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Tiny d10 Fantasy Core RPG Guide

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0% found this document useful (0 votes)
41 views67 pages

Tiny d10 Fantasy Core RPG Guide

Uploaded by

xeyogey951
Copyright
© All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

Tiny d10

Fantasy Core
Tiny d10
Fantasy Core

By Aaron Carlson
i
This work is licensed under Creative Commons Attribution-ShareAlike 4.0 International (CC BY-SA 4.0). This work (and all
portions thereof) may be reproduced, modified, or otherwise used in any manner whatsoever without the permission of
the author, under the terms provided by the CC BY-SA 4.0 license.

ii
“Do not be conquered by evil but conquer evil with good.” – Romans 12:21

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Welcome to Tiny d10!
Tiny d10: Fantasy Core is a simple tabletop roleplaying game designed for use by one game master and two-to-six
players. It requires just a single ten-sided die (d10), and some pencils & paper. In return, it will provide endless
hours of dazzling heroics and tremendous dangers in epic lands of fantasy.
This volume consists of three separate books: Fantasy Core Rules, which introduces both players and game masters
to the character creation process and game rules; Fantasy Monsters, which contains a wide range of monsters for
use in virtually any fantasy adventure; and The Broken Light, a fantasy adventure in which characters become
stranded on a mysterious island where “as above, so below.”

What is a Tabletop Roleplaying Game?


In a very basic sense, a tabletop roleplaying game (RPG) is a set of rules that provide structure to adventures that
are largely the product of a group’s collective imagination. The rules exist to ensure that the outcome of this play
is logical, consistent, and fair, thus enabling players to engage in fast-paced, immersive action.
Each player creates a character. Through their characters, they interact with a fantasy world in which they will
attempt to do many things – slay enemies, win allies, overcome odds, and more. The game master will analyze
the results of their attempts in accordance with the game rules & die rolls and inform the players of their success
or failure. The rules drive this action, so long as they stay out of the way.
This is the objective of Tiny d10: enough rules to provide necessary order, but not so many that they complicate
the game, which wants to be played – not calculated, debated, or disputed. The core rules are just ten pages long,
and character creation can be completed in fifteen minutes or less. It is easy to learn and quick to play, ideal for
both newcomers looking for a small learning curve and long-time players looking for quick action.
To succeed in this game, one requires only an imagination and a spirit ever in search of fun and adventure.

A Note to Game Masters (and Players)…


Tiny d10 is a “lightweight” rule system, meaning that there aren’t a lot of rules at all. As such, game masters (and
players) will invariably encounter situations for which there are no clear or specific rules. In such situations, the
game group should come to an agreement on what is the most fair and logical way to achieve resolution – this
should then stand as a “house rule”, the emergence of which allows groups to adapt the game to their natural
style of play. In summary: if there’s no rule, make one up (and stick to it)!

A Note to Creators…
Tiny d10: Fantasy Core is built atop the Tiny d10 Core Engine – a flexible, genre-agnostic set of rules requiring just
minimal adaptation to be used for any genre imaginable, from fantasy to sci-fi, and everything in-between. A
number of these adaptations already exist. Check out the full library of game content at [Link]

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Table of Contents
Book I: Fantasy Core Rules ................................................................................................ 1
Character Creation ............................................................................................................................................................ 3
Races ........................................................................................................................................................................................................................ 3
Classes ..................................................................................................................................................................................................................... 3
Attributes ................................................................................................................................................................................................................ 4
Hit Points & Power Points .................................................................................................................................................................................. 4
Magic Points ........................................................................................................................................................................................................... 4
Wealth...................................................................................................................................................................................................................... 4
Game Rules........................................................................................................................................................................ 4
Checks ..................................................................................................................................................................................................................... 4
Saves ........................................................................................................................................................................................................................ 5
Challenges ............................................................................................................................................................................................................... 5
Combat .................................................................................................................................................................................................................... 5
Healing .................................................................................................................................................................................................................... 6
Skills ......................................................................................................................................................................................................................... 6
Magic ....................................................................................................................................................................................................................... 6
Leveling Up ............................................................................................................................................................................................................ 6
Weapons.................................................................................................................................................................................................................. 7
Armor ...................................................................................................................................................................................................................... 7
Items ........................................................................................................................................................................................................................ 7
Spells List ............................................................................................................................................................................................................ 7-8
Advanced Spells List ......................................................................................................................................................................................... 8-9
Additional Class Abilities ............................................................................................................................................................................... 9-11
For Game Masters .......................................................................................................................................................... 11
Time ....................................................................................................................................................................................................................... 11
Exploration ........................................................................................................................................................................................................... 12
Wandering Monsters ........................................................................................................................................................................................... 12
Crawling the Dungeon ....................................................................................................................................................................................... 12

Book II: Fantasy Monsters ................................................................................................ 15


Introduction..................................................................................................................................................................... 17
Monsters..................................................................................................................................................................... 17-33
Appendix A: Monsters by Toughness ......................................................................................................................... 34
Appendix B: Mastering Monsters ................................................................................................................................. 35
Monster Alignment ............................................................................................................................................................................................. 35
Converting Monsters to Tiny d10 .................................................................................................................................................................... 35
Appendix C: Further Reading ....................................................................................................................................... 35
Works of Fiction ................................................................................................................................................................................................. 35
Reference Materials ............................................................................................................................................................................................. 35

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Book III: The Broken Light ............................................................................................. 39
Introduction .....................................................................................................................................................................41
Background .......................................................................................................................................................................................................... 41
The Island ........................................................................................................................................................................41
Area A: The Lighthouse ............................................................................................................................................................................... 41-42
Beneath the Island ..........................................................................................................................................................42
Area B: The Caverns Below ........................................................................................................................................................................ 43-44
Conclusion .......................................................................................................................................................................45
Additional Content .........................................................................................................................................................45
Running the Adventure ...................................................................................................................................................................................... 45
Monsters ............................................................................................................................................................................................................... 46
Items & Equipment ............................................................................................................................................................................................ 46
Map ...................................................................................................................................................................................47
Random Tables .................................................................................................................................................................................................... 49

Miscellany ....................................................................................................................... 51+

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I am the spur
That rides men’s souls,
The glittering lure
That leads around the world.

– Robert E. Howard, “Adventure”

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BOOK I:
FANTASY CORE RULES

1
2
TINY D10: FANTASY CORE RULES
Character Creation Rogues are quick-thinking and fast acting, often
styled as outlaws or vagabonds. They have a
Use the following steps to create a character,
toughness of 6 (T6); use middleweight weapons &
selecting their race, class, and other relevant traits.
below; use lightweight armor only; and gain +1 hit
point and +2 power points. Rogues begin with three
Races class abilities:
Step 1: Select a race. A character’s race provides a number
Deflect projectiles – any projectile attack against you is
of racial advantages, and also influences his or her attitude
a reflex challenge; if you win the challenge, the
and general outlook.
projectile is deflected.
Dwarves are short, strong, and hardy, dwelling in
Evade – dodge a successful attack. Cost: 1 power
mountains and caves, and living for 150+ years.
point.
They gain: double experience points against goblins;
the craft skill; -1 to magical attacks against the dwarf; Feint – if a melee attack fails, re-roll; the target suffers
and +1 hit point per level. -1 toughness on this roll. Cost: 2 power points.
Elves are tall, nimble, and wise, residing in forests Warriors are masters of combat and arms, experts
and glades, and living for 500+ years. They gain: +1 with blade and bow alike. They have a toughness of
to perception checks; +1 damage to evil creatures; 7 (T7); use heavyweight weapons & below; use
immunity to poison; and +1 intellect. heavyweight armor & below; and gain +2 hit points
and +1 power point. Warriors begin with three class
Halflings are short, swift, and jovial, dwelling in
abilities:
glens and shires, and living for 100+ years. They
gain: the hide skill; the sneak skill; -1 to ranged attacks Defensive rush – stop an attack against an ally within
against the halfling; and +1 power point per level. your movement range; power (for melee attacks) or
reflex (for ranged attacks) challenge versus the
Humans are tall, athletic, and courageous, residing
attacker: if you win, any damage is canceled;
in all corners of the land, and living for 80+ years.
otherwise, you take the damage. Cost: 2 power
They gain: +1 damage to natural beasts; the persuade
points.
skill; an additional skill; and +1 aspect.
Power strike – increase the damage of your attack.
Classes Cost: 1 power point per point of damage increased.
Step 2: Select a class. A character’s class provides a Withstand – decrease the damage of a successful
number of class-specific abilities, further influences his or her attack against you. Cost: 1 power point per 1 point
worldview, and enhances his or her faculties. of damage decreased.
Clerics are holy warriors and possess divine magic Wizards are wise and cunning students of the
and powerful healing abilities. They have a magical arts. They have a toughness of 5 (T5); use
toughness of 6 (T6); use middleweight weapons & lightweight weapons only; use featherweight armor
below; use middleweight armor & below; and gain only; and gain +3 magic points. Wizards begin with
+1 magic point and +2 power points. Clerics three class abilities:
begin with three class abilities: Prestidigitation – creates a minor magical effect like
Spell-casting (divine) – start with 2 spells and cast divine colored smoke, blinking lights, disembodied sounds,
spells for their cost in magic points; may not use any etc.
other type of spells. Spell-casting (magical) – start with 3 spells and cast
Words of healing – a short invocation that grants +2 magical spells for their cost in magic points; other
temporary hit points to allies within earshot. Cost: 1 spell types cost double (may not cast divine spells).
power point. Splash-effect – modifies an attack spell, causing it to
Words of strength – a short invocation that grants +1 inflict equal damage to all creatures within a 10-foot
power to allies within earshot; lasts for 1d5 combat radius of the target (attack roll versus toughness for
rounds. Cost: 2 power points. each creature). Cost: 1 power point.

3
Attributes Game Rules
Once your character is complete, it is time to play
Step 3: Assign attribute scores. Divide 3 points between
Tiny d10. Much of this time will be spent
the following attributes.
“roleplaying”, and will rely solely on your wit and
Aspect is a measure of consciousness and charisma, quick thinking.
and is used as a bonus during things like detecting
However, there will be times when rolls are
intentions, or persuading/intimidating someone.
unavoidable. Any attempt to do something that
Additionally, aspect is used as a bonus when casting
necessitates skill to succeed, or that could result in
divine spells.
failure, requires a check.
Intellect is a measure of mental acuity and
sharpness, and is used as a bonus during things like Checks
detecting traps, or gathering information.
When attempting to do something that could result
Additionally, intellect is used as a bonus when
in failure – like fording a raging river, staying astride
casting magical spells.
a frightened horse, or hearing the soft footsteps of
Power is a measure of physical strength, and is used approaching enemies – a check should be made. To
as a bonus during things like breaking down doors, make a check, roll 1d10 and add the relevant
or restraining a hostile creature. Additionally, power attribute score (aspect, intellect, power, or reflex)
is used as a bonus when making melee attacks. and any relevant skill bonuses. There are two types
Reflex is a measure of speed, dexterity, and reaction, of checks:
and is used as a bonus during things like dodging a Action checks are attempts to perform actions like
rolling boulder, or jumping across a chasm. climbing towers, dodging falling rocks, or hiding in
Additionally, reflex is used as a bonus when making nearby bushes. Action checks include attack rolls,
ranged attacks (or melee attacks with small weapons, challenges, and saves.
e.g. daggers).
Perception checks are attempts to perceive
something, like seeing hidden or obscured objects
Hit Points & Power Points and creatures, or hearing hushed voices and furtive
Step 4: Assign hit points and power points. Divide 10 movements. Perception checks are performed by
points between hit points and power points. rolling 1d10 and adding the intellect attribute score.
Hit points (HP) represent the amount of damage a Bonuses from the spot and/or listen skills may also be
creature can suffer before dying. added, as relevant.

Power points (PP) represent an entity’s physical Check Toughness


stamina, and can be added as a bonus to all forms of To determine a check’s toughness (T), consider the
rolls (must be declared prior to rolling). Additionally, following:
power points can be expended to use class abilities.
Toughness Difficulty level
Simple toughness – pulling an ally up from a
Magic Points T2-5 ledge, or climbing a wall with large
Step 5: Generate magic points (this step applies only handholds.
to magic-users like the cleric or wizard). Roll 1d10: Moderate toughness – surprising unaware
T6-9
On a roll of 1-5, gain +4 magic points; on a roll of 6-9, gain opponents, or fighting a strong current.
+5 magic points; on a roll of 10, gain +6 magic points. Difficult toughness – surprising watchful
T10-11 opponents, or picking an expertly-crafted
Magic points (MP) represent an entity’s magical lock.
stamina, and are expended when casting spells.
Extreme toughness – leaping across a massive
T12-13 chasm, or scaling a sheer and smooth stone
Wealth precipice.
Step 6: Generate wealth. Roll 1d10 for gold (gp), silver Impossible toughness – controlling a ship
(sp), and copper pieces (cp), multiplying each result by 10. T14-15 during a gale, or mounting and flying a wild
dragon.
1cp = $1 USD 1sp = $10 USD 1gp = $50 USD
4
Saves Combat Advantage
When there is risk of immediate death or When in an advantageous position (e.g. catching
dismemberment – or similarly dire consequences – a opponents unawares), a character may receive a
save should be made. A standard save is performed bonus (e.g. +1 attack). However, if their attempt
by rolling 1d10 and adding relevant attribute scores does not succeed, a negative condition should be
and/or skill bonuses to the result. Succeeding a save imposed (e.g. the character is knocked down,
cancels any deadly effects, but other effects (like suffering -1 toughness while prone).
serious injury) may still occur.
Non-lethal Combat
A standard save has a toughness of 5 (T5), but
certain conditions (e.g. spells, effects, environmental During combat, non-lethal damage may be inflicted
factors, etc.) can change that. by making an unarmed attack, or by using the blunt
edge or flat side of bladed weapons, or similar non-
lethal means. Successful non-lethal attacks deal 1
Challenges damage; when an enemy has been reduced to 0 hit
When two entities attempt the same thing at the points by a non-lethal blow, they are knocked
same time, a challenge should be performed. The unconscious, instead of killed.
opposing parties each roll 1d10, adding the relevant
attribute score and skill bonus(es) to the result. The A non-lethal or unarmed attack requires a successful
results are then compared, and the higher of the two attack roll against to strike the creature, in addition
succeeds the challenge. to a successful power challenge to damage it. If both
rolls succeed, non-lethal damage is inflicted –
otherwise, the target is simply struck, not injured.
Combat
Combat begins according to reflex scores: highest Monsters in Combat
first, lowest last. Ties should be settled with a roll.
Monsters consist of all enemies and opponents of
Attack rolls work like action or perception checks. the characters, which may include humans and
Roll 1d10 and add the relevant attribute score: if the humanoids, natural beasts and unnatural
result is equal to or higher than the target’s monstrosities, evil living and undead, and more. In
toughness, the attack is successful. order to inflict damage on a monster, a player must
make an attack roll that is equal to or higher than the
Simplified Combat Rules monster’s toughness.
1) One combat round consists of all combatants' A monster’s toughness in based on a number of
turns; each turn represents roughly 5 seconds. components: hit points, damage bonuses, attributes,
2) Only one attack/ability/spell per turn (unless and more. To determine a monster’s toughness,
otherwise noted). consider the following table:
3) Only one movement sequence per turn (if
Toughness Difficulty level
standing up after being knocked prone, Simple toughness – 1-5 HP; these monsters
movement range is reduced by half). T2-5 sometimes have bonuses, abilities, or skills,
4) Less significant actions may be done freely. and rarely spells.
5) Damage inflicted is 1, unless otherwise specified. Moderate toughness – 6-12 HP; these monsters
6) Divine spells use aspect; magical spells use T6-9 sometimes have bonuses, abilities and/or
intellect; melee attacks use power; ranged and spells, and skills.
small weapon (e.g. dagger) attacks use reflex. Difficult toughness – 10-20 HP; these
T10-11 monsters often have bonuses, abilities
Movement in Combat and/or spells, and skills.
During combat, all classes are moderate in speed Extreme toughness – 15-30 HP; these
(unless otherwise specified) and may only move up T12-13 monsters often have bonuses, abilities
and/or spells, and skills.
to their maximum speed range per turn, though
other factors – such as terrain – may affect this. Impossible toughness – 20-30+ HP; these
T14-15 monsters always have bonuses, abilities
Slow Moderate Fast and/or spells, and skills.
20-40 ft. 40-60 ft. 60-80 ft.
5
Healing Gaining New Spells
At 0 hit points, characters are considered A spell-caster may forget old spells and learn new
immobilized and dying, and will expire after 5 ones under the appropriate circumstances (e.g.
combat rounds. learning them from long hours of study in the
libraries or prayer in the temples); however, they may
Standard healing restores 1-2 hit points, magic not learn more spells than the total number of spells
points, and power points per successful T6 intellect they have gained at their level.
check (if the character possesses the heal skill,
healing is an automatic success). Magical healing Spell Saves
generally does not restore magic or power points
(unless otherwise specified). Some spells allow the target to make a save before
having an effect. Each spell-caster has a spell save,
During combat, an entire turn must be forfeit to heal which is equal to their character level + casting
(or to make a heal check). Out of combat, characters attribute score (aspect or intellect) + 3.
may make 1 heal check per every 4 in-game hours,
or spend an entire day resting to restore 1d5 + 2 hit Leveling Up
points, magic points, and power points.
Characters begin as level 1 explorers, and gain levels
by earning experience points (XP), which is
Abilities accomplished by: slaying or defeating opponents
Abilities are special feats and tactics that enhance a (usually earning between 1-5 XP per opponent),
character’s proficiencies, and sometimes require the obtaining treasures and riches (usually earning 1 XP
use of power points to invoke. Unless otherwise per 10gp), or succeeding checks in spectacular and
specified, abilities that target opponents require an heroic ways (usually earning 1 XP). Experience
attack roll versus toughness (as relevant). points are lost upon advancement and must be
gained anew.
Skills
Skills are specific competencies and can only be used Level 2: Adventurer
in specific scenarios. For example: the spot skill can Experience has honed a capable adventurer (50 XP). You
be used in a perception check to see something; the gain: a class ability; one skill; +2 hit points; +1 to any
persuade skill can be used in an aspect check to attribute; +2 power points or +2 magic points; and
convince someone of something. When used, skills +1 toughness or 2 spells (if applicable).
add a +1 bonus to checks. Skills can be used during
combat, but not for combat. Level 3: Hero
Aspect Intellect Reflex Victory has shaped a prosperous hero (100 XP). You gain:
Charm Craft Acrobatics a class ability; one skill; +2 hit points or +1
toughness; +1 to any attribute; +1 power point or
Detect (magic or
motive)
Detect trap Disarm trap +2 magic points; and 1 spell (if applicable).
Know (history, Level 4: Champion
Heal nature, or Hide
religion) Immeasurable odds have forged a true champion (200 XP).
Intimidate Listen Pick lock You gain: a class ability; one skill; +2 hit points; +1
toughness; +1 to any attribute or 1 spell (if
Persuade Magic use Sleight-of-hand
applicable). Additionally, gain the champion’s resolve
Survival Spot Sneak ability (re-roll once any time the result is 1).

