Professional Documents
Culture Documents
Micro Tails March 2021
Micro Tails March 2021
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And at
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Contents
0.0 World Map Map of Helick Water
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Section 0.1
Designer’s
Letter
March 2021 Issue
Hello, Readers and Gamers! Welcome to
the first issue of Micro Tails zine! And yes,
for those of you wondering, TAILS is the
intended spelling! It is a reference to a
running character who will appear
throughout the magazine issues--Sylvia
Tails. Her adventures, and those of fellow
heroes she encounters, will drive the
fiction and game elements you are going
to experience here!
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Each issue of the Micro Tails zine will
include a short story to introduce you to
the current adventure, a new premade
playable character from the story, a
dungeon scenario connected to the story,
and finally a new wonderful and mystical
item for you to find and use!
This first issue, being the month of Saint
Patrick’s Day 2021, focuses on the
elements of luck, gold, and--of course--a
wicked and evil fey-like leprechaun! If
you’ve followed my work for any amount
of time, you will know how much I love
holidays and love creating works based
around seasonal adventures.
There is so much inspiration for creativity
and roleplaying in the very world we live
in. I hope you can find the magic in every
day as well. Especially right now in this
upturned world! Happy gaming!
-Noah Patterson
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Section 1.0
- STORY -
The Luck Day Disaster
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ONE
Sylvia Tail pushed the damp cloth up and down
the shiny oak bar, stopping every couple of
feet to make sure she could see her own
reflection in the shimmering surface of the
countertop. Her tanned skin from years being
out in the sun on a sailing ship had never
quite faded. The headband of her tribe she
always wore at all times was a reminder of
that lost past. Most of all, the twin Tails of
brilliant red hair, starting as one braid but
then separating into two, represented the
duality of her life.
At one time, a mercenary of the Helick Sea,
hunting down pirates and sinking them.
And now, a humble Tavern owner and a member
of the Trabor Bay City Tavern’s Guild.
Sighing, she continued her work of cleaning
and polishing the bar in preparation for that
day’s customers.
Syliva took great pride in the
spick-and-span nature of T he Two Vines and
Sword, a rather humble tavern in the seaside
city of Trabor Bay.
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Compared to other taverns within the stone
walls of the city, it was nothing to write
home about. With so many people and races
living in one teaming location along the sea,
there was obviously a great competition
between local businessmen and women for
“real estate” in the tavern world.
Most every adventurer drank. Most commoners
did as well. Mead, ale, and wine were luxury
commodities that often felt more like a
necessity in such a community.
However, Sylvia was proud to say she did a
good amount of business for such a small
north end Tavern. Green adventurers, those
who were new to the profession and aspired to
the herodom and fame of the city’s greatest
warriors, were her main source of business.
She also often served older adventurers who
were on their way out of the profession--and
who appreciated a cheap pint and a quick bite.
Her prices were fair, and significantly
cheaper than some of the “big boy” corporate
taverns that had popped up all over the land.
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Starmead Tavern was one such business chain
that seemed to have a new location on every
single block of the city. Rumors said they
were even opening up locations in other small
towns throughout the country of Helick
Water. One talkative dwarven customer had
claimed to see one operating along a trail in
the Bevinal Forest.
Somehow, Sylvia highly doubted his word on
the matter. After all, he was already a good
five meads deep into drinking when he’d said
it.
Today, of all days, would be a big business day
for her. It was the Luck Day Festival in town,
a time to worship the great green Luck God
and ask his blessing on business, crops,
romantic endeavors, and anything else anyone
wanted. These wishes for the luck goddess
were written on clover leaves and then added
to mead filled cauldrons throughout the city.
Once day turned to night, the leaves would be
boiled over a hot fire to send the wishes up to
Fortuna. People from all over came to
celebrate, make wishes . . . and embibe.
Drinking was a huge part of the festival. Many
taverns even dyed their Mead a greenish hue
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in honor of the Luck Goddess Fortuna. Many
believed matching the goddess preferred
color would increase the chances of those
wishes coming true.
Sylvia herself had even dyed a cauldron of
mead green and was going to set it out on a
table out front. After all, it was good luck to
be one of the businesses to offer a cauldron
for wishes. The boiling of the mead was as
much a boon for those who contributed to the
pot as it was for the business who boiled it.
In fact, she realized, it was just about time to
open the doors of the tavern and put the mead
cauldron outside.
