Destiny of Tides: Tiny Dungeons 2E Campaign Setting - by Robert Denton III - GKG

So apparently I needed more Tiny D6 reading material. I don’t know if it’s the first supplement for Tiny Dungeons 2E, but there’s definitely a lot to it, 168 pages worth. It’s a complete setting for Tiny Dungeons 2E, though you do also need the core rulebook. When I checked DTRPG, the pdf showed $14.99; softcover $24.99; hardcover $29.99; softcover combo $29.99 ($39.98); hardcover combo $34.99 ($44.98).
The book starts with a short story to get us in the mood for the setting. We get a short intro which, of course, helps explain what to expect as well as some inspiration for the setting, which includes the Tale of Urashima Taro, The Little Mermaid, and A Lull in the Sea.
Chapter 1 is A World of Vast Tides. The surface population is gone, destroyed or removed by some unknown device. It starts by giving an idea of where life lives underwater and a quick glance of the civilizations. We get some of the “wonders” next, like The Deepstones and The Palace of the Sea Dragon. Then is a section on playing an underwater character and how it differs from playing a land one. After that is how to deal with going on land when one has to and how to make sure one survives (which they can for short periods of time under the right circumstances). The next section includes 5 heritages (Kirkusui, Hykarchas, Lulutani, The Kayde, and Duwanni) and their society, personality, culture, and how they deal with being on land. Oceanic magic and its various types are discussed last, because while it takes place predominantly underwater, it is a fantasy setting.
Chapter 2 is Character Creation. Not too different from other Tiny D6 games, but some changes. There are ‘unanswered questions’ to answer, some new traits that can be used in addition to those in the Tiny Dungeons 2E rules.
Chapter 3 is The Ruined World. It deals with the dangers and challenges of being a water-based creature on dry land. It also goes into what one can find and encounter in the ruins. Any ‘humans’ that may have survived (and other races or creatures) would scarcely resemble their ancestors in actions and thoughts. They would be human/elf/whatever in appearance alone unless GM decides otherwise. There’s a ruins generator and some tables with what can be found in various locations.
Chapter 4 is an adventure, The Ruined Lighthouse. Someone (a young’un) has gone missing and her adopted sister and the PCs must find her. Hijinks ensue and hopefully she can be saved. There are giant eels, giant moths, and a good old dungeon crawl of a lighthouse, complete with spoils.
Chapter 5 is Sunken Secrets. This deals with what brought the surface world’s demise. There are 5 ‘ranks’ of revelations and the group must achieve X Rank 1 revelations before moving to Rank 2 and so on, leading to the end of your campaign.
I was very impressed by this. It wouldn’t be too difficult, in my opinion, to adapt it to other games in the Tiny D6 realm of genres. It’s different enough to be interesting and could be considered a standalone game, which to a degree it is, while remaining part of an established game.

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