Magic Level 5: Legend


Dangers inconceivable have affirmed an everlasting legend
Magic is conjured using magic points (MP).
(400 XP). +2 to any attribute. Additionally, gain the
Typically, only characters that possess the spell-casting
legendary presence ability (the first time an opponent
class ability can use magic. Unless otherwise
attacks you in combat, conduct an aspect
specified, spells are an automatic success.
challenge; if they fail, they suffer -2 to their attack).
6
Equipment Spells List
Equipment can augment a character’s abilities, The below lists comprise a basic collection of two
enabling them to inflict additional damage, types of spells: divine and magical. Other spell types
increasing their hit points and/or toughness, or are supplementary, and not included in this book.
granting other unique bonuses. There are four
classes of equipment: featherweight (FW), Divine Spells
lightweight (LW), middleweight (MW), and Divine spells are cast solely by clerics, use the aspect
heavyweight (HW). A sample of common attribute, and are granted by God to those dedicated
equipment includes: followers deemed worthy.
Armor Burning touch – inflicts 1d5 damage to evil, undead, or
Chainmail MW; +1 hit point, +1 toughness.
otherwise unholy entities. Cost: 2 magic points.
Leather, heavy MW; +2 hit points. Clearsight – the target of this spell sees clearly into the
world around them, revealing all hidden things (e.g.
Leather, light LW; +1 hit point.
invisible entities, hidden objects, traps, etc.); lasts for
Mithril FW; +2 hit points, +1 toughness. your level amount of minutes. Cost: 1 magic point.
HW; +3 hit points, +1 toughness; slow Consecrate – designates an area (radius of 10 x your
Platemail
movement speed when equipped.
level ft.) as holy. Evil, undead, or otherwise unholy
Note: featherweight (FW) is a quality generally entities are unable to enter it; those entities already
possessed by rare and/or magical equipment. within it suffer 1 damage per round, as well as a -1
attack and -1 toughness penalty; lasts for 1d5 hours.
Melee Weapons Cost: 3 magic points.
Flail MW; +1 damage. Deathwatch – reveals the remaining hit points of all
Greatsword HW; +1 attack, +1 damage. entities within 50 ft. Cost: 1 magic point.
Polearm HW; +2 attack. Divine medicine – restores 1d5 + 1 hit points, magic
Shield MW; +1 attack, +1 toughness. points, and power points. Cost: 2 magic points (1 if
Shortsword LW.
the caster possesses the heal skill).
Fear of God – inflicts a -1 toughness and -2 attack
Ranged Weapons penalty for 1d5 rounds. Cost: 2 magic points.
Blowgun LW; range 40 ft.
Holy shield – grants a +2 toughness bonus to yourself
Crossbow,
heavy
MW; +1 damage; range 150 ft. and any allies within 10 ft. for 1d5 + your level
combat rounds. Cost: 3 magic points.
Hand-axe LW; range 30 ft.
Longbow MW; range 200 ft.
Sword of the Spirit – conjures a ghostly sword with
which to strike your opponent; inflicts 2 damage;
Shortbow LW; range 100 ft. attack roll versus toughness (+1 attack bonus); range
50 ft. Cost: 1 magic point.
Items
To serpents – transforms any weapon into a mass of
There are a number of items available to characters writhing serpents for 1d10 combat rounds; if the
that may be beneficial. A small sample includes: target retains control of the serpents for more than
Healing potion Average potion restores 1d5 hit points. one combat round, they must reflex save versus the
Contains one spell (may be used once); caster’s spell save or be bitten (1 damage, -1 to attack
Spell scroll for 1d5 rounds). Cost: 2 magic points.
must be read aloud.

Strength potion
Average potion grants +1 power for Turn undead – all undead entities within 50 ft. must
1d10 rounds. flee your presence for 1d5 rounds; when this spell is
Can be used to trigger traps; +1 to first cast, all undead must aspect save versus
Ten-foot pole
perception checks to detect traps. caster’s spell save or suffer 1 damage. Cost: 2 magic
Thieves’ kit Contains lock-picking tools. points.

7
Magical Spells Advanced Spells List
Magical spells are cast best by wizards, use the Spells for magic-users level 3 and above.
intellect attribute, and are learned through the long
study of ancient tomes and grimoires. Advanced Divine Spells
Animate statue (medium) – animates a statue (T5; 1d5 Burning touch II – inflicts 1d5 + your level damage on
+ your level HP; +1 power) of medium size or smaller; evil, undead, or otherwise unholy entities; this attack
follows your basic commands. Cost: 3 magic points. can be conducted against two targets simultaneously.
Cost: 3 magic points per target.
Ball of light – a powerfully luminous orb. Cost: 0
magic points. Cataclysm – summons deadly, cataclysmic conditions;
each round, all entities (caster immune) within range
Charm (person or animal) – 1 non-hostile, intelligent
(100 ft.) of target must power save versus caster’s
person or animal is immediately friendly to you;
spell save or suffer 1 damage; lasts for 1d10 + your
hostile persons or animals must intellect save
level rounds. Cost: 5 magic points.
versus caster’s spell save to prevent; lasts for 1d10 x
your level minutes. Cost: 1 magic point. Causes one of the following conditions:
Create magic item – imbues a small item with the power Cataclysm Effect
of any spell you know; requires 10 - your level hours Earthquake -1 attack, -1 toughness.
to create the item. Cost: 3 magic points. Firestorm 1 damage per combat round.
Detect thoughts – hear the active thoughts of a target. Flooding Cancels all ranged attacks.
Cost: 2 magic points.
Healing light – restores 1d10 hit points to one target
Dispel magic – eliminates any magical effect. Cost: 2 in your line of sight. Cost: 2 magic points (1 if the
magic points. caster possesses the heal skill).
Dumbstruck – one target suffers a 1d5 penalty to Healing wave – restores 1d5 hit points to your level
intellect for 1d10 rounds; intellect save versus amount of targets (within 20 ft.). Cost: 2 magic
caster’s spell save to reduce duration by half. Cost: 2 points (1 if the caster possesses the heal skill).
magic points.
Holy binds – all evil, undead, or otherwise unholy
Featherfall – affects an object up to 100 x your level creatures in a 50 ft. radius are bound for your level
pounds; range 100 ft. Cost: 1 magic point. amount of combat rounds. Cost: 2 magic points.
Fireball I – inflicts 1d5 + 1 damage; attack roll versus Inflict wounds – inflicts 1 damage per magic point
toughness; range 50 ft. Cost: 2 magic points. spent. Cost: 1 magic point.
Heal – restores 1d5 hit points. Cost: 2 magic points Protective spirit – cancels any one successful action
(1 if the caster possesses the heal skill). (e.g. ability, attack, spell, etc.). Cost: 3 magic point.
Imprint spell – temporarily learn any magical spell cast Sunburst – inflicts 1d10 damage, blinds any creature
during the active combat encounter and cast it at within a 10-foot radius of the target for 1d5 rounds
cost; lasts for duration of combat encounter. (-2 to attack and reflex); aspect save versus caster’s
Mage armor – gain a toughness bonus equal to your spell save to reduce damage by half; range 30 ft.
level for 1d5 + your level rounds. Cost: 2 magic Cost: 4 magic points.
points (3 if cast on a nearby target). Resurrection – restores to life any recently deceased
Magic missile I – inflicts 1 damage; attack roll versus entity, healing all wounds, diseases, or other
toughness; range 100 ft. Cost: 0 magic points (2 to conditions affecting its body at the time of its death.
automatically strike the target). Cost: 6 magic points.
Permanence – causes the effect(s) of any spell to Ward (divine) – resist the effects (but not the damage)
become permanent. Cost: 5 magic points. of any attack or spell cast by an evil, undead, or
otherwise unholy entity for the duration of combat
Phantom hand – opens doors, moves objects, and encounter. Cost: 3 magic points (2 if cast on a nearby
attacks opponents (standard melee attack) within target).
your line of sight. Cost: 1 magic point.
8
Advanced Magical Spells Additional Class Abilities
Animate statue (large) – animates a statue (T7; 1d10 + As characters advance, new class abilities become
your level HP; +2 power) of large size or smaller; available.
follows your basic commands. Cost: 4 magic points.
Detect magic – range 100 ft. Cost: 0 magic points. Cleric Additional Class Abilities
Appeal to heaven – when reduced to half of your total
Enchant weapon – touch a weapon to enchant it with
hit points, gain a +1 attack and damage bonus, and
a +1 attack and +2 damage bonus for the duration
suffer no damage for your level amount of rounds.
of combat encounter. Cost: 2 magic points.
Cost: 2 power points.
Fireball II – inflicts 1d5 damage on up to five
Bless weapon – touch a weapon to imbue it with
creatures within 10 ft. of the target; attack roll versus
radiant energy, granting it a +1 damage bonus, and
toughness; range 50 ft. Cost: 2 magic points.
causing it to inflict 1d5 damage to evil, undead, or
Invisibility – the target remains invisible for up to your otherwise unholy entities; lasts for duration of
level amount of hours, or until attacking. Cost: 2 combat encounter. Cost: 2 power points.
magic points.
Blessed – re-roll any failed roll. Cost: 3 power points
Magic missile II – inflicts 2 damage; attack roll versus (4 if applied to a nearby ally).
toughness (+1 attack bonus); range 100 ft. Cost: 1
Call to battle – all allies roll 1d10: on a roll of 6 or
magic point (2 to automatically strike the target).
higher, they gain an additional attack on their next
Ray of death – inflicts 1d10 damage; aspect or reflex combat turn. Cost: 2 power points.
save versus caster’s spell save to reduce damage by
Counterattack – any time an opponent rolls a 1 against
half; range 50 ft. Cost: 4 magic points.
you in melee combat, you knock them prone.
Repel – all creatures within your path are repelled by
Divine purpose – permanently gain +2 to all saving
an unseen force, pushed aside or otherwise kept 5 ft.
throws.
from you for the duration of this spell; last for 1d5
+ your level movement sequences. Cost: 2 magic Favored weapon – choose a favored weapon (type); on
points. an attack roll of 10 using that weapon, inflict 1d5
damage.
Reprisal – any time you are struck, an opponent that
has previously struck you suffers the damage instead; Healing sacrifice – fully heal allies within 50 ft. Cost: 1
lasts for the duration of combat encounter. Cost: 3 hit point and 2 power points per ally healed.
magic points. Radiant strike – on a melee attack roll of 10, a burst
Reverse gravity – affects a radius of 50 x your level ft.; of heavenly light blinds your target for one combat
lasts for your level amount of hours; range 100 ft. round (-2 to attack and reflex).
Cost: 3 magic points. Righteous anger – permanently gain +1 power.
Spectral sword – one mighty thrust inflicts 1d5 Smite –inflicts 1d10 damage on an evil, undead, or
damage; range 50 ft. Cost: 4 magic points. otherwise unholy entity. Cost: 3 power points.
Teleport – range 200 ft. Cost: 2 magic points. Supernatural vitality – gain +2 toughness when
Time stop – time freezes within your line of sight reduced to 1 hit point.
(caster immune); lasts for 1d5 rounds. Cost: 4 magic Thunderous blow – double your melee attack and
points. damage bonus for one round (if your attack is
Vaporous form – take the form of a small, innocuous successful, roll 1d10: on a roll of 6 or higher, the
strand of fog or mist; lasts for 1d10 x your level target is also knocked prone). Cost: 2 power points.
minutes. Cost: 3 magic points. Walk on water – lasts your level amount of minutes.
Ward (magical) – resist the effects (but not the Cost: 1 power point.
damage) of magical spells for the duration of combat Wrath – gain a +1 damage bonus against all evil,
encounter. Cost: 2 magic points (3 if cast on a nearby undead, or otherwise unholy entities.
target).
9
Rogue Additional Class Abilities Warrior Additional Class Abilities
Bloody slash – for every successful melee attack you Battle lock – any time an opponent attempts to flee or
make using a bladed weapon, roll 1d10: on a roll of leave your immediate area during melee combat, gain
6 or higher, the attack inflicts double damage. an attack against it.
Cat’s paw – reduce all fall damage by half, rounded Brawl – when fighting barehanded or dealing non-
down. lethal damage, gain a +2 attack bonus.
Charismatic – permanently gain +1 aspect. By will alone – resist the effects (but not the damage)
of a spell targeting you. Cost: 2 power points.
Critical strike – any time you roll a 10 in melee or
ranged combat, the target becomes dazed and Commanding presence – force opponents within 30 ft.
suffers -1 to all rolls for your level amount of rounds. to target you; gain +1 toughness when facing two or
more opponents, and +2 toughness when facing
Disguise – alter your appearance using disguises,
four or more; lasts for the duration of combat
trickery, or other techniques of deception at your
encounter. Cost: 3 power points.
disposal; intellect challenge (you gain a +2 bonus
in this challenge) to recognize the illusion. Cost: 1 Deathless – when reduced to 1 hit point, if an
power point. opponent successfully strikes you, they must succeed
a power challenge (you gain a +1 bonus in this
Fanged strike – any time you roll a 10 in melee combat,
challenge) to inflict damage.
gain an amount of hit points equal to the damage you
inflict on your target. Disarm – any time you roll a 10 during melee combat,
conduct a power challenge: if you win the
Fast – become fast in speed and move up to 80 ft.
challenge, you disarm your opponent (in addition to
per combat round.
inflicting damage or any other effects).
Hail of daggers – launch 1d5 + your level daggers at
Explosive power – if you fail a melee attack roll, add
one target; inflicts 1 damage per dagger. Cost: 3
any number of power points as an attack bonus to
power points.
that failed roll. Cost: 1 power point per attack bonus
Haste – forgo your attack action to move up to point.
double your maximum speed.
Heroics – when conducting any check involving
Paralyzing strike – any time you roll a 10 in melee heroic acts or values, gain a +2 bonus (game master’s
combat, the target is paralyzed for your level amount discretion).
of rounds; T5 aspect save to reduce paralysis to one
One man army – on your combat turn, make a melee
round.
attack against multiple opponents within striking
Petty thief – gain a +2 bonus to all attempts to conceal, range. Cost: 1 power point per target.
steal, or pilfer something (game master’s discretion).
Overpower – reroll a failed power challenge. Cost: 1
Prying eye – discover and exploit a target or obstacle’s power point.
weaknesses, reducing its toughness by 2 for one
Pummel – any time you roll a 10 in melee combat,
attempt, or one combat round. Cost: 2 power points.
knock your opponent prone.
Rapid regeneration – any time you heal (or are healed),
Raised by the sword – when facing an opponent also
restore double the amount of hit points.
armed with a sword, gain a +1 attack bonus.
Sudden strike – any time an opponent rolls a 10
Stunning blow – inflicts 2 damage; target must succeed
against you in melee combat, gain an attack prior to
a power challenge to prevent being knocked prone
their attack.
and unconscious for 1d5 rounds; attack roll versus
Tactical retreat – after a successful melee attack (and toughness (+1 attack bonus). Cost: 2 power points.
even if you have moved during this combat round)
Weapon proficiency – choose a specific weapon type
you may retreat to just outside of your opponent’s
(e.g. axe, bow, hammer, sword, etc.); when using that
movement range. Cost: 1 power point.
weapon type, gain a +1 attack or damage bonus.

