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, welcome to Quest for Dragonspire (TINY Dungeon 2ed)

12:34, 20th May 2024 (GMT+0)

Request to Join.

Posted by LicheFor group 0
Liche
GM, 1 post
Thu 7 Sep 2023
at 20:08
  • msg #1

Request to Join

This game will run the Tiny Dungeon Second Edition rules set.

Don't have the rules? Good news. This game is a very simple rule set that will make you feel like you have some structure without going over board.

Read the sections below and understand them.
This message was last updated by the GM at 20:09, Thu 07 Sept 2023.
Liche
GM, 2 posts
Thu 7 Sep 2023
at 20:17
  • msg #2

Custom Rules

Basic Races:
Human, Dwarf, Fey (elf), Lizardfolk, Goblin (halflings)

Races requiring approval:
Karhu (bears), Treefolk,

Races banned:
Salimar
Liche
GM, 3 posts
Thu 7 Sep 2023
at 20:25
  • msg #3

Premade Heroes

Kora:

Kora is a Human in her late teens who has taken up the life of adventure after refusing to take up the family trade of blacksmithing. Through quite skilled at the trade, Kora wanted to wield swords -- not just forge them. Now, carrying the only blade she made with her own hands, she has set off to find her place in the wilds of the world

Heritage: Human
Hit Points: 8
Traits: Blacksmith, Defender, Tough, Vigilant
Weapon Group: Light Melee Weapons (Mastery: Long Sword)
Family Trade: Blacksmith
Belief: Everyone has the right to find their own freedom!

--

Alsarra

Alsarra is different from other Fey. Instead of being dismissive of Humans and their ways, he is quite curious and has decided to study these odd people up close and personal. Curious and a bit arrogant, he approaches them with an academic interest and spends some time each night making notes of what he finds in a small journal he carries.

Heritage: Fey
Hit Points: 6
Traits: Bow Mastery (Heritage Trait), Educated, Eidetic Memory, Perceptive
Weapon Group: Heavy Melee Weapons (Mastery: Quarterstaff )
Family Trade: Scribe
Belief: Knowledge leads to understanding and understanding leads to knowledge

--
Liche
GM, 4 posts
Thu 7 Sep 2023
at 20:27
  • msg #4

Conversation

Talk with color
Bold to yell
Italic to think
Out of Character is Orange
Rolls are Orange
Liche
GM, 5 posts
Thu 7 Sep 2023
at 20:30
  • msg #5

Introduction

Welcome to one of the many adventures that await you with the Tiny Dungeon: Second Edition roleplaying game. Quest for Dragon Spire is a family friendly introductory adventure designed for players young and old taking their first steps into the dangerous and exciting fantasy adventures of Tiny Dungeon: Second Edition. If you’ve never played Tiny Dungeon before, don’t worry! The game has very few rules and the ones that exist are pretty simple. If you’re a Player (someone taking on the role of a fantasy hero), the main “rule” you need to remember is that whenever you need to make a roll (sometimes called a Test or Save, depending on the circumstances), simply roll two six-sided dice (you know, normal dice you find in most board games). If either of those dice come up a 5 or a 6, you succeeded! Sometimes you’ll roll “with Advantage,” which means you roll three dice and sometimes you’ll roll “with Disadvantage,” which means (you guessed it!) you only roll one die!

Character Creation Steps:

Creating your Adventurer is a quick and easy process. You don’t
necessarily need to follow this specific order, but it serves as a
nice outline. (See below)

• First, select a Heritage from the Heritage List
• Then select three unique Traits from the Trait List
• Select a Weapon Group to be proficient with
• Select Family Trade
• Select Belief
This message was last edited by the GM at 15:00, Fri 22 Sept 2023.
Liche
GM, 7 posts
Fri 22 Sep 2023
at 14:31
  • msg #6

Hertiages

HUMAN

Humans are the most prolific Heritage due to their extreme
adaptability and determination. Humans are capable of living in
punishing conditions, from icy tundra to blistering deserts. They can
produce glorious cities or live simple lives as nomads.
Humans are just as varied as the places where you find them. They
come in all shapes and sizes and temperaments. On average, they
are between 5 and 6 feet tall, with males tending to be taller than
females.

