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TinyZine

TinyZine Issue 6
Written by Alan Bahr, Steffie De Vaan, and Brian Fitzpatrick
Editor: Alan Bahr
Interior Art: , Jason Adams, Anthony Cournoyer, Nicolás R. Giacondino,
Peter Saga and Adobe Stock
Graphic Design & Layout: Robert Denton III
TinyD6 Line Manager : Alan Bahr
Based on the game Tiny Dungeon by Brandon McFadden
Second Edition

Published by Gallant Knight Games, 2018

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


©2018 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.

Aliens & Asteroids is a trademark of Moebius Adventures © 2018

Gallant Knight Games, Ogden UT 84404

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Letter from the Editor
Hail Loyal Gallants!
Welcome to the next TinyZine!
Continuing off last month, we have the next Roll-and-Play
column by our contributor Steffie de Vaan! This time we’re
delving into magic items.
Up next, we have a significant section on Traps by yours truly,
detailing how we work those in and where they go in Tiny
Dungeon!
Then, we introduce some spooky Heritages for your Halloween
gaming needs!
And last, Brian Fitzpatrick is here with more Aliens & Asteroids
content!
Alan Bahr, 10/03/2018
PS: We’d also be remiss if we didn’t inform you of our Gallant
Knight Games Patreon, where you can get access to previews,
TinyZines, special Patron only dice, and free GKG RPGs!
Please, feel free to check it out.
www.patreon.com/gallantknightgames.

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Roll-and-Play:
Roll-and-Play

Tiny Magic Items


Steffie de Vaan
Roll-and-Play is a monthly article by Steffie de Vaan which lets
GMs create easy, readymade locations, items, and characters for
their game. The concept is simple: grab a d6, and roll on the tables.
Every warrior needs a good weapon, every wizard a book filled
with spells. The tables below provide handy roll-and-play items
for our Tiny Dungeons setting, but you can easily adapt them to
any other: the sword becomes a phase rifle, and the spellbook a
piece of tech achieving Clarke’s Third Law.
D6 Item
1 A blade of folded metal. It shines with a dark radiance,
and is both unbreakable and sharp beyond ken.
2 A blunt weapon of wood and iron, equally suited to
breaking skulls or knocking opponents unconscious.
3 A suit of beautifully wrought armor which changes its
facade to show the greatest triumphs of the hero’s life.
4 A bow crafted of bleached wood, and strung with the sinew
of a long extinct species. It arrows fly absolutely silently, or
emit a terrifying shriek, at the archer’s command.
5 A ring or amulet which changes to match its wearer’s
personality, from a stout metal band to delicate filigrain.
6 A tome which holds secret knowledge of eternal darkness
and light. It holds 4 spells of the GM’s choosing to be
cast as if from a scroll, and 1 permanent spell.

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D6 Legend
1 This item was crafted by angelic beings, its design imparted
Roll-and-Play

by gods of goodness and light. The wearer is destined to


play a role in the upcoming battle against darkness.
2 The Lord of Nine Hells pulled this item from his own body,
and on moonless nights it shines red with ichor and blood.
It was never intended for mortal hands, but here we are.
3 A great dwarven hero willingly poured his soul into
this item. You see, the dwarven hero was dying and he
sought to leave a legacy for future heroes to take up.
4 A humble elven boy crafted this item for his lover. It was lost
on the field of an ancient battle, along with the lover’s life.
Does this portend a bad omen for any lovers the wearer takes?
5 This item fell from the sky in a meteor shower: A gift
from whatever entities dwell beyond the stars. It vibrates
whenever new meteors fall from the sky.
6 This item has not yet been made. Instead it will be made,
sometime in the future, and be sent back to the hero now
to change the course of destiny.

D6 Acquisition
1 Sold by a traveling merchant. If the heroes return with questions,
the merchant’s cart is gone, and no one has seen or heard of her.
2 Taken from a corpse, whose fingers the hero must pry open
to claim the item. Beware, for its ghost may still be present.
3 In the dark recesses of an ancient dungeon, displayed on a
pedestal at the end of a trap-filled hall.
4 In the hoard of a dragon who is not currently home but
returning soon. The heroes might evade her if they’re quick,
but eventually she does find the item missing.
5 Granted as reward for a simple quest. In fact, the reward is too
great and the quest too simply. Is the owner trying to get rid of it?
6 The item simply appears in the hero’s backpack, as a blessing
(or curse) for her to claim. Or perhaps someone put it there,
but who?