Finishing off the end of the countertop, she
deposited the rag into a wash basin beneath
the bar and headed around to the front. The
cauldron waited for her on a table near the
door.
Easily hoisting the pot in one arm, she lifted
the bolt and swung the front door open . . . and
let out a shriek of surprise.
Someone was standing there.
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No, not standing there.
Leaning there. Buck naked.
Within a second, she realized it was a dead
body, dripping in blood and fresh
wounds--just before it toppled forward.
Leaping back, she dropped her cauldron which
hit the tile--cracking it--with a loud thud
and sloshing about.
The dead body of the grey bearded dwarf who
stood there plunged face first into the mead
and floated there.
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TWO
“Murder! Murder in North District!” The town
crier on duty shouted from the top of the
stone crier tower nearby, his voice echoing
off the rooftops and announcing the
troubling situation to the residents who
were still going about their morning
routines preparing for the festival.
“Damn! This isn’t happening. Not on my biggest
day of the year,” Sylvia complained, leaned
over on the far end of the bar from where the
body was. She was so distraught she hadn’t
even noticed she was smudging up her polish
job.
“Madame Tails, is it?” a gruff man dressed in a
suit of chainmail with the crest of the city
guard emblazoned on the chest shimmering in
the low light approached her. He held a small
blank scroll open, ready to write down her
statement with the enchanted quill that never
needed to be dipped in ink and never ran out
of ink in one hand (standard issue for
Inspectors on the city guard).
“Yeah, that’s me,” she said, standing up
straight. She stood a good couple inches
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higher than the elven inspector. It was the
natural genes she’d inherited from her
mother. In fact, all the women on her small
island country of Ibashl were of significant
stature. It was part of the reason they acted
as the warriors for the tribe and not the
short bulky men--who were better suited to
the harsh labor of farming.
The elf, clearly not used to having anyone
taller than himself, looked up at her with
what appeared to be a slight sneer on his lip.
Maybe she had imagined it, but considering
how most other races in this city felt about
humans in general--she wouldn't be
surprised.
“I’m Inspector Elaphine of the City guard.”
Tapping his quill on the scroll, he asked,
“You found the body?”
“I think ‘found’ is a bit of an understatement.
He practically fell on me. He ruined my batch
of green mead for the festival.”
Scribbling some notes, the elf nodded. “So,
you opened the door and he was there?”
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“He was leaning on the door,” she corrected
him. Glancing at the open tavern door, she saw
the blood stains there where he’d been. The
body, which still was facedown in the
cauldron, had been covered in a sheet to hide
it from prying eyes.
However, the sheet couldn’t erase the image of
the dwarf’s body from her mind. All over him
there had been patches of skin missing--as if
it had been sliced out--in the shape of clover
leaves. It was definitely bizarre.
“Was he alive when you found him?”
“Definitely not. Either someone propped him
up there on purpose, or he came to my door in
the midst of dying. Maybe he tried to knock
and I didn’t hear.”
“Probably, you wouldn’t. You live here?” he
asked.
“Correct. I have a small apartment above the
tavern.” Small was an understatement. It was a
single room with a bed, table, and a chair. A
powder room with a mirror connected to it.
She did most of her own personal cooking and
eating in the tavern’s kitchen.
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“Based on how long we’re guessing he’s been
dead, just based on the blood coagulation
levels, I’d he came to your door at two a.m. If
he had the strength to knock after losing so
much blood, it would have been weak at best.”
Sylvia chewed her lower lip, a wave of regret
washing over her. If only she’d heard him.
Perhaps she could have helped, could have
gotten him to a healer in time.
Almost as if he could read her expression, the
elf spoke. “I doubt you could have saved him,
even if he was still alive by the time you
heard him knock.”
Unconsciously, Sylvia gripped her silver
dagger, the one she kept on her person at all
times while running the bar. Meanwhile,
whenever she went out, she carried her great
sword across her back--sort of as a warning
to any street thieves who might think of
targeting her. Of course, her tall stature
usually warded off most criminals--many of
them smaller than her. The only ones who were
often larger were the orc women. However, you
rarely saw them acting out as criminals on
the street. They were more concerned with
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making a good name for themselves and reverse
the negative viewpoints about their race.
“Anyway, I’m going to have to shut you down
for the day, I’m sorry to say,” the Inspector
noted.
