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TinyZine

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

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 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

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, 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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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

1 A six-legged horse that can carry three people easily. The


extra legs grant enhanced speed, and the horse cuts all
travel times by a third when it carries only a single rider. It
can move an extra Zone in combat. Size: Medium. HP: 6.
2 A chameleon fit for a single rider. Its camouflage grants
advantage on stealth checks, while its tongue can attack
(and, after a successful attack, restrain) enemies a Zone
away. The rider must direct the attack, and thus can’t make
an attack of their own. Size: Medium. HP: 6.
3 A panther capable of carrying one. It can climb up large
rocks and trees and jump down as an ambush attack,
granting advantage on the first combat roll. After that,
the aggressive cat can make an individual attack at
Disadvantage each turn at the end of the Initiative Order.
Size: Medium. HP: 6.
4 A caravan lizard with a litter large enough for 10 (or a
smaller party with luggage) tied to its back. It doesn’t
require much water and has a thick hide. It’s an excellent
swimmer and can remain underwater for 1d6 rounds at a
time. Size: Large. HP: 11
5 A single-rider raptor capable of flying so high it cannot be
targeted in combat. The rider can still make ranged attacks
on enemies below, though they do so at Disadvantage.
Size: Medium. HP: 6.
6 A flying bison bearing a litter than can carry up to ten
people (or fewer people and their luggage). In combat
it gains Advantage on rolls to knock people down. Size:
Large. HP: 8.

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D6 Personality
1 Lazy does not begin to describe it. It loves nothing more
Roll-And-Play

than napping, and is the first to sleep and last to rise.


Occasionally it even falls asleep while traveling.
2 This mount loves to snuggle and will attempt to sit on your
lap during rests. Apparently, it’s way smaller in its own mind.
3 This mount is mean. That’s an asset in combat and excellent
to deter thieves, but not so great in rests--you need to be
careful or it will attack you.
4 Food is this mount’s motivator. It loves you because you
provide its favorites (or its second-favorite if you rolled 6 on
Trouble), but thieves could lure it away with a tasty snack.
5 This mount is smart and it needs constant stimulation, from
fetch games to parcours to traverse. You can absolutely teach
it tricks.
6 Your mount is loveable, cuddly, and none too bright. You’re
not even sure it can remember its own name. It falls off ledges
because it simply doesn’t stop walking unless you direct it so.

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

traders want to steal it for a breeding program.


2 You and your mount share a minor telepathic connection.
That may sound good, but you can’t actually control it, so
you you have unprompted moments of thinking you’re
your mount.
3 Your mount was stolen from the maharajdha’s stables, and
she wants the animal back and the thief (who she, rightly
or wrongly, believes is you) dead.
4 The mount is very fond of your party’s greatest rival and
refuses to attack them when there’s a conflict.
5 Your mount has a bad liver and needs regular medicine. You
can get it from any good vet, but it does offer any enemies
an easy way to track you.
6 Their “favorite food” above is a lie. It’s actually people, and
yes, that is definitely illegal in all civilized lands.

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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

deadly spindles instantly flash-freeze anything that touches them. No


one in their right mind would try to pass through here. Sadly, you don’t
have a choice.
Swim well, adventurers. One false move, and you’ll be on ice.
This encounter is designed to be plugged into your ongoing
Destiny of Tides adventure. Use it to provide a new challenge to
your players or set up for a new story.

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
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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.

Entering The Cage


When characters enter the brinary, the immediately notice the water
getting colder. Luckily, they have blubber layers and other defenses
against the cold. It also gets dark. Very dark. There is no sunlight
here, but thankfully their sonar senses provide some ability to “see.”
The most striking aspect of this place is the sprawling “web”
of ice columns, like dozens of layered pillars connecting the
glacier to the sea floor. It is like a great bramble of ice, a weave of
freezing seawater. In some places, they grow so thick that passage
is impossible. In others, thin tunnels worm through like icy halls.
As soon as characters approach one of the columns, describe
the following:
No sooner do you investigate one of these pillars than a small
crystalline icefish flutters by, as if mistaking you for a predator. As it
swims to avoid you, it accidentally brushes against the ice pillar, only for
a moment. In an instant it is frozen solid, stuck to the pillar’s surface.
You cannot help but recoil from the ice column; that could have been you
just now, stuck and forever frozen in the ice. Indeed, as you look closer,
you can see dozens of ocean creatures frozen within the layers of the
column, more victims of the unassuming crystalline structure…

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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

should break, it would flash-freeze everything nearby into solid ice,


killing them instantly.
You can understand why the local tribes avoid this place. Best give
these pillars wide birth and take no chances.