10
Wizard Additional Class Abilities For Game Masters
Appraise – determine any item’s worth with reliable The game master (GM) operates the world in which
accuracy. adventures unfold. He or she knows the setting,
Apprentice/Familiar – any willing intelligent creature portrays non-player characters (NPCs), commands
may become your apprentice or any charmed animal the monsters, controls environmental events, and
may become your familiar (costing 4 magic points more. The players interact with and influence these
per pact). Once per combat encounter (or at the cost elements through their player characters (PCs).
of 1 power point), your apprentice/familiar (T5; 4-6 This section consists of rules that will aid GMs in
HP) can conduct a melee attack (with advantage) and running games in which all manner of things can –
cast one spell that you know. and will – happen.
Arcane knowledge – reduce spell cost by 1 magic point
(may not reduce spell cost to 0). Time
Enchanted healing – convert any amount of magic Tracking the passage of time provides structure to
points into hit points for yourself or allies within things like combat rounds, restoring hit points,
your line of sight. regenerating magic and power points, exploring
dungeons, traveling through wilderness, consuming
Magical disruption – spells targeting you or nearby food or rations (a character must eat at least one
allies suffer a -1 penalty to their attack roll. meal per day or else suffer a penalty imposed by the
Magical intrusion – doors unlock before you, and re- GM), and more.
lock after your passing (must possess the pick lock
skill). Time in the Dungeon
Magical power – convert all power points to temporary Time spent exploring and moving through dungeons
magic points; gain +1 toughness for 1d5 rounds. is measured in turns – one turn represents about 10
minutes. During this time, several actions can occur:
Multi-cast – cast other spell types (e.g. dark, natural,
illusion, etc.) for their cost in magic points. 1) The GM may check for wandering monsters (1-
in-5 chance);
Polyglot – learn a new tongue solely by hearing it 2) Characters may perform one or more perception
spoken; know 3 x your level languages. checks (as necessary) to search for monsters,
Prodigious casting – gain an additional +1 magic point traps, treasures, or supplies;
each time you advance a level (including this one). 3) Characters may move up to ten times their
movement speed (though they may move more
Re-spell – if you cast a spell last combat round, you quickly with a penalty imposed by the GM).
may cast it again for half its cost (rounded up) in
magic points. Time in the Wilderness
Resist magic – any time you are the target of a magical Time spent exploring and traveling across wilderness
spell attack, conduct an intellect challenge against is measured in turns, with one turn representing four
the attacker; if you succeed, the effects of the spell hours. During this time, several actions can occur:
(but not the damage) are cancelled.
1) The GM may check for wandering monsters (1-
Spell adept – any time you heal (or are healed), restore in-5 chance);
double the amount of magic points. 2) Characters may perform a perception check to
Swift – permanently gain +1 reflex. search for monsters et al., foraged food (1-in-5
chance), and hunted food (1-in-10 chance). If
War mage – permanently gain +1 hit point, +1 power characters dedicate the entire day to foraging or
point, and +1 toughness. hunting, they automatically succeed in finding
foraged food enough for the party for the day,
and increase their chances of finding hunted
food (1-in-5) enough for the party for 1d5 days.
3) Characters may move at a rate of two miles per
hour (or more quickly with penalty).
11
Exploration Crawling the Dungeon
A significant amount of time is spent on exploration, To provide game masters some technical guidance
which is typically split between three location types: for characters exploring and interacting with
cities/towns, dungeons, and wilderness areas. dungeons and their various features, the following
are mechanical rules for “dungeon crawling”.
Exploring a Dungeon
When exploring a dungeon, at least one player Doors
should maintain a map of the party’s course, to Inside a dungeon, doors present a tactical challenge.
prevent their becoming lost. They may be locked, necessitating lock-picking
tools; they may be enchanted, requiring the dispel
Exploring the Wilderness magic spell to use; they may be trapped, triggering a
When exploring the wilderness, parties traversing deadly attack when opened; they may be hidden,
the untamed wilds are at risk of losing their direction. requiring a successful perception check to discover;
Depending on the difficulty of navigating the terrain, or they may be old and hung on a rusted hinge, the
there is between a 1-in-10 and 1-in-2 chance of the noise from which may attract wandering monsters.
party losing their direction, and pursuing the wrong Additionally, locked or stuck doors can be broken
course. At the beginning of each day the party down or forced opened with a successful power
spends in the wilderness, the GM should roll 1d10 check against the door’s toughness. This tactic
to determine if the party loses their direction. If any should be used with great caution, however, as
characters possess the know nature skill, their +1 applying force can be loud, and risks alerting nearby
bonus(es) may be used to improve the result. enemies. Any time a door is broken down, a
wandering monster check should be made.
Wandering Monsters
In many of these locations (particularly dungeons Locks
and wilderness areas) there is a high likelihood of A locked door can be opened with a key or picked
encountering wandering monsters. Most times, the with lock-picking tools (found in a thief’s kit), which
reactions of these monsters are immediately requires a successful reflex check against the lock’s
apparent, and generally consistent with their moral toughness.
alignment; other times, reactions are less certain. In
these instances, GMs should roll 1d10 and use the Traps
following table to determine their initial demeanor: All traps possess at least three components:
Roll Reaction toughness to detect, toughness to disarm, and
1-4 Hostile and aggressive, will attack toughness to save against (these values are often
identical).
5-6 Hostile, may attack
T6; rocks and boulders fall from the
7-8 Unfriendly, hesitant Falling rock
ceiling; inflicts 2-3 damage.
9 Neutral, disinterested T7; spiked pit 10 ft. wide; inflicts 1d5
Hidden pit
10 Friendly; possibly helpful damage.
T6; affects a radius of 5 ft.; inflicts 1-2
Poison gas
Monster Morale damage.
During combat, an opponent’s morale may be To detect a trap, a character must be actively
affected by two events: the first time its ally is slain, searching the immediate area using a perception
and when more than half of its allies have been slain. check. To disarm a trap, a character must 1) possess
Any time one of these two events occur, the GM a thief’s kit, and 2) succeed a reflex check against the
should roll 1d10: if the result is 2 or below, the trap’s toughness. Disarming magical traps requires
opponents’ morale falters, and they may consider the dispel magic spell.
fleeing. It is up to the GM to determine how (and if)
the opponents flee – whether they panic and run,
retreat while fighting, or otherwise.
12
In the black and cold of night,
Beasts glut and heroes fight,
And men and monsters lie slain.

But death of good is not the end,


Though steel slashes and claws rend,
And blood is let and falls like rain

Upon the endless, dusty plain.

– “Ages”

13
14
BOOK II:
FANTASY MONSTERS

13
16
TINY D10: FANTASY MONSTERS
Introduction Monsters
In Tiny d10, the word “monster” comprises all Akanaa (T8; 6-10 HP, 4 PP; +1 power, +1 reflex; +1
forms of enemies and opponents that characters damage)
may encounter. However, not all monsters will be
adversarial to them: many are neutral to their actions, Its stone-hard flesh is black as the night, and its body
and others still may prove friendly – even helpful. is inhumanly tall and thin. Yellow eyes peer out from
The two primary components of all monsters are: a bird-like face, and leathery wings issue from its
lean, muscular back. The akanaa looks like a creature
1) Toughness (T), which represents the from the pits of hell, but hot blood fills its veins, and
percentile difficulty to strike the monster; it is more man than demon. Heinously cruel and
2) Hit points (HP), which represent its ability fueled by hatred alone, the akanaa is a sworn enemy
to withstand being struck. of all that is good and upright. It will frequently use
Additional components include: its restrain ability on a target, taking flight and
dropping it to its death.
1) Magic points (MP) & power points (PP) that
enable monsters the use of spells and Akanaa Abilities
abilities, respectively; Claw – inflicts 1 damage; target is bloodied and must
2) Attributes, bonuses from which increase the succeed a T5 aspect save each round for 1d5
monster’s likelihood of a successful attack rounds or suffer an additional 1 damage. Cost: 1
(or other action); power point.
3) Damage, bonuses from which increase the
amount of damage inflicted per attack; Restrain – when in grappling range, conduct a power
4) Abilities & spells, which increase the overall challenge against a target; if you win the challenge,
combat challenge presented by the monster. the targeted is restrained (cannot move or attack).
Together, these components comprise a monster’s On its turn, the target must succeed a power
statistics, or stats. The inclusion of any of these challenge in order to break free (this challenge is
components will make the monster more performed at a disadvantage). Cost: 1 power point.
challenging and dangerous, i.e. tougher. The general
characteristics of monster toughness levels are
outlined in the table below.
Antlions – dwelling beneath the soil or high in the
Monster Toughness canopy (depending on their lifecycle stage), antlions
Toughness Difficulty level are bizarre and ferocious insects commonly found in
Simple toughness – 1-5 HP; these monsters temperate forests and jungles.
T2-5 sometimes have bonuses, abilities, or skills,
and rarely spells. Antlion, adult (T6; 6-8 HP; +1 damage)
Moderate toughness – 6-12 HP; these monsters Emerging from their cocoon with a humanoid form
T6-9 sometimes have bonuses, abilities and/or and equipped with dazzling transparent wings, adult
spells, and skills.
antlions focus solely on reproduction. To achieve
Difficult toughness – 10-20 HP; these that end, the male must present the significantly
T10-11 monsters often have bonuses, abilities larger female with a live meal – monkeys, pigs, and
and/or spells, and skills.
humanoids being among their preferred fare.
Extreme toughness – 15-30 HP; these
T12-13 monsters often have bonuses, abilities Antlion, larva (T5; 6 HP; +2 damage)
and/or spells, and skills.
These centipede-like creatures grow up to six feet
Impossible toughness – 20-30+ HP; these long and are equipped with large, powerful
T14-15 monsters always have bonuses, abilities mandibles. Antlion larvae typically lie in wait at the
and/or spells, and skills.
mouth of their tunnel, obscured by brush, springing
Note: these values represent a monster’s base at passersby and attempting to pull them into their
toughness, and as such do not account for bonuses underground lair.
from armor, weapons, or special items.
17
Apeman Slaver (T7; 7-8 HP, 2 PP; +2 power; +1
damage)
Apemen – a savage and war-like people, apemen Though largely self-sufficient, apemen obtain their
stand up to six feet tall and generally move about few luxuries through the slave trade, when the
bipedally, though they employ their thick, muscular opportunity presents itself. This responsibility has
arms in the process of running, and with surprising fallen to particularly cruel apemen, who conduct
swiftness. They are a tribal people by nature, and raids on nearby settlement and have a number of
though terribly strong and exceedingly violent, they weapons at their disposal (nets, shackles, whips, etc.)
maintain peaceful relations within their own tribes. to aid in the capture of their victims.
They admire bravery and recklessness, and are fierce Apeman Slaver Abilities
allies to those they consider powerful. Possessing
but one creative inclination, apemen craft exquisite Two-fisted – always roll two dice and keep the higher
blades, many of which have passed through heroic result.
hands over the march of the epochs. Additionally, Wrath – if an opponent inflicts 2 or more damage
all apemen possess the following ability: against you (at once or cumulatively), you gain a +2
Primal rage – your first melee attack of the combat attack bonus against it; this bonus is lost if you attack
encounter inflicts 1d5 damage (if successful). another target.