Sylvia, realizing she was lost in thought,
suddenly snapped to attention. “Hold on! You
can’t shut me down. It’s Luck Day. My biggest
business day of the year as a Tavern.”
The elf only gave a little shrug. “Sorry, I
don’t really have a choice. This isn’t the
first victim like this we’ve seen today. We
can’t take any chances.”
Sylvia gapped at him. “You mean there are
more bodies with these same markings of
torture on them?”
“I can’t reveal any specifics, madame,” he
said, turning to go.
“If you close me, you’re basically handing
more money over to those chain taverns and
taking away from the small local economy.”
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Pausing, the elf turned back to her with a
furrow in his brow. “This isn’t about money or
economics. This is about a crazy ritualistic
murderer in this city on one of the biggest
days of the year. We’re looking at tons of
visitors from all over Helick Water. If we
don’t do everything in our power to catch this
guy, we could have more innocent deaths on
our hands. Do you want to contribute to that?”
he demanded.
Sylvia silently seethed. She didn’t
appreciate the Inspector’s implication. She
knew her face was turning that beet red color
that almost matched her hair. She couldn’t
help it.
The inspector ignored her silent protest. “As
soon as we have the culprit in hand, we will
allow you to reopen--but not a moment before,
do you understand.”
“I understand, she whispered through barred
teeth.”
“Oh, and by the way, we’ll need you to clear
out of the Tavern while we work on this.” With
that, the Inspector breezed past his men who
were still analyzing the body.
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THREE
“He wants me out of here? Well, he got his
wish,” Sylvia muttered as she strapped her
great sword to her back. She also made sure to
strap in with her crossbow and bolts. Finally,
taking her braids down and letting her hair
flow, she was ready for battle.
In her home country, it was the warrior
woman’s tradition to let down her hair as a
sign of preparation for battle. Over time,
many enemies found the sight of long flowing
hair on the battlefield a sign of foretold
doom.
While Sylvia hadn’t stepped foot on a
battlefield, or one of her tribe’s warships, in
many a year--she had found herself a new
adversary.
If the Inspector wanted this killer found
before she could reopen her tavern, she would
have to make do by finding the bastard
herself. Besides, anyone who would torture
and murder innocents in the streets deserved
to feel the steel of her blade in their belly.
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She realized she may be stepping out of line,
but didn’t care. By the laws of the city, only
the City Guard and members of the
Adventurer's Guild could take on
investigations--neither of which was an
organization Sylvia belonged to.
Luckily, her place in the Tavern Guild gave
her access to the best information brokers in
the city.
It didn’t take her long to track down
information about the other killings related
to the one at her own tavern. It seemed that
someone, or a group of someones, was leaving
bodies all carved up in the same manner all
over the city.
The last stop she made, at the popular Wick
and the Flame tavern (owned by her mentor, an
elderly female dwarf named Dovain) she
learned that this wasn’t the first time such
killings had happened in the city.
“Oh, no. Definitely not our first foray with
this sort of serial murder spree,” Dovain had
said, scrubbing out tankards. “They never
caught the killer last time, as I recall, but
I’d bet anything it isn’t a single killer.”
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“You think it's a group?” Sylvia had asked.
Dovin set the tankard down on the bar and
leaned in close to the young human woman. “Go
to the Library of Lore. Ask the wizard who
runs the restricted history section about the
Cult of Ill Luck.”
Taking this newfound information, she hopped
on a street carriage and rode down the Blade
River Road (named for the river that ran
through the city, bringing fresh water to
residents) until she reached Middleton.
Middleton was the central portion of the city
that held most of the biggest buildings, the
finest shipping district, the most elegant
taverns and inns, and many cultural centers
such as theaters, art halls, and more.
The streets were brimming with people, all
preparing for celebrations. Most were dressed
in fine green garments. Some waited outside
the best taverns for the doors to open to the
public for the day’s festivities. Guards
cleared the Main Road for the upcoming
parade.
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Hopping off the city carriage at the steps of
the massive library, Sylvia trotted up the
stairs and entered the library.
Compared to the bustling city outside, it was
downright silent indoors. It was amazing how
the thick stone walls and oak doors kept out
all sound.
Passing down the main aisle, she took the
grand wooden staircase up to the second
floor. Navigating cramped shelves and stacks
of dusty books, she came to the end of a skinny
hallway that ended in a spiral staircase that
led up to a tower which she knew held the
books on restricted history and magics.
