Professional Documents
Culture Documents
TinyZine Issue 28
Written by Colin Chapman, Jonathan Hicks, Will Munn, & Steffie de Vaan
Editor: Alan Bahr
Interior Art: Anthony Cournoyer, Nicolás R. Giacondino, Krasimir Sarov, &
Will Munn
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 twenty-eighth issue of TinyZine, and the
eighth of 2020. As the year that is 2020 wears on, GKG and our
team remain so grateful to you who support us, enabling us to
ensure freelancers remain getting work (no matter how small).
We’ve got lots coming down the line and so let’s get into it!
Steffie continues her ongoing contributions to the TinyD6 universe
with new traits and prestige traits around Exalted Performers.
Colin Chapman brings us ideas and rules for customizing
magic with his Signature Sorceries article!
Will Munn continues the stories of Lake Taaris with episode 3!
And finally, Jonathan Hicks brings us The Dog Moon, a new
location for Tiny Frontiers: Revised!.
- Alan Bahr
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.com
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Exalted Performers
Exalted Performers
Steffie de Vaan
Some performers are better than superlative. People weep to
hear them sing, or laugh to see them dance. No mere mortals
can achieve such excellence through talent or practice. They are
simply magical. Any existing Heritage can take the prestige traits
below, which grant access to four powers.
Dream Dancer
Whether you sought them out on purpose, or accidentally
ventured too far from the path, you learned your craft dancing
with faeries in mushroom circles. One dew-drop filled morning
you were the last dancer remaining, and returned home.
Drawback: Reality and dreams blur for you. After you use Omen
or Trance, you have Disadvantage on Tests related to clarity of
perception for the duration of the scene.
• Omen: Spend an Action to spin and see a glimpse of the
future. This requires no Test. You may ask a simple yes or
no question, or ask the GM to describe the omen. This
omen is rarely crystal clear, but the GM should never lie or
deliberately try to lead you astray.
• Trance: Spend an Action to dance. Fodder and low threat
enemies who see you are automatically entranced, while
other NPC’s and PCs must succeed at a Save test. Entranced
people may take no actions, though an attack on their person
immediately breaks the trance. The effect lasts so long as you
remain dancing.
• Beyond Midnight: Faeries don’t get tired. You gain Advantage
on any Test related to physical endurance.
• Ageless: You don’t age on any day that you dance. This has
the added benefit of granting you +1 Hit Points.
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Heavenly Poet
Exalted Performers
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Siren
Exalted Performers
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Devil’s Drummer
Exalted Performers
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SIGNATURE
SORCERIES
By Colin Chapman
The various schools of magical
discipline that archmages master are
Signature Sorceries
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of archmages being able to customise their spells on the fly, it’s
often better to have several premade concepts for each spell ready
before play, so as not to slow things down. Just a little thought and
preparation means never needing to utter, “I cast Blast” again.
PERSONALIZED POWER
Magic can show the unique personality, focus, or creativity of the
caster, whether favored animals or familiars, personal symbols
Signature Sorceries
SCULPTED SCHOOLS
Although the default names of the Magical Disciplines of Tiny
Dungeon might seem to indicate particular color schemes,
the forms of the spells are still open to a huge amount of
interpretation. And as always, even the names and colors of the
schools are simple suggestions.
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Presented here are samples using two very different magical
disciplines, featuring the sorts of questions you might think
about when describing each spell as well as some examples.
Onyx Magic
Blast: How does it cover the distance to the target? How does
it inflict the physical damage? Is it a single missile or multiple
smaller ones?
Signature Sorceries
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Crystal Magic
Communicate: Is it purely mental, occurring only in the
minds of those involved? Does it project literal imagery and
sound? Could a “messenger” appear to relay information?
Miniature songbirds of scintillating light appear before the
caster and recipient, speaking the words that are said; those
communicating see and hear each other in their minds, their
heads surrounded by glowing halos.