Apeman Brute (T8; 7-8 HP, 3 PP; +1 power; +2


damage) Aurox (T6; 6-10 HP; +1 power)
Ill-tempered and overfull with lust for battle and Closely resembling a cow or water buffalo, but of a
conquest, the apeman brute is often encountered in gargantuan size, the aurox is an ill-tempered natural
small hunting bands. beast found semi-frequently on wide plains and
rocky foothills. Standing some eight feet tall and six
Apeman Brute Abilities feet wide, its head alone weighs more than the
First blood – if you are the first to inflict damage average man. Commonly encountered in large herds
during combat, gain a +1 attack bonus for the protected by several bulls, aurox meat is considered
duration of combat encounter. a delicacy, though often hard to come by owing to
their ferocity.
Primal instinct – if a melee attack against you is equal
to your toughness, roll 1d10: if the result is 8 or Bandit (T5-7; 6-9 HP, 3-6 PP; +1-2 reflex)
higher, you evade the attack. Often encountered in small groups, the bandit is an
Apeman Elder (T6; 6 HP, 4-6 MP; +1 aspect) outlaw, brigand, or thief. He or she is always opened
to a trade, but is generally more interested in getting
A rare creature in that apemen almost never reach something for nothing. All bandits possess the
old age due to their barbaric lifestyles, the apeman following ability:
elder has developed strange psionic powers in his
advanced years. Petty thief – gain a +2 bonus to all attempts to
conceal, steal, or pilfer something.
Apeman Elder Psionic Abilities
Bandit Abilities
Pyrokinetic blast – inflicts 1d5 +1 damage; requires a
source of fire to manipulate; attack roll versus Bandits possess one of the following abilities (bandit
toughness. Cost: 2 magic points. chiefs may possess two):
Telekinesis II – open doors, move objects, attack Hail of daggers – launch 1d5 + your level daggers at
opponents (standard melee attack; +1 attack and one target; inflicts 1 damage per dagger; attack roll
damage bonus) within your line of sight. Cost: 1 versus toughness. Cost: 3 power points.
magic point. Haste – forgo your attack action to move up to
Telepathy – communicate your thoughts into the double your maximum speed.
mind of a target (or targets) within your line of sight. Fast – become fast in speed and move up to 80 ft.
Cost: 0 magic points (at the cost of 1 magic point, per combat round.
hear the active thoughts of a target).
18
Banshee (T6*; 10 HP, 5 MP, 2 PP; +2 aspect)
A howling, ethereal horror, the banshee is a female
spirit whose appearance is as gruesome now as it was Bears – majestic but fearsome, bears are natural
beautiful once. She possesses the ability to move beasts that are found in a wide variety of regions,
through solid objects, though not living creatures. including caves, forests, and tundra. While not
*As a non-physical entity, the banshee can only be struck by enchanted always aggressive, bears are protective and territorial.
weapons or magical attacks. Additionally, all bears possess the following ability:
Banshee Abilities Bite I – inflicts 2 damage. Cost: 1 power point.
Shriek – all living creatures within 50 ft. must succeed Bear, brown (T5; 5 HP, 2 PP; +1 power)
an aspect challenge or be sickened for 1d5 rounds
Large, swift, and ill-tempered, the brown bear is a
(-2 to all rolls). Cost: 1 power point.
formidable beast with a thick hide, powerful jaws,
Banshee Spells and wicked claws.
Touch of death – any creature touched is reduced to 0 Bear, giant (T7; 12 HP, 4 PP; +2 power)
hit points; reflex challenge versus target. T5
Exceedingly vicious and unusually intelligent, the
aspect save to prevent, instead reducing the victim
giant bear is a primeval predator that stands an
to 1 hit point. Cost: 5 magic points.
average of six feet tall on all fours. Oversized fangs
Basilisk (T8; 10-12 HP, 3 PP; +1 power) protrude from its short, wide muzzle, and small,
An eight-legged reptilian terror, the basilisk can black eyes peer out from a head larger than a man’s
petrify a target with its dead-eyed gaze alone. torso. Despite its hulking size, it can move swiftly
Additionally, the basilisk possesses a ferociously and stealthily through the forest.
powerful bite, but will only use it in close quarters, Giant Bear Abilities
after its petrifying gaze fails.
Maul – on an attack roll of 10, knock prone the
Basilisk Abilities target, and gain an additional attack (+1 damage).
Bite I – inflicts 2 damage. Cost: 1 power point. Bear, polar (T6; 9 HP, 3 PP; +1 power; +1 damage)
Petrifying gaze – a single target that looks upon your Larger and more ferocious even than the brown
face begins to turn to stone, and is immobilized; T5 bear, the polar bear mercilessly stalks its quarry.
aspect save to prevent complete petrification, T7 Unlike the brown bear, the polar bear will follow its
aspect save to restore movement. If the save 5 is target at a distance, remaining undetected until it
failed once, the target is petrified for 1d10 rounds; if strikes – usually at night.
failed a second time, the target is permanently turned
Polar Bear Abilities
to stone.
Bite II – inflicts 3 damage. Cost: 2 power point.
Bathemoth (T10; 14 HP, 3 MP, 2 PP; +1 aspect)
A rare and ancient creature, the bathemoth dwells in
the deepest, blackest reaches of the sea. It is of Blackscale Leech (T4; 1-3 HP)
gigantic proportions – some 20 feet tall – and its Blind, aquatic parasites that can grow up to three feet
monstrous head rests upon twelve massive tentacles, in length, blackscale leeches feed on blood, and are
each thick as a tree trunk. During severe storms, the capable of drawing one pint from a victim in under
bathemoth will emerge from the depths and stalk the a minute. They can survive out of water indefinitely,
coasts, devouring fishermen and capsizing ships. but suffer -1 to attack rolls when on land.
Bathemoth Abilities & Psionic Abilities Boar (T5; 5 HP)
Multi-strike (melee) – conduct a melee attack against Wild and sure-footed, the boar can move swiftly and
up to 1d5 targets. Cost: 3 power points. silently through dense forest brush despite its large
Psychic boom – cancels a successful melee attack size. Though generally not aggressive, it is highly
against you and knocks the attacker prone. Cost: 1 territorial, and its fierce tusks and razor-sharp
magic point. hooves render it a surprisingly dangerous opponent.
19
Cave-crawlers – six-legged, completely blind, and Demons – hellish, twisted creatures from the
ravenously hungry, cave-crawlers are massive insects darkest depths of the underworld, demons are
that can reach up to four feet tall. They are strictly physical incarnations of pure evil. As a result, they
carnivorous, and use their long antennae to probe cannot be killed by conventional means. The
the dank subterranean passages for living prey. demon’s body may be destroyed, its black soul cast
back into hell, but only a killing blow delivered by
Cave-crawler, adult (T6; 6 HP; +1 power)
divine magic can permanently banish a demon.
Iron-hard exoskeletons, powerful barbed legs, and a
perpetual hunger complement the insectoid horror Demon, blood (T8; 6-9 HP; +2 damage)
that is the adult cave-crawler. The blood demon is the result of a summoning ritual
involving a victim’s blood. It stands between four to
Cave-crawler, nymph (T4; 1-2 HP)
five feet tall, and has blood-red flesh, short horns, a
Grotesque larval insects with soft, pale bodies and saturnine face, and coal-black eyes.
wicked mandibles, nymph cave-crawlers are quite
Blood Demon Abilities
large, reaching up to one foot in length.
Bloodlust – each time you damage an opponent in
Cave-crawler, queen (T8; 8 HP, 4 PP; +1 reflex)
combat, you gain 1 hit point.
A bloated monstrosity, part horror, part grotesquery,
the queen cave-crawler serves but one purpose: Demon, imp (T5; 5 HP; +2 reflex; -1 to all magical
spells targeting the imp)
reproduction. She is no less dangerous, however,
and possesses a number of odious defenses. A small, loathsome fiend, the imp is a servile demon,
and typically acts on behalf of a larger, more
Queen Cave-crawler Abilities
diabolical evil. When shapeshifted, the imp prefers
Chemical spray – inflicts 2 damage; attack roll versus the form of a rat, raven, or snake.
toughness. On an attack roll of 10, causes blindness
Imp Abilities
(-2 to attack and reflex) for 1d10 rounds; range 30 ft.
Cost: 1 power point. Shapeshift (natural beast) – lasts for 8 hours, or until
attacking. Cost: 0 power points (racial advantage).
Larvate – produces 1d10 larvae upon being slain.
Demon, succubus (T7; 6-8 HP, 5 MP; +1 aspect, +1
intellect, +1 reflex; level 2 caster)
Cave Bat (T5; 2-4 HP)
Taking the form of a human female, but equipped
Large, vicious, and thirsty for blood, cave bats use with demonic horns and leathery wings (which it
darkness to their advantage, lurking in the shadows often conceals using its disguise self spell), the
or high in the night sky and attacking their targets succubus is a clever and tireless predator. It often
with a ferocious swoop. seeks to ensnare its prey using charm and guile, but
Cultist (T5-7; 5-7 HP, 3-6 MP; +1 intellect; level 1-3 failing that, will always use violence to get its way.
caster) Succubus Spells
A fanatical disciple of one of the many cults in Charm (person) – 1 non-hostile, intelligent person is
existence today, the cultist wields an array of magical immediately friendly to you; hostile persons must
powers – some of which have been long forgotten intellect save versus caster’s spell save to prevent;
by the world proper. Most cultists possess the lasts for caster’s level x 1d10 minutes. Cost: 1 magic
following spell: point.
Dispel magic – eliminates any magical effect. Cost: 2 Disguise self – you significantly alter your appearance,
magic points. including changes to your shape and size; lasts for
Cultist Spells one hour. This spell is purely illusory, and may be
exposed by physical contact. Cost: 2 magic points.
The cultist possesses up to 3 additional magical
(and/or dark) spells.
20
Tyrannosaurus (T10; 15-20 HP, 6 PP; +2 power)
Titanic and terrible, the tyrannosaurus has a massive
Dinosaurs – prehistoric reptilian beasts of myth and head and gaping mouth filled with innumerable long,
mystery, dinosaurs exist today in far-flung and serrated teeth. Standing on two thick, muscular legs
unspoiled climes, hidden away deep within dense with large, taloned feet, this gigantic reptile is as
tropical jungles or on remote islands. In these places, fearsome to behold as it is fatal to encounter. In the
forgotten by time, they carry on much as they did in remote wilds where it rules uncontested, the distant
the days of antiquity, hardened by the age-old thunder of its colossal feet is cause for silence to
struggle for survival and supremacy, and taking not seize the jungle, and for all living things – from bird
kindly to incursions upon their world by strange to beast, predator to prey – to seek shelter until the
creatures. storm of the tyrannosaurus’s fury has passed.
Brachiosaurus (T9; 20-22 HP, 3-5 PP; -1 intellect, +2 Tyrannosaurus Abilities
power) Bite II – inflicts 3 damage. Cost: 2 power points.
While the brachiosaurus is an herbivore, it is as Multi-strike (melee) – conduct a melee attack against
vicious – and deadly – as any bloodthirsty carnivore. up to 1d5 targets. Cost: 3 power points.
More than twice the size of an elephant, its small
head is set atop a long, powerful neck, and its
massive body is supported by four tree trunk-sized Disease-fiend (T8; 11 HP, 9 MP; +2 intellect; level 3
legs and balanced by a long and muscular tail. By caster)
these tokens alone, it has persisted through the Cloaked entirely in black and donning a black leather
bloody, dangerous eons where other creatures mask through which blood-red eyes glare fiercely,
perished. The brachiosaurus is highly territorial, and the disease-fiend spreads plague and death wherever
will savagely attack any entity trespassing in its it roams. Wielding a black stave with a silver serpent
domain. finial, it is a being of malice and depravity.
Brachiosaurus Abilities Disease-fiend Abilities
Tail sweep – inflicts 1d5 damage and knocks the target Resist magic – any time you are the target of a magical
prone 1d5 x 10 ft. away. Cost: 2 power points. spell attack, conduct an intellect challenge against
Trample (massive) – inflicts 1d10 damage; T5 reflex the attacker; if you succeed, the effects of the spell
save to reduce damage by half. Cost: 3 power points. (but not the damage) are cancelled.
Pterosaur (T7; 10-12 HP, 4 PP; -1 intellect, +1 power) Disease-fiend Spells
A true terror of the sky, the pterosaur is more Plague-cast – 1d5 damage; attack roll versus
fearsome even than dragons, owing to its lack of toughness; width 20 ft., range 50 ft. Cost: 3 magic
intelligence and insatiable appetite. It possesses points. Causes one of the following diseases, the
powerful talons capable of crushing skulls like effects of which last until the target succeeds an
overripe fruits, a large and razor-sharp beak, and aspect save versus the caster’s spell save:
huge wings – spanning up to 20 feet – to tirelessly Disease Effect
carry its prey for miles on end. Some rare varieties Blindness and fever; -1 toughness, -2
are even venomous (1-in-10 chance per encounter), Blind ague
attack and reflex.
injecting a paralyzing toxin into its victim using a
Sensation of burning flesh and
syringe-like needle on the end of its reptilian tail. Devil-fire uncontrollable convulsing; -1
Pterosaur Abilities toughness, -2 reflex.
Blood seeps from all pores; -1
Bite I – inflicts 2 damage. Cost: 1 power point. Red death
toughness, -2 power.
Paralyze – immobilizes target for 1d5 days; attack roll Reprisal – any time you are struck, an opponent that
versus toughness; T5 aspect save to reduce has previously struck you suffers the damage; lasts
paralysis to 1d5 hours. Cost: 2 power points. for the duration of combat encounter. Cost: 3 magic
points.
21
Doppelganger (T7; 6-9 HP, 3-6 MP, 2 PP; +2 reflex) Dragon, silver (T10; 15 HP, 9 MP, 4 PP; +3 intellect)
Vaguely human in appearance, albeit slightly shorter Smaller, on average, than gold and stone dragons,
than average, the doppelganger is ghostly pale, its the silver dragon is a unique species possessing
hair white, and eyes a soft red. It will often use its silvery, glittering scales and a magical adeptness
shapeshifting ability to impersonate others for its unrivaled by any other beast. Highly intelligent, they
own personal gain. are descended unchanged of a very ancient breed,
rightly believing themselves to be the first true
Doppelganger Abilities
“dragons”, and in their manner of speech and
Shapeshift (humanoid) – lasts for 8 hours, or until behavior, such conceit is apparent. Silver dragons
attacking. Cost: 0 power points (racial advantage). harbor a strong dislike for most humanoid races.
Doppelganger Spells Silver Dragon Abilities
Detect thoughts – hear the active thoughts of a target. Breath weapon (steam) – inflicts 1d5 damage; attack roll
Cost: 2 magic points. versus toughness; T5 reflex save to reduce damage
Vaporous form – take the form of a small, innocuous by 1 point; range 30 ft. Cost: 2 power points.
strand of fog or mist; lasts for 1d10 x your level Silver Dragon Spells
minutes. Cost: 3 magic points.
Dragonspell – see dragon, gold .
Invisibility – the target remains invisible for up to your
level amount of hours, or until attacking. Cost: 2
Dragons – creatures of the oldest legends and lore, magic points.
few today have actually seen a dragon, and fewer still Silver spray – a spray of silver light surges at a target,
have lived to tell of it. Dragons come in a inflicting 1d5 damage and permanently staining its
bewildering variety of shapes, sizes, colors, flesh a metallic silver; reflex save versus caster’s
temperaments, and intelligence levels. Their spell save to reduce damage by half (rounded up);
commonalities generally consist of iron-hard range 50 ft. Cost: 2 magic points.
reptilian scales, slashing claws, crushing jaws, and a
shrewd disdain for the races of men. Time stop – within your line of sight, time freezes for
1d5 rounds. Cost: 5 magic points.
Dragon, gold (T12; 22 HP, 3 MP, 6 PP; +3 power)
Dragon, stone (T11; 20 HP, 4 PP)
So-called for its gold-plated hide, the gold dragon is
covered head-to-tail in form-fitting gold “armor”. The stone dragon is not a dragon, but rather a giant
The typical gold dragon is a full-grown adult, stone-carved statue depicting a fearsome dragon that
gigantic in size, and possesses a grand hoard of has been animated using an immensely powerful
precious metal (mostly gold), which it liquefies using magic. Created by an ancient people who dwelt in
its fire-breath, and applies the molten product to its stone castles of unimaginable size and antiquity, the
already iron-hard hide. stone dragon’s singular purpose today is to stand
guard over the relics of this long-gone race. Though
Gold Dragon Abilities little more than automatons, stone dragons are
Breath weapon (fire) – inflicts 1d10 damage; attack roll formidable opponents.
versus toughness; T5 reflex save to reduce damage Stone Dragon Abilities
by half; range 60 ft. Cost: 3 power points.
Breath weapon (necrotic) – inflicts 1d5 + 2 damage;
Tail sweep – inflicts 1d5 damage and knocks the target attack roll versus toughness; T5 reflex save to
prone 1d5 x 10 ft. away. Cost: 2 power points. reduce damage by 2; range 30 ft. Cost: 2 power
Gold Dragon Spells points.
Dragonspell – any entity which looks into the dragon’s Note: necrotic damage requires twice as long to
eyes may become transfixed by its dragonspell, heal/recover from.
rendering it immobile for one combat round; aspect Tail sweep – see dragon, gold .
save versus caster’s spell save to prevent. Cost: 1
magic point.
22
Dryad (T6; 6 HP, 3 MP; +1 aspect) Elemental, earth (T8; 10 HP, 4 MP; +1 power)
The spirit of the forest trees, the dryad is manifest as The earth elemental is a large humanoid composed
a beautiful woman adorned by leaves and vines. She of earth and stone. If discovered, it will attempt to
is known to appear to lost travelers, sometimes camouflage itself in its surroundings.
offering aid, and other times mocking their plight. Earth Elemental Spells
Dryad Spells Move earth – move or manipulate a large mass of dirt,
Heal – restores 1d5 hit points. Cost: 2 magic points soil, or earth; if used as an attack, conduct a standard
(1 if the caster possesses the heal skill). attack roll against the target (+1 damage bonus);
range 100 ft. Cost: 2 magic points.
Imprint spell – temporarily learn any magical spell cast
during the active combat encounter and cast it at Elemental, fire (T7; 1d10 + 1d5 HP, 6 MP; +1
cost; lasts for duration of combat encounter. reflex)
The rarest of elementals, the fire elemental is often
found in mountainous or similarly dry, rocky terrain,
and appears vaguely humanoid in shape.
Elementals – a peculiar collection of entities,
elementals are comprised entirely of organic Fire Elemental Spells
material, and possess a limited form of Fireball I – inflicts 1d5 + 1 damage; attack roll versus
consciousness. They tend to display an affection for toughness; range 50 ft. Cost: 2 magic points.
nature, and have been observed caring for plants and
animals. Though elementals occur naturally in the
wild, most are created or summoned by magic-users Gargoyle (T7; 6-8 HP; +1 power)
of sufficiently advanced ability. Generally, when The origins of the beastly, stone-carven gargoyle are
encountered in the wild, elementals will avoid shrouded in mystery, though their countenance
combat when possible, but will attack if given no adorns the oldest castles known to man.
other option; even then, they will attempt to escape
any time the opportunity is presented. Every Gargoyle Abilities
elemental possesses the following ability: Magical immunity I – immune to the effects (but not
Elemental surge – when at or below half of your hit the damage) of magical spells.
points, each time you are damaged, there is a 1-in-2 Gelatinous Cube (T9; 10 HP; +2 power)
chance that a surge of elemental magic will occur,
A near invisible ooze that has adopted the shape of
affecting entities within a 50-foot radius.
a cube due to its perpetual roaming of dungeon halls,
Roll Effect the gelatinous cube will engulf anything it comes
1 Opponents are polymorphed for 1d10 hours into contact with (power challenge versus target to
Opponents become dizzy, suffering -2 reflex prevent). Anything within the cube suffers 1 damage
2-4 per combat round. Objects within the cube can be
and power for 1d5 rounds
5-6 All entities gain double hit points for 1d5 hours
pulled out with a successful power challenge against
the cube.
7-9 Magic use is disabled for 1d10 rounds
Ghoul (T5; 6 HP, 2 PP)
10 Elemental becomes invisible for 1d10 hours
A fiendish, undead humanoid, the ghoul is vicious
Elemental, crystal (T6; 5 + 1d5 HP, 4 PP; +1 aspect)
and vengeful, possessing a taste for living flesh and
The crystal elemental is comprised of white-to- hot blood.
purple crystals that form a roughly humanoid shape.
Ghoul Abilities
Crystal Elemental Abilities
Hunger for flesh – each successful melee attack, roll
Crystal ray – a narrow beam of light that blinds a 1d10: if the result is 5 or higher, gain 1 hit point.
target (-2 to attack and reflex) for 1d10 rounds;
Poison – on a successful melee attack roll of 9 or
attack roll versus toughness; range 50 ft. Cost: 1
higher (or at the cost of 1 power point), the victim
power point.
becomes poisoned, losing their next combat turn.
23
Giant Eagle (T7; 9 HP, 3 PP; +1 intellect)
With a wingspan of greater than 20 feet, the giant
Giants – considerably larger than most civilized eagle is a wise and noble creature. Though they care
folk, giants are a primitive, simple race consisting of little for the affairs of others, they have been known
several different groups. While not always violent, to aid innocent or virtuous entities when the effort
giants are defensive, quick to anger, and easy to aligns with their own interests.
offend. However, their simple nature can make them Giant Rat (T4; 2-3 HP; +1 damage)
trusting and loyal, under the right circumstances.
Diseased, mangy, and vicious, giant rats are roughly
Giant, cave (T8; 12 HP, 3 PP; +1 power, -2 intellect) the size of a cat. Attacking exclusively in large
The largest of the known giant races, cave giants groups, they will always flee when half of their
commonly reach heights of 16 feet or more. Despite number has been slain.
their leading solitary lives, they can be curious, and Goblin (T5-6; 4-8 HP; +1 reflex)
even friendly, toward other humanoids. Their
suspicions are quickly overcome and trust easily Snarling, diminutive, blood-thirsty humanoids,
gained when treated kindly, or offered an item which goblins are clever, ruthless, and fundamentally evil.
piques their interest. If they are tricked or betrayed, They often wield razor-sharp, wicked-edged daggers
however, they are a whirlwind of fury and or shortbows.
destruction.
Giant, half (T7; 10 HP, 2 PP; +1 power, -1 intellect)
Standing between seven-to-nine feet tall, half-giants Golems – a mindless bulk of organic material, the
are a little known race that dwell on remote golem is animated to action by powerful magic. It is
mountaintops in small tribal bands. Contrary to a servile creature by nature, obeying simple
popular belief, they are not the offspring of human commands issued by the summoner, ceasing only
and giant parents. Generally easy-going and pleasant, when it has completed its task or is killed in the
they are nonetheless territorial and distrustful of attempt. Nearly any organic material can be
outsiders. animated into a golem, though some may prove
more difficult than others.
Half-giant Abilities
Golem, flesh (T5; 5 HP, 2 PP)
Stunning blow – inflicts 2 damage; target must succeed
a power challenge to prevent being knocked prone A twisted aberration of coagulated blood, sinew,
and unconscious for 1d5 rounds; attack roll versus bone, and muscle, the flesh golem is corporeal
toughness (+1 attack bonus). Cost: 2 power points. horror manifest. Despite being un-living and
possessing no memory, will, or spirit, the flesh golem
Giant, hill (T9; 12 HP, 3 PP; +2 power, -2 intellect) is animated with a fiendish ferocity and attacks its
The most wild and unpredictable of all known giant enemies with untempered aggression.
races, the hill giant is a formidable sight, standing 14 Flesh Golem Abilities
feet tall and usually wielding a great wooden club (+1
damage). An unreasoning brute and indiscriminate Rampage – gain a +1 attack and damage bonus for
carnivore, it is responsible for the vast majority of 1d10 rounds; additionally, gain 2 hit points. Cost: 2
deaths attributed to giants. power points.
Hill Giant Abilities Golem, iron (T8; 10 HP, 3 PP; +1 toughness against
bladed weapons)
Primal rage – your first melee attack of the combat
encounter inflicts 1d5 damage (if successful). An empty suit of armor, standing an eternal watch;
a hulking clump of raw ore, ever stalking the stony
Retaliation (at will) – when struck in combat, you may foothills; these are two common forms in which the
immediately make one melee attack against the iron golem is manifest. Unless commanded to action
attacker, or the nearest opponent. Cost: 1 power by its creator, the iron golem tends to remain
point. stationary, indistinguishable from an ornamental
statue or crude iron sculpture.
24
Golem, rock (T7; 10 HP; +2 toughness against bladed Grimalkin (T6; 9 HP, 2 MP, 2 PP; +2 reflex; level 2
weapons) caster)
The most prolific of golems, the rock golem is also Short and lithe, grimalkin – also known as catfolk – are
a naturally occurring entity, found (though rarely) in swift of mind and body, possessing all the grace and
the stony wilds. While none are certain of the conceit native to the feline races. Bipedal and standing
conditions of their non-magical creation, it is no more than four feet tall, their tails are equal to their
thought they are the result of lightning striking body length, and their fur coats come in several colors
humanoid-shaped rock formations. Unique among and patterns. While whimsical and child-like in
the golems in that they are often unbound to a demeanor, grimalkin are also fierce warriors equipped
creator’s will, a rock golem is generally unperturbed with powerful jaws, wicked claws, and natural magic.
by all but a direct attack against it. Grimalkin Abilities
Cat’s paw – reduce all fall damage by half, rounded
Goliath Crab (T6; 4-6 HP; +1 power) down.
Massive crustaceans with iron-hard carapaces and Grimalkin Spells
vice-like claws, goliath crabs are usually found Wild grace – gain +2 reflex for 1d5 + your level amount
clinging to the rocky ocean shores in groups of 5-20. of rounds. Cost: 1 magic point (2 if cast on a nearby
Goliath Crab Abilities target).
1-in-5 goliath crabs will possess the following ability:
Vice – on a melee attack roll of 10, you pin your
target; they are unable to make a move action for 1d5 Hags – creatures of pure malevolence, these witch-
rounds, or until succeeding a power challenge. like beings were once human women, but a terrible
Griffyn (T9; 10 + 1d5 HP, 6 MP, 5 PP; +2 intellect, and violent death has transformed them into
+2 reflex) hideous and hate-driven monstrosities. Unlike
witches, hags form no covens and possess no
Considered by many peoples to be the king of all familiars – they are completely solitary, loathing
beasts, the griffyn is both feared and revered by all themselves nearly as much as they loathe all living
manner of men. Possessing the head, wings, and beings; however, their hatred for men in particular
talons of an eagle and the body, mane, and tail of a burns brightest of all.
lion, it is a majestic and highly intelligent creature.
To kill a griffyn – even in self-defense – is Hag, frost (T7; 7 HP, 5 MP; +2 intellect; level 1-2
considered to be an atrocity, cursing the killer and all caster)
his descendants thereafter and until the end of time. A hunched and wizened horror, the frost hag hides
However, to help a griffyn in distress is thought to her repugnant appearance beneath an illusion of
confer an eternal blessing upon the Samaritan and beauty. She presents herself as a slender, youthful
his line in perpetuity. woman with thick black hair, fair white skin, and icy
Griffyn Abilities blue eyes to ensnare the lustful or unsuspecting.

