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Tiny Dungeon 2e Fenmire Setting
Tiny Dungeon 2e Fenmire Setting
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
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Fenmire
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.
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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
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
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
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
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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
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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
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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
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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.
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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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