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TinyZine

TinyZine Issue 22
Written by Alan Bahr, Christopher Helton, Jonathan Hicks, & Steffie de Vaan
Editor: Alan Bahr
Interior Art: Anthony Cournoyer, Dyson Logos, Krasimir Sarov, Nicolás R.
Giacondino, & The Forge
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, 2019

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


©2019 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.

Gallant Knight Games, Ogden UT 84404

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Letter from
the Editor
Hail Loyal Gallants!
Welcome to the twenty-second issue of TinyZine, and the
second of 2020.
Steffie beings a new slew of articles that will range from
adventures to more estoteric themes! This month brings the
Legend Kin heritages for your game!
Christopher Helton brings you the Covert Heroes framework
for Tiny Supers!
And Jonathan Hicks brings you a new Tiny Frontiers: Revised
adventure.
- Alan Bahr, 12/26/2019
PS: As always, 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.

The art in this TinyZine is graciously funded by our Patrons.

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Legend Kin
Legend Kin

Steffie de Vaan
Legend Kin presents 4 new Heritages to choose from during character
creation for Tiny Dungeon Second Edition. You still select three
Traits, a Weapon Group, Family Trade, and Belief as usual.

Dragonkin Dragonkin Attributes


Dragons are home in the wild, • 6 Hit Points
natural places of the world.Volcanoes • Heritage Trait, choose one:
birth Fire Dragons, while Water • Scales: +2 Hit Points
Dragons coalesce from wild rivers. • Vestigial Wings: You can glide
Rumors abound about Shadow short distances (up to 1 Zone) in
Dragons in the far reaches of the the air.
underground, while Deep Dragons • Tail: You can make one extra
supposedly dwell in the depths of the attack at Disadvantage per round.
ocean. Usually, these wild creatures • Dragon’s Element: Choose an
never encounter other Heritages. element: air, earth, fire, water,
wood, light, or dark. Take an Action
Sometimes though.... A young adult to make a Test. If successful,
dragon, eager for companionship you sculpt the element to your
and stories, wanders into the capital bidding, ie hitting someone with
city. A group of adventurers finds the a water whip, temporarily blinding
treasure they hunt has a fearsome them with light, or cloaking
yourself in darkness. The GM may
guardian. And sometimes, children instill Disadvantage for complex
are born of these encounters. workings.
You are a Dragonkin, whether
that’s a single or countless generations removed. You might have
serpent eyes, scales, vestigial wings, or a rudimentary tail. People who
don’t know any better mistake you for a very large Lizardfolk. Clever
people however, and the Lizardfolk themselves, never do. You have
a penchant for collecting things, whether it’s shiny pebbles or gold
coins. Your parent’s element still does your bidding, if you work hard
at it. Above all though, you have a dragon’s heart: you are gregarious
and have an unending thirst for adventure.

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Faeborn
Legend Kin

The Fae walk among mortals. Cluricaun steal livestock from


farms, Pooka cause mischief after dark, and Leanan Sídhe feed
off their lovers’ lives. Sometimes they take a special liking to a
mortal. The Fae are avatars of beauty and desire, and they have
many ways to seduce people. They’re forbidden to lie, but few
promises are foolproof. A starry-eyed lover might accept an
offer of life as royalty, only to discover they should have ask for
freedom as well as riches. As the promised union ends in ruin,
children born of such affairs are treated with benign neglect at
best and cruelty at worst.
You are Faeborn--half fae, half mortal. You still show traits
of your mortal Heritage, and people might mistake you for a
Dwarf, Human, or Karhu at a glance. Only the Fey never mix
with the Fae, as they’re onto their cousins’ tricks. At second
glance though, you are beautiful beyond physical form. You smell
of morning dew and young grass. Your laughter is like a wild
brook. People hang on your every word when you speak. And
maybe, you inherited some of the Fae’s trickery.

Faeborn Attributes
• 6 Hit Points
• Heritage Trait, choose one:
• Prophet’s Tongue: You
have Advantage to persuade
people when you tell the truth.
• Liar’s Tongue: You have
Advantage to persuade
people when you lie.
• Faerie Glamour: You make
cosmetic changes to your
appearance, such as hair and
eye color. You have Advantage
on disguises.

