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TinyZine

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

Published by Gallant Knight Games, 2019

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


©2020 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-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

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

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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

Either you are personally blessed by the gods, or someone in your


family - your grandmother probably - had a fertile tryst with the
divine. You channel the gods’ power of creation through your words.
Drawback: Gods, on a whole, are entitled and antagonistic.
Decide with your GM if this prestige trait comes with the enmity
of another god, or if ‘your’ deity is particularly demanding and
meddlesome. This should present a concrete problem at least
once per story.
• Blessing: Spend an Action to bless someone within arm’s
reach of you and grant them Advantage on their next Test.
You may use the same power with a Test to bless someone out
of reach, so long as they’re still within your line of perception.
• Sharp Tongue: Spend an Attack Action and make a Test
to speak hurtful words. The target of your tongue takes
one point of damage. While the target
themselves is aware you did something
to hurt them, other people (unless they
know of your blessing) will not connect
you to it.
• Wordsmith: Once per story you
may describe something and
imbue it with reality. You could
create a flying pig, a flaming
sword that only hurts liars, or
even un-speak a recent death.
As the end of the scene, if you
want, make a Test to have your
creation remain.
• Immortal Poet: You are
immortal so long as your stories
are still retold or read. If you fall below
0 Hit Points, roll a d6 and self-resurrect
that many days later.

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Siren
Exalted Performers

You sold your soul to a fae, god, or other powerful creature in


exchange for a magical voice. Your song makes audiences weep
with ecstasy or despair, and kings and queens pay your weight in
gold for a performance.
Drawback: You made a deal with an entity far greater than
yourself, and they always collect in the end. When you fall to zero
Hit Points or below, unless you somehow persuade your lender
to make a secondary bargain (roleplay this with your GM), you
cannot be resurrected through any means.
• Truth in Song: Spend an Action and make a Test. The
words to your song worm themselves into the audience’s
mind and, over the coming days, they begin to take them
as truth. This works automatically on fodder and low threat
enemies. Other NPCs and PCs get a Save Test. Stopping
one’s ears negates this power.
• Ear Bursting Pitch: Spend an Attack Action and make a
Test. All fodder and low threat enemies within earshot take
one point of damage, while other NPCs and PCs must
succeed at a Save Test or suffer the same. Stopping one’s
ears negates this power.
• Soundwave: Spend an Attack Action to scream. Fodder and
low threat enemies within earshot are automatically pushed
back (one zone, if using the zone rules), while other NPCs
and PCs must succeed at a Save Test or be pushed back.
• Siren Song: Spend an Action to weave an alluring song.
Everyone who hears it moves closer (a zone, if using the
zones rules) to you. Medium threat enemies and PCs get
a Save test if going to you would directly harm you (for
example if there’s a chasm in between). Stopping one’s ears
negates this power.

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Devil’s Drummer
Exalted Performers

You’ve been to Hell and that’s exactly as unpleasant as it sounds.


You escaped though (or maybe a fiend let you go) and now
you’re back stronger than ever. You still hear the drums of Hell
everywhere you go.
Drawback: Either you’re an This prestige trait may venture into
escapee from hell and there’s mature territory, so discuss with your
a bounty on your soul, or group if they’re okay with you taking
you made a fiendish pact. In it, and (if so) how many demonic
the latter case, discuss the details they want.
particulars with your GM
- maybe you need to acquire souls for your patron in a demonic
pyramid scheme, murder someone for them, or assassinate a Duke
of Hell.
• Devil’s Drums: Spend an Action and make a Test while
playing a drum. On a
success choose one effect: all
enemies within earshot must
make a Save Test or suffer
Disadvantage on their next
Test, or all allies within earshot
gain Advantage on their next Test.
• Hotter than Hell: You never
suffer damage from fire, weapons
wreathed in fire, hot steel, and so on.
• What Doesn’t Kill You: When
someone makes an attack against
you and they miss, you may make
an immediate counter-attack at
Disadvantage. This is a Free Action.
• Makes you Stronger: Everytime
you take damage, your next Test is at
Advantage.

