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Alan Bahr & Shawn Carman

Author: Alan Bahr, Shawn Carman


Managing Editor: Alan Bahr
Art Direction: Alan Bahr
Book Design: Robert Denton III
Cover Art & Interior Art: Brandish Gilhelm
Publishing: Alan Bahr
Based on the game by Brandon McFadden
Published by Gallant Knight Games, 2020

Copyright ©2020 by Gallant Knight Games. All rights reserved. Reproduction


without 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.
Tiny Dungeon 2e, Tiny Wastelands, Tiny Frontiers: Revised, Tiny Frontiers:
Mecha & Monsters, Destiny of Tides and TinyD6
are trademarks of Gallant Knight Games.
Dedication: To my wife, who is my guiding light in
the dark swamps of my illness.
Gallant Knight Games, Ogden UT 84404
Introduction
What Is Fenmire?
Fenmire is a campaign setting about a never-ending swamp, where
a magical apocalypse has submerged ancient civilizations, hiding
treasure and history alike. New creatures brought into being by
the massive magical outburst threaten those who survived, and
new allies emerge from the endless swamps.
You’ve formed an alliance with others and set out to create your
own home in the wetlands, free from the tyrannical gauntlet of
the Mirelords, carving out safety, glory and treasure for yourself.

How To Play
Fenmire is a “plug-in” style expansion for Tiny Dungeon 2e and
uses the Tiny D6 system. The rules that follow elaborate upon
those in Tiny Dungeon 2e, so you may want to read through that
book first and familiarize yourself with those rules. You will need
a copy of Tiny Dungeon 2e in order to play. Fortunately, digital
and physical versions of Tiny Dungeon 2e are available from shop.
gallantknightgames.com, www.drivethrurpg.com, and as well as
being available in your local game store!
This book contains the resources you’ll need to create characters
for a Fenmire campaign. While these new rules were created
with Fenmire in mind, these new
mechanics are fully compatible with
Tiny Dungeon 2e, and you can plug
in any of them into your existing
Tiny Dungeon 2e game or
other campaign settings
(Destiny of Tides is a
great option!).

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Fenmire
Fenmire

The world of Fenmire is loosely established for you. The basic


concepts and premises are all you need to play, for each group
will and should make Fenmire unique to them.

The History of Fenmire


Centuries ago, a massive magical catastrophe erupted from the
ancient lizardfolk empire, summoning a rainstorm that lasted
for over one hundred years. When it ceased, the world as it was
known had been drowned.
The powerful magic created new elemental species from the
marsh, the Bog Dwarves and Swamp Elves. The species that
could survive did, and the world changed forever.

The World of Fenmire


The Endless Swamp is just that…endless. No matter how long
you pole along in your flatboat, you’ll never reach a permanent
end. Life has adapted, either learning to live in the swampy land,
or crawling to the few dry landmasses still available, and battling
tooth and nail to live in them.
Now, villages and cities are mobile, flotillas of boat houses
that can be unmoored and move from resource rich region to
resource rich region.
The largest settlement is Fenmire, a massive collection of
boathouses loosely strung and looped together with walkways
to form a large town. Fenmire is the only notable place of
civilization. As a floating settlement, it’s location is subject to
change, which can be a headache for travelers and adventurers
trying to return to Fenmire (as it can move up to 5 miles a day.)
You never know where you’ll find Fenmire.

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Fenmire

Most citizens work as scavengers, hunters or gatherers, banded


together for aid and protection. Fishing is common, as is growing
mushrooms, edible moss, or other mold to make ends meet.

Mirelords
Mirelords are powerful individuals who have gathered some form
of coalition to themselves. Often reminiscent of pirate lords, the
Mirelords tend to control small, feudal portions of territory.
The most powerful is
Swamp-King Kroak, a I used Fenmire as a Western
Toadling magician who Marches style game when playing. I
controls a volcanic peak laid out a hex map, marked where
(called The Burning Peak) Fenmire currently was and my
and all the surrounding characters started exploring from
swamps and their valuable there and I filled in the map as
hardwood trees (used to they went, based on the sort of
build durable barges). adventure I wanted them to have.

Possible Adventures
• Ancient lizardfolk temples peek up from the swamp, overgrown
by vegetation. They can hold relics and mystical items from the
time before the swamps. However, to find anything good, you
have to go pretty far from home…
• A smoldering peat bog has started to expand and
encroach on a small houseboat flotilla. Rumors have it
that this strange occurrence is the result of an angry
Troll magician who has started an ever burning fire
to consume the surrounding areas.
• A pirate Mirelord has gathered
their small fleet and begun to
launch a blockade of a valuable
iron mine. With metal being
so rare, the adventurers are
hired to go put a stop to this.

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New Heritages
Any of the previously published heritages are fine for Fenmire,
though they likely require some additional massaging to fit the
setting. The below heritages are explicitly designed for Fenmire.
New Heritages

Bog Dwarf
Stout, born of the living peat, Bog Dwarves are industrious,
sturdy and relentless.

