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A Promise of Power

An expansion pack for

Written by Sander Hogervorst


Maps by Sander Hogervorst
With consultation from Gregory Israel

This game product is powered by TinyD6™, a trademark of Gallant Knight Games, in the USA and other countries.
Used with permission. Original text content of Tiny Dungeon: Second Edition, Tiny Frontiers: Revised, Tiny
Wastelands, Beach Patrol, Magnum Vice: Fury Force, Tiny Supers, Gallant Knight Games Logo, TinyD6 Logo, content
and original artwork are copyright © 2015-2019, Gallant Knight Games unless otherwise specified
Table of Contents
Introduction ...................................................................................................... 3
A Strange Cabin in the Woods .....................................................................4
The Phytomancer .............................................................................................................9

Experimental Battle Prototype .................................................................... 11


The Tinkerer .................................................................................................................... 14

Big Game Hunter ........................................................................................... 16


The Shikari ....................................................................................................................... 18

The Siege of Feyhaven ................................................................................ 20


The Field Marshal .......................................................................................................... 23

Now you see me .............................................................................................. 25


The Trickster ...................................................................................................................26

Archery Contest .............................................................................................28


The Bowman ................................................................................................................... 30

Carved in Stone .............................................................................................. 32


The Artificer.....................................................................................................................34

Crowd Pleasers ............................................................................................... 36


The Pit Fighter.................................................................................................................38

Print and Play ................................................................................................ 40

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Introduction

A Promise of Power is an expansion pack for Tiny Dungeon Second


Edition.

This expansion pack contains Tiny Encounters that can be used


during your adventures as filler events, or as a one-shot if you need
something ready to play. For each Tiny Encounter, there is a
suggested Micro-setting in which it can be used. With some
tweaking, each of these can probably fit into any setting you like.
Feel free to adjust these to your specific needs.
All these Tiny Encounters introduce a new Prestige Trait in one
way or another. The new Prestige Traits can be used in addition to
those in the Core Rule Book. Be warned though, as mentioned in
the Core Rule Book, the Prestige Traits might make the game
unbalanced.
The Prestige Traits in this document aim to bring some more depth
to Unique Traits that are otherwise not directly bound to a Prestige
Trait in the Core Rule Book.
A special word of appreciation goes out to Gregory Israel.
Thank you for your assistance and guidance during the completion
of this project.

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A Strange Cabin in the Woods
Suggested Micro-Setting: Chosen

The following Tiny Encounter can be used as a random event


whilst traveling or the party could be investigating a strange
happening in a local forest that could be linked to activities from the
High Druids.

As you venture far


past the edge of
the forest, you see
corpses pinned to
the sharpened
boughs and
branches of trees
around you. Wood
puncturing
through their
throats and
sternums.
A sudden
scampering and
swish of branches
punches through
the soft rustling of
the trees.
Wherever you turn, the sound seems to be coming from behind you. You
swing around to confront the horror and see nothing but the corpses in a
canopy, gazing down at you like demonic dolls. The bark of the tree rips
open, revealing a dark and molded doorway.

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Exploring the cabin:

This room seems to be safe from danger, but looks can be deceiving.
At the far end, a stairway leads down to a dark depth. An old chest
sits against the wall on the right.
Strange glowing Funghi light the room with a dim aura. In the
center of the room, a green glow emits from the cracked floor.
As soon as the party enters the strange cabin, Animated Vines lash
out to the Adventurers.
• Animated Vines:
Hit points: 3
Lash Attack: Reach (10 feet)
The target of the Lash Attack can make a Reflex Save Test to
avoid being hit. If the test fails, this Lash Attack deals 1 damage
to the target.
• Strange glowing Funghi:
When investigated, these Funghi release spores that make the
surrounding Adventurers hallucinate (5 feet from the Funghi).
Hallucination: The Adventurer makes a Save Test.
If successful, the hallucination has no effect on the
Adventurer. If the test fails, roll a d6 and determine the effect
of the hallucination based on the table below.
Effect
1-2 Your surroundings betray you and it seems as if your fellow
Adventurers turned on you!

3-4 Shhhs! Do you hear that? A constant humming sound catches


your attention. It seems as if a thousand bees are buzzing around
in your head.

5-6 It burns! You feel as if you’re burning up from the inside. You’ll
do anything to make this feeling go away.

5
At the end of his or her turn, the Adventurer rolls a Save Test
to try to end the effect. If you succeed at the Test, the
hallucination ends. If you fail the Test, the hallucination stays
in effect. At the end of each turn, the affected Adventurer
gains a chance to make a Save Test against the hallucination.
Whilst the hallucination lasts, you suffer Disadvantage on all
Tests.
• An old chest:

A normal wooden chest that’s locked.


The chest contains some vials with an unknown liquid.

GM-note: this can be any liquid, potion, poison or elixir.

• A green glow emits from the cracked floor:

If the Adventurers would like to investigate this strange glow,


they find nothing special about it. It’s the tree’s life-juice
flowing through the floor. It emits a green flow because of
photosynthesis.

• A stairway leads down to a dark depth:

Darkness is what you meet when you descend down the


stairway.
An Adventurer with Dark Vision can see as normal. A light
source is needed to have some range of vision. Be aware
though, the floor and walls are covered with vines and roots.
Using a torch might set everything on fire!
The stairway leads to the next level of the dungeon.