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Titan Spawn
Legend Kin

Long before the age of men, when the world was newly formed,
Gods and Titans walked the earth. The Gods cherished the
wonders of creation, while the Titans carried the End of All Things
in their core. Unsurprisingly, the two clashed violently. The God
Wars were a long, protracted affair which saw the Titans defeated.
As the Titans died though, their
essence took new forms. Their Titan Spawn Attributes
spilled blood formed new oceans, • 7 Hit Points
and their dying breath created • Heritage Trait, The End of
new life. All Things: Titan Spawn can
tap into their own essence to
You are a Titan Spawn. Perhaps cut another’s life short. Take
you trace your heritage back to the an Action to make a Test. If
first Spawn birthed as the Titans successful, you may deal up to 3
died. Or maybe you were simply damage to yourself. Divide that
unlucky, bathing in a stream still amount of damage among any
enemies you can detect.
coursing with Titan essence, or
eating an apple ripe with their blood.
Titan Spawn are larger than
most people. Even those originally
born of a different Heritage find
themselves growing anew until
they tower over their former
kind. Their skin is made from
petrified wood and calcified
bone. Tar and petroleum
makes their blood. They exude
the End of All Things in their
every movement. Titan Spawn
are the subject of superstition,
and people make the sign of the
evil eye as they pass.

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Nephilim
Legend Kin

After the Gods won their war against the Titans, they created
Angels to carry word of their victory to the world. The most beloved
Angels then joined the Gods in Heaven, to serve at their masters’
side. The other Angels were left to their fate. The Gods had created
them for a purpose, and that purpose was now done. Some took up a
productive life, creating fabled wonders such as the Orbs of Masara.
Others simply laid down to sleep, their bodies becoming one with
the earth. And yet others mingled among the mortal people.
You are a Nephilim, the offspring--albeit possibly many
generations removed--of a mortal and an angel. You still
feel the glory of the Gods in your blood, and
you can scent the taint of Titan Spawn a
mile off. Your angelic heritage shows in the
glow of your skin, all basalt and golden
hues. Your creative drive is boundless,
and you’re always tinkering, sculpting,
drawing or writing.

Nephilim Attributes
• 7 Hit Points
• Heritage Trait, Heaven’s
Guard: Nephilim cannot
die under open skies. They
dissipate into light instead,
returning with 2 Hit Points after
1D6 rounds, or with full Hit
Points after the scene ends
(player chooses which as it
happens).

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Covert Heroes
Christopher Helton
In the nineties, the idea of the super-hero reinvented as some sort
of highly trained individual was a popular one. You started to see
a lot more characters with backgrounds that were “former special
forces,” “former espionage operative” or “former law-enforcement
official” showing up in comic books. Before this, super-heroes
tended to be enthusiastic amateurs who encountered wrongs
and worked to right them. They might become deputized or be
given special law-enforcement powers by local authorities, but
Covert Heroes

their successes tended to happen more because of their heart and


courage than because they knew what they were doing.
This campaign frame for Tiny Supers is explores the idea of
the trained operative super-hero.
A Covert Heroes campaign will be more mission and objective-
oriented than your “standard” type of super-hero campaign. For
this sort of campaign, the GM should break down adventures
into quantifiable segments, this means that the approach to
adventures in this sort of campaign can often be more linear than
a regular super-hero game, but it doesn’t have to be. Players can
still do an end run around part of an adventure, if they think the
information that they gather points them in a different direction.
The adventure should allow for incremental progress.
Think of an adventure for your covert heroes as a series of locks
and keys. As the character’s unlock one door, it should lead clearly
to another door. The characters in a Covert Heroes campaign
are more likely to approach an adventure with pre-planning (in
a perfect world) than many standard super-hero groups might
do. The covert heroes being played in a game like this should be
proactive and drive the course of the adventure, rather than letting
the story drive them. The choices made by covert heroes should
feel valid to them, and lead to things happening within the world
of the game. If the characters are working their way up the ladder

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of a criminal organization, vanquishing someone on that ladder
should have repercussions within the organization, and within the
larger world as well. Of course, those repercussions could simply be
a new organization filling the void that the characters are making
within the existing one. It might not be what the covert heroes
hope to happen, but something should always happen.
Unlike the Expert archetype in the Tiny Supers rules, the
assumption of the covert heroes isn’t that they are non-powered and
relying upon their knowledge and training (although you do see a
lot of Expert heroes in the worlds of Covert Heroes), but that they
are more effective as heroes because of the fact that they have some
sort of training that allows them to more effectively utilize their
Covert Heroes

powers, and to be able to keep their calm in high pressure situations.


