Professional Documents
Culture Documents
TinyZine Issue 19
Written by Alan Bahr, Robert Denton III, & Steffie de Vaan
Editor: Alan Bahr
Interior Art: Anthony Cournoyer, Nicolás R. Giacondino
Graphic Design & Layout: Robert Denton III
TinyD6 Line Manager : Alan Bahr
Based on the game Tiny Dungeon by Brandon McFadden
Second Edition
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Letter from
the Editor
Hail Loyal Gallants!
Welcome to the nineteenth issue of TinyZine!
Steffie returns with our monthly Roll-and-Play, this time
tackling Tiny Mounts and their details!
We encounter undersea actric dangers for our Destiny of Tides
campaigns, courtesy of Robert Denton III.
And I present a new location that will be the source of ongoing
TinyZine adventures over the next year! We plan to use Sheabrook
as a launching point for a series of small Tiny Dungeon 2e
adventures for you, and providing a great homebase is a good start.
Sheabrook also works wonderfully as your own launching pad
and starting point!
- Alan Bahr, 12/26/2019
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Roll-and-Play:
Tiny Mounts
Roll-And-Play
Steffie de Vaan
Roll-and-Play is a monthly article by Steffie de Vaan which lets
GM’s create readymade content for their game. The concept is
simple: grab a d6 and roll on the tables below, or mix and match
as fits your game.
After going big, bigger, biggest with communities and kingdoms,
we’re going back to basics with mounts. Heroes travel far and wide,
and they can’t just walk everywhere (or they can, but it would take
ages). They need giant raptors and six-legged horses to traverse
the world.
D6 Name
1 Brutus
2 Hyliara
3 Kazir
4 Quinci
5 Ramona
6 Zapadash
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D6 Description & Abilities
Roll-And-Play
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D6 Personality
1 Lazy does not begin to describe it. It loves nothing more
Roll-And-Play
D6 Favorite Food
1 Ratha fruit. They’re delicious with a thick, juicy flesh, but
very cheap as the prickly hide makes peeling hard.
2 Self-caught rodents, whether it’s mice, birds, or small lizards.
You think it’s the freshness your mount likes so much.
3 Your pet was bred and raised in a menagerie, and only eats
brand kibble. Fortunately it’s available in all trade hubs, but
the price varies.
4 Your mount eats cattle, with sheep being its favorite. It
does not like goats at all though.
5 This mount’s favorite food is fresh grass or leaves, straight
off the field and trees.
6 Your mount likes people food. Whatever you’re eating, it
wants. It might be driven by herd or pack instinct, rather
than really liking the food.
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D6 Trouble
1 Your mount is one of the last of its kind, and unscrupulous
Roll-And-Play
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Caged In
An icy encounter for Destiny of Tides
Robert Denton III
Beneath the glaciers of the far north, there lies a labyrinth of ice spindles
that extend all the way from the iced-over sea to the ocean bottom. These
Caged In
Set-Up
This challenge takes place beneath a glacier in the arctic sea. It
is designed to take place during a journey from one location to
another. In order to reach their destination, characters must pass
through The Cage, a network of ice columns of super-cooling
ice. Adventurers are likely to have heard of this dangerous place,
but have no alternative but to pass through.
This means Adventurers should have a chance to prepare
before taking on this challenge. It is suggested that characters
either discover or are given a few “Thawing Tonics” before they
enter The Cage, or “brinary” as the Kayde call it. These tonics
will help provide a safety net if things go awry. See the Thawing
Tonics sidebar for more information.
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Brinicles, or “Icy Fingers of Death”
Ice stalactites, or “brinicles,” are a real-world phenomena that form
in polar waters. They are basically hollow columns of ice formed by
concentrated brine, so incredibly cold that they freeze the waters
around them as they sink to the bottom of the ocean. Because
this salty water has a lower freezing point, these ice columns are
extremely cold, much colder than the surrounding ocean. They form
a sort of super-conductor for cold, making them very dangerous.
Often they envelop sea life in ice, freezing them to death. Some are
so cold that they can flash-freeze anything that touches them.
The “ice columns” of this adventure are inspired by this real-world
phenomena. While knowing more about brinicles isn’t necessary to
Caged In
run this encounter, interested readers can (and should) learn more
about them online. A good starting place is the wikipedia article
about brinicles, which can be found at: https://en.wikipedia.org/wiki/
Brinicle.
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Characters who are Educated or otherwise able to identify
these things with a Test learn the following:
You have heard tales of these ice pillars. They are colloquially
known to explorers as “icy fingers of death.” They begin as harmless
ice stalactites formed by extremely cold ocean brine. But as they grow,
they become colder and colder, until they eventually reach the bottom
of the sea. When this happens, they become so cold, they can flash-
freeze anything that touches them. You know they are fragile and
might shatter at a slight tap, but this would be disastrous, for if one
Caged In
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with Disadvantage and suffer 1 point of
damage. Any kind of thawing or heat
effect automatically frees the character
with no Test required.