Human Attributes
• 6 Hit Points
• Humans select an additional Trait from the Trait List

--

FEY

Known as elves to humans, Fey build their cities secluded deep
within forests. They are renowned for their talent with archery,
which they use to deadly effect to protect their territories, while
remaining hidden in the treetops. They are by nature a secretive
people, and it can be difficult to earn their trust.
Fey are slightly shorter than the average human, with slender,
graceful frames and elongated ears that taper to a point. They have a
tendency to be androgynous in appearance and are considered to be
incredibly beautiful even by members of other Heritages.

Fey Attributes
• 6 Hit Points
• Fey start with the Heritage Trait Bow Mastery.
Bow Mastery: You have Mastered bows and have Advantage when using them.
This is in addition to the Mastered weapon chosen at Adventurer Creation.

--

DWARF

Dwarves are stocky and gruff creatures that hail from magnificent
cities hewn into mountains.They pride themselves on their drinking,
craftsmanship, and fighting prowess. Dwarven society is heavily
influenced by a strong sense of honor and justice. Because of this,
they are viewed as being trustworthy individuals, but also stubborn
and set in their ways.

On average, both male and female dwarves stand 4 feet tall,
and have broad, muscular bodies. It is highly suspect to find an
adult male dwarf without a long, braided beard. Beard growth is a
rite of passage for dwarven men, and once they start growing their
beard, they never shave it off.

Dwarf Attributes
• 8 Hit Points
• Dwarves start with the Heritage Trait Dark Vision.
Dark Vision: You are able to see in total darkness. However,
if you are exposed to sudden bursts of light (spells, alchemist’s
flash bombs), you suffer Disadvantage on your next turn.

--

GOBLIN

Goblins are a diminutive, green-skinned people that eke out
a living wherever they can—usually living in small tribes or as
solitary individuals. Their behavior, even in adulthood, is childlike.
They are inquisitive by nature and somewhat mischievous,
although their antics are rarely malicious. Goblins are also easily
distracted by shiny objects, and they have a particular affection
for gold.

Standing just over 3 feet tall, goblins are on average very
scrawny and have wide, oblong heads with protruding, bat-like
ears. They are notoriously quick, and due to their compulsive
fascination with gold, they have gained notoriety
as being thieves. Despite their appearance
and impish nature, goblins are usually good-
natured creatures that enjoy the company of
anyone who can tolerate them.

Goblin Attributes

• 4 Hit Points
• Goblins start with the Heritage Trait Goblin Agility.
Goblin Agility: You can Test 1d6 whenever you
are successfully hit by an enemy. If your Test is
successful, you evade the attack and do not
take damage. Declaring Evade as an Action has
no additional benefit.

--

TREEFOLK

Treefolk are massive, lumbering beasts, akin to living trees. They
tend to live very long lives—hundreds of years—and have a
reputation for being wise and learned. They are solitary creatures,
preferring to live alone, even from their own kind, keeping to the
forests they tend and grow.

Treefolk are huge, standing close to 12 feet tall. They look
like mobile trees, long bark covered bodies striding through the
woods, as their crown of leaves reaches to the skies.

Treefolk Attributes

• 9 Hit Points
• Treefolk start with the Ancient Heart Heritage
Trait.

Ancient Heart: You cannot be healed by any means other
than direct sunlight and sleep. For each Hit Point to be
healed, you must be directly in the sun for an hour
(moving or stationary) or use the sleeping rules.

--
KARHU

Karhu are intelligent and lumbering bears who wander the
world having all manner of adventures. There are three types
of Karhu: the agile, but smaller black Karhu; the strong and
powerful brown Karhu; and the rare, but majestic polar Karhu,.
The Karhu have a reputation for being calm and pensive but
terrifying when provoked or angered.

Karhu can walk on all fours or stand upright like the other
Heritages. They tend to wield no weapons (even though
they can), but often can be found using armor.
Magic among them is exceptionally rare.
They are roughly the same size as
mundane bears of the same type.

Karhu Attributes
• 7 Hit Points
• Karhu start with the Powerful Claws Heritage Trait.
Powerful Claws:You have Claw as a Mastered Weapon. You
cannot use ranged weapons.