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SIGNATURE
SORCERIES
By Colin Chapman
The various schools of magical
discipline that archmages master are
Signature Sorceries

presented purely as rules rather than


descriptions. Lacking descriptive
text is a boon for the imaginative
player as this article looks at how
spells can be made truly evocative,
either by displaying the personality
and individual flair of the caster,
representing the foci of the magical
disciplines themselves, or both.
By looking at what the mechanics
of a given spell do and considering
how such effects might occur, it’s
possible to create all manner of
different descriptions so that even
the exact same spell cast by two different archmages can seem
utterly distinct from each other. This provides variety even if the
spell lists themselves are limited and helps magic seem that bit
more impressive. It also grants players (and Gamemasters) the
option of tailoring the outward appearance of magic to fit their
campaign setting; effects can just as easily be described as lowkey
and subtle as bold and breathtaking.
Pondering how a given archmage’s spells appear might be done
before play, setting them in concrete. Perhaps the descriptions
signify the spells of various schools of magic that follow the same
discipline. If magic in a setting is dictated more by the individual
and their whims, the spell descriptions might be personal to each
archmage, or maybe are even changed at a whim. In the case

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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

or highly regarded objects, a favored aroma, or an appropriate


auditory accompaniment.
Some examples:
• Isarene is a brooding archmage of the Emerald Magic school
views the magic of life-force and growth as but an inevitable
path to death. When she casts Thorns, they are described as
a shower of gnarled, bone-white thorns accompanied by a
few fluttering, decaying leaves.
• In contrast, Caramar the Emerald archmage, is particularly
obsessed with birds. His Thorns resemble sharp green
feathers and shriek like an eagle as they fly through the air.
• Varmond the Variegated is known for his eccentric, multi-
hued patchwork robe and garishly-dyed hair. An archmage
of the Ruby school, his Licking Flames are a kaleidoscope of
color whenever he casts them.
• Ruby archmage and master chef Bollario finds that his magic
is infused with his love of food. His Licking Flames have all
the mouthwatering aroma of a fine outdoor barbecue.

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

It could be a typical bolt or ball of energy or a hail of projectiles;


a sudden explosion of force next to a target; a shadowy lash of
energy erupting from the archmage’s palm.
Hurl: Is there a visible component to the target being grabbed
and hurled or is it an invisible force? Is it completely disembodied
or is there a visible connection to the caster?
Hurl might be a gigantic clawed hand that picks up and throws
the object; a faint nimbus around the object; or a shadowy lash
connected to the caster’s palm again, wrapping around it and
whipping it forcefully away.
Shatter: Is it a selection of individual Blast-like attacks
occurring simultaneously? A single magical assault in the form
of a cone, spray, or other area effect that leaves non-enemies
unharmed?
A swarm of razor-winged butterflies might issue from the
caster, swarming enemies; pillars of energy might descend from
the heavens to smite foes; miniature black holes might appear
next to enemies, ripping at them with terrible force.
Shield: Is it a literal shield or protective field? Does it operate
by redirecting attacks or shunting the caster out of the way?
Perhaps tiny disembodied arms slap at incoming blows, causing
them to miss; maybe several disk-like shields orbit to caster,
attempting to intercept blows; or could energies course through
the caster, giving them an amazing ability to avoid harm?

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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

Pacify: Does it directly dampen negative emotions? Is soothing/


calming imagery employed either in the mind or visually? Are
positive memories or feelings triggered for it to work?
A crystalline mandala unfolds around the target, drawing away
their negative emotion; brief flashes of positive life experiences
flood the target.
Timeview: Perhaps the information appears like written
facts? Does the caster experience a mental or actual flash of
the object’s/location’s past as if they were
there and witnessed it?
The object whispers a secret in the
caster’s ear; the caster sees a ghostly scene
of the object’s history around them,
revealing key information.
Unsettle: In terms of
potential description, this is
almost the inverse of Pacify.
Additionally, it could reflect
a physical discomfort causing
distraction.
A brief image of the target’s
own potential demise appears
before their eyes; they suddenly
deeply regret eating last night’s
meal as stomach cramps ensue.

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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

per turn held.


Size: Medium
HP: 2

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

haunted, but is it? While attempting to stay clear, the characters


are ambushed by “ghosts” who are bandits squatting in the keep.
They are outnumbered and locked up. Can they escape?

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.

E3 PROBLEMS? WE AIN’T GO NO STINKIN’


PROBLEMS!
Here in Lion’s Shore, people seem oblivious to what’s going on in
the world outside. The party may try to convince the town to set
up watches, makeshift defenses, or whatever they like, but their

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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