Failed Tests to break away result in
1 damage to the trapped character,
representing the rapid freezing effect.
The character must then try again.
In this way, a character can struggle
for some time and eventually become
Caged In
Obstacle 1: Navigation
First, adventurers must find a safe path through. Have the players
choose one character to be the navigator, or select one at random.
The navigator Tests; the obstacle is the twisted, dark, maze-like
interior of the cage.
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If the navigator has Echolocation, Sonar Sense, or Whalesong,
they have Focus for this Test (they succeed on a 4, 5, or 6). If they
have anything that impedes their ability to find a safe path, they
Test with Disadvantage.
• Failure Result: The group becomes lost in the tangled pathways.
Their passage will take twice as long, and each character’s next
Test (The Columns) is attempted with Disadvantage.
• Success Result: The group finds an efficient, safe path.
Each character’s next Test (The Columns) is attempted with
Caged In
Advantage.
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Obstacle 3-1: The Breaking Chain
The adventurers have inadvertently started a super-freezing chain
reaction, causing numerous pillars to burst, one after the next,
instantly flash-freezing the areas around them! You don’t have
much time!
Adventurers each have 3 Rounds to break their trapped allies
out of the columns before the chain reaction entraps them. Each
Adventurer gets a turn, in any order; free Adventurers can try to
free their allies, while trapped ones can try to free themselves.
Caged In
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If a scout has Echolocation, Sonar Sense, Trapmaster, or
Perceptive, they Test with Advantage. If they passed Obstacle 2,
they also have Focus for this Test (succeed on a 4, 5, or 6).
• Failure Result: The scout learns nothing unusual. Adventurers
will suffer Disadvantage on their Ambush Test next.
• Success Result: The scout learns that a predator nibbled
opportunistically at the fish nearby, and is likely hunting
in these waters. This means they will Test normally on the
Ambush Test.
Caged In
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Ambush
The Sea Spider ambushes the adventurers, or at least tries. Have
two random adventurers, the Spider’s initial targets, immediately
make a Save Test to avoid being ambushed. If the scouts failed The
Approach Test, the targets Test with Disadvantage. If the characters
encountered The Breaking Chain, the ambush is automatically
successful; treat the Save Test as an automatic failure.
Success means they avoid the ambush. Failure means they are
leapt upon by the Sea Spider and automatically struck by the
Caged In
Enemy Encounter:
Gigantic Sea Spider
HP: 12
Description: This enormous sea spider is mostly spindle legs
and hard chitin armor. It’s armor plates appear to be frozen over.
It has made its home in the ice cage, feasting leisurely on frozen
victims of the ice columns.
Traits:
• Dark-Fighter
• Enormous: Ranged attacks against this target have
Advantage. This enemy can attempt three Actions on its
turn, and it can melee attack targets up to 10 feet away.
• Toxin Spray (Ranged Attack): Test 2d6 against an enemy.
On a success, that enemy is coated in your toxin spray. They
have one less Action on their turn (to a minimum of one) as
long as they are coated in the goo. The goo can be removed
with help if another character is in range and uses an Action
to remove it. Additionally, when struck, they must roll a
Save Test; if they fail, they are poisoned. While poisoned,
all Tests performed by the enemy are at Disadvantage.
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The poison effect lasts
until the enemy rolls
a successful Save Test
on their turn.
• Push Wave: As an
Action, unleash
a shockwave
that pushes all
Caged In
enemies back.
All nearby
foes must roll
a Save Test; if they
fail, they are pushed back
one Zone. If they strike something due to
this push (including one another), they suffer 1 Damage.
• Weakness: Intense sudden heat makes this enemy’s armor
more brittle. When this enemy is struck by a thawing
potion or other sudden blast of heat, it immediately suffers
1 damage, and for one Round, all successful attacks against
it inflict one additional damage.
Adventurers with the Bestiary Trait who pass the Test also learn
the text of this Weakness Enemy Trait instead of the normal effect.
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Sea Spiders
targets with its Toxin Spray Sea spiders are not true
ability, or attacks the strongest- spiders, but are instead a
looking target in melee. As the class of marine arthropods.
They are normally very small,
fight continues, the Sea Spider
but in the arctic can grow up
will try to keep its foes at range to a foot long. They tend to
with the Push Wave, and then walk along the ocean floor on
either attack the closest target their long stilt legs in search of
twice, or pick off two ranged food to scavenge or ambush.
Their favorite foods tend to
foes with Toxin Spray.
be sea anemones, but due to
If there are too many adventurers their small size, they tend to
Caged In
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it can only perform one Action on its turn: it spends this Action
to free itself, wrenching its body from the ice. During the time in
which it is frozen, attacks against it have Advantage.
If a total of four ice columns break around the Sea Spider
before it reaches its turn, the Sea Spider becomes completely
encased in ice. This instantly reduces its HPs to 0 and defeats it.