--

LIZARDFOLK

Cold-blooded, cruel, and primitive, Lizardfolk are the remains of a
servant Heritage created by wizards. Strong, violent, and territorial,
Lizardfolk stalk the swamps and jungles of the world, carving
out their fate by tooth, claw and spiked club. Most Lizardfolk
adventurers start as outcasts or raiders, and eventually grow into
something more, becoming heroes and legends of the Lizardfolk
back home. They make implacable allies and relentless foes.

Lizardfolks are scaled, with a muted assortment of colors (the
better to lurk and blend into the swamps they call home.) Many
have a ridge of fins or spikes along their spine, and some webbing
in their clawed feet and hands.

Lizardfolk Attributes
• 6 Hit Points
• Lizardfolk start with the Cold-Blooded Heritage Trait.
Cold-Blooded: Any attempt to persuade, influence, or manipulate
a Lizardfolk through appeals to emotion or feelings suffers
Disadvantage.
This message was last edited by the GM at 14:33, Fri 22 Sept 2023.
Liche
GM, 8 posts
Fri 22 Sep 2023
at 14:39
  • msg #7

Trait List

Acrobat: It’s up there? No problem! You gain Advantage when
Testing to do acrobatic tricks such as tumbling, long-distance
jumps, climbing, and maintaining balance.

Alchemist:
Dragon’s blood has many uses. It’s also great on salads.
Provided the right reagents and recipes, you can mix potions,
elixirs, and poisons. You also gain Advantage when identifying
unknown liquids.

Armor Master: Your paltry weapons cannot pierce my iron hide!
You have mastered wearing armor like a second skin. When
wearing any form of armor, you have an extra 3 Hit Points that
must be lost before you take physical damage. These hit points
cannot be healed and must be restored via repairing your armor.
It takes a full 8 hours to repair all 3 Hit Points.

Barfighter: Funny how you always fancy yourself a drink, right on
Unification day. You can select Improvised Weapons as a Weapon
Group. You do not pick a Weapon to Master. Instead, when fighting
with any Improvised Weapons, you get one extra action each turn.

Beastspeaker: What is it, boy?! The king fell down a well?! You are
able to communicate with animals. This form of communication
is primitive and very simplistic.

Berserker: RAAAAAGH! You can attack with primal rage. If a
melee attack you are making does not already have Disadvantage,
you may choose to make the attack with Disadvantage. If successful,
the attack deals +1 damage.

Blacksmith:
I can fix that! Once per day, you can make a Test
with Advantage. If successful, you can restore 1 Depletion point to
any object. (See Item Expenditure and Depletion Points; pg. 37)

Brawler: Everybody has a plan until they get punched in the face.
While Fighting Unarmed, your Evade action Tests with 2d6
(instead of 1d6.)

Charismatic: I can get what I want without even asking. You
gain Advantage when attempting to convince someone of
something or otherwise influence them.

Cleave: I will bathe in the blood of enemies! If your attack drops
an enemy to 0 Hit Points, you may immediately make an extra
attack with Disadvantage.

Dark-fighter: Who needs eyes, when I have all the other senses?
You do not suffer Disadvantage for having your sight impaired.

Defender: I’ve got your back. When an adjacent ally is hit,
before Evade Tests are made, you may choose to have that attack
hit you instead.

Diehard: I’m not going down that easy. When an attack would
reduce you to 0 Hit Points, it instead reduces you to 2 Hit Points.
You can do this once per day.

Drunken Master: *Urrp* While you are intoxicated, you
may Evade without spending an action. However, you have
Disadvantage on all rolls that require careful and delicate
manipulation, social grace, or might be severely impacted by
your intoxication (Game Master discretion).

Dungeoneer: We go left. I’ve seen a lot of dungeons in my time, and I
can tell by the way the moss covers this wall. You gain Advantage when
attempting to find your way through a dungeon or cave system and
when attempting to identify creatures native to dungeons or caves.

Educated:
I didn’t go to academy for four years for nothing. You gain
Advantage when checking to see if you know specific information.

Eidetic Memory: You remember that guy in that city? Who did
that thing? I remember exactly what he said. When Testing to
recall information, you have seen or heard previously—even in
passing—you succeed on a roll of 4, 5, or 6.