Reaching the top of the spiral stairs, she
came to a wrought iron gate.
“This is the restricted section. Go back down
the way you came,” a gruff voice called,
hidden among the dusty tomes beyond.
“Dovain sent me,” Sylvia replied.
There was an annoyed grunt, but soon a man in
long flowing wizarding robes appeared. His
robes were green, with yellow stars and
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moons, in celebration of the day. He had a
neatly trimmed stark white beard that
matched his combed and quaffed full head of
hair.
He was tall and imposing for such an old man,
but still not quite as tall as Sylvia. “What do
you want?” he muttered, shoving a book under
his arm. “I’m in the middle of something.”
“Have you heard about the killings in the
city today?” she inquired.
He waved a dismissive hand. “It’s old news,
girly.”
Sylvia didn’t appreciate being called “girly”
but let it slide for now. “What can you tell
me, then?”
“There have been killings like this on and off
through the years on Luck Day.”
She furrowed her brow. “But, why?”
“The God of Ill Luck, Tavain, doesn’t take
kindly to the celebration of his sister
Fortuna.”
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“Tavain? He’s behind the killings.”
The wizard nodded. “Or, at the very least, it
is people claiming to be his followers. Fae
folk tend to be big followers of Tavain,
believing that all non-fae folks deserve only
ill-luck.”
“They’ve never caught the cult?” she asked.
“These are Fae folk we're talking about. They
have the ability to vanish instantly, to move
silently. They are tricky.”
Sylvia gritted her teeth. How was she ever
supposed to stop these killings and catch the
killer if she couldn’t even see the ones doing
the deed?
“However,” he grunted, “There was a Lord some
fifty years ago who is believed to have
secretly been a worshipper of the God of
Ill-Luck. He owned a manor right here in the
heart of Trabor Bay” Opening the book he had
under his arm, he revealed a strange colored
clover. It had a shiny appearance, and when
the light caught it, it looked like a rainbow.
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A quick glance at the book in his arms and
Sylvia quickly realized it is a restricted
tome on the worshippers of Tavain.
“Did you know I was coming?” Sylvia inquired,
cocking one eyebrow up.
“A magician has his ways,” the wizard grunted
with a little smile, revealing that the gruff
outer shell might just be an act. “Take this
and go. We never spoke,” he whispered,
handing Sylvia the colver through the
wrought iron bars of the gate. With that, the
wizard backed away, vanishing between the
shelves.
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FOUR
Upon leaving the library, Sylvia was unsure
what to do next. How was she going to track
down the old manor where this Lord used to
live? Also, what was she supposed to do with
this clover?
In a mere matter of moments standing upon the
cobblestone street, she got her answer.
The clover began to glow with a golden light.
Sylvia instantly felt driven, pulled, toward
her destination. Weaving in and out of the
people on the street neither the revilers nor
the street guards paid her any mind.
The closer she got to her desired destination,
the brighter the glow from the clover became.
Soon, she was cutting down alleyways and
behind shops into a part of town she hadn’t
ever realized existed. Tucked behind newer
structures of more recent years, she stumbled
upon an eerily quiet little place.
It was all buildings of years past, shadows of
once great businesses, Lords, Ladies, and
lives lived. However, the buildings had since
been abandoned, left to crumble to dust.
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It was almost as if the newer city walled this
section in to forget about it.
Following the clover’s glow, Sylvia came to
stand at the foot of a great wall covered in
vines. In the next instant, the clover’s light
died, leaving the once green leaves to
crumble to dust in her fingers.
She knew she’d found the location of the
manor house where the evil Lord, the one who
worshiped the god of ill-luck in life, once
lived. If she was in luck (Fortuna be blessed),
the most recent worshippers (possibly fae
folk) were also here.
Or, perhaps, it was her own ill-luck that had
brought her here. Very few people knew where
she was, among the old cobbled streets. No one
seemed to come back here and there were no gas
lamps or city carriages like on the main
roads. If she came to be wounded, no one would
know that she was back here, and she’d rest in
her own blood and die.
“That can’t stop me now,” she whispered. She
was determined to stop the killings and thus
reopen her business before the day was
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through. The only way to do that was to climb
over the wall.