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Sheabrook
Sheabrook is a small but bustling town, situated in the mouth of
the northern valley of the Khatharbar Mountains and opening
up wide into the Undiscovered Reaches. Only a few decades old
and built after an earthquake opened a mountain pass through
the untraversable Khatharbar peaks, it’s a trading hub for those
brave enough to explore the new frontier that the Undiscovered
Reaches provides.
Surrounded by a sturdy wooden palisade, with rough but
durable wooden shacks and buildings, Sheabrook is the biggest
town in the area, and one where most adventurers find respite
from their journeys into the north.
Sheabrook
Travelling to Sheabrook
Travelling to Sheabrook is both difficult and simple. There is only
one path to Sheabrook, the Khatharbar Pass, recently opened
by an earthquake a few decades back. However, traversing the
treacherous mountain range is its own task and only the bravest
or most desperate traders and adventurers take
that risk.
Sheabrook is the launching point for
any journey into the Undiscovered
Reaches and as such, makes
an excellent home base
for anyone looking
to explore further.
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Using Sheabrook
Sheabrook is designed to be a skeleton that the GM can put flesh
on. To that end, Sheabrook is left loosely defined, with some broad
strokes to give the GM a good starting point, and provide a stable
platform for adventuring.
Sheabrook Details
• Population 510, primarily human, some dwarf.
• The village is a tangle of alleys and row buildings. It is
governed by a council of elders, led by a male human named
Sheabrook
Athyent. Many of its buildings have a coin set above the door
to honor Avriel, a local goddess of wealth.
• Knave’s House – a local inn
• Muck Alley – Craftsmen road
• Iron Passage – The main gate
• King and Wand Inn –
a local merchant’s inn
• Shield Alley –
adventurer’s hiring
alley
• NPCS
• Brock Gutterdrunk
• Athyent
• Lady Toadstool
• Kellar
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NPCS in Sheabrook
Brock Gutterdrunk
Brock Gutterdrunk is a dwarf merchant who runs Knave’s House,
a local inn of ill-repute. Brock is a former adventurer who lost an
eye and now helps smugglers and adventurers get their products
through Sheabrook and back through the Khatharbar Pass so
they can make money.
Brock and Athyent are constantly at odds over Athyent’s desire
to help Sheabrook find some sort of legal stability before they
are torn apart by warlords and local barons. Brock is an excellent
resource for adventurers who need a place to rest or help getting
goods out of the Undiscovered Reaches.
Dwarf
Sheabrook
Hit Points: 8
Traits: Barfighter, Darkvision, Charismatic (TD2e), Drawback:
One-Eyed (TinyZine 10), Quartermaster (TD2e),Tinkerer (Destiny
of Tides)
Mastered Weapon: Warhammer (1-Handed)
Trained Weapons: Light Melee
Athyent
Athyent is the head of the local Council of Elders who manages
Sheabrook. He’s a grizzled veteran of the forests and mountains,
having been one of the rangers who discovered the new pass after
the earthquake opened the Khatharbar Mountains.
Athyent is the most influential individual in town, and
genuinely wants to help Sheabrook be a safe, lawful place where
the Undiscovered Reaches can be explored.
Human
Hit Points: 8
Traits: Insightful, Marksman, Quickshot, Survivalist (all are in TD2e)
Mastered Weapon: Longbow
Trained Weapons: Ranged
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Lady Toadstool
Lady Toadstool is the ruler of the fungoid tribes who inhabited
these mountains before the pass was opened. She serves on the
council with Athyent and is one of the only mages in town. She
knows more about the Undiscovered Reaches than anyone else
but is hard to press into sharing what she knows.
Fungoid (TinyZine 9)
Hit Points: 5
Traits: Shroom Spores, Spongy, Healer, Spell-Touched, Scroll-
Reader, Educated (all TinyZine 9 or Tiny Dungeon 2e)
Mastered Weapon: Spelltouched Attack
Trained Weapons: Magic
Kellar
Sheabrook
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Locations in the
Undiscovered Reaches
There are many locations to adventure out in the Undiscovered
Reaches. Each of these following locations will be featured in a
following micro-adventure to allow you to adventure in that locale.
• Howling Fen
• Emerald Hills
• Khatharbar Mountains
• Sunless Moor
Sheabrook
• Llaney Vale
• Castle Immertod
Local Items
The following items are rumored to be hidden out in the
Undiscovered Reaches where adventurers might find them!
Several of these can be used to seed your campaigns,
• Vile Nemesis, a mythical longsword said to have once
belonged to a forgotten god of war.
• Giantspear, a finely crafted crossbow engraved with the
holy symbol of a war god. It is said to be imbued with the
spirit of the dwarf fighter Thrazur, who fell in the Battle of
Infernal Invocations.
• Fallen Subjugator, a masterwork greatspear said to have
once belonged to a forgotten god of war.
• Hellish Avenger, an ornate two-handed sword said to
be imbued with the spirit of the elven warlord Bogi, who
perished in the Sunless Moor.
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Sheabrook
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