Familiar: Your faceless shadow cat is really freaking me out, man.
For as long as you can remember, you have never truly been
alone. Another spirit has linked itself to yours, accepting you as
its friend and master. (See Magic; pg. 17)

Fleet of Foot:
Running away is always a valid option. You gain
Advantage on Tests when chasing, being chased, tests of foot
speed or running. Optional: If you are using feet or gridded
squares for movement, your speed increases from 25 feet to 35
feet (or from 5 to 7 squares).

Healer: I’ve seen worse, son. You’ll pull through. As an Action,
you can Test 2d6 to heal a creature other than yourself. If the
Test is successful, the target creature is healed for 2 Hit Points.
This Trait can also be used to cure poison, disease, and other
physical ailments that are non-magical. You must be next to the
creature to heal it. (See Magic; pg. 17)

Insightful: Stop pulling my leg… You gain Advantage when Testing
to discern whether or not someone is telling the truth or lying.

Lucky: Whew! That was close. You may reroll one Test per session.

Marksman: The odds of hitting your target increase dramatically
when you aim at it. When using the Focus Action, your next attack
with a ranged weapon is successful on a Test of 3, 4, 5, or 6.

Martial Artist: Be like water, flowing through cracks. You gain
Unarmed as a Weapon Group to be proficient with (in addition
to your starting Proficiencies). You do not gain an additional
Mastered Weapon for this proficiency. Once per day, you may
reroll a failed Unarmed Attack or Evade Test.

Nimble Fingers: I could have sworn I left it right here! You gain
Advantage when Testing to pick locks, steal, or do slight-of-hand.

Opportunist: One man’s failure is another man’s opening to stab
the idiot who failed. If an enemy within range fails to hit with an
attack against you, you may immediately make an attack with
Disadvantage against that enemy.

Perceptive: What has been seen cannot be unseen. You gain Advantage
when Testing to gain information about your surroundings or find
things that may be hidden. You gain this even while asleep.

Quartermaster: I’m always prepared. When you roll for Depletion,
you can choose to reroll once per day. You must keep the second
result. (See Item Expenditure and Depletion Points; pg. 37)

Quick Shot: Pew, pew, pew! You are able to reload a Ranged
Weapon and fire it in one Action.

Resolute: I will not be a casualty of fear. You gain Advantage on
all Save Tests.

Shield Bearer: I’ve got you covered. While wielding a shield,
Test with 2d6 on Evade or Goblin Agility Actions instead of
1d6. If you choose this Trait, your Adventurer gains a shield at
Adventurer creation.

Sneaky: Hey, did you hear something? You gain Advantage when
Testing to hide or sneak around without others noticing you.

Spell Reader: P as in phylactery. You have spent years learning
the sacred language of the arcane, allowing you to read power-
laced words from magic scrolls. (See Magic; pg. 17)

Spell-Touched: It runs in the family. Your family carries magic
in the blood, and while the centuries have diluted the power, you
are still able to subtly influence the world around you by merely
willing it to happen. (See Magic; pg. 17)

Strong:
Stand back, I’ll kick it in! You gain Advantage when
Testing to do something with brute force.

Survivalist: These berries are safe to eat… I think. You gain
Advantage when Testing to forage for food, find water, seek
shelter, or create shelter in the wild.

Tough: I have not journeyed all this way because I am made of
sugar candy. You gain 2 additional Hit Points.

Tracker: These prints are fresh. He went that way. You gain
Advantage when Testing to track a person, creature, or animal
in the wilderness. While outside, you can also locate true north
without Testing.

Trapmaster: It’s a trap! You gain Advantage when Testing to
create, locate, and disarm traps. You also gain Advantage on Save
Tests against traps.

Vigilant: Better to stay ready than to get ready. You gain
Advantage on Initiative Tests.
Liche
GM, 9 posts
Fri 22 Sep 2023
at 15:52
  • msg #8

Weapons and Equipment

Weapons

There are three weapon categories: Light Melee, Heavy Melee,
and Range
. These categories include a variety of individual
weapons, and the listed weapons provided can be supplemented
with additional weapons with approval from your Game Master.

Prices are suggestions and represent an average cost for basic
weaponry.