Deadly dive – make a melee attack while airborne, Frost Hag Spells
gaining a +1 attack bonus, and immediately retreat Disguise self – you significantly alter your appearance,
up to 50 ft. high. Cost: 1 power point. including changes to your shape and size; lasts for
Griffyn Spells one hour. This spell is purely illusory, and may be
exposed by physical contact. Cost: 2 magic points.
Heavenly light – inflicts 1d10 damage, blinds any
creature within a 10-foot radius of the target for 1d5 Drain life – target loses 1d5 hit points; you gain them
rounds (-2 to attack and reflex); aspect save versus (may exceed you maximum hit points). Cost: 3 magic
caster’s spell save to reduce damage by half. Cost: 3 points.
magic points. Icy gaze – any entity that looks upon your face must
Protective spirit – cancel any one successful action succeed an aspect save versus caster’s spell save or
(ability, attack, spell, etc.). Cost: 3 magic points. be frozen for 1d10 rounds. Cost: 1 magic point.
25
Hag, sea (T8; 8 HP, 5 MP; +2 intellect; level 2-3 caster) Hobgoblin (T8; 8-12 HP, 4 PP; +2 power)
Her thick hair, almost iridescent blue and green, falls More developed and intelligent than goblins, the
about her naked shoulders like a waterfall; her cool hobgoblin is easily distinguished by its larger size and
grey eyes are as deep and mysterious as the sea, and better-formed build. Hobgoblins are formidable
twice as deadly. Underneath this comely visage is a combatants, and a war-like people; they live to slay
skeletal, demonic creature wrapped in sloughing, and be slain on the battlefield. Preferring melee
waterlogged skin and armed with wicked talons, combat, hobgoblins generally only use melee
glittering fangs, and a rage more fierce than a weapons – though they will employ primitive siege
thousand gales. engines when necessary.
Sea Hag Spells Hobgoblin Abilities
Disguise self – see hag, frost. Hobgoblins have one of the following abilities:
Tempest – the winds and waves obey your will, tearing One man army – on your combat turn, make a melee
like claws and crashing like boulders around you; attack against multiple targets within striking range.
inflicts 2 damage per round to all entities in range Cost: 1 power point per target.
(caster immune); power save (once per round) Pummel – any time you roll a 10 in melee combat,
versus caster’s spell save to reduce damage by half; knock your opponent prone.
lasts for 1d5 + your level rounds; range 50-foot
radius. Cost: 3 magic points. Raised by the sword – when facing an opponent also
armed with a sword, gain a +1 attack bonus.
Hag, swamp (T7; 9 HP, 7 MP; +1-2 intellect; level 2-
4 caster) Howler (T5; 3-5 HP; +1 power)
Her laugh, which often announces her presence Roughly three feet tall, the howler is a primitive, ape-
from the shadows, is full of mirth and mockery, and like beast covered in thick white fur. Protruding
her scintillant dark eyes stare out from an untamed, from its naked jowls are large fangs, punctuated by
beautiful brown face, full lips ever smiling. She wears rows of dull, pointed teeth. Howlers are extremely
her dusky hair piled atop her head and moves like territorial, ferociously strong, and exceedingly cruel.
the swaying myrtle, but strikes like snapping jaws.
Her true face is one of rot and black death, and a
watery grave awaits all who cross her path.
Swamp Hag Spells Lizardfolk – representing a wide variety of tribes,
lizardfolk are intelligent reptilian humanoids that live
Disguise self – see hag, frost. at the fringes of large cities and other settlements.
Touch of death – any creature touched is reduced to 0 Lean, shrewd, and extremely reserved, they are
hit points; reflex challenge versus target. T5 skilled woodsmen, and as such, often find employ as
aspect save to prevent, instead reducing the victim guides, men-at-arms, scouts, and more. While the
to 1 hit point. Cost: 5 magic points. various lizardfolk tribes wage war amongst
themselves, they have a peaceful relationship with
the world of men.
Harpy (T5; 6 HP, 4 PP; +1 reflex)
Lizardfolk druid (T5; 6 HP, 4 MP, 2 PP; +1 aspect)
Before the flutter of its feathery wings can be heard,
Possessing a deep connection with the natural world
its soft, sweet melody lilts on the air, cloaking its evil
and deriving from it great magical power, the
intentions. The harpy is a vicious winged humanoid
lizardfolk druid is a guardian of the free, wild lands.
with a nasty temperament, bearing bird-like feet
equipped with huge talons. Lizardfolk Druid Spells
Harpy Abilities Lightning bolt I – inflicts 1 damage; attack roll versus
toughness. Cost: 0 magic points.
Double-strike (melee) – gain an additional melee attack
each time you make a successful melee attack (once Oakenhide – gain 1d5 temporary hit points (may
per combat turn). exceed your maximum hit points). Cost: 1 magic
point (2 if cast on a nearby target).
26
Lizardfolk ranger (T6; 7-8 HP, 4 PP; +1 reflex) Miscreant (T4; 1-3 HP; +3 reflex; skills: hide)
Possessed by a wandering foot, the lizardfolk ranger A race of small, goblin-like creatures, miscreants are
is never long in one spot, ever seeking the furthest best known for their habit of surreptitiously
and deepest reaches of the hidden, wild places. lightening the load of treasure-laden adventurers.
Lizardfolk Ranger Abilities Miscreant Abilities
Preemptive strike – immediately gain a ranged attack Petty thief – gain a +2 bonus to all attempts to
against any opponent moving toward you. Cost: 2 conceal, steal, or pilfer something (game master’s
power points. discretion).
Ranged prowess – gain a +1 damage bonus when Prying eye – discover and exploit a target or obstacle’s
attacking with a ranged weapon. weaknesses, reducing its toughness by 2 for one
attempt, or one combat round. Cost: 2 power points.
Lizardfolk skull-splitter (T9; 12 HP, 3 PP; +3
power) Mountain Devil (T8; 10 HP, 1 PP; +1 aspect, +1
power)
Standing head-and-shoulders taller than most
lizardfolk, the skull-splitter is a born and bred Despite its great stature, this hairy biped moves like
warrior with the temperament of a crocodile, and a shadow through the thick forests that blanket its
wields a large stone axe (+1 damage). mountain home. The mountain devil is a reclusive
and mysterious creature – part ape, part man, part
Lizardfolk skull-splitter Abilities
otherworld. Peaceful by nature, mountain devils
Pummel – any time you roll a 10 in melee combat, dwell in small, well-hidden communities comprised
knock your opponent prone. of simple timber structures, but are capable of
shocking acts of violence if threatened or harmed.
Manticore (T9; 13 HP, 6 PP; +2 reflex) Mountain Devil Abilities
Possessing a human face, a lion’s body, leathery Shout of war – all allies within earshot may conduct a
wings, and a spike-tipped reptilian tail, the manticore T5 aspect check; if succeeded, they gain a +1 attack
is an amalgam of teeth, claws, and terror. Fiercely bonus for1d5 rounds. Cost: 1 power point.
territorial and ceaselessly hungry, it is conversant in Muddeman (T12; 16 HP; +2 power)
dozens of languages, but will heed no reason. The
manticore is calculating when attacking, preferring A great lumbering mass of slimy black earth, the
to stay afar and aloft, subjecting its targets to a volley muddeman is the result of a water supply (swamps
of tail spikes and finding cruel pleasure in toying and lakes, typically) becoming contaminated with
with its opponents. However, if goaded or enraged, enchanted “run-off”. Most muddemen are quite
it will viciously engage in melee combat. large, standing some 15 feet tall with a stocky build.
They protect their territory fiercely, springing like a
Manticore Abilities trap on man and beast alike (this attack can be
Multi-strike (ranged) – conduct a ranged attack against treated as a trap).
up to 1d5 targets. Cost: 3 power points. Muddeman Abilities
Minotaur (T8; 10 HP, 4 PP; +1 power; +1 damage) Magical immunity I – immune to the effects (but not
Standing up to eight feet tall, the minotaur is a the damage) of magical spells.
towering, muscular humanoid with the head of a Mummy (T7; +2 power)
bull, torso of a man, and cloven-hooved feet.
Minotaurs heavily favor the use of axes, hammers, Many ancient cultures engaged in the practice of
and other large bludgeoning weapons. mummification, but only those whose secrets are
now lost to the dim mists of time were able to
Minotaur Abilities permanently reanimate the dead. Mummies cannot
Bullrush – on a successful melee attack, knock prone be killed – each part of a mummy’s body can act
up to 1d5 opponents in the immediate vicinity of the independently of its head, and should they become
target, and inflict 2 damage to each knocked prone; separated, will autonomously seek to be reunited by
T5 power save to prevent. Cost: 1 power point. whatever means possible.
27
Myconid (T5; 5-6 HP, 4 PP; +1 aspect or +1 reflex) Ravenous Bird (T3; 1-2 HP; +1 reflex)
Also known as “mushroom men,” myconids are a Starved and desperate, ravenous birds will attack
sentient race of humanoid fungi that form vast and ferociously until at least half of their flock – usually
complex subterranean societies. They are generally numbered 10-20 – is slain.
wise, noble, and simple, possessing a deep Ravenous Bird Abilities
connection to the natural world. While they are
peaceable by nature, they are also reclusive and Swarm – gain a +1 toughness bonus in large numbers
tribalistic, and can be dangerous if approached (10+).
carelessly. Rolang (T6; 4-6 HP; +2 power)
Myconid Abilities A grim and somber creature, the rolang is an
Spore cloud – release spores to the wind, affecting all animated humanoid corpse, revivified by dark magic
entities within a 20-foot radius; effects lasts 1d5 + 5 to serve its creator. The rolang’s skin is black and
rounds (unless otherwise specified); T5 aspect save frostbitten, its body hard as ice and deceptively
to prevent. Cost: 1 power point. strong. Additionally, the rolang is missing its tongue,
Roll Effect
which is ritualistically removed during its creation.
Fear – entities are stricken with a deep, Rolang Abilities
1-5
disturbing fear, suffering a -2 attack penalty. Undead – when reduced to 0 hit points, conduct a
6-9
Sleep – entities fall into a deep slumber (lasts for standard save; if you succeed the save, gain 1 hit
1d5 hours or until attacked). point.
Rage – entities become enraged and attack the
10
nearest creature blindly and without relent.

Ogre (T10; 10 HP, 2-4 PP; +1 power; +1 damage) Serpents – cold-blooded and cold-hearted, serpents
Standing up to 13 feet tall, the thick-skulled, resemble massive snakes (e.g. long, sinuous bodies;
muscle-bound ogre is dull, brutish, and highly scaly flesh; and cruel, inscrutable eyes) but present
temperamental. Ogres lead solitary lives of raiding an even greater danger, as they are generally highly
and reaving, and wield crude, primitive weapons like intelligent and possess a variety of supernatural
clubs and massive stone-tipped spears. powers – including spell-casting and telepathy.
Ogre Abilities Serpent, black-ice (adult) (T9; 12 HP, 3 PP; +1
aspect; +2 damage)
Power strike – increase the damage of your attack.
Cost: 1 power point per point of damage increased. The black-ice serpent can reach up to 100 feet long,
and its ink-black flesh is phosphorescent, glowing
Pyrocan (T10; 14 HP, 6 MP, 3 PP; +1 intellect) blue when agitated. Its steel-trap jaws are studded
A rare and magical creature, the pyrocan is a large with thousands of needle-like teeth, and its cold
canine (bigger even than a horse) whose body is black eyes glitter dully. The serpent is completely
comprised of flame, and great wings of fire sprout blind, but can detect body heat through solid stone.
from its back. It is a fierce friend to humanoids with Its senses are further enhanced by a primitive
which it has bonded, but a fiercer foe to strangers or telepathy. Dwelling only in deep undersea caverns, it
enemies. spends much of its time in a state of semi-
hibernation, extending its lifespan indefinitely.
Pyrocan Abilities
Adult Black-ice Serpent Abilities
Bite I – inflicts 2 damage. Cost: 1 power point.
Combat telepathy – all attacks against you must first
Pyrocan Spells succeed an aspect challenge; failed challenges
Fireball II – inflicts 1d5 damage on up to five result in a -2 penalty to the attack roll.
creatures within 10 ft. of the target; attack roll versus Venomous bite I – inflicts 2 damage; target must
toughness; range 50 ft. Cost: 2 magic points. succeed a T6 aspect save or suffer -1 to attack for
1d5 rounds. Cost: 1 power point.

28
Serpent, black-ice (hatchling) (T6; 6 HP, 4 PP; +1 Shapeshifter (T8; 9 HP, 4 PP; +1 aspect, +1 intellect,
damage) +1 reflex)
The offspring of the black-ice serpent, hatchlings Taking many forms – from intelligent humanoid to
can be even more dangerous than their adult cunning beast – the shapeshifter is a creature of
counterparts, as they are considerably more malice and deceit. No matter its form, however, its
venomous while young, and inflict a nasty bite. eyes remain unchanged: a deep, dull red. The
shapeshifter will often approach travelers,
Hatchling Black-ice Serpent Abilities
presenting a friendly countenance in an attempt to
Venomous bite II – inflicts 3 damage; target must gain a token: clothing, food, spare coin, etc. If it
succeed a T8 aspect save or suffer -2 to attack for should receive such a token, the individual who gave
1d5 rounds. Cost: 2 power points. it is marked for death. Usually that very night, the
Serpent, feathered (T7; 10 HP, 4-6 PP; +1 reflex) shapeshifter will announce its presence with an
unearthly howl and attack its marked victim, taking
Quick as a snake and graceful as a bird, the feathered its true form: a pale-fleshed, long-limbed humanoid
serpent is covered in a rich plumage, the appearance with red, glowing eyes and gnashing teeth.
of which varies based on the serpent’s environment.
These feathers allow the serpent to fly effortlessly Shapeshifter Abilities
through the sky, enabling it to attack its targets Shapeshift – take the form of any creature of similar
through a series of lightning fast dives. size; lasts for 8 hours, or until attacking. Cost: 0
Feathered Serpent Abilities power points (racial advantage).