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D6 Quirk
Roll-and-Play

1 The item is sentient and likes to crack lame jokes. Its


feelings are hurt if no one laughs.
2 Rats adore the item, and constantly try to steal (ordinary
rats) or trade (sentient rats) for it.
3 The item emits a soft hum which grows into a haunting
melody as the moon waxes, then fades again when the
moon wanes.
4 The item is invisible, though it retains corporality and
weight. If it’s a spellbook, the pages are written in braille.
5 The item shines with a soft light which cannot be
dimmed. The player chooses the light’s color.
6 A riddle is engraved on this item, which holds a clue to their
next adventure. Alternately, the item holds divining magic
and the characters may ask one simple question of it.

D6 Bonuses
1 The item grants Advantage on combat and spell checks
against a creature type of the player’s choice.
2 The item grants +1 range on combat and spell checks
against a creature type of the player’s choice (i.e. a 5-6
success range becomes 4-6).
3 The character begins her turn by teleporting to a zone of
choosing. She can also teleport within the same zone to
strike a different target or remain put.
4 The character automatically stabilizes upon falling
unconscious and cannot be harmed until she is healed.
5 The bearer can strike a target creature with Sleep (1d6
hours, unless woken by physical violence) once per day.
6 Bearer gains one free Evade action per turn in combat.

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D6 Trouble
Roll-and-Play

1 An ancient, evil cult covets the item. They worship a


peacock made of stars and void, and who represents the
end of all things.
2 The item is cursed, and the wearer loses 1 hit point per day.
The hit point cannot be healed, nor the item abandoned,
until the curse is lifted.
3 A thieves guild has chosen the item as object in their
annual rat race, and the character is besieged by every
manner of pickpocket and scam artist.
4 A nobleman lays claim to the item, either by virtue of
being found on his land or belonging to an ancestor. The
character must beat him in court.
5 The item is haunted by the ghost of a past owner. While it
cannot harm the characters, the ghost is always present and
might conspire against them with their enemies.
6 An evil villain searches for the item, and his quest leads
straight to the hero now wearing it.

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Traps!
Alan Bahr
One of the most common questions
we get around Tiny Dungeon 2e, is the
question of how to handle traps.
The idea of the Save Test in Tiny
Dungeon 2e is the core element of a
Traps

Trap, but perhaps we could elaborate on


that, and showcase some of how you can
leverage that mechanic to add greater
depth to traps.
So, keeping in mind the Trapmaster
and Perceptive Traits, let’s tackle traps!

Discovering Traps
The first element of any Trap is how
difficult it is to notice or recognize the trap before it occurs.
Keeping it simple, we have 3 difficulties:
• Easy – Provides Advantage on attempts to locate the Trap.
This level invalidates Perceptive and Trapmaster, so use it sparingly.
• Normal – A normal Test.
This level is used most frequently.
• Difficult – Imposes Disadvantage on attempts to locate the Trap.
This level would penalize Trapmaster and Perceptive, so be
careful not to make every trap Difficult. It can be tempting,
but TinyD6 heroes are generally very competent (and should
be treated so.)

Severity of the Trap


After you determine how hard a trap is to locate, you need to
determine the severity of the trap.

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There are two core ways
(though more exist), that you
can handle severity.
First, is the difficulty of
the Save Test to avoid the
Trap. A Trap that imposes
Disadvantage is going to
be far more likely to harm
the players then one that
Traps

grants Advantage.
Secondly, you want to
determine the effect of the
trap. What does a failed Save
Test do? It can cause damage,
out right death (Save or Die
Tests are brutal) or have a
different effect (like poison that grants Disadvantage, or a trap that
strips magic items from the character.)

