Tiny d10GM 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.

Friendly NPC

A useful stranger to drop into any civilized setting.

Encounter Reaction

When a monster, mobster, or rival's response isn't obvious. 1d10.

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

97 creatures from Fantasy Monsters. Filter by tier and habitat; press to draw.

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.

Dice

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

Firearm Wound

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

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
T12-1315–30Always abilities/spells/skills
T14-1520–30+Always abilities/spells/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.

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

From the Fort Caspar table. Each rumor's truth is flagged for the GM.

Frontier Day

Daily Hinterlands cycle: rolls for event count, region, and type.

Mountain Leg

One leg of a crossing. Event + outcome rolled; pull weather and terrain from WAG yourself.