Absorb magic – resist the effects (but not the damage) Shriek – all living creatures within 50 ft. must succeed
of any spell, and gain an amount of hit points or an aspect challenge or be sickened for 1d5 rounds
power points equal to the spell’s cost in magic (-2 to all rolls). Cost: 1 power point.
points. Skeletal Warrior (T6; 6-8 HP)
Multi-strike (melee) – conduct a melee attack against The skeletal warrior comes in a wide variety of
up to 1d5 targets. Cost: 3 power points. humanoid shapes – sometimes still glistening wetly,
other times dry as the crypt from which it escaped.
It is animated by some evil force to attack
Shadowcat (T7; 6-9 HP, 2 PP; +3 reflex; skills: hide,
relentlessly until slain. The skeletal warrior is always
sneak)
wielding some form of traditional melee weapon like
Despite its thick, shock-white fur, the shadowcat a dagger, shortsword, or mace; additionally, there is
slinks invisibly in dusk and dawn alike. Often a 1-in-2 chance that the skeletal warrior is equipped
reaching the size of a large tiger, though even more with chainmail armor.
lithe and sleek, shadowcats are typically found high
atop snow-capped mountains. They will semi-
frequently descend from their alpine homes in
search of food or mates. Slimes – normally found in caves and dungeons in
Shadowcat Abilities the form of puddles on floors, coating walls, and in
some instances, clinging to ceilings, slimes are simple
Evade – dodge a successful attack. Cost: 1 power creatures: unthinking and unfeeling. Slimes exist to
point. consume, and will attempt to devour any living entity
Shambling Horror (T12; 15 HP, 2 MP) with which they come into contact.
A huge mass of writhing flesh and a gaping maw Slime, acrid (T3; 1-3 HP)
studded with rows of flat, grinding teeth, the A wandering, aimless ooze, the acrid slime is the
shambling horror is a grotesque aberration whose most numerous of slimes in existence.
churning stomach is never full.
Acrid Slime Abilities
Shambling Horror Spells
Acidic – on a melee attack roll of 10, completely
Teleport – range 200 ft. Cost: 2 magic points. destroy one non-enchanted metallic weapon.
29
Slime, blood (T4; 3-5 HP, 1 PP; +1 power) Ungoliant (T7; 8 HP, 4 PP; +1 power, +1 reflex)
So named for its deep red color (which is the result A massive and unsettlingly intelligence race of
of its parasitic affinity for blood), the blood slime spiders, the ungoliant has a keen taste for human,
prefers to cling to high ceilings and drop onto its though will prey on all warm-blooded beings.
unsuspecting prey, latching to it and greedily Ungoliant Abilities
drawing its blood (this attack can be treated as a
trap). If triggered, the blood slime will use its Venomous bite I – inflicts 2 damage; target must
parasitic latch ability. succeed a T6 aspect save or suffer -1 to attack for
1d5 rounds. Cost: 1 power point.
Blood Slime Abilities
Sticky web – restrains target, preventing their
Parasitic latch – latch on to a target and immediately movement or attack actions; on its turn, the target
inflict 1 damage; on the target’s combat turn, it must must succeed a power challenge (you gain a+1
succeed a power challenge or suffer 1 damage per bonus) to break free; range 20 ft. Cost: 1 power
round until you are unlatched. Cost: 1 power point. point.
Slime, glowing (T2; 5 HP)
The glowing slime is a vivid, luminous slime that
comes in a variety of colors – blue, green, purple,
etc. It “feeds” on warmth, and as such, is attracted Vampires – ageless, timeless, and fiendishly
to living creatures, aggressively seeking physical intelligent, vampires shun the light, consume only
contact, though it is harmless to the touch. Any blood, and possess dark and ancient magical powers.
entity with which it comes in contact is left glowing Additionally, all vampires possess the following
for 1d10 hours. abilities:
Legerdemain – creates a minor illusory effect like
dimming lights, darkening shadows, a sudden chill in
Stormbird (T8; 12 HP, 6 MP; +2 intellect)
the air, etc.
A creature of ancient legend, the stormbird soars
Infectious bite (vampire) – inflicts 2 damage; 1-in-5
high through the moody skies, bringing the sound of
chance of infecting and converting the victim (T6
distant thunder on its massive wings. Its feathers are
aspect save to prevent). Cost: 2 power points.
deep grey and blue, and a long, majestic tail trails
behind it like wisps of cloud. Though the stormbird Vampire Convert (T7; 9-11 HP, 3-6 MP, 2-4 PP; +1
can sometimes be a portent of dangerous weather intellect or power; level 1-2 caster)
(1-in-5 chance), it is a neutral beast, disinterested in Retaining their original racial features, vampire
the affairs of the terrestrial. All the same, its wrath is converts undergo minor changes upon their
fearsome, should it be provoked. transformation: their flesh becomes pale, their eyes
Stormbird Spells dark, and classic vampiric fangs sprout from their
mouths. They tend to lead nomadic lives, rather than
Summon storm – fills the sky with thick, sullen clouds
dwell within the secretive societies of their creators;
that unleash torrential rain, booming thunder, and
however, they are still instrumental in advancing the
crackling lightning for 1d10 hours; target entities
interests of the vampire race, and are regularly
within the storm with lightning, inflicting 1d5
involved in their myriad conspiracies.
damage per successful attack. Cost: 2 magic points
to summon storm, 1 magic point per attack. Vampire Convert Spells
Townsfolk (T4-6; 3-8 HP) Drain life – target loses 1d5 hit points; you gain them
(may exceed you maximum hit points). Cost: 3 magic
Townsfolk are generally quiet and simple, and their
points.
modest livelihoods are dependent on farming,
fishing, and other tradecrafts. Typically quick to Phantom dagger – you declare a target by brandishing
avoid conflict – particularly with armed adventurers a dagger at it, immediately inflicting 1 damage; each
– they are very often helpful, though can be combat turn, the target must succeed an intellect
antagonistic under some circumstances (e.g. drunk). challenge or suffer 1 damage. Cost: 3 magic points.

30
Vampire, racial (T9; 12-14 HP, 6-8 MP, 4-6 PP; +2 Werebear (T10; 13 HP, 4 PP; +2 power; +2 damage)
intellect or power; level 2-3 caster) Standing up to ten feet tall, the werebear is equipped
Racial (or pure) vampires wear their raven black – or with crushing jaws and claws like daggers. Unique
rarely, deep red – hair in long, loose styles. They are among werebeasts, werebears are able to control
vaguely bat-like in appearance, with sharp ears, dark their transformation, though they are only able to
eyes, and pronounced fangs. Despite this, they are transform at night. This power is gained through a
strangely alluring, even charming, when it suits them. dark and taboo ritual, and as a result, werebears are
Beneath their ageless porcelain flesh surges a invariably evil. Additionally, of all forms of
superhuman vitality, a hardened heart, and an werebeast, it is the most insatiably vicious, capable
unquenchable lust for blood. They typically dwell in of committing astonishing acts of carnage and
remote locations, in secretive communities. violence.
Racial Vampire Abilities Werebear Abilities
Animal form (bat) – take the form of a bat. Cost: 1 The werebear possesses one of the following
power point. abilities:
Racial Vampire Spells Maul – on an attack roll of 10, knock prone the
target, and gain an additional attack (+1 damage).
Dark flight – fly anywhere within your line of sight.
Cost: 2 magic points. Primal rage – your first melee attack of the combat
encounter inflicts 1d5 damage (if successful).
Dark mirror – create 1d5 + your level illusory copies
of yourself; intellect check versus caster’s spell save Wererat (T7; 8-10 HP; 3 PP; +1 power, +1 reflex; +1
to recognize the illusion. Cost: 1 magic point (2 if damage)
cast on a nearby target). Cursed as man and beast alike, the wererat is vile in
Raise dead – reanimate a corpse (T5; 6 HP; +1 power) appearance. By day, he is likely to live on the fringes
that follows basic commands. Cost: 3 magic points. of society, albeit commanding considerable power
there (e.g. a bandit king); by night, he becomes a
beastly terror, skulking the shadows in search of
Wart (T5; 4-6 HP, 1 PP; +1 reflex) blood and gold, glutting without fill until the dawn
Standing on two legs and no more than three feet again buries the monstrosity beneath his soiled flesh.
tall, warts are primitive, frog-like humanoids that Werewolf (T9; 9-10 HP, 5 PP, +2 power; +1 damage)
dwell in densely populated settlements hidden away
in the canopies of swampy forests. They are Driven by an insatiable lust for blood and gore, the
intensely reclusive creatures, known to fiercely werewolf’s mind has been subsumed entirely by
defend their territory with traps and stone weapons. barbarity. Possessed by the cunning of the wolf but
with none of its patience, the werewolf leaves
brutality in its wide wake everywhere it haunts.
Werewolf Abilities
Werebeasts – in the dead of night, the werebeast is
transformed from their original form into that of a Go for the throat – if an opponent fails a melee attack
vicious half-man, half-monster. This curse is the against you, immediately gain an attack against it.
result of a number of things: black magic rituals, Cost: 1 power point.
surviving a bite from a werebeast, or even ancestry
and heritage. While not intrinsically evil, werebeasts Wight (T7; 12 HP, 2 PP; +1 power)
cannot control their behavior when transformed and
become possessed by a rapacious bloodlust. An undead warrior with unfinished business, the
Additionally, all werebeasts possess the following wight is a ghostly corpse still adorned in its battle
ability: gear (1-in-5 chance of chainmail armor) and wielding
the weapons it died grasping – often a sizeable sword
Infectious bite (werebeast) – inflicts 2 damage; 1-in-10 and bow (1-in-2 chance the weapon confers a +1
chance of infecting and converting the victim (T7 attack or damage bonus).
aspect save to prevent). Cost: 2 power points.
31
Wild-man (T6; 8 HP, 1 PP; +1 power) Wilderfolk Shieldmaiden (T7-8; 8-12 HP, 4 PP; +1
power)
Spotted on the outskirts of remote mountain towns,
the wild-man is a feral humanoid known to cause Wild and ferocious as the she-wolf, the shieldmaiden
mischief, and sometimes worse. has taken up the arms of her dearly departed,
fighting and slaying in his name with the desperate
hope of joining him for eternity in the Wild Beyond.
Wilderfolk Shieldmaiden Abilities
Wilderfolk – the term wilderfolk comprises all
tribes of humans (and certain humanoids) that dwell Cleave – on an attack roll of 10, gain an additional
beyond the walls of civilization, eking out a attack against the target.
hardscrabble life in the unforgiving wilds in Unwavering will – re-roll any type of roll. Cost: 2
exchange for complete and total freedom. They are power points.
a primitive and barbaric assemblage, prone to
infighting, but generally unified by their common
enemy. Wilderfolk are generally larger and stronger Windigo (T5*; 5 HP, 7 MP; +3 aspect)
than their civilized counterparts – an advantage they Silent as a revenant, the windigo is an evil spirit that
exploit in the many battles waged between them. haunts the cold northern forests in search of warm
Wilderfolk Huntsman (T6-7; 6-8 HP; +1 reflex) flesh. When it allows itself to be observed, it appears
as a tall, shadowy humanoid with penetrating red
Even among a wild people, the huntsman possesses eyes, its head crowned by twisted antlers. It craves
an unrivaled knowledge of the backcountry and is a flesh but cannot taste it in the spirit form; as such,
skilled hunter, tracker, and wanderer. the windigo will stalk a target until it is alone, at
Wilderfolk Huntsman Abilities which point it will possess the entity, and through its
flesh commit many foul deeds.
Natural healing – at the beginning of each combat
round, roll 1d10: on a roll of 8 or higher, regain 1 hit *As a non-physical entity, the windigo can only be struck by enchanted
weapons or magical attacks
point (if applicable); when not in combat, heal at
double the standard rate. Windigo Spells
Weapon proficiency (bow) – gain a +1 attack or damage Possession – your spirit enters a target’s body for 1d5
bonus when using a bow. hours (cost: 2 magic points); at the cost of 1 magic
point per action, you may: speak to the possessed;
Wilderfolk Shaman (T5-6; 5-9 HP; 4 MP, 4 PP; +1
speak through the possessed; control the possessed’s
aspect; level 1-3 caster)
actions. Aspect challenge versus the target to
Considered the spiritual leaders of the wilderfolk, succeed each action (including the initial
the shaman is both feared and revered for his ability possession); actions must be taken sequentially.
to commune with the Wild, and for the powerful
natural magical spells he wields as a result. Wolf (T6; 4-8 HP, 3 PP; +1 power)
Untamed and ever-noble, the wolf is prince of the
Wilderfolk Shaman Abilities
hinterlands: a superior and tireless predator
Animal form – take the form of any small to medium- demanding both fear and awe from the world
sized animal. Cost: 1 power point. around it. Usually encountered in packs of up to ten,
Wild growth – animal form grows to a large size; gain the wolf is generally hesitant to attack without
+2 hit points and a +1 attack bonus; lasts for 1d10 reason, but when it does, it does so in a highly
+ your level combat rounds. Cost: 2 power points. tactical manner, using its numbers and coordination
to its advantage.
Wilderfolk Shaman Spells
Wolf Abilities
Cure wounds – restores 1d5 hit points. Cost: 1 magic
point. Bite I – inflicts 2 damage. Cost: 1 power point.

Lightning bolt – inflicts 1 damage; attack roll versus Double-strike (melee) – gain an additional melee attack
toughness. Cost 0 magic points. each time you make a successful melee attack (once
per combat turn).
32
Worm-of-the-Earth (T13; 20-25 HP, 4-6 PP; +3 Zilant (T12; 15-20 HP, 3 MP, 2 PP; +3 intellect, +2
power; +2 damage) power)
Dwelling deep beneath the surface of the earth, the Part dragon, part bird; part serpent, part dog; the
worm is a huge and ancient creature. Its segmented zilant is a strange and highly intelligent chimera that
body can reach over 100 feet long and ten feet thick, stands over 15 feet tall, with wings that span roughly
and though blind, it can sense living beings with a 30 feet. A psychologically complex creature, the
supernatural keenness: neither earth nor stone may zilant leads a solitary life, though possesses an
stand between it and its prey. The worm-of-the- affinity for the company of intelligent humanoids.
earth exists in many legends where it is feared and Once maligned for kidnapping, they now dwell far
reviled, being largely associated with death, decay, from the borders of civilization in self-imposed
and darkness. Though extremely rare today, the isolation. Should any intelligent humanoids be
endless miles of caverns crisscrossing the depths of discovered in the zilant’s territory, however, they are
the earth are proof of their once-ceaseless passing. likely to be descended upon and whisked away to its
mountain keep, where it stores its vast riches
Worm-of-the-Earth Abilities
obtained by plundering the hoards of dragons and
Breath weapon (acidic) – inflicts 1 damage per round, giants. Despite the untowardness of the zilant’s
lasts 1d5 rounds; attack roll versus toughness; range actions, it is not unreasonable, and will allow its
30 ft. Cost: 2 power points. guests to leave when they wish. If it is pleased with
Thrash – conduct a melee attack against up to 1d5 their visit, it will endow the guests with treasure and
opponents. Cost: 1 power point. sage advice for their journey. If it is displeased or
attacked, the zilant will respond in kind.
Yaggath (T11; 13 HP, 8-10 PP; +1 reflex)
Zilant Abilities
An entity lurking just at the edge of time and space,
the yaggath is manifest as a large, irregular, glowing Restrain – when in grappling range, conduct a power
orb with innumerable eyes of infinite varieties: all challenge against a target; if you win the challenge,
manner of colors, shapes, and sizes. The yaggath the targeted is restrained (cannot move or attack).
sees and knows much, and is predisposed to On its turn, the target must succeed a power
influence – or even interfere with – events challenge in order to break free (this challenge is
concerning time and space. performed at a disadvantage). Cost: 1 power point.

Yaggath Abilities Zilant Spells

Ray of disintegration – inflicts 1d5 damage; attack roll Charm (person) – 1 non-hostile, intelligent person is
versus toughness; if this reduces the target to 0 hit immediately friendly to you; hostile persons must
points, they are immediately disintegrated (T6 reflex intellect save versus caster’s spell save to prevent;
save to prevent). Cost: 2 power points. lasts for caster’s level x 1d10 minutes. Cost: 1 magic
point.
Magical immunity II – immune to the effects and the
damage of magical spells. Ray of weakness – a beam of black energy that weakens
a target (-2 to toughness and power) for 1d10
Yeti (T8; 7 HP, 1 PP; +1 power; +1 damage) rounds; additionally, a weakened entity has a 1-in-2
A foul odor announces this abominable creature’s chance of failing to inflict damage after a successful
proximity, emanating from the tangled mat of thick melee attack. Cost: 2 magic points.
white fur covering its huge, muscular body. A Zombie (T4-7; 2-8 HP; 1-in-2 chance of +2 power)
solitary and territorial beast, the yeti haunts the bare,
lonesome peaks of towering mountains, descending The mindless, ceaseless undead – remove the head
with explosive fury on all who trespass. or destroy the brain.

