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House rules

We ran the campaign using the Tiny Dungeon: Second Edition rules, with the following modifications:

  • Treefolk are not allowed
  • Using Zones (Players Guide p11/12)
  • Using Minimalist Advancement rule (p18)
  • Optional rules for Depletion Points (p37), only for the following:
    • Torch
    • Oil
    • Quiver
    • Weapons
  • Prestige Traits were not allowed at the start of the campaign, but were introduced around session #14
  • Criticals were used (PG p78), with the following clarification:
    Critical hit:
    Only a Mastered Weapon can Critical Hit: If you roll two 6's with an attack roll, you do +1 damage.
    Critical miss:
    If you roll two 1's with any attack roll and you fail the attack, you critical miss.
  • Not using Variable Damage, Armor (PG p79)
  • Not using Ships & Mounts niet (PG p80/81)

Character creation

Using the rules of the Players Guide (p20) with the following modifications:

  • Fey: this are Elves. Apparently some people call Elves Fey.
  • Goblin: you can make a Goblin, or use the Heritage Trait to create your own Gnome or Halfling
  • Salimar: you can use the Pyrothermic Healing variant as Tiefling
  • Treefolk: not allowed
  • Karhu: allowed, but there are very few of them in Lamora
  • Lizardfolk: also known as Dragonborn

To make character creation easier, you can use this post to quickly boil it down to archetypal classes.

Using some of the other TinyD6 books as sources, the following (heritage traits are also allowed:

Heritage Traits

No idea [5 HP]
When attacking with a melee weapon, you deal +1 damage on an attack roll that has a die showing a face of 6.
Dark Elf, Halfling [8 HP]
You gain advantage whenever you attempt to evade or dodge questions or attempts to gather information about you or your activities.
Dark Elf, Tiefling [5 HP]
You are unsettling to deal with. You gain Advantage on any rolls to intimidate, threaten, or unsettle others. You also gain one reroll per day.
Dwarf [7 HP]
Must attack something that damaged them on their next Action, unless they pass a Save at Disadvantage. This forced attack deals +1 damage.
High Elf [5 HP]
Whenever a High Elf rolls a “1” on a dice during a Test, they may lose one Hit Point to set that dice to a “6” facing, allowing them to succeed.
Half-orc, Orc [8 HP]
Cannot Evade. Their Melee attacks deal +1 damage


Anytime anyone tries to persuade you, intimidate you, or threaten you, they have Disadvantage.
You’re insane. Whenever you would take a risk that would make anyone else pause, you gain Advantage on the Test.
When you’re attacked, you can impose your will on your foe. Roll 1d6. If successful the attack misses. You cannot use this ability if you Evade.
Master of Warfare
You have Mastered an additional weapon, and have Advantage when using it. Select a weapon, just like you would at character creation. This is in addition to the Mastered weapon chosen at Explorer Creation.
Born Fighter
When combat starts, you may immediately take 1 Turn (2 Actions) before initiative is rolled.
When searching for clues as to an identity, whereabouts, or motives, you gain Advantage.
You have spent years learning how to hunt, kill, and trap other creatures. You can spend an Action to attack an enemy that is not your Heritage at Disadvantage. If you succeed, you deal 1 damage and gain Advantage on your next Test or attack against them.
You can grab attention with a beguiling display. When you purposefully attract attention to yourself, Test 2d6; on a success, they cannot look away or attack targets other than you, until it is once again your turn. If you’re trying to distract a group or something that is difficult to distract, you test with Disadvantage.
Deep Pockets
You are always collecting things, whether or not you are aware of it. When you need something in a pinch, Test. If you succeed, you have one in your pocket, bag, or pouch, and you immediately produce it. You cannot produce enchanted or magical items, unique things like keys or one-of-a-kind items, or things too big to carry in your bag or pouch.