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Total darkness and no sound whatsoever. The only thing you can hear is
the clinging sound of your armor, and the snapping of branches and vines
with every step you take. The air feels dry and it’s hard to breath properly.

Exhaustion: Due to the air being so dry, making it hard to


breathe, after every action, the Adventurers must make a Test
at Disadvantage.
If they roll a 1, they become Exhausted and lose their next
Action. (not Turn)

After descending the stairway and after lighting a light source, some
of the vines react to the sudden presence of light. The three vines in
this room each strike once at the Adventurer who is closest by.

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A simple wooden door grants access to a small library. Two more
vines cause trouble for your adventurers. On the left side of this
small library stands a bookshelf with a small dozen books on botany
and mycology. Two flasks with the same unknown liquid as in the
chest stand amongst the books. One of these books triggers the
secret door to open, leading to an unpleasant meeting.
“Ha! I’ve been expecting you. Did you admire my jolly collection outside?
You would make a wonderful fit in my flock of puppets!”
An old man sits on his throne wearing an uncomfortable thorn
crown and leers down on the Adventurers.
Helleborus, the Phytomancer:
Hit Points: 10
Traits: Survivalist, Pollen Bomb, One with Nature, Growth,
Photosynthesis, Mycologists.

Game Master notes:

Roll initiative! The party faces a Phytomancer who has all the Traits
that a fully trained Phytomancer would have. Helleborus fights
until he dies or when he wins the battle.
The room is filled with dead flora that Helleborus can bring to life
and use in battle. You can get very creative with how you proceed
with this. He also has some vials with that unknown liquid that he
can throw at the party. When the vials smash onto the ground, they
break and release a poisonous gas. It’s up to you to determine what
the poisonous gas might do.

Photosynthesis cannot be used during this battle. As the battle takes


place underground, there is no direct sunlight to be benefitted from.
After defeating the Phytomancer, the players can find a book on
Phytomancy in a secret stash in the throne. They also find a
suspicious thorn crown.

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The Phytomancer

Where the Archdruid has a special bond with animals,


the Phytomancer becomes one with his natural surroundings and
uses nature and its distortion whenever needed.
Prerequisites: Healer or Survivalist
The Phytomancer specializes in botany and gains Advantage on
Tests regarding identifying unknown flora. In addition, the
Phytomancer can communicate with plants on a rudimentary level.
The Game Master has the final say in how far this communication
goes.
The Phytomancer also gains access to Phytomancer-specific
abilities. Pick two of these when you choose the Phytomancer
Prestige Trait. Each time you choose the Phytomancer Prestige
Trait again, you acquire two more abilities.
Pollen Bomb: A ranged attack that deals 1 damage and has an
additional effect, depending on what type of pollen you throw at the
enemy:
• Drowsy: On a successful hit, the Target must make a Save Test
with Disadvantage. If the Test fails, the Target loses one action
in its next round.
• Sleepy: On a successful hit, the Target must make a Save Test
with Disadvantage. If the Test fails, the Target becomes Sleepy
and must make a Save Test with Disadvantage at the start of
its next activation. If this Save Test fails, the Target falls
asleep. Any subsequent damage to the target ends this effect.
• More effects can be added to this list at the Game Master’s
discretion.
You may treat Pollen Bomb as a Ranged Weapon you are proficient
with.

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One with Nature: Your affiliation with nature allows you to control
the behavior of plants in your direct environment. To have a plant
abide your will, make a Test. You can control the plant and give it
simple commands. This action can be maintained and you must
state so clearly. If you would take damage, you also lose control over
the plant’s behavior.
Growth: As a special action, you can animate a plant and have it as
a companion just as the Archdruid has its Animal companion. To
do so, roll a Standard Test. If successful, you animate the plant. If
the Test fails, you must wait a full day to use this action again.
The animated plant has 1d6 Hit Points and has one attack fitting to
the plant’s physiology. The Game Master will have a final say in
this.
Photosynthesis: You’ve unlocked the secrets of photosynthesis and
use it to you and your ally’s benefits. If you and your ally are in
direct sunlight, you can grant them healing over time. To do so, first
make a Test to check if you can apply the healing effect to the ally. If
successful, roll a d6 to determine for how many rounds this healing
effect lasts. The targeted ally regains one Hit Point each round for
1d6 rounds.
Mycologists: You’re an expert in the genetic and biochemical
properties of funghi. You can use funghi as a source of tinder,
traditional medicine, and food. You can also turn their more
dangerous properties into an advantage. This Trait allows you to
craft meals and potions with beneficent effects such as healing or
curing diseases. Also, more devious potions with maleficent effects,
such as hallucinations and poisons, now become a viable weapon in
your arsenal. As with any other type of crafting, roll a Standard Test
when crafting.

10
Experimental Battle Prototype
Suggested Micro-setting: Skies over Rocét

Grodax, a renowned local Tinkerer, runs a shop of curiosities in the center


of Rocét. Yet, the past few days, nobody has seen Grodax around. His shop
doors are open, but there is no sign of his presence.
So, what’s the catch? Grodax has learned about bigger machines
that can aid him in his daily routines. He started experimenting
with the machines and now one of them has turned against him.
This E.B.P. (Experimental Battle Prototype) is now keeping Grodax
hostage in his own workshop. Can the players help him escape this
dangerous situation?