Yeti Abilities Zombie Abilities

Shout of fury – force opponents within 30 ft. to Horde – inflict +1 damage in groups of five or more.
conduct an aspect challenge against you; if failed, Undead – when reduced to 0 hit points, conduct a
they suffer a -1 attack penalty for 1d5 rounds. Cost: standard save; if you succeed the save, gain 1 hit
1 power point. point.
33
Appendix A: Monsters by Giant, hill – evil/neutral – plains ................................................ 22
Giant, half – good – mountains .................................................. 22
Toughness Giant eagle – good – forests, mountains .................................... 22
Goblin – evil – most ..................................................................... 22
Monsters listed by toughness, and including the
Golem, iron – neutral – urban ...................................................... 22
additional details of alignment and habitat/terrain. Golem, rock – neutral – mountains ............................................. 23
Goliath crab – neutral – semi-aquatic.......................................... 23
Simple Toughness Griffyn – good – forests, mountains .......................................... 23
Antlion, larva – neutral – forest, jungle ...................................... 15 Grimalkin – neutral/good – forest, jungle ................................ 23
Bandit – neutral/evil – most ....................................................... 15 Hag, frost – evil – arctic, forests .................................................. 23
Bear, brown – neutral – forest ...................................................... 17 Hag, sea – evil – aquatic/coastal................................................. 24
Blackscale leech – neutral – aquatic .............................................. 17 Hag, swamp – evil – swamp ......................................................... 24
Boar – neutral – forest................................................................. 17 Hobgoblin – evil – most ................................................................ 24
Cave-crawler, nymph – neutral – underground ............................ 18 Lizardfolk – neutral – most ......................................................... 24
Cave bat – neutral – underground .............................................. 18 Manticore – evil – mountains, plains........................................... 25
Demon, imp – evil – most............................................................. 18 Minotaur – evil/neutral – underground ..................................... 25
Ghoul – evil – most ...................................................................... 21 Mountain Devil – neutral – forests, mountains .......................... 25
Giant rat – evil – most ................................................................. 22 Mummy – evil – underground ..................................................... 25
Goblin – evil – most ..................................................................... 22 Rolang – evil – arctic, mountains ................................................ 26
Golem, flesh – evil – most ............................................................. 22 Serpent, feathered – neutral – jungle, mountains ......................... 27
Harpy – evil – mountains, plains ............................................... 24 Shadowcat – neutral – mountains ................................................ 27
Howler – neutral – arctic, mountains ......................................... 24 Shapeshifter – neutral, evil – forests, plains ................................ 27
Miscreant – neutral/evil – underground .................................... 25 Skeletal warrior – evil – most ....................................................... 27
Myconid – good – all natural environs ....................................... 26 Stormbird – neutral – most .......................................................... 28
Ravenous bird – neutral – most .................................................... 26 Townsfolk – alignment varies – most.......................................... 28
Serpent, black-ice (hatchling) – evil – semi-aquatic ....................... 27 Ungoliant – evil – all natural environs ........................................ 28
Slimes – neutral – underground.............................................27-28 Vampires – neutral/evil – most ............................................ 28-29
Townsfolk – alignment varies – most ......................................... 28 Wererat – neutral/evil – city........................................................ 29
Wart – neutral/good – most ...................................................... 29 Werewolf – neutral, evil – forest .................................................. 29
Windigo – evil – arctic, forest, tundra ........................................ 30 Wight – evil – most ...................................................................... 29
Zombie – evil – most .................................................................... 31 Wild-man – neutral – most wilderness ....................................... 30
Wilderfolk – alignment varies – most ......................................... 30
Wolf – neutral – forest, mountains, plains ................................ 30
Moderate Toughness Yeti – neutral/evil – arctic/mountains...................................... 31
Akanaa – evil – jungle, mountains, plains................................ 15
Antlion, adult – neutral – forest, jungle...................................... 15
Aurox – neutral – plains/foothills ............................................. 15
Difficult Toughness
Apemen – neutral – jungle, mountains ...................................... 16 Bathemoth – evil – aquatic/coastal .............................................. 17
Bandit – neutral/evil – most ....................................................... 16 Dinosaur (Tyrannosaurus) – neutral – jungle................................ 19
Banshee – evil – most ................................................................... 17 Dragon, silver – neutral – mountains ........................................... 20
Basilisk – evil – forest, underground ......................................... 17 Ogre – evil – forests, mountains ................................................. 26
Bear, giant – neutral – forest ....................................................... 17 Pyrocan – good – plains, mountains ........................................... 26
Bear, polar – neutral – arctic ........................................................ 17 Serpent, black-ice (adult) – evil – semi-aquatic ............................. 26
Cave-crawler, adult – neutral – underground .............................. 18 Shambling horror – evil – most ..................................................... 27
Cave-crawler, queen – neutral – underground.............................. 18 Werebear – evil – forest ................................................................ 29
Demon, blood – evil – most .......................................................... 18 Yaggath – neutral/evil – most ..................................................... 31
Demon, succubus – evil – most...................................................... 18
Dinosaur (Brachiosaurus) – neutral – jungle................................. 19 Extreme Toughness
Dinosaur (Pterosaur) – neutral – jungle, mountains ................... 19
Disease-fiend – neutral – city ........................................................ 19 Dragon, gold – neutral/evil – mountains .............................. p. 20
Doppelganger – neutral – most ..................................................... 20 Dragon, stone – neutral, evil – underground......................... p. 20
Dryad – neutral – forest .............................................................. 21 Muddeman – neutral – semi-aquatic ..................................... p. 25
Elemental, crystal – neutral – most .............................................. 21 Worm-of-the-Earth – neutral – underground ........................ p. 31
Elemental, earth – neutral – most ................................................ 21 Zilant – good – mountains.................................................... p. 31
Elemental, fire – neutral – most ................................................... 21
Gargoyle – evil – city ..................................................................... 21
Gelatinous cube – neutral – underground.................................... 21
Giant, cave – neutral – mountains .............................................. 22
34
Appendix B: Mastering Appendix C: Further Reading
Monsters To aid game masters in developing monsters – from
legends regarding their existence and their
Guidance for game masters in running and adapting
reputations, to the force of their presence and the
monsters to the Tiny d10 system.
tactics they use in combat – a list of fiction and
reference works are presented below. Careful study
Alignment of these resources will enable game masters to
Alignment (or moral alignment) influences every enliven their monsters and produce more
aspect of a creature’s behavior – from how it uses its memorable game experiences. Additionally, many of
environment to how it interacts with and reacts to the works presented here – both fiction and
those around it (including its own kind). Both reference – are in the public domain, and are
characters and monsters have an alignment. available for free from various online sources.
Alignment is simple: good, neutral, and evil. It can be
made more nuanced, however, by the use of Works of Fiction
commas and slashes: Algernon Blackwood – perfecting an atmosphere of
Neutral/evil – this indicates that the monster is mystery and suspense, Blackwood’s many horror
neutral in alignment, but inclined to evil. stories are often less about the monsters, and more
about the psychological impact on their victims.
Neutral, evil – this indicates that the monster can be There are many valuable lessons to this regard in his
either neutral or evil in alignment, depending on works. Recommended readings include: Running
factors up to the game master and/or setting. Wolf, The Wendigo, and The Camp of the Dog.

Alignment & Reactions Edgar Rice Burroughs – presenting a fascinating array


of monsters and opponents of varying intelligences,
In most instances, a monster’s alignment will Burroughs’ work is an excellent instructional on
determine its reaction to being encountered, e.g. a imbuing monsters with life through developing their
goblin will always attack, an elemental will always motives and tactics. Recommended readings
flee, etc. However, in some instances, a monster’s include: The Pellucidar series.
reaction may be uncertain, e.g. encountering a
meandering bear or a scouting lizardfolk ranger. In R.E. Howard – often praised for the uncommonly
these circumstances, the monster reaction table (p. brilliant tactics included in his many works of fiction,
12) should be used to determine the monster’s Howard is an unparalleled study in combat and
reaction and behavior. conflict, and his gritty interpretations of classic
fantasy monsters are rivaled only by his original
Converting Monsters to Tiny d10 creations. Recommended readings include: Almuric,
the Conan series, and the Solomon Kane series.
The following table shows the equivalent difficulty
of three different rating systems: hit dice, common to
old-school renaissance (OSR) systems like Swords &
Reference Materials
Wizardry; challenge rating, common to d20-based The four principal references of this work include
systems like Dungeons & Dragons; and toughness, the the bestiaries of:
measure of difficulty used by Tiny d10. • Ancient Greece, by Aaron Atsma
OSR Hit Dice D20 Challenge Tiny d10 • Medieval Europe, maintained by David Badke
(HD) Rating (CR) Toughness (T)
• d20 Pathfinder SRD
0-2 0-1 T2-5
• Swords & Wizardry SRD
3-5 2-9 T6-9
6-8 10-16 T10-11
Additionally, GMs should review the Principia
Apocrypha (Lumpkin, Milton, & Perry) for an
9-11 17-22 T12-13
overview of essential game mastering skills.
12+ 23-30 T14-15

This table can be used to convert to Tiny d10 any


monsters designed using either HD or CR concepts.
35
36
There is a cavern in the deep
Beyond the sea-winds brawl;
Where the hills of sea slope high and steep,
And dragons sleep
And serpents creep.
There is a cavern in the deep
Where strange sea-creatures crawl.

– Robert E. Howard, “Deeps”

37
38
BOOK III:
THE BROKEN LIGHT

39
40
TINY D10: THE BROKEN LIGHT
A lonely isle, long-forgotten, holds in its hidden depths a dark
and ancient secret. Its existence unknown to all – save the
The Island
If the party encounters wandering monsters while
notoriously superstitious fishermen who shun its dark waters
exploring the island, roll 1d10 and use the following
– it waits with solemn patience for its next victim. When a
table to determine their encounter.
party of adventurers are shipwrecked on its rocky shores, the
steel trap is shut, and to escape it, the only way out is in, and Above Ground Encounters
the only way up is down… Roll Monster
1-2 1d10 goliath crabs
Introduction 3-5 1d5 goliath crabs
The Broken Light (B01) is the first in a series of
adventures written to be complete, stand-alone 6-8 1d10 + 5 giant rats
experiences while also being easy to integrate into 9
Lightning bolt – inflicts 2 damage to one random
existing campaigns. As such, this adventure lacks target; aspect save to reduce damage by half.
some context – history, geography, etc. – to allow 10 Glowing slime
game masters (GMs) more creative control of the
world in which it takes place. GMs are The shore is rocky and uneven, and where they once crashed,
recommended to have at least a rough outline of the waves now calmly lap. Thick fog, impenetrable to the eye,
these details prior to beginning the adventure. streams past in the steady wind. Thunder rumbles in the
Alternatively, these details can be developed in distance as it rolls away, and furtive scuttling over the nearby
conjunction with the players, even during character rocks can be heard.
creation. Determining who they are, where they are, If the party ran aground, they will find on the ship a
and where they are going (and why) can be a week’s worth of provisions, and among the scattered
collaborative effort that will add interesting, cargo, 1d10 unstable healing elixirs, 1d10 torches,
engaging details to subsequent gameplay. and 1d10 explosives; if they did not run aground,
half the provisions and 1d5 of each item can be
Background found in cargo washed ashore.
The adventure begins when the party encounters a The island is approximately 150 feet long and 75 feet
fearsome gale during a journey at sea. It descends wide, and sits roughly two miles off the coast of the
with almost supernatural suddenness: the clouds party’s destination, though this is impossible to
mass and seas mount, the sky darkens and the boat discern, owing to the dense fog. From the rocky
begins to pitch. In a flash of lightning, the violent shoreline, steep cliffs rise some 15 feet to meet the
waves sweep the deck and wash the captain shadowy spire of the lighthouse perched atop them,
overboard. The ship yaws helplessly as the first- its height disappearing into the mist.
mate (T8; 11 HP; +2 power) leaps to the helm and
battles for control. He will bark orders at the party, Area A: The Lighthouse
telling them to man rigging, “heave-to”, and run the
The lighthouse reaches high into the gray sky, disappearing in
jib. At this point, each player must conduct a T7
the swirling fog. Its white stone exterior is faded and worn,
power check; the GM should roll for the first-mate.
and deep gouges crisscross its surface. The heavy wooden door
If at least half (rounded down) of the group succeed,
is open, hanging loosely from one hinge.
the ship manages to ride out the storm, and instead
of sinking, will run aground the island; otherwise, the The lighthouse is centuries old. Once used to warn
ship sinks under the icy waves, and the party will ships away from the hazardous island, it has long-
quickly fall unconscious in the lethally cold water. since been abandoned. Roughly 15 feet in diameter
and 50 feet high, it is timeworn yet sturdy, being
If the ship runs aground the island, the first-mate
hewn from a single, massive hunk of calcite. Small,
and the remaining 1d5 sailors (T6; 6-8 HP; +1 power)
camber-style windows sporadically stud its flat-white
will accompany the party onto the island. Otherwise,
length.
the party washes ashore, and there is a 1-in-2 chance
the first-mate will be with them.

