The Workshop – Tiny Dungeon Characters

Tiny Dungeon Second Edition by Alan Bahr and Gallant Knight Games. Art by Michael Leavenworth

Just this past week I got my copy of the Tiny Dungeon 2E Kickstarter that I had backed. I was unfamiliar with the game’s first edition, but I saw the names of some gamers that I knew and trusted had jumped on board as early backers so I figured I would throw my money down and see what I thought of the product.

I’m blown away. I’m not usually one for games that bill themselves as “minimalist.” I find they tend to lack a certain robustness at the table that allows for a satisfying play experience for myself as I take a character from beginning to end. However, this game seems to dial in on a sweet spot as far as these kinds of games are concerned. I don’t know that I could recommend it for long, epic year long campaigns; however I can definitely see getting some serious storytelling in over six to even a dozen sessions with the advancement rules that are presented in this book, allowing a character to feel that he is growing in power while still keeping things simple enough to need nothing more than a notecard (maybe both sides for some characters) for your character sheet.

In fact, I was so captivated by the free-form, yet clearly inspired by archetypal fantasy games character creation that I decided to sit down and create a handful of starting characters to see just how easy the system was to create the kind of character I wanted to play. I was pleased to find out that while I had an easy time getting the feeling of the character I wanted in each case, I also had to make some hard choices as to what traits and abilities I wanted them to start with and what things I would have to leave for the characters to strive for in terms of further advancements.

Below for sake of example, and so you can see some of the myriad character options available to you in this game are the five characters that I sat down and played around with.

Arrick is a tried and true dwarven knight, proud of his heritage, his training, and above everything else, his clan. He had journeyed from his subterranean kingdom in order to seek greater glory for himself and his clan. Honorable to a fault and about as morally flexible as brittle iron, he serves as a moral compass to any group he travels with.

Heritage: Dwarf
Family Trade: Smithing
Belief: My clan’s honor is everything
Hit Points: 8 (+3 from armor)
Dark Vision – You are able to see in total darkness. However, if you are exposed to sudden bursts of light, you suffer Disadvantage on your next turn.
Shield Bearer – While wielding a shield, Test with 2d6 on Evade Actions instead of 1d6
Armor Master – 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
Defender – When an adjacent ally is hit, before Evade Tests are made, you may choose to have that attack hit you instead.
Weapon Proficiency: Light Melee (Mastered – Dwarven Combat Axe)
Equipment: Dwarven combat axe, shield, plate mail, adventurer’s kit, 10 gold

Dameon was born and raised in the docks, and from a very early age has learned that he could make good coin by fighting the other kids for spectators. While it was regulated to a point (very few people every actually died), a life of constant fighting has honed his body for punishment. But what else could be out there in the world for him?

Heritage: Human
Family Trade: Brewing
Belief: Fisticuffs are the truest measure of a man
Hit Points: 8
Barfighter – You can select Improvised Weapons as a Weapon Group. When fighting with any Improvised Weapons, you get one extra action each turn.
Brawler – While fighting Unarmed, your Evade actions Tests with 2d6 (instead of 1d6)
Martial Artist – You can select Unarmed as a Weapon Group.
Tough – You gain 2 additional Hit Points
Weapon Proficiency: Unarmed (Mastered – Boxing)
Equipment: Bloody knuckle wraps, thick padded clothes, adventurer’s kit, 10 gold

Ameryll grew up outside of the city walls in a small foresting village. She quickly took to the life of a hunter and tracker, learning to read game trails, stay alert for predators and prey, and approach either unseen. She learned quickly, and quickly grew bored with simple game animals. She decided that there was enough evil in the world that she could take her skills and apply them to more dangerous creatures.

Heritage: Fey
Family Trade: Tanning
Belief: Fey should be neither seen nor heard
Hit Points: 5
Bow Mastery – You have Mastered bows and have Advantage when using them. This is in addition to the Mastered weapon chosen at creation.
Sneaky – You gain Advantage when Testing to hide or sneak around without others noticing you.
Tracker – 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.
Vigilant – You gain Advantage on Initiative Tests.
Weapon Proficiency: Ranged (Mastered – Elven Hunting Bow, Throwing Knives)
Equipment: Elven hunting bow, camouflaged cloak and sturdy clothing, adventurer’s kit, 10 gold

Oakheart is seen as something of a shepherd for its kind, guiding the souls of dead wood into new and beautiful forms, allowing them to have form and function even after death. However, it is also of great use to the living, able to channel a certain kind of magic from the earth to help heal the wounds of the living and even communicate with beasts. It knows that nature must be defended, and it might be the best defender it has.

Heritage: Treefolk
Family Trade: Woodcarving
Belief: Nature must be protected at all costs.
Hit Points: 9
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.
Healer – As an Action, you can Test 2d6 to heal a creature other than yourself. If the Test is successful, the target 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.
Beastspeaker – You are able to communicate with animals. This form of communication is primitive and very simplistic.
Survivalist – You gain Advantage when Testing to forage for food, find water, seek shelter, or create shelter in the wild.
Weapon Proficiency: Heavy Melee (Mastered – Long spear)
Equipment: Long spear, “modesty garb,” adventurer’s kit, 10 gold

Ikkari is something of a laughing stock, even among goblin-kind. She’s more than a little bit addled and eccentric, but she knows that she can work magic! The bird without a face that visits her all the time tells her so, and she’s totally done some awesome stuff before! But she hasn’t found too many people willing to believe her or take a gamble on the young sorceress’s abilities. Maybe some day she’ll find a group willing to give her a shot.

Heritage: Goblin
Family Trade: Weaving
Belief: I will prove my worth whatever the cost!
Hit Points: 4
Goblin Agility – You can test 1d6 whenever you are successfully hit by any enemy. If your Test is successful, you evade the attack and do not take damage. Declaring Evade as an Action has no additional benefit.
Familiar – 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.
Spell-Touched – 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.
Lucky! – You may reroll one Test per session.
Weapon Proficiency: Light Melee (Mastered – Staff)
Equipment: “Runed” staff (actually drawn on with charcoal or etched with a penknife), impressive (but too large and slightly smelly) robes, adventurer’s kit, 10 gold

If you want to hear more about Tiny Dungeon 2E, you can look for a full review here in the weeks to come. If you are interested in looking into the game yourself and finding out what all of the fuss is about in the meantime, you can get the PDF yourself for $17.99 here.

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Ben Erickson

Contributing Writer for d20 Radio
Mild mannered fraud analyst by day, incorrigible system tinker monkey by night, Ben has taken a strong interest in roleplaying games since grade school, especially when it comes to creation and world building. After being introduced to the idea through the Final Fantasy series and kit-bashing together several games with younger brother and friends in his earliest years to help tell their stories, he was introduced to the official world of tabletop roleplaying games through the boxed introductory set of West End Games Star Wars Roleplaying Game before moving into Dungeons and Dragons.