Apparently I needed more Tiny D6 reading material. I don’t know if its the first supplement for Tiny Dungeons, but there’s definitely a lot to it, 168 pages worth. It’s a complete setting for Tiny Dungeons, though you will need the Tiny Dungeons Core Rules to play. Prices as of 9/13/2026 are: pdf $14.99/softcover $24.99/hardcover $29.99/combos showing same price as just book.
The book starts with a short story to get us in the mood for the setting. We get a short introduction which, of course, helps to explain what to expect as well as some inspiration for the setting, which include the Tale of Urashima Taro, The Little Mermaid, and A Lull in the Sea. Chapter one 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 one can for short periods of time under the right circumstances). The next section includes 5 Heritages (Kirkusui, Hykarchos, 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 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 Rulebook.
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 people that may have survived would scarcely resemble their ancestors in actions and thoughts. They would be human/elf/whatever in appearance alone unless the GM decides otherwise. There is 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 you and her sister must find her. Hijinks ensue and hopefully you can save her. There are giant eels, giant moths, and a good old dungeon crawl of a lighthouse, complete with spoils. Lastly 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 the campaign. I was very impressed by this. A supplement that actually supplements the base system and brings something new to the game while still being able to adapt it to other games in the system. It’s different enough to be interesting and could be considered its own game, while being an established one.