Tiny d10

The tiny RPG!

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A Tiny Renaissance

Brief announcement: After serious deliberation, I’ll be spending much (if not all) of my creative resources on expanding Tiny d10 into a full-sized RPG system. Doing so will address a lot (if not all) of the existing deficiencies and unify all of my half-finished expansions and ideas into one complete document.

You might not hear from me for a while, but know that I’ll be working hard during my radio silence.

By the way – the two-page version of the core rules won’t go away.  I’ll leave it here and change the name to quick start rules.

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Power Adventure: The Beasts of Ironwood

Power adventures are quick, one-shot, combat-oriented adventures. They emphasize grave danger, bold heroics, and overwhelming odds. The Beasts of Ironwood is the first of what I hope to be many power adventures. In it, a modest village cowers beneath the swarming shadow of great, winged man-beasts…

The Village of Ironwood

Deep in an ancient forest, the village of Ironwood has remained unchanged for centuries. There its peaceful herders enjoy a life of relative ease – ample food for man and cattle, clement weather, and murderous winged beasts.

Long plagued by half-man, half-beast, winged aberrations, the population of Ironwood is dwindling fast as the beasts become bolder, and hungrier…

Setting the Adventure

For reasons decided by the game master, the characters are cutting a path through thick, ancient forest, whereupon they are attacked by an amount of bat-men equal to the number of characters in the party.

  • Bat-man (4HP; +3P; T6; Ability: Death drop – on an ATK roll of 8+, the target is carried into the air; each turn, the target must succeed save 8 to be returned to ground level, and each failed save results in 10 feet of altitude gained; the target may be dropped, dealing 1 damage per 10 feet, on a successful versus power check) – a truly fearsome creature, the bat-man stands eight feet tall, with grey skin as rough as gravel, daggerous claws, and red, burning eyes. Its wings span about 20 feet, and its strong legs can propel it into the sky with the greatest of ease.

Provided the characters survive this battle, villagers from Ironwood will emerge from the surrounding wilderness and, having observed the combat which took place, will beg the characters to protect their village. The village is primarily women and children, as most of the men have already perished fighting the bat-men.

If the characters agree, they will be taken to the village and equipped with fairly substantial, if not primitive, weapons.

Melee Weapons:

Weapons Table (1)






Missile Weapons:

Weapons Table (2)






The siege of the bat-men begins as soon as the sun sets. 30 of the beasts will swoop in and begin to attack the characters and remaining villagers, destroying the simple stone and thatch houses and ripping the women and children from them. There are approximately 50 villagers remaining. Characters should do everything in their power to both save the villagers, and themselves, from the winged horrors.

  • Villager (1HP; T5 or T4 for children) – Innocent and utterly defenseless, the villagers of Ironwood depend entirely the characters for help.

Will the characters succeed in their almost insurmountable task of saving a hopeless village from the jaws of demonic torment? Well, their fate lies in the dice. Undoubtedly, power adventures are difficult – fast, brutal, and merciless. But for your blood-and-gore fix, there’s no better session.

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Adventure Hook: Mourning Peak

The first in a series of modular adventure hooks meant to be inserted into existing adventures, Mourning Peak brings a haunted, forbidden atmosphere to any game.

Mourning Peak

Just outside of a small, seaside village lies Mourning Peak. A steep, winding path leads to the rocky cliff upon which it is perched, its wooden homes dilapidated and ill-kept. Between fifteen and twenty buildings huddle together against the wind and constant rain, housing around 40 adult residents of varying age. While technically a governance of the nearby village, Mourning Peak has been under its own strange charge for generations. Long the scapegoat for problems in the surround area, the residents of Mourning Peak keep to themselves – at least, during the daylight.


The narrow path leading to Mourning Peak follows the cliff line, running perilously close to the steep drop. Approaching the rundown hamlet, primitive stone steps can be seen zig-zagging down the cliff side to the beach below.

The Peak consists mostly of two, sometimes three, story wooden residences, many of which resemble clock towers. All are leaning, slumping, or otherwise showing signs of great age and poor upkeep. They abut the cliff, clustered along its border in a semicircle and overlooking the 100 foot drop to the turbulent sea below.


The nearby town is abuzz with talk about Mourning Peak. If characters ask around, they’ll likely find some of the following information:

Mourning Peak Rumor Table

For Game Masters

The truth about Mourning Peak is complex. Roughly a century ago, its people were driven from their homes in the nearby seaside village as a result of their worship of a strange, misunderstood god. They continued their worship in the privacy of Mourning Peak, a barren cliff of little more than rock and hardscrabble upon their arrival. For a decade after, the settlement flourished with blessings from their god, producing sweet fruits, hearty grain, and yielding a huge bounty of fish.

The nearby village, fueled by envy and suspicion, attacked Mourning Peak, burning their homes and razing their fields. The people of Mourning Peak were defenseless, and could only look on as their peaceful hamlet was demolished. In their despair, the people of Mourning Peak abandoned their god. The land, and people, of Mourning Peak has been bitter and barren ever since.

One woman took advantage of the people’s despair, fomenting their bitterness into anger, and eventually, revenge. Issa, the sea witch, gathered a small group of people (about ten) and created the Cult of the Raging Sea. Together they worked tirelessly to exact their revenge in the form of a curse on the nearby village. The remaining residents of Mourning Peak avoid the cult, and do not associate with them; in many ways, they are equally her victims.

