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TinyZine Issue 15

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Written by Alan Bahr & Steffie de Vaan

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Editor: Alan Bahr
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Interior Art: Krasimir Sarov
Graphic Design & Layout: Robert Denton III
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TinyD6 Line Manager : Alan Bahr
Based on the game Tiny Dungeon by Brandon McFadden
Second Edition
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Published by Gallant Knight Games, 2019

Tiny Dungeon 2e and TinyD6 are trademarks of Gallant Knight Games.


©2019 by Gallant Knight Games. All rights reserved. Reproduction without
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the written permission of the publisher is expressly forbidden, except for


the purposes of reviews, and for the blank character sheets, which may be
reproduced for personal use only.

Gallant Knight Games, Ogden UT 84404

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Letter from
the Editor
Hail Loyal Gallants!
Welcome to the fifteenth issue of TinyZine!

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We’ve been terribly behind but we’re frantically working to get
up to speed!

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Steffie returns with our monthly Roll-and-Play, this time
tackling Tiny Dungeons and their setups so you can quickly
facility dungeon crawling adventures!
Yours truly provides some new Heritages for TinyD6 games, the
noble giantkin, the heaven-touched, and hell-touched, and two
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new enemies: The Death Knight and the Nature’s Champion!
All of these options are previews of the upcoming Tiny Dungeon
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2e Bestiary, which will be on Kickstarter next year!
- Alan Bahr, 11/10/2019
PS: As always, we’d also be remiss if we didn’t inform you of
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our Gallant Knight Games Patreon, where you can get access to
previews, TinyZines, and free GKG RPGs! Please, feel free to
check it out.
www.patreon.com/gallantknightgames.
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The art in this TinyZine is graciously funded by our Patrons.

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Roll-and-Play:
Tiny Dungeons
Roll-And-Play

Steffie de Vaan
Roll-and-Play is a monthly article by Steffie de Vaan which lets
GMs create readymade content for their game. The concept is

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simple: grab a d6, and roll once on each tables below, or mix and
match as fits your game.

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There comes a time in every campaign where the group enters a
dungeon, so from start to finish: here is your dungeon crawl! This
one covers 4 rooms, but you can supplement with encounters of
your own (or pick multiple encounters from one table).
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D6 Name and Fame
Roll-And-Play

1 Built by an infamous wizard, the Dungeon of Halbarder


is actually her lab and storage space. As Halbarder is
987 years old, and spent the last 966 collecting trinkets,
oddities, and pets, it’s fairly massive.
2 The Broken City of Ra’tesh once belonged to an underground
dwarven nation. It’s since been overrun by enemies, predators,
and scavengers.

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3 This planet has twin moons, and the Mirror Dungeon lies
on the smaller one. It’s only accessible once a year, when

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the moon is in low orbit, by pterodactyl or airship. You have
three nights before the moon moves to a higher orbit again!
4 In the vast ocean floats the body of the Leviathan, eternally
frozen at the moment of its death. Explorers make their
way through massive veins and fleshy membranes to
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retrieve the treasures the creature swallowed over its long
existence. The Leviathan is an organic dungeon, so adjust
dangers accordingly - a collapsed tunnel is a ruptured
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vein, attacking creatures are antibodies, and so on.
5 A volcanic eruption covered the rich city of Hatuur
ages ago. Now, explorers and scavengers excavate homes,
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streets, and alleyways to retrieve its treasures.


6 Earthdeep was built by desert pirates, a place to rest their
camels and refuel airships before going out to raid again.
Internal conflict since decimated their ranks, leaving their
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stolen riches ripe for the picking.

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D6 Room 1: The Entrance
Roll-And-Play

1 You are alone. No whispers on the wind, nothing stirring but


your companions beside you. It’s unsettling - you can’t be the
only ones hunting for treasure here. Where did everyone go?
2 Three other adventurers prepare to enter the dungeon. Their
team counts a lizardfolk warrior who eyes you with veiled
hostility, and a dwarf making notes on a map he carefully
shields from you. Their leader, a goblin, bows as she gestures

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for you to enter the dungeon - ‘after you’, she smiles.
3 This all-dwarf team clearly came prepared! There’s 6 of

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them, and going on their equipment they’re a geological
expert, navigator, warrior, trap springer, magician, and
merchant. They’re not very talkative, but from what little
conversation you coax from them, they’re searching for an
artifact to cure an illness sweeping their city.
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4 The old Karhu winces as she dons her armor and sword.
She’s clearly experienced, but seems to suffer from arthritis
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or some other joint pain. Why did she come here? Whatever
her motives, you expect she won’t survive long on her own.
5 This turned out to be a bit of a rat race. You count twelve
other teams, of varying skill levels and dispositions. Three
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stand out. The Daughters of Hecta count all women, cis


and trans. The Warriors of Shadows are all masked and
cloaked, making it impossible to determine height. The
Runners of Waldor are clearly aiming for an in-and-out
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mission. With this much competition, should you strike


an alliance with another team?
6 No other teams, though footprints and remains of a still
smoldering campsite reveal someone went in before you.
Not much time to investigate though, as the Guardian
warrants your attention. “Are you prepared?” the spectral
creature intones as she opens the first door for you.

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D6 Room 2: A Challenge
1 This tunnel has collapsed. Given the size of the tunnel they
Roll-And-Play

need to clear, the characters make a test to continue with


disadvantage unless they present the GM with a clever
plan, or have the Dungeoneer trait. The Trackmaster trait
allows them to find an alternate route altogether.
2 It’s a trap! Explorers who came before deliberately left a
danger in their wake. This could be an explosive crystal,

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swinging blade rigged to tripwire, or a nest of carnivorous
insects. Adventurers make a Save test to dodge, run away,
or otherwise escape, or take 1 HP damage.

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3 This room is completely devoid of oxygen. It’s also the only
way through. Crossing inflicts 1 HP damage. Alternately,
a search of the room (which inflicts 2 HP dmg but can be
done by one person) reveals a crystal amulet sucking in all
air. Destroying the crystal restores oxygen to the room.
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4 How is this hallway on fire? Truth is - it’s not, but your brain
can still self-inflict damage on your body. Save to disbelieve
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this illusion, or take 1 HP damage crossing through the fire.
5 This hallway is flooded. The Dungeoneering or Trackmaster
traits let the group find a way around, otherwise they must
swim to the other end of the hall - Save test to hold their
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breath, or take 1 HP damage.


6 The passage seems to end here, but going back to the last
crossing would take hours. A successful search (the Perceptive
trait yields advantage) finds a secret door.
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D6 Room 3: Attacked!
1 A swarm of smaller creatures.
10 HP, Rise Again (When reduced to 0 HP, the swarm
immediately makes a Save Test. If successful, it reforms with
half its former HP).
2 A lich (use stats for a Necromancer, Tiny Dungeon 2E p. 54,
but give her the Rise Again ability above) and 1-4 skeleton
minions (TD2E p,56).

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