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TinyZine 29
TinyZine 29
TinyZine Issue 29
Written by Colin Chapman, Lucus Palosaari, & Steffie de Vaan
Editor: Alan Bahr
Interior Art: Nicolás R. Giacondino, Andrew Wolf, & Chris Yarbrough.
Cartography: Dyson Logo
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-ninth issue of TinyZine, and the ninth
of 2020. Since we last came to you, the world has gotten crazier
(somehow) and life has changed! But some things remain the
same and part of that is the excellent submissions and writing that
is from our TinyZine contributors!
Fan favorite columnist Steffie de Vaan delivers an excellent
tavern, the Quiet Margose, suitable for Tiny Dungeon 2e (and in
this editor’s opinion, Tiny Taverns as well.)
New contributor Lucus Palosaari sets us forth on a
swashbuckling adventure for Tiny Pirates: The Lord Captain’s Trap!
Our ever-regular and esteemed Colin Chapman continues the
excellent work found in last months’ Signature Sorceries with this
month’s Artful Artefacts!
- 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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Quiet Margose
Quiet Margose Tavern
Tavern
A setting locale for Tiny Dungeons 2E
Steffie de Vaan
Margose is a legendary adventurer who rose from humble
beginnings as a pirate queen to the actual Queen of Sahell, until
she got bored running a kingdom. Now she runs a tavern where
she doles out advice to, and occasionally tutors, the next generation
of adventurers. The tavern is filled with souvenirs of Margose’s life
and, some say, still hides her substantial treasure horde.
You can use this setting locale with Tiny
Taverns. I also provided several prompts
that you can read to your players when
they enter an area - let them answer and
take it from there.
1 Entrance
While the tavern has several entrances, this
is the one people commonly use. Margose’s
crown hangs above the entrance, secured
with insoluble glue made from Dagon
Beast. As the crown was an heirloom
of the royal family of Sahell, Margose
taking it caused quite a stir and there’s a
sizable reward for its return.
Prompt: Ah, Quiet Margose’s! When
did you last visit, and why is Margose
fond of you?
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Quiet Margose Tavern
2 Common Room
The common room is always packed with adventuring troupes
trading maps, weapons, magic items and loot between them. There’s
a traditional ‘heroes wanted’ bulletin board next to the entrance,
listing everything from dragon-slaying services to quick pick-up
jobs. Mysterious cloaked figures offer jobs needing more discretion.
Prompt: List three jobs from the bulletin board - one easy, one hard,
and one challenging but doable. Do any appeal to you? (As GM: roll 1d3
to decide which of the jobs is a trap set by a lich to snatch adventurers.)
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The tavern’s tables come in a variety of sizes to accommodate
Quiet Margose Tavern
3 Bar
Margose works the bar most nights, though she hired a goblin
to help busy nights. Bael, the goblin, uses various stepping stools
to compensate for the difference in height between themselves
and the taller Margose.
Prompt: You and Bael know each other from a job gone disastrously
wrong. What was the job and why is it one of Bael’s best memories?
Prompt: The person sitting at the bar next to you surreptitiously
slips you a note. What does it read?
4 Kitchen
Hedra works the kitchen, where she makes traditional dwarven
meals. She uses the open oven to cook her signature flatbread,
not entirely coincidentally letting the delicious smell fill the
common room to boost sales. Hedra claims she’s a princess of
the Dwarven kingdom of Underhall, though she’s nowhere in
line for the throne.
Prompt: Hedra always makes your grandmother’s sweet breadcake
when you visit. How did she get the recipe?
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5 Terrace
Quiet Margose Tavern
6 Backroom
Margose and Hedra sleep in a small backroom that serves as both
a living area and store room. Margose’s twin axes are mounted
on the wall, conveniently within reach, and Hedra still keeps her
spellbook handy. Apart from fending off the occasional brigands
though, the pair enjoys their quiet tavern life.
Prompt: One of the knick knacks on the bookshelf is a souvenir
from an adventure you and Margose had. What’s the object, and how
did you two snatch victory from the jaws of defeat?
7 Deliveries
Margose keeps her horse Horse in the deliveries area. Despite
never properly naming him, and Horse getting too old for any
kind of work, she can’t bring herself to part with the trusty Bay.
To make sure Horse doesn’t get lonely, Margose occasionally lets
adventurers pasture their horses in the field outside the tavern.
Prompt: Margose boarded up this area to protect Horse, as an
unknown predator is attacking livestock. You recognize the tracks the
animal left and it’s no ordinary hunter. What manner of creature is
it, and where did you encounter it before?
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Characters
Quiet Margose Tavern
Margose
Despite the nomer, ‘Quiet Margose’ is rarely quiet and no one is
really sure how she got the nickname. Margose says, sometimes
jokingly and other times quite earnest, it’s because she’s a silent
killer. Belief: I’m retired. Traits: Bow Mastery, Light Melee
Proficiency (Mastered axes), Armor Master, Barfighter, Dual
Wielder, Educated, Lucky, Sneaky. Hit Points: 6 (without armor).