Exploring the shop:

Grodax is a wealthy shop owner. He’s one of the few with a fancy
sandstone floor. As you enter the shop, there’s a crate and a
worktable on the left. Some display cases on the other side of the
room showcase some of the curiosities Grodax is selling.

The players can find a collection of odd items and gadgets here at
the Game Master’s discretion.

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• The workbench:

Strange notes and schematics lay on top of the desk. The


blueprint is labeled “E.B.P.” When the PCs investigate the
blueprint, they hear a strange humming sound that comes
from the stairways.

• The workshop:

When the players enter the workshop, after descending the


stairs, they find themselves in a modest workspace. The room
must have seen better days. Blueprints lay all over the floor
and tools are scattered everywhere. It looks like there has been
a fight. In the far end of the room, an imposing silhouette
stands on top of a trapdoor.

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Experimental Battle
Prototype:
“A large wooden construct
lurks in the shadows. The
hissing sound of pistons
grows stronger every
second. Step by step, the
construct comes closer, his
eyes glow and he has set
his aim on you”
Hit Points: 12
Traits:
o Piston Fists: The EBP can make two attacks as an action, but
does so with Disadvantage. Each successful hit deals 2
damage. After using Piston Fists, roll a d6. On a result of 1 or
2, the Piston Fists must recharge and cannot be used until the
next round.
o Static: When hit by a melee attack, deal 1 damage to the
attacker.

After defeating the E.B.P., the players can find Grodax hiding
underneath the trapdoor. Grodax is very grateful and offers his
services to the party members. If they need a useful gadget, he’s
their go-to guy. Grodax is also willing to teach one of the
Adventurers on how to build all these curiosities and gadgets.
An Adventurer who wants to do so must show his capabilities to
Grodax (having the Trapmaker or Alchemist Trait will suffice).
Every now and then, at the Game Master’s discretion, Grodax also
sells blueprints he doesn’t need anymore. The players can purchase
these at a discount.

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The Tinkerer

The Tinkerer constantly dabbles in clock working and the creation


of remarkable gadgets, tools, and the occasional weaponry.
Prerequisites: Alchemist or Trapmaker
The Tinkerer specializes in the creation of devices, gadgets, traps,
and the occasional weaponry. To create and build things, the
Tinkerer needs a blueprint and the necessary resources for his
particular project. The Tinkerer gains Advantage when attempting
to craft one of his devices. Blueprints work a lot like Spell Scrolls
with one major difference, they aren’t destroyed after being used.
The Tinkerer can store them away for later use.
It’s up to the Game Master’s discretion what a Tinkerer can and
cannot build.
The Tinkerer also gains access to Tinkerer-specific abilities. Pick
two of these when you choose the Tinkerer Prestige Trait. Each
time you choose the Tinkerer Prestige Trait again, you acquire two
more abilities.
Scrap Master: The Tinkerer has a keen eye for scraps that can be
used for one of his projects. When loot seems unusable, the
Tinkerer can make a Test. If the Test is successful, the Tinkerer can
gather 1d6 scrap materials for later use.
Reverse Engineer: The Tinkerer can reverse engineer any device
he or she comes across whilst adventuring. Reverse engineering
costs time depending on the device (at the GM’s discretion). After
reverse engineering a device, the Tinkerer can create a blueprint of
the device and add it to his book of grand schematics.

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Heavy Machinery: The Tinkerer specializes in man-sized
contraptions and devices. The Tinkerer can design and build bigger
machines that can be beneficial for his or her party.
Trusty Tools: The Tinkerer can use his artisan’s tools as Ranged
Thrown Weapons and treats them as if he is proficient with the
Range Weapon Group.
Bomber: The Tinker gains the ability to craft Bombs. If the Tinkerer
has the Alchemist Trait, he can have his bombs do splash damage to
all other creatures in the target’s melee zone, even when his initial
attack would miss its target.
Master Inventor: The Tinkerer no longer needs blueprints to build
devices or contraptions. The Tinkerer also gains the ability to create
blueprints that he can sell to other, less talented Tinkerers.
To pick up Master Inventor the Tinkerer must first have selected
two other Tinkerer abilities.

15
Big Game Hunter
Suggested Micro-setting: Chosen
Moaning can be heard from a bush. Within is a hunter, near-death, near
incoherent from fear. No mere animal could have inflicted the wounds he
bears.
As the players investigate the bush or the wounds that the hunter
has suffered, the hunter looks to the sky and his eyes widen in fear.
The hunter has become the prey. An enormous creature descends
from the canopy of a nearby tree and tries to grapple the nearest
Adventurer.
Unknown Creature:
Hit Points: 17
Traits:
• Grapple: Reach (10 feet)
Deal 2 damage to the target and the target becomes grappled.
The grappled target can make a Test on its turn to escape the
Grapple.
o Choke: When the Unknown Creature takes its turn, each
grappled Adventurer (up to two) takes one damage.
• Involuntary Shield:
When attacked with a melee or ranged attack, the Unknown
Creature makes one of its grabbed victims the target instead.
The Unknown Creature cannot use this ability to redirect
attacks made by an Adventurer that is being grappled.
Involuntary Shield recharges when the Unknown Creature
makes a successful Grapple attack.