Testing the vines, she realized they were old,
sunk deep in the stone, and hearty. It made
them easy to climb. Inching up carefully (and
remembering a battle she once had upon the
great cliffs of her old country where she’d
done similar climbing while still slaying
invading pirates) she quickly reached the
top.
Standing tall on the thick stoned ledge of the
top of the wall, she stared out at a large
walled garden below. With the amount of trees,
vines, and plants that created an overgrowth
in the once cultivated place, it was hard to
tell that the garden was actually split into
sections by stone walls. Far beyond stood the
manor house.
With a swift jump, she landed on her feet
within the garden below--and immediately
froze still as stone.
Looking about her feet, she quickly realized
that she was standing in a patch of Poison
Ivy. The dust from the leaves kicked up
slightly from the vibration of her landing.
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She could already feel the all too familiar
tingle of the plant’s poison upon her skin.
She’d once read that, many years ago in the
day of their ancestors, poison ivy had been
little more than a simple nuisance, giving
the victim who unwittingly touched it a
terribly itchy skin rash.
Nowadays, however, the result of an Ivy's
poison was far worse. While it began as a skin
rash, it soon grew worse, eating away at the
skin like acid. Any itching by the victim
would cause the skin to pull up and tear away
from the muscle. Once that happened, there was
little to be done to save the person. The Ivy
would get into the muscle tissue and in a
matter of days, the victim would be little
more than a few sinews hanging on bone.
ould just fall right into a Poison Ivy
“I w
patch,” she muttered in complaint.
Glancing round the walled section of the
garden, she saw that it wasn’t the entirety of
the area that was covered in the horrible
plant. There appeared to still be the remnants
of a stone path. It was a dull reminder of the
days when a groundskeeper would have likely
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lovingly tended such a place. Now, horrific
and overgrown, it was a ripe location for
Pixies and Fae-folk.
It was a good six to eight feet from where she
stood now in the patch to the path. The
question was, could she leap that far?
However, before she could make any more
assumptions, a strange high pitched noise
drew her attention. Turning her head, she
spotted a tiny fairy, flapping its wings near
the wall and weilding a bloody tiny
blade--like a large sewing needle--but much
sharper. The blood was fresh, likely from one
of the victims who’d been carved up.
Sylvia spotted the tiny bone horn in the
fairy’s hand and realized that had been the
sound she’d heard. A war horn!
Within seconds, the buzz of multiple other
wings echoed on the air and a miniature army
of fairies came charging over the wall and
straight for Sylvia.
CAN YOU SURVIVE THE ADVENTURE?
ENTER THE DUNGEON!
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Section 2.0
- CHARACTER -
Sylvia Tails
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CHARACTER BACKGROUND
Sylvia Tailitoc comes from a long
line of warrior women. Originally
seafaring folk, working as traders
and fishers for centuries, much of her
family and tribe were being killed by
the ever increasing threat of pirates
in Helik Water around their tiny
island country of Ibashl. In response
to the pirates, the women of the tribe
(the original protectors of the
people) resurrected their
bloodthirsty practices are combat.
All young girls were trained from a
young age in swordplay and
assassination in the case that such an
event occurred. Sylvia was ready.
Taking to the high seas on a warrior
longship, they sunk many a pirate
ship.
However, their luck ran out when a
cannon blast hit the rudder and tore
the hull. The ship sank in a matter of
minutes and Sylvia lost her warrior
mother, grandmother, and all her
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sisters in one fail swoop.
The sole survivor, Sylvia washed up
among the docks of the great city of
Trabor Bay. For a time, she struggled
with grief and loss, seperated from
her homeland, her family, and with
little to no coin to her name. She
took odd jobs in the streets, washing
windows, scrubbing stairs--she even
worked as a scullery maid for a time
in a politician’s manor house.
However, whatever gold she earned
was quickly spent on ale to drown her
sorrows.
One bar keep, an elderly female dwarf
named Dovain, saw this young girl’s
plight and took her into her care.
Over time, Sylvia was able to come to
grips with her loss. Finding a new
family with Dovain and others in the
Tavern Guild community, she set her
life anknew, and left the name of her
old tribe behind.
She quickly became known as Sylvia
Tails, partly as a reference and honor
34
of her old name, but mostly because of
the two rad braids she is often seen
wearing while working the Tavern.
Now, as a full fledged member of the
Tavern Guild herself, she owns her
own small hole in the wall business
where she reaches out to help others
in need and sorrow--and she is not
afraid to use her combat training on
those she deems “deserving” of it.