New Trait: Dual Wielder
You may wield two light melee weapons and use both with one Attack Action.
Roll your first attack normally, and the second at Disadvantage. If you choose to
attack for both your Actions, only one benefits from Dual Wielder.
Hedra
Hedra is a Dwarven princess, twelfth in line to the throne of
Underhall. Just last year she was number twenty-four, but the royal
family suffered a series of mysterious accidents. This development
greatly worries Hedra, who under no circumstances wants to die
or ascend the throne. Belief: Thrones are overrated. Traits: Dark
Vision, Light Melee Proficiency (Mastered the quarterstaff ),
Barfighter, Educated, Resolute, Spell Reader. Hit Points: 8.
Bael
Bael is a hard worker, having learned early on there’s often more coin
in selling drinks to adventurers than being an adventurer. It’s also far
less dangerous. Bael wants a stake in the tavern, but needs something
other than money to persuade Margose. Belief: There’s always an
angle. Traits: Goblin Agility, Ranged Proficiency (Mastered daggers),
Barfighter, Charismatic, Insightful. Hit Points: 4.
Horse
Horse comes from a proud lineage of Horse Kings of the Plains, not
that anyone ever asks. Bay colored. Likes apples. Belief: I protect
Margose. Traits: Crushing Blow, Fleet of Foot, Tough. Hit Points: 10.
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The Lord Captain’s
Trap
By Lucus Palosaari
Synopsis
The Lord Captain’s Trap
Introduction
The War of the Spanish Succession has ended and many sailors
have been released into the world with skills at warfare but little
in the way of “honest work.” Turning to piracy comes naturally
to many and so the governments turn to their militaries to hunt
for pirates.
Among them is Englishman Sir William Heastead. Known to
his men as “The Lord Captain,” both because by birth a noble
from some undistinguished lineage back home in England, but
also because of his love for the tales of knights of old. He seeks
to earn fame and glory to rival his idols Sir Francis Drake and Sir
Henry Morgan, and acts as if he were some self-styled Knight of
the Round Table or one of Charlemagne’s paladins.
But in the modern day of 1717, the West Indies are not what
they once were and no place for those who idolize the Nine
Worthies. The most likely avenue Sir Heastead can find now to
glory is to capture a pirate of some infamy to drag back to the
Execution Dock on the Thames. And so the Lord Captain and
his “Knights” have come up with a cunning plan to capture pirates.
Following the design of the HMS Kingfisher that counters pirate
attacks in the Mediterranean, Captain Heastead has outfit his
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warship, the HMS Silver Hart, to masquerade as a merchantman
with cannons hidden behind false bulkheads and various other
means of changing her appearance. He also has a fast moving
barque, the HMS Dragonfly, that has similar modifications for
disguise and carries guns beyond its norm.
The two ships choose a location at sea that is frequented by
pirates, fly false flags to hide that they are ships of the Royal Navy,
and set men in crow’s nest to sight the horizon while they seem
The Lord Captain’s Trap
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Getting Players Involved
The lead into the first scene should be easy — have them come
upon the two ships. This scenario works best if the characters have
captured a few ships previously and so are not especially “suspect”
of this specific set up.
D6 Nationality
Scene 1: Sails Ho! 1 Dutch
The Lord Captain’s Trap
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HMS Dragonfly — Hull 13 (Lead Plating: Sink +1), Sails
7 (Silk), Crew 7 (Double Hammocks, All 7 Expert Officers),
Cannon 5 (Chasers).
As the Hart is stationary, the pirates will need to slow as they
come in for boarding. Upon reaching Near or closer to the Hart,
the Dragonfly will charge in from outside (no Weather Gage
or similar roll needed if the pirates are unaware, though the
Dragonfly will only get one attack action on them on that turn
The Lord Captain’s Trap
Scene 2: Boarding
If the Hart and pirates begin Boarding Actions, you can use normal
ship combat rules if you choose to resolve the combat. Alternately,
you can have the battle devolve into a more intense melee between
crews, with the Lord Captain and his seven Knights (his officers)
targeting the characters. If the pirates need to battle standard crew,
use the Men-at-Arms stats below.
Knights/Officers — HP: 6 (High) — Description: Officers
of His Royal Navy dressed in uniform to perfection even in the
heat of battle; the Lord Captain’s “Knights” have a fanatical belief
in their Captain that is palpable. — Traits: Diehard • Role Specific
Trait: Each Knight has a Role on the ship and gains the associated
Trait (ex. the Pilot has the Control trait, the Ship’s Doctor has
Health trait) and can use it if applicable, especially in ship combat.
