Tiny d10❦GM Kit

tools for the table · td10.org

Roll a Character

Fantasy core. Build from the standard rules — or roll one entirely at random.

Build (standard rules)

Choose each step from the core rules — or randomize any (or all) of them.

Race
Class
Attrs
0 / 3
HP / PP
10 / 10

Optional rule: full random

Every choice rolled — race, class, abilities, the lot.

Animal Companion

A beast bonded by spirit. The tier cannot exceed the character’s level — a druid may go one higher. Others stop at Greater.

Friendly NPC

A useful stranger to drop into any civilized setting.

Encounter Reaction

When the response isn’t obvious. Fantasy Core on 9–10 is neutral, then friendly. The Syndicate cuts a deal.

Hireling

Retainers and men-at-arms. Tap a type, or roll for who walks in.

Monster Morale

Roll on ally-slain triggers. 1d10 ≤ 2 means morale falters.

Monster Harvest

After a great kill. d5 resource type, d10 quality.

Starting Wealth

1d10 × 10 for gp, sp, and cp.

Pull a Monster

102 creatures from Fantasy Monsters. Draws the book’s number appearing and a sample hit-point total.

Encounter Calibrator

Compose an encounter by risk band. Rolls actual creatures from the bestiary.

Skirmish Engagement

10–100 combatants per side. Pick counts, optional modifiers, resolve in one roll.

Enter a Hex

The Worldwide Adventure Generator, one hex at a time. Weather, a feature, maybe a sign, an encounter from the bestiary, a discovery, and the faction clock.

Wildlife

When a forage, a hunt, or a beast-encounter needs a name. Hinterlands quarry — reskin it and it will travel.

River Hex

One stretch of the River Travel Procedure. The current carries you. The complication check is the price.

Dice

Plain rolls. Expression like 1d10, 2d5+1, 1d10-1.

Firearm Wound

Triggered on 3+ damage from a firearm. 1d10.

Healing

Intellect against T6. The Healing page grants +1 for the skill; tick the Core box if the skill should simply succeed. A success restores 1–2 hit points, magic points, and power points.

Forage & Hunt

Time spent in a hex, and whether the country pays out. A full day finds forage for the party and hunts at 1-in-5.

Disease Check

Close of a day in a miasma hex, and the morning after. A natural 1 fails. Camp, smudge, or netting: +1 each, to a maximum of +2.

Shootout

One exchange. Initiative is 1d10 plus Reflex. Cover is a 1-in-2 race. Concealment is +1 on the defender’s roll. Then the wound table, if the shot did 3 or more.

Check Toughness

TDifficultyExamples
T2-5SimplePull an ally up a ledge · climb a wall with large handholds
T6-9ModerateSurprise unaware opponents · fight a strong current
T10-11DifficultSurprise watchful opponents · pick an expertly-crafted lock
T12-13ExtremeLeap a massive chasm · scale a sheer precipice
T14-15ImpossiblePilot a ship in a gale · mount a wild dragon

Monster Tiers

THPNotes
T2-51–5Sometimes bonuses, rarely spells
T6-96–12Bonuses, abilities, sometimes spells
T10-1110–20Often abilities/spells/skills
T12-1315–30Often abilities, spells, or skills
T14-1520–30+Always abilities, spells, or skills

Conversion: OSR HD 0-2 / D20 CR 0-1 ≈ T2-5; HD 3-5 / CR 2-9 ≈ T6-9; HD 6-8 / CR 10-16 ≈ T10-11; HD 9-11 / CR 17-22 ≈ T12-13; HD 12+ / CR 23-30 ≈ T14-15.

Movement & Wealth

SpeedFantasySyndicate
Slow20–40 ft40–60 ft
Moderate40–60 ft60–80 ft
Fast60–80 ft80–100 ft

Currency: 1cp = $1 · 1sp = $10 · 1gp = $50.

Feet per combat round ≈ miles per hour × 15. A sprint is triple speed for one round, and nothing else that round. Unencumbered overland travel is 3 mph — one hex in two hours.

Encumbrance

Carry capacity is 20 lb + 10 lb × Power. Up to double is encumbered. Up to triple is heavily encumbered.

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Setting · Glacia & The Syndicate

Tools bound to particular tables — Fort Caspar rumors, the Hinterlands cycle, the Mountain Crossing, and the 1960s Syndicate.

Syndicate Criminal

A Player Criminal for The Syndicate (1960s organized crime).

Fort Caspar Rumor

The cavern table, with the truth flagged — or a whisper out of the Black Cells.

Frontier Day

Daily Hinterlands cycle, then — if you like — one regional action, with the modifiers from the Fort.

Mountain Leg

One leg of a crossing. Weather and terrain come off the adventure generator. A careful scout looks harder, and takes longer.

A Soul of the Fort

One of the ten who keep Fort Caspar. The Dreamer’s Call draws from this same list.

Night at the Fort

The Call is 1-in-5. A patrol meets trouble on 1-in-10. A sortie goes out on 1-in-5. Tick the week or the month when those clocks come due.