Pick a category then pick a weapon type:
Dagger         Light
Short Swords        Light
Long Swords         Heavy
Hand Axes           Light or Ranged
Battle Axes         Heavy
Short Spears        Light
Long Spears         Heavy
Pole-arm            Heavy
War Hammer          Heavy
Hammer              Light
Flail               Light
Bow                 Ranged
Sling               Ranged
Crossbow            Ranged
Trident             Heavy
Nets                Ranged
Chakram             Ranged
Blowgun             Ranged
Bolas               Ranged
Rapier              Light
Mace                Light
Staff               Light
Unarmed             Light
Sickle              Light
Scythe              Light
Whip                Light or Ranged
Gauntlet            Heavy

You also start with 10 Gold and an Adventurer’s
Kit, the contents of which is described in the
Adventurer’s Kit section.

Items & Equipment

An assortment of additional items and equipment can usually be
purchased at local shops in towns. This game does not include
an exhaustive list of every item you can procure. The GM will
provide information about that, and determine the costs of items
you might acquire.

Prices are suggestions and represent an average cost.

As an Adventurer, you start with a basic kit of items from the
Items and Equipment list to help get you going.

The Adventurer’s Kit includes the following items: a bedroll,
flint & steel, a belt pouch, a rucksack, a lantern, an empty
waterskin, oil, a rope (50 feet), rations, a torch, and a cloak.
This message was last edited by the GM at 15:57, Fri 22 Sept 2023.
Liche
GM, 10 posts
Fri 22 Sep 2023
at 16:07
  • msg #9

Family Trade

This next part is going to be the hardest, because
these aren’t options you select from a list. You’re
going to want to name your Adventurer and give them
a little bit of a backstory. Going along with that
backstory, another reality is you weren’t born an
Adventurer. No, really. You weren’t. Growing up, you
were probably exposed to a Family Trade. Perhaps you
learned your way around a forge from your father, who
was a smith. Maybe your mother was a weaver and taught you
how to make and mend clothing. Whatever it was, you picked up
some knowledge of this craft and gain Advantage in situations
where you can put it to use. Choose some sort of Family Trade for
your character; your Game Master will then decide how it will be
applicable during game play.

Family Trade Ideas:
Fisherman
Blacksmith
Adventure
Thief
Body Guard
Assassin
Bounty Hunter
Cook
Hunter
Diplomat
Merchant
Gladiator
Slave
Smuggler
Soldier
Sailor
Pirate
Prostitute
Herbalist
Taxman
Stonemason
Undertaker
Wiseman/woman
Tailor
Servant
Healer
Inventor
Mapmaker
Miner
Musician
Butcher
Brewer
Bard
Barkeep
Explorer
Animal Trainer
Prophet
Liche
GM, 11 posts
Fri 22 Sep 2023
at 16:08
  • msg #10

Belief

Finally, Adventurers all have a driving principle called a Belief
that should be noted on the Adventurer Sheet. This Belief is a
simple statement used as a guiding force for your Adventurer.
Your Belief may be, “I’ll always find a diplomatic solution,”
“Gold can buy happiness,” or “I let my sword do the talking.”
This Belief is not etched in stone, and can be changed or added
to with the approval of your Game Master.
Liche
GM, 12 posts
Fri 22 Sep 2023
at 16:17
  • msg #11

Character Sheet

Tiny D6 Dungeons

BASIC INFORMATION
Player Name Character Name XP 
Heritage Trade Belief 

TRAITS
 
 
 
 
 

WEAPONS
Weapon group Weapon Mastery 

CARRIED EQUIPMENT
Equipment name
 
 
 
 
 
 
 
 
 


The code for the sheet: (copy and paste)

<u><b>Tiny D6 Dungeons</b></u>

|6! <blue>BASIC INFORMATION</blue>|75%
|!<Player Name|20%<|20%!<Character Name|20%< |20%!<XP|20%< |
|!<Heritage|50%<|!<Trade||<!Belief |50%>

|! <blue>TRAITS</blue>|75%
|
|
|
|
|

|4! <blue>WEAPONS</blue>|75%
|!<Weapon group|25%<|25%!<Weapon Mastery |25%>

|1! <blue>CARRIED EQUIPMENT</blue>|75%
|!Equipment name
|
|
|
|
|
|
|
|
|
This message was last edited by the GM at 17:33, Fri 22 Sept 2023.
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