Since training is important to the covert hero, and so are weapons,
characters in a Covert Heroes campaign start play with proficiency
in two weapons rather than just one. Characters in a Covert Heroes
game will also be more likely to have a balance of powers and traits.
You can also take a new power origin for your covert hero. You
can choose from one of the following options, or come up with
your own: espionage agent, police officer, bounty hunter, soldier
and etc. Like the power origins in
the Tiny Supers book, these allow
you to take a non-combat/attack
test. The idea is that it represents
the knowledge and training that
would come with your character’s
background, and lets you access
this knowledge during their super-
heroic life. If you make up a unique
power origins for your covert hero,
you can make them as specific
(coming up with a specific military
service or espionage agency) or as
generic as you need for your idea
of your character.

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New Traits
Calm Head: When things are most stressful, you are most calm. There is something
chemically different about your body that keeps you from panicking or even feeling
those adrenaline spikes during a fight. When you take a focus action it is on 3, 4, 5 or 6.
Contacts: I know someone who knows someone. When you first come to a new area,
make a successful Save Test and you can find out a piece of important information
about the area.
Strategy: Someone take that window and get a vantage point! Your grasp of strategy and
how things can work on a battlefield allow you to position a person on the battlefield so
that they get Advantage on their next attack action.

These sorts of campaigns tend to be more moralistically grey than


your “standard”four color super-hero campaigns. When your characters
are former military officers or reformed assassins they can have a more
Covert Heroes

flexible idea of what will be an acceptable sacrifice to be made in the


line of duty than flashy, colorful heroes might. They will also be more
flexible about the acceptability of killing. When you decide to play in
a Covert Heroes campaign, you will need to figure out what lines the
heroes in your game’s world will cross, and what will be inviolate.
You should never make the decisions about the morality with
your Tiny Supers campaign lightly, or without the input of
everyone in the group. There are a lot of different approaches to
how super-heroes work in comics, and not everyone likes the same
kinds of heroes. You should never force someone to play a type of
character that they are not comfortable with playing.
It is also important to remember that calling a campaign world
“morally complex” does not mean that everyone automatically
becomes a merciless killing machine. The preponderance of
characters in nineties super-hero comics who would shoot first
and then worry about the impact of who they shot (if they worried
at all) was something that lead to the decline of popularity of these
sorts of heroes. It is also insulting to those in active service to
equate being in the military with being a cold-blooded killer.
The idea of this campaign frame is that your Tiny Supers games
don’t have to approach issues in a simplistic manner just because
the game is mechanically minimalistic.
The soundtrack to this article is I Am Easy To Find by The National

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Mission: Avery
Secundus
A Tiny Frontiers Adventure by Jonathan Hicks
MISSION REPORT: Thanks to the new remote survey probes developed and
launched by Wayfare Inc, we have been receiving dozens of reports regarding new
worlds and places of interest in stars systems not yet explored.
A priority report has arrived from probe WI-X8311 ‘Destiny’ regarding the Beta 12
System, specifically the second of three moons of the gas giant, named Avery Secundus.
This frozen world houses what appears to be the city ruins of a long-dead
civilisation. The moon is ice covered and dangerous, but the gravity of 1.02G and
the thin atmosphere means a team should be able to safely explore and return an
initial survey report.
The coordinates have been transmitted and we await your return.
Central out.