The Ice Columns


The long icy pillars forming the columns of the ice maze are a
deadly hazard. Formed by super-cold brine, these hollow, fragile
tubes are superconductors of cold.
They rapidly freeze anything Thawing Tonics
that touches them, even a slight These pressurized bottles of
glance. If broken, they flash-freeze carbonated water instantly
everything around them in a blast thermalize upon release,
instantly melting ice and
of chilling cold, killing sea life providing a blast of warmth.
instantly and casing everything It takes an Action to pop the
else in thick ice. cork off the bottle. When
opened, the hot water rushes
When a character touches an ice out, melting ice in a 10-
pillar, accidentally or otherwise, foot radius and temporarily
they are instantly stuck to the ice providing relief from the cold.
and begin to freeze over. Within This can be used to free allies
moments they are encased in a thin who become trapped in the
ice columns, or to startle icy
layer of ice. They can avoid being enemies who venture too
frozen by thrashing in the water close. Each tonic is one-use. I
to keep the ice from forming. To wouldn’t drink it though.
break away, they must pass a Test

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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

completely encased in ice… a terrible


fate indeed!
Other adventurers can help free
those who are trapped by inventing
and describing how. If not a thawing or heat effect, it requires
two Actions to attempt, and they must Test. Traits like Super
Strength, or others that might make it easier to break free,
allow them to Test with Advantage. Success means the victim
is free. Failed Tests inflict 1 damage to the trapped character,
representing the rapid freezing effect. If desperate, adventurers
may attempt to “Recklessly Test” to Test with Focus for this
obstacle, but if so, and they fail, they become trapped themselves!
Time is of the essence! If they are not freed, they freeze over in
a matter of rounds, meeting a frosty end in the brine.

Wandering The Cage


Passing through The Cage is handled as a series of obstacles:

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.

Obstacle 2: The Columns


Next, adventurers must avoid the obstacles in their path. Namely,
the ice columns, which will flash-freeze them at the slightest
touch. They must swim between the narrow passages formed by
the ice columns and make their way to the other side.
Each adventurer must Test separately. Let players know that
failure means they will have accidentally grazed one of the columns.
If the Navigator passed the Navigation Test, the adventurers all
Test with Advantage. But if the Navigator failed the Navigation
Test, they each Test with Disadvantage.
Characters with Acrobat have Focus for this Test. Hykarchas,
who are Massive, Test with Disadvantage, unless their Navigator
passed the Navigation Test, in which case they Test normally.
• Failure Result: Characters who fail touch an ice column,
suffering the effect listed above (in Ice Column).
• Three or more Failures: If three or more Characters fail
this Test, it sets off a chain reaction. The next obstacle
encountered is “The Breaking Chain.”
• Success Result: Characters who succeed avoid the ice pillars.
They can assist those who failed the Test, inventing actions
to free them. When everyone is free and can continue on,
the next obstacle encountered is “The Approach.”

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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

Follow the rules in the Ice Columns section.


• Everyone is freed within 3 Rounds: Everyone is freed and
escapes the chain of blasts in just the nick of time. This
instantly places them at Beneath The Ice; the Sea Spider
ambushes them and will get automatic first turn in the
following fight.
• There are trapped adventurers after 3 Rounds: Adventurers
are trapped by the chain reaction. Freed Adventurers must
pass a Save Test or become stuck to an ice column; trapped
Adventurers simply remain trapped. This instantly places
them at Beneath The Ice; they will begin the Sea Spider fight
with allies trapped in ice columns, and the Sea Spider gets
automatic first turn.

Obstacle 3-2: The Approach


Adventurers approach the central chamber, finding themselves
beneath a thick glacier and coming closer to the hub of the The
Cage. Something is amiss, however. Many of the fish stuck to
the ice pillars are in pieces, and there appear to be bite marks
along the ice.
Have the players choose up to three characters to be scouts, or
select them at random. The scouts Test; the obstacle is whatever
lies ahead.

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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

• Two or more Successes: If at least two scouts are successful,


then in addition to the normal Success Result, adventurers
will attempt the Initiative Test with Advantage, as if they
were Vigilant.
• Additionally: If the successful scout has Sonar Sense, they
also learn that there is an extremely large creature awaiting
them in the next room, and that is roughly shaped like a
massive spider. But there are no spiders under water… right?

Beneath the Ice


The tangle of the cage opens up into
a massive circular room beneath
the thick glacier. The sea floor is
relatively shallow here; just about
50 feet from top to bottom. There
are dozens, perhaps hundreds of ice
columns in this room. The exit is on
the other side.
But something moves in the dark.
Splayed flat against the floor is a
giant Sea Spider. Something about
the cold waters here has made the
Sea Spider far larger than ordinary,
it is impossible to avoid. And worse,
it’s been waiting for you.