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36
Special Abilities
Brutal Hit. Sylvia’s lifelong combat
training, along with her thirst for
brutal vengeance against criminals
and oppressors, grants her a Damage
Bonus of +3 at Level 1.
Proficient Sword: Sylvia was trained
as a young child in the mastery of
swordplay. Over the years of real life
combat experience, she has only grown
better. Therefore, whenever she fails
an attack roll with a sword, she may
reroll one dice to try and succeed.
She must keep the last result.
Tavern Guild Member: Sylvia is
trained in the art of brewing. Once
per visit to her tavern in the city,
she may make a WI check to brew an Ale
and a second WI check to brew a Mead.
If she fails, she can’t brew the item
being attempted.
37
Section 3.0
- ADVENTURE HOOK -
A Devious Little Murder
The Luck Day Celebrations are in full
swing along the cobbled streets of
Trabor Bay. Everyone wears fabrics of
brightly dyed clothing. Banners in
similar greens and golds flutter from
buildings, gas lamp posts, and poles
38
throughout the city. Everyone is
paying their respects to the great
Luck Goddess--Fortuna. People write
their well wishes upon green clovers
and place them inside large cast iron
cauldrons that will be filled with
green ale and boiled when night
comes. However, not all is well in
these celebrations. Bodies continue
to pop up in the streets--killed in a
bizarre ritualistic manner. Some
believe a fringe cult of worshipers of
the God of Ill-Luck, Tavain, are
behind it. The local guard has issued
a warning and shut down multiple
businesses. You, however, intend to
solve this mystery yourself. You,
having found a strangely colored
four-leaf clover, have wandered to a
local walled garden. The garden is
harsh and overgrown, and the manor
house it is attached to is abandoned
by its owner some years prior. You are
sure some answers to these murders
must be hidden somewhere within the
walls. Stepping into the thick
overgrown foliage, you begin the
search.
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Section 4.0
- DUNGEON -
Leprechaun’s Lair
It is now up to you to enter the dungeon
and complete the scenario presented in
the introductory short story. You may
continue this story as Sylvia, using
her character sheet given to you in
this book.
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You can also complete the adventure
using any sort of character of your own
making from the Basic or Advanced
editions of the rules.
If you’ve never played before and don’t
own any rule books, you can find a
simplified “quick” version of the rules
in the appendix of this book to help
you play the adventure.
Special Rules: This dungeon is split up
into two sections. The first is the
walled garden. The second is the cellar
beneath the manor--once you’ve found
the hidden exterior entrance. Each has
its own room chart. You will use D3 on
the garden room chart and D6 on the
cellar room chart.
Both use the same doorway chart and
monster chart. However, your door
table and monster table rolls are made
at +1 once you enter the cellar. Rolls
of 7 should be rerolled to get a new
41
result. Alternatively, you can treat
rolls of 7 as 6, but this will make the
game harder. To find the cellar
entrance, you must roll a D20 after
each room in the garden you’ve cleared.
If the roll is less than the number of
rooms, you’ve found the entrance. All
rooms afterward are now in the cellar
beneath the garden.
Additionally, to fully kill the boss in
this dungeon you MUST FIND as many
Lucky Charms throughout the dungeon
as possible. When you make a Treasure
Roll of 6, roll on the Lucky Charms
chart instead of the items chart. If you
roll a charm you already have, roll on
the item chart as normal.
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Doorway Chart (D6)
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45
Cellar Room Chart (D6)
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less than your
intoxication, you are
considered drunk. While
drunk ALL ROLLS are made
at +1. All damage rolls
are -1. You remain drunk
until you leave the room,
at which point you lose 1
intoxication point per
round of combat. Once you
are able to make the D20
roll without failing, you
are sober again.
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3. Good Luck: Fortuna
blesses you. -1 on
all checks this
round.
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1 Leprechaun’s +1 Luck
Wooly Sock
2 Four Leaf Clover +1D2 Luck
Each Lucky Charm, when found, will
reward you with Luck Points. Luck
Points can be spent in a similar manner
to Willpower to allow rerolls of Stat
checks and Damage rolls. Luck DOES
allow you to reroll automatic failures.
HOWEVER, each time you use luck, roll
D20. If it is equal or lower to the total
amount of luck you have spent in the
dungeon, Tavain, the God of ill-Luck
curses you with bad luck. All stat rolls
are now made at +1 for the dungeon.