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As the Unknown Creature draws one last breath, it morphs into a
humanoid creature. It seems as if an apprentice Druid lost control
of his animal form after which the wild beast’s instincts took over.
After defeating the Unknown Creature, the players can:
• Search the its corpse for loot from deceased victims.
Loot determined at the Game Master’s discretion.
• Stabilize the wounded Shikari, who in return offers his
medallion as a token of his gratitude.

Shikari Medallion:

This medallion grants access to the Shikari-guild. A guild of


professional hunters who hunt creatures nobody else dares to
face. With the medallion, Adventurers who meet the
prerequisites for the Shikari Prestige Trait can start their
training in the Shikari ways.

If the players happen to fail to stabilize the wounded Shikari,


they can search his body for loot.
Loot determined at the Game Master’s discretion, but the
medallion should be part of the loot. The only thing that
changes is that the players do not know the origin of this
medallion.

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The Shikari

The Shikari are big game hunters. They hunt as a profession and
are frequently hired to hunt down and take care of monsters no one
else dares to face.
Prerequisites: Dungeoneer or Tracker
The Shikari gains Advantage when attacking enemies in the
Shikari’s favored environment.
Shikari who have the Dungeoneer Trait gain Advantage whilst
they’re hunting down or fighting monsters indoors (Caves are also
considered indoors for this benefit).
Shikari who have the Tracker Trait gain Advantage whilst they’re
hunting down or fighting monsters in a natural outdoor
environment.
The Shikari also gains access to Shikari-specific abilities. Pick two of
these when you choose the Shikari Prestige Trait. Each time you
choose the Shikari Prestige Trait again, you acquire two more
abilities.
Dodge: After hitting an attack, you may dodge up to 10 feet as a free
Action.
Marked Target: During combat, but only once each fight, you may
put a mark on a single target. Successful attacks against the target
deal one extra damage. Marking a target this way takes one Action.

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Camouflage: When rolling for a Sneak Test, you may reroll one d6
to alter the result of your Test. Enemies must make 2 successful
Tests to spot you in your favored environment.
Tranquillizer: You specialize in incapacitating your prey via
anesthetic drugs. You can craft these anesthetics if you have the
formula and the needed resources. To craft an anesthetic drug,
make a Test. You can apply these drugs to one of your weapons.
On a successful hit with a tranquilizing weapon, the target becomes
incapacitated after 1d3 rounds.
Snare: During a move action, you can place down a snare trap.
Creatures coming into proximity, or starting their turn in proximity
of the snare trap, must make a Save Test with Disadvantage. When
they fail the test, they take one damage and lose one action during
their turn. Snare traps can be crafted by the Shikari by making a
Test, assuming they have the necessary resources to craft one (at the
Game Master’s discretion).
Animal Empathy: As a professional hunter, you can use your skills
to calm down a wild animal. To do so, make a Test. If the test is
successful, you soothe the animal and can influence it as you wish.
Do note you cannot communicate with animals as you could with
the Beastspeaker Trait.

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The Siege of Feyhaven
Suggested Micro-setting: Legacy, The War of the Widows

Children play hide and seek in between the market stands. Friendly
chatter goes ear to ear. A brisk breeze fills your lungs with fresh air.
A sudden scream over the city wall disturbs the fairylike atmosphere.
Guards muster near the West Gate in a hurry. Alarm bells are rung,
women and children seek shelter anywhere they can.
“They’re coming! Arm yourselves! Defend the walls at all costs!”
A middle-aged man in glaring armor, calls you out to aid in the city
defenses:
“You there! You seem more than capable of defending thyselves. Jump on
to those horses and meet me at the West Gate!”
Jonusson the Valiant, is the middle-aged man calling upon the
Adventurers. Jonusson has mustered his men at the West gate to
ride into battle and get face to face with the Ferrex that are
besieging Feyhaven.
The players gain control over Jonusson his actions during the battle.
Jonusson is a wintered Field Marshal and has all the Unique Traits
for the Field Marshal. This gives the players two options when it is
Jonusson his turn in the initiative order:
• Option 1: Jonusson acts as a player, thus having two actions
which he can use
• Option 2: Command his troops to do simple tasks. These tasks
are a variation of the optional large-scale battle rules from the
micro-setting The Land of Roses and Thorns.

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Commands that Jonusson can give to his men:
o Hold the Line: Make a Skill Test when attacked. If
successful, the men hold the line. If unsuccessful, the
men move back five feet.
o Give them hell: Make a Skill Test to attack the Ferrex in
front of the soldiers. On a successful Test, deal one
damage to each Ferrex in melee range of the soldiers.
o Rain of arrows: Jonusson commands the archers on the
city walls to release a volley upon the incoming Ferrex.
Roll a Standard Test. Deal 1 damage to each Ferrex upon
a successful Test. Rain of arrows requires one round of
action to recharge.
Jonusson commands 8 soldiers. Each soldier has 5 Hit Points.
Jonusson has 7 Hit Points.
The Ferrex attack the West Gate in waves. Between each wave, the
Adventurers have 1 round of actions to regain Hit Points by healing
or to reorganize.
• Wave 1:
o Ferrex Scout (10)
o Ferrex Hunter (5)

• Wave 2:
o Ferrex Hunter (8)
o Ferrex Glaivedriver (1)

• Wave3:
o Ferrex Hunter (4)
o Ferrex Glaivedriver (1)
o Ferrex Sculptor (1): 3 Hit Points
▪ Weaker Goletia: 11 Hit Points
• Strike the Core of the World
• World Shaking Blow

21
Upon defeating the Ferrex army, Jonusson acknowledges the
party’s skill and perseverance in battle. He states that the city of
Feyhaven will know who saved the day, and that the Adventurers
will be well awarded for their efforts during the battle.
At the Game Master’s discretion, the awards are determined. This
could be housing within the city walls, a large amount of gold, titles,
livestock, or any other kind of awards.
If one of the players happens to have the Charismatic or Vigilant
Trait, Jonusson offers that or those players to sit down and discuss
military tactics from the past. This will make the Field Marshal
Prestige Trait available to those players.