If the characters ask too many questions while investigating Mourning Peak, they are likely to invoke the wrath of the Cult of the Raging Sea.

Monsters and Dangers

  • Issa the Sea Witch (10HP, 6MP; +4I; T4; Spells: Fog screen – +2 to toughness for one round. 2MP; Nightshade – blind one target for one round, causing -4 to ATK roll. 1MP; Ghostly daggers – summons 1d5 daggers, roll versus target(s) toughness, each dagger deals 1 damage) – her wild hair begets an equally unruly persona. Issa is old, but still sharp and observant, often feigning senility to gain an advantage over her opponents.
  • High priestess (6HP; 2MP; +1I; T7; Spells: Resist magic – cannot be affected by magic, lasts four rounds. 2MP) – the second in command of the Cult of the Raging Sea, the high priestess is a young, shrewd woman waiting to assume total control.
  • Witch cultist (2HP; +2P; T4; Ability: Death throes – make one final attack before dying; Weapon: ceremonial dagger) – one of roughly eight adherents, the witch cultist is fervently devoted to Issa, and will always fight to the vicious death.


An excursion to Mourning Peak can end in two ways:

  1. A complete, all-out battle between the characters and the Cult of the Raging Sea. If successful, they are thanked by the remaining residents. This would require that characters ask too many questions and draw the attention of the cult.
  2. An intriguing, but ultimately uneventful, distraction. If this is the case, game masters should ensure that Mourning Peak reveals some secrets about the characters’ current goals; this will ensure they don’t feel like their time was wasted.

And thus concludes the first complete adventure hook for Tiny d10 version 4. Remember, these are specifically vague in many ways; this is intended to help GMs integrate the hook into their existing campaigns. If you have any questions or comments, let me know below!

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Home-brewing Session: Monsters

Monsters in Tiny d10 can be as simple as having only HP and toughness, and as complex as having HP, MP, PP, attributes, abilities, skills, and more. Regardless of their level of detail, they are easy to build and balance using the few simple guidelines in this home-brewing session.

Basic Monsters

The simplest monster possesses only the bare minimum qualities necessary to be an opponent. In most cases, these are just HP, toughness, and an attribute bonus (though some do not). Sometimes a brief description is included. Some examples are:

  • Goblin (1HP; +1R; T6; Weapon: gnarled dagger) – Though small in stature, goblins can be formidable enemies in large enough groups.
  • Wild boar (4HP; +2P; T4) – Aggressive and territorial, wild boar will charge their targets using their long, dangerous tusks.
  • Lizard-folk archer (1HP; +2R; T8; Weapon: bow) – Swift and silent, lizard-folk archers never engage in combat directly, instead preferring to hide and strike their targets from a distance.

Basic monsters are usually the most common opponents of any game.

Advanced Monsters

More powerful monster are similarly built, but have a few more qualities, particularly abilities or spells. A description is highly encouraged. Some examples are:

  • Young green dragon (10HP, 2MP; +3P, +1I; T6; +2 melee ATK damage; Spell: Illusory feint – lower target’s toughness by 4 for one attack. 1MP) – the green dragon is cunning and quick, using it’s magic to confuse or delude its opponents before striking a deadly blow.
  • Earth Giant (15HP; +4P; T4; +1 ATK damage; Ability: Quake – all targets in a 50 foot radius save 5 or lose one combat turn) – sometimes mistaken for a large hill or berm, the earth giant is a behemoth intent on protecting its territory.
  • Swordsman (6HP; +2R; T10; Weapon: Rapier; Ability: Riposte – gain one attack against an opponent’s failed melee attack) – a highly skilled swordsman is a portrait of swift beauty and cunning menace; a warrior far more capable with a blade than most.

Balancing a monster is simple: HP and toughness are (usually) inversely proportional. That is, if HP are high, the toughness level should be low, and vice versa. This preserves the challenge of fighting immensely powerful enemies like dragons while also ensuring it’s possible to actually defeat them. Toughness, after all, is not a how strong a target is, but rather how difficult it is to hit. A dragon is usually a fairly large target, making it easy to hit, but not so easy to kill.

And that’s it! To reiterate, monsters are just boiled-down versions of characters. Basic monsters are weaker and easier to create, while advanced monsters are stronger and require a little more attention. Regardless, it shouldn’t take more than 10-15 minutes to stock a dungeon, populate a forest, or fill a labyrinth with dozens of wild and dangerous monsters!

If you have any questions pertaining to monster making, let me know in the comments!

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Updates for November


I’m happy to report that I’ve completed a new adventure, the first for Tiny d10 version 4. This adventure, called Blood and Salt, represents the first in a line of additions to the core documents. At the top of my priorities list is a monster compendium, followed closely by game master’s guide.

I’m also working on a video in which I walk viewers through the full character creation process, and a blog post that will contain various tips and recommendations for game masters in an effort to make the system friendlier to newcomers.

One final change: I’ve added a ‘feedback’ page to the blog. Any general questions, suggestions, or criticisms should be posted there, as they will greatly help me improve Tiny d10.

Thanks for your continued support, and be sure to pick up and try out the new adventure, which is linked above, and can also be found on the ‘downloads’ page.

Also: Tiny d10 graces the front page of Imgur! Quite a few people are running games as a result, so I’m looking to do some productive things with their feedback.


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