Bog Dwarf Attributes


HP: 7
Bog Dwarves have the Heritage Traits Smoldering and Aquatic
Lungs.
• Aquatic Lungs: Bog Dwarves are used to living under water.
They may hold their breath for twice the normal limit (see
Page 8 for rules on holding breath.)
• Smoldering: Bog Dwarves, due to their unique nature as
elementals of peat and bog iron, can be lit on fire. When a
Bog Dwarf takes damage from a weapon or magic attack
based on heat or fire, they ignite. All their melee attacks
while smoldering do +1 damage,
but at the start of their turn, the
Bog Dwarf will take one automatic
damage. It takes an action to put
out a Bog Dwarf.

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Frogling/Toadling
Although they colloquially
go by Froglings, there are two
species of creatures like this:
Toadlings and Froglings. A
New Heritages

character must decide to be


one of the two.
Toadlings are dull, earthy colors and have a bumpy skin, whereas
Froglings are brightly colored and smooth-skinned. While nearly
identical in most cases, they have some key differences.
Both Heritages are small, vibrant, and clever, as well as accustomed
to water.

Frogling Attributes
HP: 4
Froglings have the Heritage Traits Poisonous and Small & Sticky.
• Poisonous: Froglings secrete a natural poison that gets on all
their weapons. Any non-magical attack made by a Frogling
can be coated in this poison (this doesn’t take an action). If a
target is hit by a poisoned attack, they must make a Save Test
or take 1 damage. Froglings get Advantage on Save Tests
related to being poisoned.
• Small & Sticky: Froglings gain Advantage on all tests related
to hiding, squeezing into small spaces or climbing.

Toadling Attributes
HP: 5
Toadlings have the Heritage Trait Natural Camouflage and
Strong Swimmer.
• Natural Camouflage: When in a wilderness, marsh, or
watery area, Toadlings gain the Stealthy Trait.
• Strong Swimmer: Toadlings get Advantage on all tests
related to swimming or being in the water.

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Swamp Elf
Swamp Elves are nature
New Heritages

elementals, living vegetation given


form by the magical catastrophe
that rocked the world.
They are empathic, holistic
beings who are more plant than
anything else (they reproduce via
budding as an example.)

Swamp Elf
Attributes
HP: 6
Swamp Elves have the Heritage Traits Aquatic Lungs, Swampborn
and Stench.
• Aquatic Lungs: Swamp Elves are used to living under water.
They may hold their breath for twice the normal limit (see
Page 8 for rules on holding breath.)
• Swampborn: Every ten minutes that a Swamp Elf can
submerge at least part of themselves (a third, or up to the
knees) in water, they heal 1 Hit Point. They always count as
having taken the Evade action when hit by fire or heat-based
attacks.
• Stench: Being born of swamp vegetation, Swamp Elves
do not smell good. Swamp Elves suffer disadvantage on
any tests related to social interaction. However, anyone
attempting to track them through a swamp via scent (such
as most predators) will suffer Disadvantage.

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Troll
Trolls are massive horned creatures, mostly bulk and brawn.

Troll Attributes
HP: 8
New Heritages

Trolls have the following


Heritage Traits: Hardy and
Large.
• Hardy: Trolls gain the Strong
and Diehard Traits.
• Large: Trolls suffer
Disadvantage on any
Tests related to hiding,
sneaking, or getting
through tight spaces.

Special
Rules for Fenmire
Swimming
When swimming, assume a character or enemy can move as
far in the water as they could on-land (unless there are special
circumstances, like carrying, dragging, or rough weather.)

Environment
By its nature, adventuring involves delving into places that are dark,
dangerous, and full of mysteries to explore. The rules in this section
cover some of the most important ways in which adventurers
interact with the unique Fenmire environment in such places.

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Falling
A fall from a great height is one of the most common hazards
facing an adventurer. At the end of a fall, a creature takes 1 damage
for every 20 feet it fell, to a maximum of 20 damage. The creature
lands prone, unless it avoids taking damage from the fall.

Suffocating
A creature can hold its breath underwater for a number of
actions equal to its maximum Hit Points.
When a creature runs out of breath or is choking, it must make
a Save Test with Disadvantage every turn or pass out
and fall unconscious. If they pass this Save
Special Rules

Test, they may take actions as normal


on their turn.

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Underwater Combat
It’s entirely possible that Fenmire will result in combat occurring
fully submerged. Underwater temples, mysterious monsters and
more make this murky environment very likely. Underwater, the
following rules apply.
When making a melee weapon attack, a creature has Disadvantage
on the attack roll, unless it’s a spear, trident, or similar stabbing weapon.
A ranged weapon attack automatically misses a target beyond
the Close zone (or 30’).
Anyone with the Armor Master Trait is at Disadvantage on
all rolls underwater. (If they currently have no Hit Points from
Armor Master, the GM can rule this penalty doesn’t apply.)
Special Rules

Weather in Fenmire
D6 Roll Bad Weather Effect?
1 Windstorm Disadvantage on Tests related to
Perception
2 Heavy Rain Disadvantage on Tests related
to movement (running, jumping,
climbing, etc.)
3 Hurricane Disadvantage on everything if
you’re outside? (We’ve never
been in a hurricane. It seems
intense though.)
4 Fog Disadvantage on Tests related to
Perception and moving quickly.
5 Thunderstorm Disadvantage on Tests related to
Perception and moving quickly.
Possible (2 on 2d6) chance of
randomly being struck by lightning
each hour your in the storm.
6 Roll Twice, Roll Twice and combine the
Combine Effects.