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The Field Marshal

The Field Marshal is an accomplished and competent battle leader.


Field Marshals have earned their stripes the hard way, in battle.
They are natural leaders and inspire those around them to achieve
victory, no matter the odds.
Prerequisites: Charismatic or Vigilant
Field Marshals must be above one-third of his or her maximum Hit
Points to grant benefits to its members. In the case that the Field
Marshal’s maximum Hit Points cannot be divided by three, round
down the result to set the Hit Point threshold. If the Field Marshal’s
Hit Points reach the threshold value or lower, the Field Marshal no
longer grants the benefits he provides via his unique Field Marshal
Traits.
Field Marshals grant their allies a bonus to initiative when they are
in close proximity to the Field Marshal.
Call to arms: Each ally within a 10 feet radius of the Field Marshal
gains a +1 bonus to their Initiative roll.
The Field Marshal also gains access to Field Marshal-specific
abilities. Pick two of these when you choose the Field Marshal
Prestige Trait. Each time you choose the Field Marshal Prestige
Trait again, you acquire two more abilities.
Field Tactician: When the Field Marshal and at least one other ally
are adjacent to an enemy, the enemy suffers Disadvantage on all
combat rolls.

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Rapid Deployment: The Field Marshal instructs one of his allies to
act immediately. The targeted ally moves up in initiative so it acts
directly after the Field Marshal. After the round passes, the ally
returns to its normal spot in the initiative order.
Rapid Deployment can only be used once each battle.
Boost Morale: As an action, the Field Marshal addresses his allies
with words of courage. Each ally who can hear and understand the
Field Marshal gains Advantage on his or her next Save Test.
Battle Roar: As an action, the Field Marshal roars as he marches
into action. During this round, each ally that acts after the Field
Marshal, deals one extra damage.
Tactical Strike: You can use Tactical Strike only once each round.
o You are not using the variant damage and armor rules:
You put your knowledge into practice and spot a flaw in your
target’s armor. You gain a damage bonus equal to the number
of successful dice you roll with your attack.

o You are using the variant damage and armor rules:


You put your knowledge into practice and spot a flaw in your
target’s armor. Your attack negates the armor the target is
wearing.
Defensive Stance: When the Field Marshal is below half his or her
maximum Hit Points, he or she can declare a Defensive Stance
once. To perform a Defensive Stance, two actions are needed. The
Defensive Stance lasts one full round. During the Defensive Stance,
the Field Marshall can only be hit with combat rolls resulting in a
six.

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Now you see me
Suggested Micro-setting: The Crystal Mines

Barkamsted is a small settlement where Thrallmasters gather to trade


treasures and slaves. In its small and narrow streets, Otrix runs a nifty
business to provide for his daily needs.
Otrix is a trickster at heart and uses his skills to fool passersby with his
tricks and games, only to strip the coin purses from their belts.
As a random encounter, Otrix starts a conversation with one of the
players as they wander the narrow streets of Barkamsted. You may
have the players make Skill Tests to see if they can spot Otrix doing
something suspicious during the conversation. Otrix could be doing
a magic trick to entertain the Survivors, he could be playing cards or
dice games for money. Feel free to accommodate the event to your
liking.
The follow-up to this event can be one of the following cases:
1. The players didn’t spot Otrix doing something suspicious. As
Otrix leaves the scene, he mumbles about something he just
stole from the Adventuring Party. If a party member hears and
understands the mumbling, continue into the chase.
2. The players do spot Otrix doing something suspicious and
catch him red-handed. Otrix flees the scene with the stolen
goods. The party then chases after him through the narrow
streets of Barkamsted.
The wild goose chase through Barkamsted is meant to be a series of
Skill Tests to see if the players catch up with Otrix, or if they lose
track of him. The final Test should involve trying to figure out
which Otrix is the real one. Otrix is a Master Trickster and has
found a way to duplicate himself. If the players manage to catch
Otrix, you can find a way to introduce the Trickster Prestige Trait to
the players.

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The Trickster
A Trickster is a master deceiver, cheat, and fraud. The Trickster
uses his cunning skill to his or her advantage in various creative
ways.
Prerequisites: Spell-Touched and Lucky, or Spell-Touched and
Familiar
Tricksters are master deceivers who often use illusions to deceive
and cheat their way to their goal. Therefore, the Trickster gains
Advantage when using the Spell-Touched Trait when casting
illusions. They also gain Advantage when they’re trying to detect
illusions cast by other creatures.
Furthermore, the Trickster gains access to Trickster-specific
abilities. Pick two of these when you choose the Trickster Prestige
Trait. Each time you choose the Trickster Prestige Trait again, you
acquire two more abilities.
Conjuration: The Trickster mastered producing illusory objects
and can conjure an object that can be used for one turn. The object
is corporeal, but vanishes in thin air after the Trickster’s turn.
These objects are bigger than the small illusory objects one can
produce with the Spell-Touched Trait, but are still objects that can
be handled with one or two hands.
Alteration: As an action, you roll a Test with Advantage to alter
your looks into those of another humanoid creature. The highest
number rolled on the Test, is the target number that must be rolled
by a creature to see through the illusion.