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A1. The Ground Floor A4. Keeper’s Room (Fourth Floor)
The interior is sparse, its bare walls illuminated by the gray One window lights the room darkly. A small bed and
light of a single window. In the center of the room, the stone nightstand, both covered in dust and long disused, sit against
floor has collapsed, leaving a roughly 5-foot wide hole. To the the far wall. Beside the stairs, an armoire, its doors swung
right of the door, an aged iron staircase spirals to the second wide, stands empty.
floor. On opposite side of the room, an old wooden desk sits In the top drawer of the nightstand are 1d5 black
facing the wall. opals, roughly the size of a talisman. In the bottom
The hole descends ten feet into a natural stone drawer, 1d10 candles are stored. The stove pipe
passage, the rubble from the collapsed floor from the store room enters the floor here, the heat
providing easy access. from which once warmed the room. An iron-rung
ladder leads to the fifth and final floor.
The desk is covered in the dried multicolored wax of
old candles. An aged piece of paper partially
obscured by the wax reads: In becomes out. Inside the A5. Light Room (Fifth Floor)
desk are 1d10 candles which will burn for 1d5 hours The small room’s walls are a fine lattice of iron and glass, and
each. in its center, a large brazier is caked in countless years of ash.
Fog presses against the glass as it hastens past on the rushing
A2. Library (Second Floor) wind, making observation of the island, or the sea
surrounding, impossible.
More gray light leaks in from two small windows, dimly
illuminating the several bookshelves that lie on the floor, and The brazier, once used to hold blazing fires that
the books and quills strewn about the room. The smell of warned wayward mariners from the island, is cold to
decaying paper fills the air. the touch, and significantly rusted from the harsh
salt air.
The oldest books, their pages permanently soggy and
mold-stained, are treatises on nautical subjects and
histories of the lighthouse. If the GM has developed Beneath the Island
a background for the area, these books may reveal If the party encounters wandering monsters while
important information regarding it. Other books, exploring the caverns beneath the island, roll 1d10
these of varying age, are keepers’ logs, detailing and use the following table to determine their
vessel activity (sighting, wrecks, etc.) from the encounter.
earliest days of the lighthouse. Newer-looking logs Below Ground Encounters
become increasingly incoherent, eventually
containing little more than illegible scrawling. Roll Monster
1-3 1d10 giant rats
One recent logbook, however, is perfectly readable,
describing in detail its author’s misfortunes: a 4 Acrid slime
sudden storm overtook his vessel, sinking it, and 5 1d5 cave bats
spitting him ashore the island. Several days he spent 6-7 1-2 black-robed cultists
in hope of rescue, though none came. He eventually
entered the caverns below, his sanity shaken 8-9 1d10 blackscale leeches
irrevocably by what he witnessed (see the logbook 10 Black-ice serpent (adult or hatchling)
in the “Additional Content” section). Since time immemorial, these caverns have served as
a nest for the black-ice serpent – a legendary,
A3. Store Room (Third Floor) semiaquatic beast possessing a keen intelligence and
The room is dark and damp, and empty chests, their lids ajar, primitive telepathic abilities. Some millennia ago, it
line the windowless walls. Several simple fishing poles lean was fashioned into a temple devoted to these
against a chest on the far wall, and a long-disused wood stove ferocious creatures, and a cult was born in worship
sits gathering dust. Innumerable small bones litter the floor, of them. Quickly extinguished by its many enemies,
and the moldering corpses of rats are scattered here and there. its temples fell into disuse, and their existence
Upon the party’s entry, 1d10 + 5 giant rats will eventually forgotten. Then, nearly one century ago,
emerge, attacking until roughly half are killed, at the cult was revived, and the temples restored to
which point they will flee. their dark glory.
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Area B: The Caverns Below B3. Flooded Antechamber
Descending into the caverns, the air is noticeably different – The short passage leads downward on narrow, steep steps
cooler, more damp, smelling of earth and stinking of rot. The carved into the rock, terminating in a small, partially flooded
jagged stone walls are wet to the touch, and slimy with reddish- room. The walls bear engravings of snake-like creatures,
purple algae. The narrow passage plunges ahead and down twisted in helical bands. There is a wooden door on the
into the darkness over stairs hewn from the rock itself. southern wall, on a landing above the water.
The caverns below consist of both shaped rooms The ice-cold water is roughly three feet deep, and
and natural caves, the environment sometimes conceals 1d10 + 5 blackscale leeches (T4; 5 HP)
oscillating between the two. It is cold beneath the beneath its black surface.
island, and the water is colder. On the west wall is a hidden door (T6 perception
check), carved in and of the rock itself, and sitting
B1. Anteroom just above the waterline.
The room is square and tall, its ceiling some 15 feet high, its
walls rough but flat – clearly hewn by hand and with purpose. B4. The Study
Natural spires have been shaped into intricate columns, the The room is well-lit by a simple iron chandelier arrayed with
bases of which bear fearsome carven images of snarling a number of thick red candles. Bookshelves cover the walls
serpents. ceiling to floor, and an ornate, semi-reclined wooden chair sits
On the southern wall is a wooden door. On the in the center. Huddled in the northwestern corner is a large
eastern wall is a hidden door (T8 perception wooden desk.
check), carved in and of the rock itself, and One red-robed cultist (T7; 8 HP, 5 MP; +1 intellect)
concealing a wooden door behind it. The rock door is seated at the desk, busily engaged in making a copy
swings open silently upon the slightest pressure. On of a spell book.
the western wall is a hidden door of the same
composition. The cultist rises calmly when the party enter the
room, and informs them they are early. He draws his
B2. Temple of the Dark Serpent dagger and attacks without further explanation,
supplementing his melee prowess with combat
The dark stone of the cavern has been hewn level and plumb, spells. After three rounds, he will telepathically
and the now-smooth surfaces polished to a glossy black sheen. summon 1d5 dark-mind mutants (T7; 7-9 HP; +2
Strange blue light shimmers off the sleek walls and floor, aspect) from area B6; they will arrive after two rounds.
emanating from translucent orbs hung at regular intervals from
the natural ceiling. Massive black pillars carved into the shape Additionally, this cultist is the jailer, and possesses
of writhing serpents stare down over a glittering black altar the key to the cell in area B5.
appointed on a dais in the room’s center. Life-like in
countenance, their reptilian eyes flicker wickedly in the weird B5. The Cell
light. Though the room is illuminated throughout, the A short stone passage descends deep into the dimly lit cavern
darkness is heavy and difficult to penetrate. below. The walls are raw and jagged, but shaped into a neat
In this temple, the cult performs its arcane rituals, square. The floor is uneven and dotted with stagnant pools of
including sacrificing shipwrecked sailors to the water. Iron bars, stretching from floor to ceiling, enclose the
black-ice serpent. There is a 1-in-2 chance that 1d5 northern portion of the room. A lone torch just outside the
black-robed cultists (T5-6; 5-6 HP; 3-4 MP; +1 makeshift cell casts eerie shadows.
intellect) will be here, encircling the altar and in a state This area doubles as both a cellar for goods, and a
of deep meditation (T5 reflex check to prevent cell for prisoners. The door to the cell is locked (T10
waking). reflex check to pick the lock; T12 power check to
The altar is oblong and irregularly shaped, black and opaque break the door down). Inside is bruised and battered
as night but flecked with deep red, green, blue, and purple Jon Morrow (T5; 3 HP; +2 intellect) – author of the
plays-of-color that shimmer like a mystical fire. logbook. He is delirious from his week of captivity
among the cultists, but after coming to his senses, is
The altar is a large black opal – a gemstone capable eager to help the party escape (using information
of amplifying the power of magical rituals. overheard during his captivity).
43
B6. Chamber of Mutants B9. Black Lake
The room is illumined by a strange light: black as a shadow, The lake is quiet, disappearing into the deep shadows ahead.
but bright as a flame. It emanates from a massive chandelier The only sound is the dripping of water in the great invisible
hanging in the center of the room from which black gems dangle distance. Somewhere out on the lake, a faint blue glow
luxuriantly. Banded around a large black opal finial, the shimmers in the gloom.
stones glitter darkly in their own weird radiance. The walls A small rowboat is moored to a single piling by the
are smooth and unadorned. shore – the last remnant of a long-collapsed dock.
The light that is cast from the chandelier causes the The vessel is used by the cult to cross the lake. The
room – and everything in it – to appear black and island is roughly one half-mile out, and it takes
white. approximately five minutes to reach.
1d10 mutants are here, standing upright and staring In a small cavern hidden away in the shadows of the
at the opaline chandelier. Comprised of black opals, eastern shore, the black ice-serpent (T9; 12 HP; +1
it has an almost narcotic effect on the mutants, and aspect; +2 damage) has made its den, raising juvenile
the cult uses it to control them. serpents and waiting for its remaining eggs to hatch.
The moment the party sets the boat underway, the
The mutants will wake from this narcotic state only
serpent is aware of their presence and begins its
if 1) they are commanded by the cultists, 2) they are
cautious pursuit.
summoned by the black-ice serpent, or 3) a character
fails a T5 reflex check as he or she attempt to move The serpent will reach them in less than a minute,
unseen past them. In the event of a failed reflex and once upon them, will attempt to capsize the boat
check, the mutants will wake, attacking after one (at least one member of the party must succeed a
turn; they will not pursue the party out of the room. power challenge against it to prevent). If it fails to
do so after three rounds, it begins to attack directly.
B7. Serpent’s Nest Once it has suffered 5 damage, it will retreat a short
distance, attacking again when the party gain the
A winding passage plunges steeply downward, opening into a
shore. The serpent will attempt to flee permanently
large cavern lit dimly by phosphorescent blue algae. Arranged
when it has been reduced to 2 hit points.
neatly on the raw stone floor are ten large, perfectly spherical
marbles roughly two feet in diameter. Their opalescent surfaces
glimmer bluely under the twinkling light.
B10. Island on Black Lake
The small island is covered entirely in a glowing blue lichen,
A close inspection of the marbles will reveal that making its rocky surface slick and treacherous to navigate. At
they are actually a clutch of eggs belonging to the its center, a wide, circular opening descends into the earth, and
black-ice serpent that has made this cavern her a spiral staircase of stone leads down into its depths. Torches
home. The dark-mind mutants, being caretakers of are mounted to the smooth stone wall, though the flames flicker
the serpent’s brood, are highly protective of the eggs, bluely, casting a ghostly shimmer on the black stone surface.
and touching even a single one will summon any Some 50 feet down, a wooden hatch is embedded in the floor,
remaining mutants from B6 to attack the party. and white light leaks faintly through its cracks.
Additionally, there is a 1-in-5 chance that any egg will
hatch immediately upon being touched, yielding a Hundreds of holes, roughly the size of a human
fresh – and vicious – hatchling (T6; 6 HP, 4 PP; +1 head, stud the smooth walls of the pit at regular
damage). intervals. If any character investigates a hole closely
(e.g. holds a torch up to/into one), they wake the
B8. The Black Shore nymph cave-crawler (T4; 1 HP) inside. It emits a
high-pitched screech, waking 1d10 + 5 additional
The cavern descends further, growing wider and taller, the floor
nymphs, all of which swarm the party after one turn.
turning from raw stone to pebbles. It quits onto the black sand
shore of a vast underground lake that stretches into the It takes five turns to reach the bottom of the pit. If
darkness on either side. being attacked by nymphs, they must succeed a T5
reflex check each turn to prevent falling as they
There is a 1-in-5 chance the party will encounter 3
fend off attacks and race down the stairs. If they fail,
hatchlings here. If encountered, there is a 1-in-2
they must succeed a T6 reflex save or fall to the
chance the black-ice serpent will also be nearby.
bottom (1 point of damage for every ten feet).
44
The Portal Character Death
When the party reach the bottom, they will find that If a character dies during this adventure, allow the
while the wooden hatch is unlocked, it must be player to portray remaining sailors (if any), or to
pushed – not pulled – opened. Once opened, the pit create a new character – perhaps a fellow victim of
is flooded with a brilliant white light, causing the the shipwreck who washed up just minutes after the
nymphs to flee immediately. If the party enter the party.
portal, they will experience a strange sensation, like
that of floating, before they find themselves Running the Monsters
climbing up and into the light of day. Every monster in this adventure has its own motives,
which should factor heavily into their portrayal by
Conclusion the GM.
The hatch leads to a rocky and deserted beach, its Cultists believe the serpent to be a demi-god – the
surface disguised by a wide, flat stone. The waves remnants of a race of highly intelligent snake-gods.
crash ceaselessly on the rugged shore, and steep They worship it, performing rituals – such as
cliffs mass against the stony beach, rising some 100 sacrifices – to attain its dark powers. Cultists are
feet into the cold grey sky. The icy sea stretches into fanatical in the pursuit of their goals, and will die to
the distance: a solid, amaranthine mass of stormy see them accomplished.
silver. To the west, the shore sweeps as far as the eye
can see. To the east, roughly ten miles away and Dark-mind mutants are comprised of a variety of
perched atop a sheer ridge abutting the sea, a sturdy- different humanoid races whose long-dead bodies
looking fortress stands watch over the choppy, have been completely subsumed – and then
endless surf. animated to action – by a fungal parasite. This
organism lives alongside the black-ice serpent, its
This conclusion can easily be connected to the singular collective purpose being to guard the nest
upcoming Tiny d10 adventure, The Fort in the and defend the hatchlings.
Hinterlands (A01).
The black-ice serpent is in a broody state, and its
primary motivation is the rearing of her hatchlings –
Additional Content an event that occurs only once every 300 years. As
This adventure includes a wide range of additional such, she will retreat rather than be slain, unless her
content that can be used to enhance and extend the brood is threatened, which she will defend to the
game experience. death.

Running the Adventure Note: if the monsters in this adventure prove too
easy for the party, it is recommended that the game
It is recommended that GMs thoroughly read this master either 1) increase the number of monsters per
adventure prior to running it – this will aid them in encounter, usually in increments of 1d5, or 2)
understanding the environment and its antagonists. substitute with tougher monsters. Monsters can also
Doing so will better prepare them to run a smooth be made tougher by increasing their attribute scores
and efficient game, increasing enjoyment for both or including additional abilities.
their players and themselves.
Specific details like names, backgrounds, and Running the Players
motivations have been for the most part omitted to GMs should encourage cooperation among the
enable this adventure to be more adaptable to the players, and allow a natural order to develop. This
individual GM’s wants and needs. order will be important when crawling the dungeon
Finally, each area is described by a short, italicized (the marching order) or when making group decisions
paragraph. These descriptions can be read aloud, at (that are announced by the designated caller).
the GM’s discretion, or meted out as the party Additionally, players should be encouraged to plan
physically explore the space. They provide flavor to together, take necessary precautions, and use their
each area, as well as important visual details not resources wisely: a quick wit is necessary for survival.
included on the map.

45
Monsters Items & Equipment
Most of the monsters in this adventure can be found Some items and pieces of equipment possess special
in Fantasy Monsters; the following are unique to this characteristics and effects, which are explained here
adventure. in detail.
Cultist, black-robed (T5-6; 5-6 HP, 3-4 MP; +1 Black opals – these gemstones have an almost
intellect; level 1 caster) narcotic effect on creatures of the dark, and are
being used by the cult to hypnotize and control
Cloaked in black robes, wielding a serpent-shaped
them. If a character wields an opal in combat, any
dagger in one hand and dark magic in the other, the
creatures of the dark (leeches, mutants, nymphs,
black-robed cultist is a formidable combatant.
etc.) suffer -2 to attack rolls against that character.
Black-robed Cultist Spells
Explosives – small iron balls filled with explosive
Dark armor I – gain +1 toughness for 1d5 rounds. material; inflicts 1d5 damage; attack roll versus
Cost: 1 magic point. toughness (+1 attack bonus) for all entities in a 5 ft.
Wounding hands – gain 1d5 spectral hands and make radius.
as many melee attacks as hands per combat round; The logbook – written by Jon Morrow
lasts 1d5 rounds. Cost: 3 magic points. approximately three weeks past, the logbook
Cultist, red-robed (T7; 8 HP, 6 MP; +1 intellect; level contains the account of his shipwreck and stranding:
2 caster) Entry #1 – My name is Jon Morrow. I was a sailor
Cloaked in red robes, wielding a large serpent- aboard the Grand Wind, and the sole survivor of its
shaped dagger in one hand and lethal dark magic in sinking. I am stranded on this long-abandoned isle,
the other, the red-robed cultist is a deadly opponent. scribbling in long-abandoned books, and I am not
the first.
Red-robed Cultist Spells
Entry #2 – For three days, I read the books that litter
Dark armor II – gain +2 toughness for 1d10 rounds. the library. This lighthouse is a tombstone, and what
Cost: 2 magic point. lurks beneath it the tomb. I will go down below. I
Dark mirror – create 1d5 + your level illusory copies will see what they saw.
of yourself; intellect check versus caster’s spell save Entry #3 – Horrors. Blasphemies. Curses against all
to recognize the illusion. Cost: 1 magic point (2 if that is good! But I understand now. In this evil place,
cast on a nearby target). down becomes up, and in becomes out.
Phantom dagger – you declare a target by brandishing Note: the logbook is an optional item that can be
a dagger at it, immediately inflicting 1 damage; each used to provide direction in the event that the party
combat turn, the target must succeed an intellect is unsure of the next move after exploring the
challenge or suffer 1 damage. Cost: 3 magic points. lighthouse.
Dark-mind Mutant (T7; 7-9 HP; +2 aspect) Sacrificial dagger (+1 attack, +2 damage bonus) –
A deformed creature, though vaguely humanoid in an evil sensation surges through this blade. The
appearance, the dark-mind mutant is part of the dagger is sentient and will eventually turn against any
black-ice serpent's ecosystem. Mutants defend the non-evil wielder, making a standard attack against
serpent’s nest and care for the hatchlings, going so them (usually when their back is turned, or they are
far as to “farm” blackscale leeches with which to asleep) until it is destroyed or its target is slain.
feed them in the days following their hatching. Note: this dagger was lost in the caverns by a red-
Additionally, they share a telepathic connection with robed cultist, and they have been routinely searching
the serpents. for it since. If a character finds it, it should be after
Dark-mind Mutant Abilities a high perception check roll.
Dark thoughts – on an attack roll of 10, you invade Unstable healing elixir – this looks and smells like
your target's mind; the target must succeed an a standard healing potion, but is slightly “off” in
aspect challenge versus you or lose its next combat some noticeable way; on a roll of 3 or above, it
turn. restores 1d5 HP; otherwise, it inflicts 1 damage.
46
This map depicts the lighthouse and the layout of the caverns below. It should be used by the game master, in
conjunction with the room descriptions, to guide the party’s exploration of the area.

Note: Black Lake is not shown in its entirety, nor is it depicted to scale. The distance from the shore to the island
on Black Lake is approximately one half-mile.
47
48
Random Tables 1d10 Spooky Events
A collection of random tables that can be used Sounds, sights, and other things to create a tense and
intermittently throughout the adventure. unnerving atmosphere. Use intermittently and as
necessary.
1d100 Random Treasures Roll Event
In this adventure, there is a 1-in-2 chance that any The party finds a message scrawled in long-dried
1
monster will possess random loot. After combat, any blood on the rough wall: Down becomes up.
dead or unconscious opponent may be looted. Roll A gust of wind, hot and stale, whips down the
1d100 (roll 1d10 twice – the first roll is tens place, 2
passageway, blowing past the party.
the second is ones place) and use the table below to Scraping sounds echo down the corridor, but their
determine what is found. 3
source can never be located.
Roll Treasure A deep, almost subsonic humming is just barely
4
1-5 Polished blackstone miniature (of a serpent) audible; it seems to be coming from below.

6-10 16sp The party finds a message scrawled in long-dried


5
blood on the rough wall: In becomes out.
11-15 Blackscale dagger scabbard (10gp)
A volley of small rocks strike the party, causing no
Spell scroll (dark lights – creates an effect of 6
16-20 damage, but originating from no obvious source.
dancing lights of dark, mysterious colors)
7 The sound of footsteps echo down the corridor.
21-25 Healing potion (restores 1d5 HP)
A shadow was seen, lurking around the corner just
26-30 Leather belt with fine steel buckle 8 ahead, but when investigated, there is no trace of
31-35 Black opal (25gp) anything having been there.

36-40 1d10 thunder agates (2gp per gem) Carved into the wall and glowing a phosphorescent
9 blue are two hands, clasped in prayer, that look eerily
Blood-stained ceramic miniature (of the patron reptilian.
41-45
of sailors)
The sound of violent splashing echoes from
Strength potion (+2 PP; +1 power for 1d10 10
46-50 somewhere ahead.
combat rounds)
Spell scroll (deep sleep – affects 1d10 targets for
51-55
1d10 minutes; T7 aspect save to prevent)
56-60 Small bag of incense (+1 HP when healing)
61-65 Silver flask (4gp)
66-70 1d10 lapis lazuli (3gp per gem)
71-75 13gp
76-80 Blackwood wand (reduces spell cost by 1 MP)
Polished blackstone miniature (of a serpent-
81-85
man)
Blood-stained gold locket (portrait of a woman
86-90
within)
91-95 1000cp
96-100 Wicked dagger (+1 attack bonus)

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50
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This completes Tiny d10: Fantasy Core.
For character sheets and more content, or to contribute your own, go to [Link]

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