APPROACHING AVERY SECUNDUS


Mission: Avery Secundus

The small white moon of Avery Secundus seems as a blot against


the grim glow of the huge red and black gas giant it orbits. The
star of the Beta 12 system is small and dull, a far-off red blur in
the distance giving little illumination. The light from the star
bathes everything in a deeply hue. There are masses of debris
around the star indicating that there were several now destroyed
worlds as well as this lonely gas giant.
The moon itself is a wind-swept planetoid with high radiation
levels due to the proximity of the gas giant. The ship’s hull and a
standard protective spacesuit will be enough to stop the radiation
from being deadly, but prolonged exposure is not wise.
The designated landing zone is the only flat rocky area in the
vicinity of the frozen city. The pilot can try to land in the city if
they wish but the ground is uncertain and dangerous – they will
have to make two successful rolls at disadvantage and any failures
result in 2 points of damage to Structure. The ground here is not

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level and the pyramid-like buildings are crowded together and
connected by triangular passageways.
Once a starship hits the atmosphere it is buffeted by high
winds and then thick driving snow and ice as it passes through
the clouds. Landing is difficult and will take some skill, so ask
the pilot to make a roll at disadvantage. A failed roll results in a
hard landing and a loss of 1 point of Structure.
The snow and ice has filled the deep chasms between the
buildings as well as the canyons and valleys of the mountains, so
the players are traversing the tops and peaks of the city.
Ground vehicles will not be able to traverse the soft sinking
terrain and any air vehicles will be in danger of being blow into
walls and jagged rocks. The best way to get to the city is on foot,
about 1km distance, and this will have to be in full spacesuits.
The journey is long, tough and dangerous. If the PCs travel at
normal pace then have each one roll at normal difficulty, if they travel
cautiously have them roll with Advantage, and if they rush they roll at
Disadvantage. If they fail, they suffer 2 hit points from falling into a
Mission: Avery Secundus

shallow crevasse thats covered by the thick, driving snow.


This makes ICE WORM
the snow deep
HP: 4 (medium)
and somewhat
disturbing, and Six feet long and a foot thick, travel through the
snow quite quickly and burrow upwards to drag
legs will sink into whatever they can find below the surface to slowly
the rifts up to the feed on them, keeping them alive for as long as
knees. The snow is possible to absorb their heat.
also a great place If a player slices one in half in any way, then the
for one of the two halves become independent creatures after 2
very few lifeforms rounds. They have HP 1 and cannot entangle, and
they have only a 1D6 bite to attack with.
on the planet,
Ice Worms. One • Entangle (Melee Attack): Test 1d6 against an
enemy within 1 foot, victims are restricted and
worm will attack
must make all rolls at Disadvantage.
every few rounds
• Bite (Melee Attack): Test 2d6 to attack an
and choose a
enemy within six feet.
random victim.

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THE CITY
Initial scans show a condensed, intricate city no more than two
square kilometres. It is nestled in high mountains and deep
canyons and the builders seem to have built upwards rather than
out. The structures are tetrahedron – pyramids with three sides
– and the visible structures are the very tops of the buildings,
so deeply black that they do not reflect light. The tetrahedrons
are perfectly built, measured and spaced out precisely indicating
that the species that built them were quite advanced. There are
no other structures on the planet so the assumption is that it is a
settlement built on this moon by a star-faring civilisation.
The wind is incredibly hard to push against and the players will
have to fight to get through.
Some of the buildings have a single entrance, a triangular
opening that show nothing but darkness, but the highest and most
imposing building seems to have openings on all three sides. This
should be the building they head for and has been marked as the
Mission: Avery Secundus

‘Prime Tetrahedron’ by the probe. There are small energy readings


the closer they get, but the nature of the energy is undetermined.
If they do head into any other building they walk into simple
empty halls. There seems to be a sunken area where stairs lead
downwards into the building proper, but these are blocked with
ice and snow. Ice Worms also make these buildings their lairs,
so there is a 1 in 6 chance they’ll come across a nest of 1D6 Ice
Worms, which is not a good thing.