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Phantasma: The Trickster produces an illusory mental image that
can be seen but has no physical form. This can be used in a variety
of ways at the Game Master’s discretion.
Polymorph: Roll a Standard Test to turn a small or medium object
into another object. If the Test is successful, the duration of the
change is determined by the sum of the two dice rolled. The
outcome is the number of rounds the change will last.
Body Double: The Trickster conjures a mirror image of himself, up
to five feet away from the Trickster. Enemies who attack the
Trickster do so at Disadvantage. If the Trickster takes damage, the
illusory image disappears.
Improved Luck: If the Trickster has the Lucky Trait, it can use its
benefit twice instead of once.
Improved Familiar: If the Trickster has the Familiar Trait, the
Trickster can focus his or her energy into making the familiar
corporeal for a turn so it can interact with objects or individuals.

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Archery Contest
Suggested Micro-setting: The Savage Seas of Zankhara

The Shih are known for their inventors and tinkerers. Furthermore, they
are incredible ranged warriors, and each year they organize an archery
contest to display their skill to the masses. Not only do the Shih participate
in this large-scale event. Outsiders such as yourselves, get a chance to
show your skill to the world and compete with the best of the best.
Do you have what it takes to dethrone the defending champion? Or will
your first arrow strike an unlucky spectator?
Design the contest as a series of challenges which the participating
players must overcome and be successful in to advance to the next
round. An example has been described below.
Round 1: Hit the Eye!
A stationary target has been set up, about 75 feet from the
archers. The goal is to hit the Eye of the stationary target.
Roll for a Test as you would during combat. A successful Test
will take the participant to the next round.
All behold, as the defending champion takes his aim. A moment of
silence as the champion exhales and lets his arrow fly. It pierces the
arrow of the participating player, right through the middle. The
crowd goes wild and chants the champion’s name.
Round 2: A wild boar!
A wild boar is set loose in the arena. Participants must hit the
boar to advance to the next round.
Same procedure as in round 1.

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Round 3: Feeling seasick?
Two ships sail out on the rough sea. One carries the remaining
participants. The other ship carries fireworks. The goal for this
round is to hit three out of five shots to proceed to the grand
finale.
To determine if a flaming arrow hits the fireworks, the player
first rolls a Standard Test. If one of the dice shows a six, the
Test succeeds automatically. If the Test was successful, but on
a five or a four (due to using the Focus action), the hit must be
confirmed by making a second roll with two dice. If that
second roll is a success (five or a six), the hit is confirmed.
Round 4: High stakes, high rewards!
In the grand finale, the last four contenders go head to head in
the local arena. The goal is to be the last man standing. Each
participant wears armor to protect themselves from fatal
injuries. If you get hit, you’re out! The defending champion is
a master Bowman who has three Bowman specific Traits.
GM-note: Play it so that the defending champion and the
participating player are the last ones standing.

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The Bowman
A Bowman is a master in combat from a distance. His keen eye and
lightning reflexes make him a deadly weapon on the battlefield.
Prerequisites: Marksman and Quick Shot
The Bowman gains the Longbow as a Mastered Weapon.
Any Standard Attack made with a Longbow, deals one extra
damage when the attack is successful.
As the Bowman devoted all his time in honing and perfecting his
skill with the bow, he falls short when he must fight in melee range.
All melee attacks that a Bowman makes, are made with
Disadvantage.
The Bowman also gains access to Bowman-specific abilities. Pick
two of these when you choose the Bowman Prestige Trait. Each
time you choose the Bowman Prestige Trait again, you acquire two
more abilities.
Rapid Fire: Upon hitting an enemy, you may make a second attack
with Disadvantage against a target of your choice.
Twin Shot: You can fire two arrows at once, each targeting a
different enemy. To determine success, make a Test. If successful,
both arrows hit their target.

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Piercing Arrows: You can craft special arrowheads that pierce
through armor. You must declare that you are shooting with a
piercing arrow before rolling the dice for your attack. If the attack is
successful, the target takes its damage and one damage at the start
of his next two turns.
Crafting these arrowheads demands resources and time, just
as any other items that are crafted.
These are both determined at the Game Master’s discretion.
Bending Arrow: You no longer suffer Disadvantage when attacking
an enemy that is partially behind cover. To attack the enemy
behind cover, you must have a line of sight to the enemy and your
shot requires two actions.
Pin Down: You aim your arrow at the target’s feet. If the attack is
successful, the target is immobilized during its next turn.
Shot on the Move: During a move action, you can shoot an arrow at
an enemy. This attack is made with Disadvantage.
No escape: When an enemy that is in melee range of the Bowman,
would leave that range. The Bowman may make an Attack at
Disadvantage against the target.

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Carved in Stone
Suggested Micro-setting: The Crystal Mines

As you’re wandering the demolished ruins on the surface world, dark red
clouds gather and roaring thunder dominates the air. Fiery rain starts to
pour down. A drop of liquid lava hits you on the forearm. It’s time to seek
shelter or perish. Close by an old ruin seems to provide the necessary cover
to sit out the storm.