Signature Sorceries
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The Turning of Lake
Taaris – Episode Three
By Will Munn
The Turning of Lake Taaris
The goodly folk living on the shores of Lake Taaris enjoy the
perfect life. Or so they thought. Magentists have been seeking to
grow their power, and in doing so, they’ve begun an awakening.
SETUP
Following a successful defense of Blue Heron’s Vineyard the
previous night, the party finds themselves back on the road. Thrust
into a world where nothing is normal at all, and still bearing the
burden of spreading the bad news after their tranquil existence is
interrupted by strange, even deadly, happenings. The once peaceful
wild beasts of Faeriewalk Forest and Lake Taaris converge on the
idyllic towns of Lion’s Shore, Waterbrocade, Forest Bay, and more.
The now mutated creatures have ravaged person, building, and
crop alike, and folks are banding together to stand against them in
the best cases, and fleeing or dying in the worst.
As they progress on their journey around Lake Taaris, it becomes
clear the strange and dangerous events are not localized. Everyone
has seen a toll taken by the attacks, and vines are growing out of
the forest toward settlements. Well, almost everyone.
The forest surrounding Lake Taaris, where all of the characters
would have played and picnicked with their family and friends,
changed. Anytime the players choose to journey into Faeriewalk
Forest for any reason, they will notice the following. In the forest,
many of the plants are dying, and the rest are becoming more
deadly. Thorns and giant flytraps are sprouting everywhere, and
vines look as though they are attempting to strangle the giant
faerie toadstools. The vines and flytraps will try to capture any
unwary character who moves too close.
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Digestive Vines
With dark, almost black, shiny, heart-shaped leaves, these vines
almost seem to grow while watched. They emit as sulfurous scent
and will move to grab any living thing that gets close.
Attack: Grasp and hold, these dangerous vines leave the skin
they touch raw as they attempt to digest you by touch. 1 damage
The Turning of Lake Taaris
Giant Flytrap
These bright green and red beauties snatch at anything that
draws close. It emits a sickly-sweet odor and looks oily and slick
to the touch. Their lightning-quick reflexes will beat all but the
fastest characters. Roll a test at disadvantage to dodge any attack
by a disturbed flytrap.
Attack: No damage for initially being trapped, but when the
digestive juices start flowing, a trapped person will take 2 damage
per turn.
Size: Large
HP: 5
Finally, the same as Episode 1 and 2, causing any mutated
creature (or plant) to bleed, they may make a Test if they have
the Perceptive or Eidetic Memory trait. Should they succeed,
they’ll note that the creature’s blood had an orangish tint to it. If
they gather a sample, they could always take it to Lemon Harbor
for examination at the Observatory. With Artisan Academy in
ruins, this is the only place that might have a way to look further
into the blood and any properties it may hold.
RULES
Rules from Episode 1 still apply, including the new Magience trait.
See TinyZine Issue 24 for details.
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The Turning of Lake Taaris
EPISODE 3 PLOT
At least one of the characters is returning home to Lion’s Shore
for the first time in what seems like years but is only two days.
They find their home in great shape! Whew! After stopping for
a quick break, they group resumes their journey North passing
the crossroads to Hedge Tree Keep. The Keep is thought to be
The Turning of Lake Taaris
E3 INTRO
The long road from Blue Heron’s Vineyard has never seemed
quieter. Eerily quiet. Disturbingly quiet. Deathly quiet.
The shoreline of Lake Taaris to the west is empty, its fishers
are nowhere to be found, and even the small critters usually seen
running from bush to shrub or across the road are absent. The
sky is clear, but a chill seems to duel for supremacy against the
morning sun. You shiver at the thought of what could be lurking
in the empty morning.
After an hour walking north, a single chipmunk catches your
eye. Though winter snows are far away, it appears to be gathering
berries at a frantic pace tucking them into its fat cheeks. When
the chipmunk notices you, it stands upright and chitters angrily
before running away up a nearby tree.