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Fenmire Bestiary
Swamp Dragons
Massive, 8-foot-long aquatic reptiles, swamp dragons are
fearsome predators out in the marsh, the sort of creature you tell
your little one stories about.
Swamp dragons often serve as mounts for Froglings or
Toadlings, who are the only ones brave enough to attempt to
train them, though the chance of being eaten by such a creature
is high during the training period.
HP: 10 (Heroic)
Traits:
• Aquatic: This creature can hold their breath for a number of
turns equal to their maximum Hit Points and does not suffer
Disadvantage on movement or attacks in the water.
• Berserker
• Diehard
Bestiary

• Vicious Bite: This is a mastered attack


that deals 2 damage.
• Tail Slap: This is a proficient
attack that deals 1 damage.

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Swamp Dragons as Mounts
Often times, an enterprising hero will attempt to train a swamp
dragon as a mount! Such a task is not easily handled.
This task requires three successful Tests with Disadvantage,
made consecutively over three weeks. A failed test indicates that
the out-raged swamp dragon attacks, attempting to destroy the
offending hero.
After three successful consecutive tests, the swamp dragon can
be ridden. This means it acts on the hero turn, taking two actions
as normal!
However, a trained swamp dragon loses the Berserker trait as a
side effect of its training.

Raccat
Small, stripped creatures, raccats have markings that often
remind inhabitants of fenmire as masked furry rodents. Popular
as household pets, they are excellent scavengers and very
comfortable in the tops of trees.
They are small, and not suited for combat, though they can
Bestiary

scratch and bite with a fury if the need arises.


HP: 2 (Fodder)
Traits:
• Acrobatic
• Bite: This is a proficient attack that deals 1 damage.
• Claw: This is a proficient attack that deals 1 damage.

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Fenmire NPCs
Charl, Boatman-for-Hire
Heritage: Male Human
Hit Points: 6
Traits: Boatman, Survivalist
Gear: Flat-bottom boat, ten-foot pole
Charl is a familiar sight in many small settlements in Fenmire,
gliding as he does from one place to the next with every fare. If he
has a home, no one knows where it is. He sleeps in his boat most
days, although if there’s a storm he’ll grudgingly pay a few coins
for a room. His rates are very affordable, one copper per passenger
and an extra copper that he insists on tossing into the water when
a voyage begins, which is just one of his many superstitions.
The only region of the local swamps
that Charl refuses to travel to is the
Swirl, a large region with a
strangely strong, circular
current the gradually pulls
things toward the center.
Getting in and out is difficult,
and there’s enough aggressive
wildlife in the area that no
one much wants to risk it.
When he’s had a drink or
NPCs

two, Charl swears that he


was held prisoner at a
lost temple in the center
of the Swirl, one sitting
atop a rock outcropping
that stretched skyward.

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Strange, gaunt beings filled the temple, he swears, and he thinks
perhaps they had something to do with the Deluge that turned the
world into a swamp in the first place.
Most folks think he’s crazy, but he knows the swamps and he’s cheap.

Megge, Enterprising Herbalist


Heritage: Female Human
Hit Points: 6
Traits: Alchemist, Healer
Gear: Lots of brewing apparatus, a surprisingly painful large
spoon for stirring or smacking
A moody but popular herbalist, some people think that there must
secretly be twins who play the part of Megge, since she can be doting
and motherly or an absolute curmudgeon seemingly with no pattern.
But it’s actually the fumes of the many concoctions she is constantly
brewing that cause her to behave so erratically. It probably isn’t healthy,
but she’s lived to a ripe old age so it clearly can’t be too bad, can it?
Megge is one of the village elders for the
tiny hamlet of Sandbar, the name of which
is probably a good indicator
of its relative complexity.
She is popular with many
independent swamp-dwellers
because she will trader her
assortment of concoctions,
poultices, and remedies for
various things from the swamp
NPCs

that she needs. Harder to find


ingredients she depends on adventurers
to bring her, which she will trade or
purchase outright when necessary. Most
prefer to trade, since she gives much
more favorable terms when doing so.

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NEW TRAIT: BOATMAN
Any roll made to navigate or operate a boat is made with Advantage.

Swamp-King Kroak
Heritage: Toadling
Hit Points: 10 (Includes Tough and Armor-Master)
Traits: Armor-Master, Charismatic, Diehard, Healer, Spelltouched,
Scroll-Reader, Tough
Gear: Whatever the King wants.
Swamp-King Kroak is the strongest Mirelord around, with
firm control over the Burning Peak and commands a massive
armor of warbardges and warriors to utilize them.
Kroak hates Fenmire with a passion, as Kroak is constantly
foiled by teams of adventurers sent from Fenmire to stop Kroak’s
repeated attempts to subjugate it.
NPCs

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