Sample Traps
Using the guidelines above, and some creativity, we’ve created
these two classic Traps in TinyD6 Form:

Pit Trap
A Pit Trap is easy to notice (Advantage on Tests to Notice it), and
easy to avoid (Advantage on Save Tests). However, a character
who fails falls into a pit, suffering 1 Damage, and requires a
successful Test to climb out (The Acrobatic Trait would grant
Advantage on this Test to climb out.)
Modifications
• Spikes: Spikes on the bottom of the pit trap increase the
damage for failing the Save Test to 2.
• Greased Walls: Grease on the Walls imposes Disadvantage
on Tests to climb out (aid from fellow adventurers outside of
the trap can negate this.)

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• Automatic Closure: The trap is rigged to immediately shut,
through a clever system of counter-weights and pulleys. The
trapped Adventurer can’t get out and will require quick
thinking and aid from her compatriots above.

Arrow Trap
A carefully hidden trap fires an
arrow at the Adventurers! It’s hard to
notice (Disadvantage to Notice), but
average to avoid (a Standard Test,
Traps

with perhaps Acrobatics providing


Advantage? The GM can choose.)
The Arrow does 1 Damage.
Modifications
• Poison: Poison is on the tip
of the arrow! If an Adventurer
is hit, they must make an
additional Save Test (at
Disadvantage). If they fail this
Test, they suffer Disadvantage
until the end of the next combat. Alchemy can cure this.
• Volley: Multiple arrows fire! Each Adventurer caught in the
trap must make an amount of Save Tests as determined by
the GM. (I’d generally go with 2-4.)

Wrapping Up The modifications are simply


created by me as the GM to
As you can see, the process is fairly change the trap and make it
simple: different. You can do whatever
you’d like! It’s very flexible.
• How hard is it to notice the trap?
(Default to a Standard Test if unsure.)
• How hard is it to avoid the trap? (This is the Save Test.)
• What are the effects of the trap? (1 Damage is the standard
but get creative!)
What other traps would you love to see written up? Let us know!

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New Heritages
Alan Bahr
In honor of the month of October, we have two all new Heritages
for you! More will be coming in our upcoming TinyD6 Horror
Toolkit book (currently codenamed: Tiny Monsters), but here’s

Spirit Attributes
some special ones now!
New Heritages

• X Hit Points
• Spirits start with the Heritage Trait Afterlife.
Afterlife: This Heritage is unique in that it can be applied to a
deceased character. Hit Points, previous traits, and more all remain
the same. However, the following changes occur:
• Only Magic can harm the Spirit (either a spell or magic items.)
• The Deceased can not harm the Living without Magic.
• If the Spirit wishes to interact with the living world, they must
first spend their first action to Focus.
• Every full moon, the Deceased must make a Save Test with
Disadvantage or pass on to the Afterlife, fully leaving play.
• (If the Spirit is a brand-new Character, they start with 4 HP,
and 2 Extra Traits.)

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Skeleton Attributes
• 1 Hit Point
• Skeletons start with the Heritage Traits Rattlebones, Boney
Claws, and Bone Armor
Rattlebones: Skeletons are piles of bones held together
with magic. Whenever a Skeleton dies, at the start of
a round where the Skeleton is dead, it can make a
Save Test. On a success, the Skeleton reforms and
immediately takes it’s turn. A Skeleton can only
permanently die when the magic binding it
New Heritages

is undone (which is powerful magic, from


ancient items.)
Boney Claws: Skeletons gain Claws as a
Mastered Weapon. They count as always
being armed with Claws.
Bone Armor: Whenever a Skeleton is
struck by a non-magical attack, they
may roll a d6. On the result of a 1, the
Skeleton takes damage. On all other
results, the attack is ignored. (The GM
might make an exception for attacks that
utilize acid, exceptionally large weapons
or their Discretion.)

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Power & Politics in
the A&A Universe
Brian Fitzpatrick

Overview
The Dominion of Humankind (DHK) was formed in 2065 in
the aftermath of rampant destruction and political upheaval on
Earth in the mid-21st century. It has continued to change and
solidify power over its people and resources ever since. But who
are the players in the political landscape? What changes are on the
horizon and how will the Dominion Council respond?