Shortly after, you crest the last rise revealing Lion’s Shore, and
much to your relief, it appears to be in no worse shape than when
you left. Repairs are nearly complete from the attack two nights ago.
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pleas fall on deaf ears. The village elders aren’t convinced of an
ongoing problem. “Where’s the proof?!”
Several encounters might happen in Lion’s Shore, or not,
depending on how long the group decides to linger here. One
thing is sure; there is no additional sign of the corruption of the
forest and its creatures.
The first and most likely encounter is with Rendalyn Fausenlore
The Turning of Lake Taaris
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he’s already mended the nets, but he assures the group that the
holes were real. He’ll also warn the group (as he’s known to do
by folks from Lion’s Shore), to steer wide of the old Hedge Tree
Keep on their journey north. “It’s haunted! I’ve seen lights an’ such
there in the night as ain’t natural.”
Finally, when the characters head on their way to Lemon
Harbor, later in the afternoon or the following morning, the
The Turning of Lake Taaris
mother of the character who lives in Lion’s Shore will send them
off with two baskets. One is filled with fresh mushrooms from
the famed mushroom farms of Lion’s Shore, and the other has
enough mushroom tarts to feed the group for at least three days.
“Can’t have you heading off into the dangerous world without
good food! Even if it doesn’t look too dangerous here!”
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Bandit Leader Goblin - Thorn
Thorn is quick, and when he chooses, deadly. However, he’s soft
at heart and will bluster and threaten, but ultimately avoid a
conflict that will risk harm to his compatriots. He has dark green
skin and looks relatively young and quite well-dressed.
Traits: Cleave, Dark-fighter, Lucky, Marksman, Vigilant
The Turning of Lake Taaris
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The Turning of Lake Taaris
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E3 YOU MIGHT REGRET IT
Because Thorn was worried about leaving the party sleeping on
the road and being attacked by monsters, each member of the
group will wake in separate holding cells with their packs and
equipment except for any money or weapons (those are with the
bandits) in the dungeon of Hedge Tree Keep. Luckily, whatever
dark mage who once dwelt here didn’t have an affinity for iron.
The Turning of Lake Taaris
Therefore, the cells are stone walls with decrepit wooden doors. A
simple test is enough to bash down the doors to the cells should
anyone make an effort. However, there’s an excellent chance this
will notify the bandits (they have advantage to their test to hear
it). The group must decide on a plan.
At any point where the group gets near enough to hear it,
there is a disturbance with the bandits. One of them, a human, is
undergoing excruciating stomach pain, creating a distraction and
the chance to escape! However, Lion’s Shore mushrooms are also
known to be good for an aching belly, and the bandits still have
the group’s weapons and money. Any observant members of the
party will notice with a test that the pained bandit’s ears and nose
are growing almost imperceptibly longer and sprouting tiny tufts
of white fur. This effect reverses when the bandit eats a mushroom
(including the tummy-ache). The symptoms might even lessen
slightly in close proximity to a large number of the fungi.
Thorn will be gracious and let the party go with their weapons
for helping his compatriot; however, he will ask for a few
mushrooms. Alternatively, the party can use the trouble as a
distraction and escape without their things, not getting the hint
about the mushrooms.
On to Lemon Harbor! Maybe Magentist Koliver will have
some idea about what is happening. If the group has any
reservations about heading that direction at any point in this
adventure, remind them Koliver might be able to look at any
blood samples they’ve gathered.
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THE DOG MOON
A location for Tiny Frontiers
By Jonathan Hicks
The gas giant GP152-564 – otherwise known as Pinback – is
the third planet in the Gord IV system and it attracts a lot of
attention. Not only is the atmosphere rich in heavy elements and
gasses, which is why there are plenty of mining stations in orbit of
the world sending DipShips into the upper atmosphere to gather
guaranteed profit, there is a mountainous forest moon here rich in
exotic animals that big game hunters like to visit. It is known as
D-0GK9, otherwise known as the Dog Moon.