VII, a village elder of the fey heritage. Elder Fausenlore will


reprimand the party for bringing such disturbing news to their
perfect, tranquil village, and ask them to move on as soon as they’ve
had a rest. “I’m grateful to you for helping drive off those critters
the other night, but clearly, we haven’t had any more problems
with them. What we need now is for folk to stop fretting about
what might happen. We’ve got to get this town rebuilt and get
back to business as usual! The mushrooms won’t grow themselves!”
Arguing with Rendalyn will only further cement her determination.
Eventually, she will excuse herself to “pressing duties elsewhere.”
Following a conversation with any village elders, two potential
folks may approach the party in secret. These encounters will take
place unobtrusively if possible, with the person either visiting the
home of one character’s parents in the night or catching them by
whispering from behind an outbuilding or perhaps up in a tree.
The first is Timmy Rosebush, a scruffy human kid of maybe
nine years. Timmy will tell the group about things he saw as he
wandered East a few miles away from Lion’s shore. “There’s stuff
out there as ain’t natural, sirs! I high-tailed my way back to town
quick as I could, an’ lucky they didn’t follow me!” Pressed for
details, Timmy has none, and his concerns all may come from the
overactive imagination of a child.
Gimmlet is a quite old goblin fisher who doesn’t go out on boats
on his own anymore due to very poor eyesight. These days, he
spends his time mending nets on the docks. He’ll tell of big holes
gnawed through the nets that aren’t natural. “Fixin’ ‘em all’s causin’
my ‘thritis ta act up!” He doesn’t have samples to share, because

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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!”

E3 WHEN YOU LEAST EXPECT IT


Hedge Tree Keep, long thought abandoned (and haunted), is a
bandit hideout. Typically, the bandits strike far from home to
throw off the scent of Lake Taaris’s loosely knit constabulary.
Still, with the world gone topsy turvy, the bandits are afraid
to venture far from their home base, and they strike when the
companions are passing nearby. One of them is a magentist who
developed a drowsiness-inducing powder (and an antidote) that
the bandits release into the air to aid their ambush. The party
will notice they are getting sleepy when they pass the crossroads
leading to Hedge Tree Keep. They will be at disadvantage for all
of their actions to resist the bandits. If there is a magentist in
the group, they may recognize the effects but are
ultimately powerless to reverse them. They
may suggest covering noses and mouths
with cloth, and anyone who does so will
wake before the rest of the group.
The bandit party consists of the
following, and there are always two on
watch at Hedge Tree Keep at any given hour.

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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

Attack: Mastered in dagger and crossbow.


Size: Medium
HP: 4

Bandit Magentist Dwarf - Orchid Benjamin


Orchid is a bemused-looking dwarf with a short-cropped, but
bushy black beard. He wears spectacles and looks generally
rumpled. Don’t let his appliance fool you, though. This dwarf is
as capable as the next magentist.
Traits: Magience, Resolute, Numble Fingers
Attack: Orchid sticks to the abilities granted by the Magience
trait. He’s out of his sleeping powder after the initial dose, and it
will take him several days to make more.
Size: Medium
HP: 8
Magience: It’s not magic, it’s science! Through the use of natural
phenomena, tinctures, pseudo-science, and sleight of hand, a
Magentist may perform various actions following a successful
2d6 Test. They can heal a target 1 Hit Point or do a 1 Damage
ranged attack that looks like a smoking ball of brilliant white
light that leaves spots in the vision of the beholder. They may also
perform simple feats that appear impossible to the unenlightened.
They could levitate themselves or small objects or saw unwitting
participants in half and put them back together again. Also, if
you have a boil or a rash, they can provide a draught to drink or
oil to rub on that will likely help.

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The Turning of Lake Taaris

4-10 Additional Bandits


This lot has representation from all of the heritages. They are
generally unkempt scallywags, but they aren’t particularly
cruel or vicious. They’ve each chosen to follow Thorn for their
reasons. They usually stick to thieving what they need and keep
to themselves at Hedge Tree Keep. Hey, it’s a living. They’ll
probably run if indeed threatened with death.
Attack: With a variety of weapons as diverse as the group
themselves, most of the bandits are nowhere near as competent as
their leaders. They can attack with a successful test and do 1 damage.
Size: Medium
HP: 2

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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.

CREATURES ON THE MOON


The Dog 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

Another dangerous predator, Darkdwellers live in the deepest cave


systems of the moon, usually in networks of tunnels and caves
where prey can easily get lost. With the body of a snake amplified
by four thick, powerful legs and give this creature the speed and
agility it needs to hunt it’s prey. At six feet long it’s a dangerous
creature, and it’s low-light vision makes it an incredible challenge.
HP: (Medium) Traits: Claw (Melee Attack): Test 2d6 against
an enemy within 5 feet of you. Poison Shot (Ranged Attack): Test
2d6 against an enemy within 5 feet of you, Dark-fighter, Sneaky

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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

to also infiltrate and break


the criminal ring that
enables and funds the blood
hunters. This ring stems
form the rangers on the
surface, the officials at the
few landing stations on the
surface and the organisations
based on the stations above
the gas giant. Not only that,
but the blood hunters are
from all walks of life, from
wealthy businessmen to rich
company owners and even
politicians, who will make
life difficult for the group!

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