A Bit of History
The Dominion didn’t spring up out of nowhere. Certain members of
humanity always seem to benefit from the chaos of human existence
and nothing is more certain than the propensity for our species to
build things, grow tired of them, and destroy them on a cyclical basis.
As environmental disasters, overpopulation, incompatible views
Power & Politics in A&A

of the world, and corporate greed took over the Earth, things got
worse and worse. The tipping point came when terrorists detonated
a pocket nuclear explosive at the Alamo in Texas, kicking off a
second American Civil War. But even amidst the chaos of that
turbulent era, the human spirit of exploration somehow triumphed
and we launched a series of commercially successful missions to
the moon, which culminated in the establishment of the Luna 1
colony in 2026.
With the establishment of Luna 1, a whole new vista opened up.
Corporations were already chomping at the bit to begin mining
the untold riches of the asteroid belt and there had been numerous
unmanned and manned trips to Mars, both successful and
unsuccessful. But as soon as a permanent base was established, the
technology was proven to be reliable enough to take the risk again.

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The first orbital shipyard was built soon thereafter by the
Spherepoint Corporation and the first permanent settlement on
Mars was built in 2041, a mere 15 years after Luna 1. Placed in
Arcadia Planitia, it was well stocked through the supplies sent
year after year before the actual crew arrived. Terraforming began
almost as soon as the first domes were put up, but that was a
longer-term project from the start.
The Belt Mining Alliance was formed in 2052 as a collective
of corporate interests legally defending the claims they’d been
struggling to protect against government acquisition. And it was
about that time that the populations of Earth began revolting
against the dichotomy of plenty. Those who worked for the
corporations benefiting from space industries were profiting
handily from the discoveries made with mining, zero-g and low-g
manufacturing, scientific advancements, and so on.
Unfortunately, the violence on Earth had not ended during these
exciting events. In fact, it reached a new peak in 2059 with the
burning of Washington D.C. and the downward spiral continued
from there. Anybody who could afford to leave Earth did so in a
hurry and the population boom on Luna and Mars was a boon
and a bane to all forward progress. Small orbiting stations cropped
up around several of the larger asteroids in the belt -- Ceres, Vesta,
Power & Politics in A&A

and Pallas seemed to spring up almost overnight as thousands of


people legally and illegally headed to the stars.
Of course, a handful of corporations were waiting in the wings
the whole time to pick up the pieces on Earth. In 2065, CEOs
of the top five corporations formed a shared cooperative known
as the “Dominion of Humankind” -- or simply “The Dominion.”
This new organization would provide shared services and materials
to all members great and small.
Mikosian, Cydyne, TaylorTech, Spherepoint, and Fractional
formed the backbone of what would come to be known as the
Dominion Council. CEOs or their appointed representatives
took control of trillions of dollars of resources almost overnight,
improving the lives of nearly every living being on a human-led
world, moon, base, or station.

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Anyone who worked for a corporation on Earth or elsewhere
in the Sol system immediately gained access to health benefits,
a steady paycheck, and even corporate-sponsored housing. The
corporate-run country of Mikosia (founded in 2006 during the
Second Civil War of the former United States) became the model
for the Dominion across the world and beyond. The Mikosians
proved that money and control could work hand-in-hand to
advance technology, improve the quality of life, and increase
profits, all at the same time.
By 2100, the last of the world governments was abolished.
They simply couldn’t compete with a truly corporate world. The
Dominion’s domination was complete.

Politics as Usual
It is now 2229 and though the rising tide of
Dominion has improved the lives of most citizens
under its watch, the process has not been
without its pitfalls and challenges. The leaders
of Bondi-Andisse, after the success of their
BANCE gates at key locations throughout
Dominion space, began demanding more
and more access to Council members --
Power & Politics in A&A

eventually petitioning for admission to


the Council themselves.
In 2230, a key vote will be held, and the
possibility exists that Bondi-Andisse may
get a seat at the table. Pundits believe the
odds are in their favor and it is suspected
that they have slowly been finding ways
to increase influence with current council
members. Such influence has a high price,
with the usual leverage thru blackmail,
controlling interests, and key alliances
between smaller fish in the larger ocean.