THE MOON
The atmosphere is warm and pleasant but requires the use of a
breather mask over the mouth and nose to filter out the air as
it can be toxic over time, but other than that visitors can dress
The Dog Moon
as they please. The terrain is mountainous for the most part and
the lower ground is thick with temperate forest. The season does
not seem to change as the constant reflected heat and radiation
from the gas giant (which dominates the sky) keeps the moon in a
single season. There is regular rain, usually sudden and heavy, and
lightning storms are rare but incredibly dangerous; if a storm does
develop, everyone on the surface is advised to seek shelter and all
flights are cancelled.
HUNTING
The Dog Moon is a favoured destination for hunters but there is
a single rule; no killing. Hunters can use location tag guns, which
leaves no mark on the target but calculates where the shot hits
and if the hit would have killed the target, classic paint balls and
the much preferred tranquillizer rounds; after all, the last thing
you want is an enraged Teraraptor bearing down on you and all
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you have is a paintball gun. The
law is clear; no animals are to
be harmed or killed.
However, this doesn’t stop
hunters with a lust for blood
from travelling to the moon to
try and hunt down and kill the
animals that live here; these are
known as ‘blood hunters’. There
are no other reasons they do
this other than to boast about
their exploits and return with a
trophy. There is highly lucrative
business in this as monitors
and officials on the moon take bribes to turn a blind eye, starship
captains charge for illegal landings in the wilds and guides taking
the hunters into the deeper, more dangerous areas of the moon.
Most creatures on the Dog Moon are nothing spectacular, just the
moon’s equivalent of animals that exist on most temperate worlds.
What makes the animals of the moon unique is the fact that
they have adapted to blend in with their backgrounds, a natural
camouflage that helps protect them from the many predators
across the surface. This is why hunting here is such a challenge;
hunters have to find their quarry before they can tag it.
TERARAPTOR
The Teraraptor is the moon’s most sought-after target. This part
lizard/part bird creature has long multi-jointed limbs which
enable it to move fast not only on the surface but also through the
huge thick trees. The long sinuous neck supports a large head with
sharp, needle-like teeth.
HP: 6 (High)Traits: Claw (Melee Attack): Test 2d6 against an
enemy within 5 feet of you. Berserker, Sneaky, Tracker
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CLIFFLUMP
The large Clifflump spends most of it’s time in the mountains
where it grazes in the scrubland and licks the minerals from the
exposed layers of rock. What makes the Clifflump a challenge is
that it’s natural armour makes it hard to take down; the creature is
a six-legged animals with a shaggy hide and horns, resembling a
bison. It does not fight unless cornered.
HP: 7 (High) Traits: Horns (Melee Attack): Test 2d6 against
an enemy within 5 feet of you. Sneaky, Armor Master
BLADEBEAK
This huge four-winged animal is a dangerous predator and is capable
of carrying off a grown person. The claws are dangerous but the
beak tapers to a thin blade capable of cutting through most hides. It
nests at the top of mountains but hunts in the lowland forest.
HP: 5 (High) Traits: Beak (Melee Attack): Test 2d6 against an
enemy within 5 feet of you. Cleave, Sneaky,
DARKDWELLER
The Dog Moon
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ADVENTURE HOOKS
Hunting Trip – The players hear of the Dog Moon and decide to
go on a hunting trip. There is plenty of money to be made as, even
though the creatures can’t be killed or traded, there is a gambling
business based on the number of creatures tagged or tranquillized,
run by interstellar syndicates and played by the miners on the
stations orbiting the gas giant. There are a lot of credits to be made
by hunters spending 48 hours in the wild making as many tags as
they can.
Stop The Hunt: The players are hired to track down and stop illegal
blood hunters on the moon. There is a problem; NOTHING can
be hurt or killed on the surface, including hunters, so they’ll have
the heavy weapons while the
players will only have non-
lethal weapons.
Break The Ring: The
players are hired to not
only stop the hunters but
The Dog Moon
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