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Lair Monsters
1 Clover Child
2 Fairy Fencer
3 Fairy Archer
5 Banshee
6 Leprechaun
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LUCKY: This creature is very lucky.
Whenever you roll an automatic success
(1) in combat, you MUST reroll it and
keep the second result. HOWEVER, you
may spend 1 Willpower to negate the
reroll.
FAE SHARP: This fairy wields a very
tiny saber, but one that is sharpened
with fae magic--meaning it cuts
through anything like butter.
Whenever you roll an automatic failure
in combat, the fairy manages to carve a
clover shape out of your skin. You take
the full H-DMG possible. Keep track of
the number of carvings of your skin are
taken. When you next see the
Leprechaun, add 1D3 Life Force to the
Leprechaun for each you’ve one. Then,
reset the number of cravings to 0.
RANGED: This enemy attacks on the
ranged step (and thus deals their
H-DMG in ranged). You MUST make a DE
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check during ranged (even if not
attacking).
BASH: These sentient stones spin and
float in the air. Whenever you roll an
automatic failure, you must
immediately make a DE check or get
smashed between two stones. If you fail,
you take double the damage. (If only one
stone is left, this power is no longer
in effect).
CRY: This creature lets out a horrible
wail that eats away at your soul. If you
are ever at 0 will and this creature is
meant to deal W-DMG, you must take it
as H-DMG instead.
FORETELL: Whenever you roll an
automatic failure on your bravery
check against this creature, it shows
you the way you will die. Make a WI
check to resist the horror. If you fail,
the creature deals W-DMG again.
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VANISHING: Each time you deal ANY
H-DMG to the Leprechaun, he tries to
vanish. Roll 1D6 and add the number of
Lucky Charms in your possession. If the
result is 1-6, the Leprechaun vanishes.
If it is 7+, he can’t escape this turn.
BOSS: The Leprechaun is the boss of
this dungeon and must be beaten to win
the scenario. He will appear EACH TIME
you roll a 6 on the monster chart. Once
he is reduced to 0 LF, you escape the
dungeon.
When you defeat the boss, read the text
below:
“You fool,” the Leprechaun mutters
through his green bleeding mouth.
“You might be able to kill the
followers, but the ill luck of Tavain
will never leave you! My followers
will boil their pots of clover, blood,
and skin, and send the wishes for ill
luck upon all non-fae creatures into
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the sky. Just you wait.” He gurgles
out the last words before exploding
in a green mass.
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Section 5.0
- REWARD -
The Leprechaun’s Cauldron
The Leprechaun’s Cauldron is
something special. The spirit of the
Leprechaun now is trapped inside
forever. After any adventure, when you
return to your home base, you may place
the gold earned inside in an attempt to
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get it to duplicate itself. Make a CH
check to get the spirit of the
Leprechaun to lend his power.
Depending on whether you pass or fail,
roll on the respective chart below.
Pass (D3)
Fail (D3)
1 Leprechaun No effect
Refuses
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Section 6.0
- EPILOGUE -
Return to the Tavern
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Sylvia Tails brushed the oozing green glop
that had once been the Leprechaun from her
eyes.
“Now who has all the luck?” she spat in
triumph.
In the distance, she could hear a bizarre
squeaking noise. Rushing back through the
rooms she spotted countless fairies on the
ground, writhing in pain, screaming, and
spitting up their own sparkly blood. One by
one they popped, their guts sizzling upon the
dirt and stone floors of the cellar.
“Looks like Tavain isn’t so merciful,” she
said. It appeared that since the desired
sacrifice wasn’t made, the great and evil god
was taking the failed followers to the next
world instead.
Sylvia could guess that what awaited them in
the beyond was nothing short of horrible.
Climbing out of the hell hole of a cellar, she
made her way easily back out of the garden the
way she’d come in and quickly found herself
back in Middleton. Immediately, one of the
town guards approached her.
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“Madame! Are you okay?”
She realized she must be a sight covered in
all this green goo from the Leprechaun. “I’m
fine. Can you get me in contact with the
Inspector in charge of the serial murder case
going on in the city?”
“How do you know about that?” he grunted
unhappily.
“Just tell him I took care of the cult for him .
. . this time.” she turned to walk away. “Tell
him to meet me at the Two Vines and Sword
Tavern. I’d like to get cleaned up before I
reopen for business.” With that, she headed
for home.