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Men-at-Arms/Sailors — HP: 3 (Medium) — Description:
Sailors of His Royal Navy, The Lord Captain keep the men in
fighting form and proper dress. — Traits: Choose one: Acrobatic,
Barfighter, or Brawler.
all the men that still live. An accomplished duelist, and armed
with a wicked family heirloom medieval arming sword instead of
the standard officer’s sword, the Lord Captain will even “agree to
terms” before competing in a duel. For instance, if he is winning
he will release all non-officers (everyone but the player’s characters
basically) at the next port, taking only the pirate captain and his
officers back to London for trial. Alternately, if he is losing, he’ll
offer to surrender his ship and men peacefully to ransom.
We recommend using the optional dueling rules for this fight.
Captain Sir William “The Lord Captain” Heastead — HP:
9 (Heroic) – Description: The very model of a modern Major-
Admiral — Traits: Opportunist • Vigilant • Captain (Role) —
Command: When you give orders during a ship combat and your
Knights follow your orders their dice succeed on a 4-6.
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ARTFUL
ARTEFACTS
By Colin Chapman
Typically, a great deal of attention is given to the mechanics of
how magical items work in a game. The actual appearance of them
can be something of an afterthought, often falling back on devices
that glow or are engraved with impressive runes. This robs magical
items of a great deal of potential uniqueness and desirability.
This article provides useful random tables of materials and
ARTFUL ARTEFACTS
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ONYX MAGIC
Associations: Damaging energies, force, protection
D6 Material
1 Basalt
2 Blackened steel
3 Hematite
4 Jet
5 Obsidian
6 Onyx
D6 Special Effect
1 Dark wispy tendrils emanate from and coil around it
ARTFUL ARTEFACTS
CRYSTAL MAGIC
Associations: Communication, emotions, thoughts, feelings, time
D6 Material
1 Alexandrite
2 Colored Quartz
3 Colored Topaz
4 Diaspore
5 Opal
6 Rutilated Quartz
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D6 Special Effect
1 Deep within it, a crystalline brain or heart pulses with traces
of lightning
2 It emanates faint emotions based on its frequency of use
and the intent of its creation, being happiest when used
regularly as originally intended
3 It goes through a constant cycle of aging each day,
appearing newly forged before displaying the wear and
ravages of time and use
4 Its appearance reflects the user’s mood, changing as that does
5 Periodically, small things close to the item momentarily
freeze as if briefly stopped in time
6 The user’s words appear on its surface as spoken, in an
ARTFUL ARTEFACTS
elaborately-penned script
EMERALD MAGIC
Associations: Life-force, earth, growth, plants
D6 Material
1 Amber
2 Bloodstone
3 Emerald
4 Exotic Wood, e.g. ebony, purpleheart
5 Jade
6 Petrified Wood
D6 Special Effect
1 Deep fissures criss-cross it like stone
2 It grows and changes subtly but noticeably over time
3 It sheds leaves or petals as it is used
4 Living vines grow around it, occasionally blossoming
5 Veins of pulsing life-force, amber, green, or red, run through it
6 Small plants such as flowers move and watch the item as
it passes
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DIAMOND MAGIC
Associations: Cold, ice, blizzards
D6 Material
1 Clear Quartz
2 Diamond
3 Larimar
4 Moonstone
5 Permanent Ice (Ice that never melts)
6 Selenite
D6 Special Effect
1 A cold wind whips around the user when they wield it
ARTFUL ARTEFACTS
RUBY MAGIC
Associations: Fire, volcanoes, mystic birds
D6 Material
1 Cinnabar
2 Copper
3 Firebird Feather
4 Fire Opal
5 Garnet
6 Ruby
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D6 Special Effect
1 Coils of smoke emanate from it
2 Lava appears to flow within it
3 Heatless flames lick around it
when wielded
4 It constantly drops small traces
of ash
5 It is always hot to the touch
6 Sometimes flaming feathers
drift from it, burning up in
moments
SAPPHIRE MAGIC
ARTFUL ARTEFACTS
D6 Special Effect
1 A thick, elaborate pattern of rust grows across it
2 Barnacles and other small sea creatures live upon it
3 Fish are seen swimming within its depths
4 It constantly sheds small drops of saltwater
5 Salt crystals form a constant thin crust over it
6 Waves roll and crash beneath its surface
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GENERAL MAGIC
Associations: Everything else
D6 Material
1 Bone/Ivory
2 Bronze
3 Exotic Hide, e.g.
dragonscale, snakeskin
4 Exotic Gemstone, e.g.
labradorite, lapis lazuli
5 Impossible Material, e.g.
solid moonbeam, woven
ARTFUL ARTEFACTS
clouds
6 Precious Metal, e.g.
electrum, gold, silver
D6 Special Effect
1 Colored lightning dances across its surface
2 Drifting motes of colored light surround it
3 Glowing, intricate runs adorn it, these morphing to
reflect the user’s name and deeds
4 It briefly leaves a blurring arc of shadow, light, rainbow, or
after-images when it is moved
5 It changes it appearance to match the personality and
current dress of its user
6 It gives off a dramatic or melodic sound when used
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