very inviting presentation. Character creation is FAST.
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