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Appendix
Quick Rules
If you’ve never played the game before,
you can use these quick rules to learn
the bare bone basics of the system and
play the adventure included here in
the zine. Note that there are no rules
for character creation, lists of
weapons or armor, or leveling up in
these quick rules. Additionally, not
every element of gameplay is covered
in detail.
However, you can use the premade
character sheet included in this zine,
along with these simplified rules, to
play the dungeon scenario. To learn
how to make your own character, level
up a character, buy new weapons and
armor, etc. pick up the Micro Chapbook
RPG: Basic Edition Rulebook!
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Stat Checks: In basic play, you always
roll 1D6 (one six-sided die), trying to
score equal to or lower than your stat
score. If you are proficient in the stat
being tested, roll 2D6 and take the
better result of the 2. Natural 1 always
succeeds and natural 6 always fails.
Other Rolls: Other die rolls (not Stat
checks) will ask you to roll different
dice. Typically: D4, D6, D8, D10, D12, or
D20. There is also D3 meaning you roll
a D6 and half the result rounding up.
Meanwhile D2 means roll a D6. ODDS = 1
and EVENS = 2.
Generating Rooms: Begin by choosing
a random square on the graph paper and
generating the first room. Roll D20.
The number rolled in the number of
squares in the room. These can be drawn
orthogonally in any way, shape, or
form. Next, roll 1D3 (1D6 divided by 2
rounded up). This is the number of
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doors (not including any you just used).
Draw small rectangles to represent the
doors along any single square’s edge to
designate an exit.
Room Type: Each newly generated room
has a type. Roll 1D6 on the Dungeon
Room Chart to determine the type.
Doorways: When moving through a
door roll 1D6 on the doorway chart.
After moving through a door, generate
the new room.
Monsters: Roll to generate the
monsters in each room. Roll once for
the monster type (on the Dungeon
Monster Chart) and a second time for
the number of that monster. Each
monster has a Max number of that type
that can appear in a room. If you roll
higher than that number, only the max
number appears. Monsters also have a
Health Damage rating (H-DMG), a Will
Damage rating (W-DMG), and a Life Force
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score (LF). Some more intimidating
monsters might also have a Difficult
modifier (DM) that you will add to your
Stat Checks for bravery and attacks.
Fighting: To fight the monsters in your
room, follow these steps in order:
1. Bravery: Make a CH check (plus
Monster DM if any). If you pass,
gain 1 Will. If you fail, you lose
Will according to one monster’s
W-DMG. If your Will is ever 0, all
rolls take a +1 modifier. (A
natural roll of 1 STILL always
succeeds. Natural 6 always fails.)
2. Ranged Attack: If the room is 4
squares or larger you may make a
ranged attack. Roll a DE check
(plus Monster DM if any). If you
succeed, apply weapon damage (+
your DMG bonus) to the monster’s
LF .
3. Melee Attack: You MUST now make a
melee attack using a ST check
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(plus Monster DM if any). If you
succeed, apply the weapon’s damage
(+ your DMG bonus) to the monster’s
LF. If you fail, roll the H DMG for
one monster and apply it to your
health. If you have a second melee
weapon (dual wielding) make a
second melee attack. If you have
no melee weapon you must still
make a ST check to dodge the enemy
attack.
4. Repeat: Repeat this entire process
(including the bravery check each
turn) until either you die or
you’ve killed all the monsters in
the room.
Willpower: You may spend 1 will to
reroll any stat roll in the game.
Treasure: After a room is cleared, roll
1D6. If you roll 1-5, earn that much
gold. If you roll a 6, roll on the items
chart on the next page.
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# ITEM USE
1 Bread Crust Heal 1D3 Health
2 Ale Heal 1D3 Will
3 Potion Heal 1D6 Health
4 Holy Water Heal 1D6 Will
5 Miracle FULLY HEAL Health &
Will
6 Resurrection Return from 0
Draft Health with D20
Health.
The Boss: The boss of the dungeon will
appear after you’ve encountered all the
other monsters in the scenario at least
once (or follow the special boss rules
for the adventure). Once the boss is
defeated, the game ends and you leave
the dungeon.
Death: If you reach 0 health, your
character dies.
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To create characters, worlds, and
stories all your own, pick up the Basic
Edition Rulebook!
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