Skill challenge:
Have the players roll for initiative. The cave is roughly 80 meters
away so this skill challenge will take three or more rounds of action.
Players can only take one move action, as the other action will be
used to make a Skill Test.
At the start of each player’s turn, roll a D6.
Use the table below to determine the situation.

1-2 The player’s path is treacherous. Liquid lava has burned through the
surface and left behind holes that one can trip into quite easily. The
player makes rolls for a Test. Survivors who have the Acrobat Trait,
may roll with Advantage on this test.

If the player fails the test, the player trips and stops his or her turn at
that spot. If a one showed on one of the dice on a failed test, the
Survivor sprains his or her ankle, reducing his or her movement
speed by 10 feet.

3-4 Silver lightning strikes the earth right next to the player. A crystal
spire rises up after the impact. The player rolls for a Test. Survivors
who have the Acrobat Trait, may roll with Advantage on this test.

If the player fails the test, the player gets launched into the air, to fall
down 10 feet away from the spire. The Survivor takes one damage
from the impact.

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5-6 Silver lightning strikes one of the crystal spires between the Survivor
and the hideout. A low threat Psychimera shows itself and represents
the Survivors’ worst fear.

This delays the Survivor in his sprint to the safe hideout. The
Survivor immediately stops his or her move action and must roll a
Save Test to try and overcome his or her fear. Survivors with the
Resolute Trait may roll with Advantage on this test.

On a successful Test, the Psychimera charges and lunges at the


Survivor. Yet at the moment it would strike the Survivor, it turns to
ash.

If the test is unsuccessful, the player must make another Save Test at
the start of his or her next turn. This is considered an action. The
Survivor can only move after rolling a successful Test.

At the end of their turn, a Survivor must roll one D6. If the result of
the roll is a one, the Survivor takes one damage from the fiery rain.
Inside the old ruin:
As the Survivors seek shelter in
the old ruin, they come across an
old forge and anvil. A dozen tools
are scattered around the room.
On the floor where the anvil and
forge are located, markings have
been made.
Survivors who have the Educated
or Eidetic Memory Trait can recognize and identify the markings as
an old runic language.
Survivors who have the Spell Reader Trait can recognize, identify,
and read the old runic language.
If a Spell Reader would read the runes out loud, the runes start to
glow, and the rubble on the floor floats up to a foot high.

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The Artificer
An Artificer is a master Blacksmith who uses his Spell Reading
ability to imbue magical effects to weapons and armor.
Prerequisites: Blacksmith and Spell Reader
The Artificer gains the ability to craft magical weapons and armor
with Advantage. To imbue a magical effect onto a weapon or armor
piece, the Artificer needs the materials to craft the weapon or armor
piece, a magic scroll with the spell for the magical effect, and he or
she must forge the item at a runic forge and anvil.
Second, the magical item is bound to its wielder. Only the owner of
the weapon or armor piece gains benefit from the magical effect.
The Artificer can only imbue metal armor and weapons that have a
metal element.
All other rules regarding crafting items still apply.
Beware of what kind of imbued effects you allow at the game table.
The Game Master has the final say in what is and what is not
allowed for magical imbued weapons.
Rules regarding magic imbued weapons and or armor:
• To trigger the magical effect a roll requirement must be met:

o Weapons: The attack roll must be successful and all dice


must show a successful result.

o Armor: Armor is somewhat special because the magical


effect can trigger on all kinds of events. I suggest sticking
to two triggers:
▪ Successful Evade action: all dice must show a
successful result
▪ When struck: if all dice of the attacker’s roll show a
successful result, the magical effect triggers.

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Exemplary magical effects:
• Weapons:
o Thunderstruck: You strike gains an electrifying effect.
Your attack deals one extra damage and the target is
dazed. The target cannot take the Evade action and the
next ally to attack the target gains Advantage on his or
her attack.

o Ablaze: Your strike sets the target on fire for two rounds.
At the start of the target’s turn, the target takes one fire
damage, in addition to your normal damage.

o Life Sap: Your strike steals some of the target’s vitality.


You gain one Hit Point in addition to dealing your
normal damage.

• Armor:
o Ricochet: The attacker’s strike rebounds of your armor
(when struck). You still take the hit, but the attacker loses
his balance due to the ricochet. This leaves the attacker
vulnerable. Allies gain Advantage when attacking the
target.

o Earth Tremor: When struck, your armor releases a


shockwave. All creatures in a 15-feet radius must make a
Save Test. If they fail the Test, they drop their weapon.

o Shield: When you successfully Evade an attack, the


heavy metal armor generates a forcefield that deflects
the next incoming attack. This effect needs to recharge
and recharges when you are hit by an attack.