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Beyond Bondi-Andisse, the Belt Mining Alliance (BMA) has
been operating in the dark halls of power since its formation
more than a decade before the Dominion Council. They have no
need of direct representation, instead choosing to bide their time
among the rocks of the asteroid field between Mars and Jupiter.
The BMA has always had the ear of the Council, providing both
raw and refined materials to everyone seeking such resources.
Should the BMA be sanctioned or punished in any way, many
corporations would suffer as a result. That has factored into many
Council decisions in the last two centuries.

Smaller Influences
Once you look beyond the Council itself, you begin to see a larger
tapestry of smaller groups, who like Bondi-Andisse want to peddle
their influence as well.
Though the Dominion Council tends to have an iron grip on
media throughout their empire, there are renegades attempting
to influence the signal through less overt means. The Colonial
News Network (CONN) does a great job of walking a fine line
between sharing the news from the Inner Planets to the fringes
of the Proxima Centauri, Gliese 832, HD 85512, and Trappist
systems. Fines and prison sentences are a high price to pay for
Power & Politics in A&A

sharing things the Council doesn’t want shared, but many among
the CONN reporters are willing to pay that price.
Where the CONN has led a more public campaign against the
lack of transparency into Dominion oversight, it’s the Excursori
who have quietly garnered the support of smaller corporations
throughout the Known Systems and beyond. Their unorthodox
methods and apparent boundless capacity for risk has granted
them almost carte blanche when it comes to financing expedition
after expedition.
There are rumors of a Small Council of corporations among
those outside the Big Five, clamoring for reforms and a return
to the democratic ways of the 20th century when groups such as
the United Nations offered a forum for not only open discussion

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of ideas, but the application of sanctions against those members
unwilling to follow the rules.
If such a “Small Council” exists, it does so without the blessing
of the Dominion and is in danger of being on the receiving end of
more cutthroat business practices to end any operations they may
have to undermine the larger Dominion goals or get in the way of
the Council’s plans.

Extraterrestrial Influences
Though the Greys have been a thorn in the side of securing the
home front for centuries, it was the discovery of the Skaali on
Venus that really started a landslide of efforts to gain a broader
alien input on the big issues. There are those among the Council
who voted against ending the war when the Skaali ended five
years of hostilities in 2221. And there are those who wish to bring
them into the Dominion fold as full citizens.
Diplomatic missions have been proposed to the Skaali and it
seems they are waiting for another event of some kind before
they accept any meeting on the armed orbital station hovering
above their heads. Many are
hoping that whatever it is
they are waiting for happens
Power & Politics in A&A

quickly.
Beyond the Skaali are the
mysterious Gollus, who are
seemingly packing up their
toys and ready to head to a
quadrant of deep space far
from our own. It’s obvious
that they have technology
and knowledge well beyond
what we know currently
but are unwilling to share
further.

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The Excursori have been making inroads among these alien races
and have claimed to contacted others. Scouts and rebels may be
an odd choice for First Contact, but many among the Dominion
Space and Defense Forces have warned against reaching out with
open arms into the cosmos.
It can only be assumed that there are planets and alien species in the
universe willing to act as intermediaries, bartering for resources and
information they need and granting a broader view of what it means
to be galactic citizens among the stars. We know they must exist, but
thus far have been unwilling to make themselves known to us.

The Next Hundred Years


As the Dominion spreads its influence across the Known Systems
and begins to explore new frontiers, it knows that there are factions
growing within its expanding borders that will want to exert their
own influence over the Council and its myriad resources.
Other systems, such as Proxima Centauri, have already begun the
march towards representation in the “inners-only” club protected
by the Dominion Council. And if the Skaali remain on Venus, it is
only a matter of time before they will want a say in how politics and
inter-planetary resource distribution occurs in their new back yard.
Though Cydyne fervently denies they exist, the advent of sentient
Power & Politics in A&A

machines will change the landscape of politics and power just as


much as the advent of alien species will. Many will fight tooth and
nail to keep the Dominion free of anti-human influences as long
as possible, but its introduction is inevitable.
Will the Dominion of Humankind change? Of course. Change
is inevitable. However, the landscape of those changes continues
to be as inscrutable as the future has always been. We will have to
wait and see.

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