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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

Toxin Spray (see the profile below).


Either way, combat begins now.

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.

How the Sea Spider Fights:


The fight with the Sea Spider takes place in the deepest point
of The Cage, which means adventurers are surrounded by ice
columns throughout the fight. Ice columns present an additional
threat to characters during the fight. When characters choose to
Evade during this fight, if they get a 1 or 2 on any dice rolled
for the Test, they collide with an ice column by accident. This
represents the danger of moving suddenly during the fight.
The Sea Spider engages by rushing the adventurers and using
its Push Wave attack. It then either tries to pick off ranged

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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

in melee, the Sea Spider uses its be more of a parasite than a


true predator. To learn more
Push Wave to force all melee
about sea spiders, visit your
enemies back into range. With local library, or start on their
the ice columns nearby, this can wikipedia article here: https://
be potentially deadly. Characters en.wikipedia.org/wiki/Sea_
who are in threat of being pushed spider
into an ice column should be
given a Save Test to avoid colliding with it at the last moment.
Otherwise, they become stuck and slowly frozen, as described
above. Not a good situation to be in during a fight like this…
If an enemy becomes entangled with the Toxin Spray, or stuck
to an ice column, the Sea Spider shifts its focus to a different
enemy until this is no longer true. If everyone is entrapped, the Sea
Spider chooses the closest foe and hammers them until they are
defeated. The GM should be careful to keep things challenging,
but try not to let adventurers get into such a disadvantageous
position. If things go south, remind them that they can always
back off and regroup. The Sea Spider does not pursue fleeing
adventurers; it doesn’t want to work that hard for its meal when
it can just nibble on frozen sea creatures nearby.

Using the Ice Columns


The Sea Spider is not immune to the ice columns. If an ice column
shatters near the Sea Spider, a portion of it becomes momentarily
trapped in the resulting freezing blast. While it is partially frozen,

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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.

After the Fight:


When the Sea Spider is either defeated, or characters manage to
Caged In

get by it, read the following:


Shafts of light appear, glittering down the narrow tunnel on the
opposite side of the room. Beyond, the glacier must have cracked,
revealing the only path out of here.
Congratulations, you have broken free from The Cage. Hopefully
you won’t have to come back this way…
Adventurers should have a chance to lick their wounds and recover.
The tunnel on the opposite side leads back to the arctic surface, safely
out of The Cage. From this point, resume your planned adventure.
At the end of this session in addition to other rewards, give
each adventurer 1 extra experience for escaping The Cage alive,
1 extra experience if they defeated The Sea Spider, and finally, 1
extra experience if they passed two of the three obstacles, freed
an ally from the ice, or used four ice columns to instantly defeat
the Sea Spider (total possible: 3 points).

You can get your fins on Destiny of Tides,


a full expansion for Tiny Dungeon 2e, at
this address:
https://www.drivethrurpg.com/
product/251409/Destiny-of-
Tides-A-Tiny-Dungeon-2e-
Campaign-Setting

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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

Kellar is a local halfling mercenary and bully, intent on gathering


as much power as possible. He subtly works through Brock to
undermine the council and is smuggling in a small contingent of
fellow halfling mercenaries intent on eventually taking the town
by force so he can control the lucrative adventuring trade into the
Undiscovered Reaches.
Halfling (TinyZine 9)
Hit Points: 5
Traits: Heroic Heart, Halfling
Cookpot, Diehard, Shield Bearer,
Tough (already included in Hit
Points) (all TinyZine 9 or Tiny
Dungeon 2e)
Bonus Traits: Weapon Focus
(Sword), Weapon Master
(Shieldmaster) (All in TinyZine 3)
Mastered Weapon: Sword
Trained Weapons: Light Melee

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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

• Chaosguard, a masterwork shield which was taken from


the hoard of the green dragon Amkuunis.
• Sublime Glory, an ornate rapier engraved with runes of
vengeance. It is said to have been created to slay the Dragon
of Vittota.
• Flamecrusher, an ornate hammer which was taken from
the Shrine of Baatorian Terror.
• Heartlance, a legendary longbow said to compel its bearer
to defeat Egos the Shadow Empress.
• Quickfang, a legendary shortbow which once belonged to
the hero Gyliam, who fell in the Dagger Wars.
• Lawbreaker, a mythical mace wrapped in brass wire. It once
belonged to the human warrior Eotsvild, who defeated the
Hag of the Moor of Ghosts.

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