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Crowd Pleasers
Suggested Micro-setting:
The Crystal Mines or The Savage Seas of Zankhara

Distant cheering and booing become louder and louder. Goosebumps. The
adrenaline rush starts to kick in and you are no longer aware of the
rattling chains around your wrists and ankles. The fighter in front of you
mocks you: “You’ll be the first to go”.
The transport comes to a halt. The chains around your ankles are
removed and you’re being pulled down the cart in a brute and harsh
manner. As if the slavers are treating you as livestock.
Agonizing screams fill the hallways underneath the arena. Frightened
slaves are being forced to carry a rusty sword whilst their hands are still
bound by chains. More seasoned fighters seem to prepare in silence.
“Next!” One of the slavers grabs you by the neck and forces a weapon
upon you. Seconds later a steel gate opens and bright daylight blinds you.
The mocking fighter shouts out loud: “See you on the other side!” whilst a
calmer voice also reaches your ears: “You got this. Show no fear.”
Whilst you start to regain vision, a voice silences the arena and welcomes
the brave new fighters to the spectacle. The voice tells a story about
survival and primal instincts.
You hear metal gates opening as the crowd starts cheering. The voice
shares some last words: “The greatest hunger will thrive!”

36
The party finds themselves face to face with enormous beasts who
seem to are ready for a little snack. Roll initiative!
For this combat encounter, the number of beasts equals the number
of party members.
Pick any combination of beasts you’d like to players to fight.
Exemplary beasts:
• Basilisk: 5 Hit Points
- Petrifying Gaze: On a hit, the target becomes slowed and
can only move at half speed.
• Bear: 5 Hit Points
- Grapple: On a successful attack, the bear tries to grab its
prey. (Roll a d6: on a successful roll, the target becomes
grabbed) The bear automatically hits the prey it has
grabbed during the following round.
• Sabertooth: 4 Hit Points
- Naturally Agile: The Sabertooth has the ability to dodge
attacks from opponents. When an attack would hit the
Sabertooth, make a Test with Disadvantage. If the Test is
successful, the Sabertooth dodges out of harm’s way and
moves 5 feet.
After fighting off the beasts and emerging victorious, you can take
the players on different story paths depending on the adventure you
fit this encounter into.
- It could be the start of a great adventure within the fighting
scene. The players can meet up with the calm voice who
becomes their mentor for other fights to come.
- Another path you could take is leading them into an arena
fight against the seasoned fighter who mocked them during
transport.
- If you used this as a filler event, the party could regain their
freedom at the end of this event, or after defeating a certain
number of opponents in the arena.

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The Pit Fighter

A Pit Fighter is an armed combatant who entertains audiences in


the arena in violent confrontations with other Pit Fighters, wild
animals, and condemned criminals. Most are despised as slaves, but
some are volunteers who risk their lives by appearing in the arena.
Prerequisites: Beserker and Diehard
Pit Fighters have a pretty impressive physical appearance that can
strike fear into people they encounter. The Pit Fighter gains
Advantage when attempting to intimidate any humanoid creature.
The Pit Fighter chooses one Favored Weapon. This is not
necessarily his or her Mastered Weapon. When wielding the
Favored Weapon, each hit deals one extra damage.
Each fight in the arena is one to the death. The battle-hardened Pit
Fighter has picked up some tricks to grant him or her a favorable
edge in combat.
The Pit Fighter gains access to Pit Fighter-specific abilities.
Pick two of these when you choose the Pit Fighter Prestige Trait.
Each time you choose the Pit Fighter Prestige Trait again, you
acquire two more abilities.
Taunt: Make a Test. If the Test is successful, the target of the taunt
must attack you during its next round of action.
Dirty Fighting: You will do anything to come out on top and do not
mind using dirty tricks to take down your opponent. This ability
focusses on the role-playing aspect during a combat encounter.
Explicitly tell the Game Master what dirty trick you’d like to use as
your action (eye gouge, knee to the groin area, throw sand and
pebbles in the face of your opponent, …). The Game Master
determines the Test you have to make. On a successful Test, you
gain Advantage against the opponent for 1d2 rounds.

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No surrender: (Requires the Diehard Trait)
You refuse to go down. When an attack would reduce you to 0 Hit
Points, instead you regain Hit Points to bring you to one-third of
your maximum Hit Points. However, all combat Tests you make are
made with Disadvantage.
(No surrender replaces the Diehard Trait. You must also regain all
your Hit Points before this effect can occur again.)
Blood Vigor: Whenever your attack would reduce an enemy’s Hit
Points to zero, you gain 2 temporary Hit Points.
Rampage: Once per round, when you achieve a Critical Hit, you
may immediately make an attack as a free action. You do not have
to attack the same target.
If you do not use the optional rules for Critical Hits and Critical
Misses, you can opt to pick a different trigger.
An idea could be to have Rampage trigger on attack rolls where all
the dice show a successful result.
Shoulder Charge: You can use Shoulder Charge as a move action,
but only once each round. You lower your shoulder as you charge
into your foe, slamming them to the ground with brute force.
You gain Advantage on attack rolls made against the foe that you
slammed to the ground, as long as the foe remains knocked down.
However, until the start of your next turn, enemies gain Advantage
when they attack you.

39
Print and Play

On the following pages you can find the maps and artwork that
have been made for the Tiny Encounters.
For each map a note has been made on what scale it should be
printed to be ready to play.

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A Strange Cabin in the Woods
– The Cabin

Note: Enlarge to 250%

41
A Strange Cabin in the Woods
– The Cellar underneath the Cabin

Note: Enlarge to 250%

42
Experimental Battle Prototype
– Grizmo’s Shop

Note: Print at 100%

43
Experimental Battle Prototype
– Grizmo’s Cellar

Note: Print at 100%

44
The Siege of Feyhaven
– Battle at the Western Gate

Note: Enlarge to 250%

45
Carved in Stone
– The Forge

Note: Larger image can be used to show the players

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