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THE PRIME TETRAHEDRON
This huge, towering building is stark black against the white
snow. It rises above everything else and seems to disappear into
the snowstorm, and a baleful, miserable howling echoes through
the structure and even dominates the sound of the blizzard.
There are entrances on each of the three sides of the building,
triangular in shape, and as the players approach they notice that
the snow and ice hasn’t penetrated too deeply into the structure.
In fact, there are readings of faint heat coming from within. This
heat attracts Ice Worms but they do not enter the building
Inside the building is a nightmare; the floor is black, slippery
like ice, and there is a huge gaping hole in the floor from which
faint wisps of steam are rising. There are alien words carved
into the floor in a circular fashion, simple lines and circles, but
they are indecipherable at the moment – a translator program
might help. Lying around the hole are the desiccated carcasses of
strange, mutated creatures; they appear to be Ice Worms but they
Mission: Avery Secundus

are twisted beyond recognition, with strange triple-jointed arms,


tentacles and tumorous protrusions. Any DNA scan reveals that
the creatures are a mixture of several different genetic codes, as if
they were different species violently spliced together. All of these
creatures are dead and pose no threat.

THE SHAFT
Looking down into the shaft they can see nothing but a faint
flicker, like light reflecting from the surface of oily water. The sides
of the shaft are smooth and perfectly round to a millimetre. They
can try to clamber down if they wish using climbing gear, but it is
dangerous and any failed rolls result in a fall to the bottom. If you
read below, you’ll understand why this is a bad thing.
At the bottom of the shaft is a huge pool of active genetic
material, and once the players get to the edge of the shaft it will
detect their presence and become active, bubbling and churning.
If any of the players peer down into the shaft it will become

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visibly agitated, and if anything is dropped below the lip and
enters the hole proper, it will attack. This means anything at all; a
stone, a bit of snow, a light or a character. The slightest thing will
cause the pool to react.

THE GENE POOL ATTACKS


The attack comes in the form of pseudopods that erupt from
the black liquid and assault like tentacles, the tips forming into
spikes that stab. This is intentional as the jabs deliver genetic
material that warp and mutate the victim immediately. They can
be hit and any successful attacks drive the pseudopod back down.
However, any sliced-off parts land on the floor with a thick oily
splash, and then form into flopping amoeba-like creatures that
head back to the shaft to throw themselves back down. Once
they do this a new pseudopod grows and attacks.
The pool attacks with one pseudopod per player character and
will not stop. The only thing that forces them back is the cold, so
if the PCs can get back to the snow they will be safe.
Mission: Avery Secundus

If a player is hit, they must make a Save test or risk becoming


infected. A failed test means the attack has penetrated their
spacesuit and they have been injured as normal, but they have
been injected with several strands of DNA. They will mutate
and twist into an abomination, tearing from their spacesuits
and attacking whatever is closest to them in rage and pain at
disadvantage to every roll. Imagine a human being with multiple
insect eyes, several tentacles and insect limbs exploding from a
spacesuit and screaming – you get the idea. Make sure the player
realizes they are still conscious of their predicament and can call
for help but cannot control their actions – this way their fellow
players might not simply kill them outright!
The mutation protects the infected from the cold and can be
cured by advanced genetic medicine, but first the players will
have to subdue their fellow. If they elect to kill them then there’s
nothing more that can be done, but getting them back to the
ship and giving them a scan tells them they can be cured.

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The infection also gives them genetic memories enabling them
to know the truth of the alien race that built this place. If nobody
is injured or infected during the fight, then a suit recording of
the alien floor can be run through a translator to give the players
the truth behind this place.

THE SECRET OF AVERY SECUNDUS


Generations ago the species that ruled this world, and several
other now dead worlds in this solar system, tried to escape the
death of their star by creating a procedure that would grant them
eternal life and enable them to exist on this barren moon while
they figured out a way to save their civilization.
However, time ran out as the star pulsed and destroyed their
worlds, and left with no other options they rushed the procedure.
The results were horrific and the species were mutated and
destroyed, amassing into the huge pool of genetic material that
lies at the bottom of the shaft. It was supposed to be a pool of
immortality, a place where they could bathe and live forever, but it
Mission: Avery Secundus

became their fate. The entire pool is the combined genetic material
of what was left of the whole species as well as most creatures on
this moon, and they await anyone who can save them.
Sadly, the genetic material is so corrupted and twisted with
madness that not much can be done and it will be decades before a
solution is found to separate the DNA and reconstitute the species.
This is the fate of the aliens of Avery Secundus.

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