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Micro Tails 

Micro RPG Zine 


March 2021 Issue 
Copyright © 2021 Noah Patterson 
ISBN:​ 9798704331858 
 
Cover Art by Dean Spencer 
 
Interior Art By 
 
Dean Spencer 
 
Brain Brinlee 
 
 
   


 
Find us on DriveThru RPG! 
 
And at 
 
microrpg.weebly.com   


Contents  

 
0.0  World Map  Map of Helick Water 

0.1  Designer’s  March 2021 Issue 


Letter 
1.0   Story  The Luck Day 
Disaster 

2.0  Character  Sylvia Tail 

3.0  Adventure  A Devious Little 


Hook  Leprechaun 

4.0  Dungeon  The Leprechaun’s 


Lair 

5.0  Reward  The Gold Cauldron 

6.0  Epilogue  Return to the 


Tavern 

X  Appendix  Quick Rules for 


Beginners 
 
   

Section 0.0 

Map​ ​of​ ​Helick Water


 

 

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! 

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 

Section 1.0 
- STORY - 
The Luck Day Disaster 
 
 

 
   


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.  

 
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. 
  

10 
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 

11 
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.  
 

12 
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.  
 
   

13 
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 
14 
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?” 
 

15 
“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.  

16 
 
“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 

17 
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.” 
 

18 
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.    
19 
 
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. 
 
20 
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.”  

21 
 
“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.  
 

22 
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 

23 
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.” 
 

24 
“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.  
 

25 
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. 
  
   

26 
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. 
27 
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 

28 
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. 

29 
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 

30 
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!     
   

31 
Section 2.0 
- CHARACTER - 
Sylvia Tails 

 
32 
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 

33 
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.   

 
35 
 
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.  

39 
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. 
40 
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.   
 
 
 
 
 
  

42 
Doorway Chart​ (D6) 

1-2  Unlocked  Move through freely. 

3-4  Stuck  Must make a ST check 


to get through. Lose 1 
WILL to reroll and try 
again. 

5  Locked  Must make a WI check 


to get through. Lose 1 
WILL to reroll and try 
again. 

6   Trapped  Must make a WI check 


to disarm and move. If 
you fail, take 1D3 
damage but still move 
through. 

 
   

43 
 

Garden Room Chart ​(D3) 

1  Overgrown  This room has a serious 


overgrowth of old 
weeds, bushes, and 
plants. Stones that 
used to line the paths 
are torn up by roots 
and vines. All of this 
makes moving 
difficult. Both types 
of attack are made at 
+1. Incoming H-DMG is 
taken at +1.  

2  Vines  Long silvery-green 


vines climb up the 
stone walls of this 
section of garden. 
Before each round of 
combat, you can choose 
to climb up for a better 
ranged shot. Make a DE 
check to climb. If you 
fail, you fall for 1D3 
44 
H-DMG and take +1 on 
your melee attack with 
-1 to damage (as you are 
scrambling to stand up. 
If you pass, your R-ATK 
is made at -1 and deals 
+1 damage. You don’t get 
a melee attack this 
round. 

3  Poison Ivy  This area is filled 


with patches of poison 
ivy. Whenever you take 
H-DMG from combat, 
make a DE roll. If you 
fail, you are pushed 
into a patch of poison 
ivy and take an 
additional 1D3 H-DMG. 
Your next attack is 
made at +1 as you are 
trying not to itch.   
   

45 
Cellar Room Chart ​(D6) 

1  Wish  This room contains 


Room  cauldrons full of blood. 
Floating in the blood are 
cut out bits of skin in 
the shapes of clovers. The 
stench and sight of it is 
nauseating. All WI and CH 
rolls in this room are 
made at +1. Before combat, 
you must make a ST roll 
or become sick and throw 
up, losing 1D3 Health.  

2  Flooded  This room is flooded with 


green mead. All DE rolls 
are made at +1 as the 3 
foot deep liquid makes 
movement difficult. 
Additionally, after each 
round of combat, make a 
ST check. If you fail, you 
gain 1 “intoxication” 
point. Roll D20. If it is 

46 
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.  

3  Wishing  A circle of Luck Stones 


Stones  sit in this room. 
However, they’ve been 
defaced. Before combat, 
you may choose to touch 
one. Roll 1D3: 
1. Ill Luck: All checks 
are at +1 this round. 
2. No Luck: No effect 

47 
3. Good Luck: Fortuna 
blesses you. -1 on 
all checks this 
round.  

4  Dirt  This room has a dirt 


floor. No effect. 

5  Mud  This room is muddy, 


sticky, and slippery. All 
attacks are made at +1. 

6  Wine  This room used to hold 


Cellar  wine for the old Lord who 
lived here. Maybe there 
is a bottle left? After 
combat ends, roll 1D3 to 
see what you find: 
1. Broken Bottles 
2. Rancid Wine (+1 Will) 
3. Aged Wine (+5 Will) 
 
   

48 
 

Lucky Charms Chart ​(D6) 

1  Leprechaun’s  +1 Luck 
Wooly Sock 
2  Four Leaf Clover  +1D2 Luck 

3  Horseshoe  +1D3 Luck 

4  Fallen Star  +1D4 Luck 

5  Rabbit's Foot  +1D6 Luck 

6  Rainbow in a Box  +1D8 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.  

49 
 

Lair Monsters 

1  Clover Child 

MAX:​ 6  W-DMG: ​1D6  H-DMG: ​1 

LF: ​3  DM:​ -1  Lucky 

2  Fairy Fencer 

MAX:​ 6  W-DMG: ​1D2  H-DMG: ​1D4 

LF: ​6  DM:​ 0  Fae Sharp 

3  Fairy Archer 

MAX:​ 6  W-DMG: ​1D2  H-DMG: ​1D4 

LF: ​6  DM:​ 0  Ranged 

4  Living Lucky Stone 

MAX:​ 3  W-DMG: ​1D3  H-DMG: ​1D8 

LF: ​8  DM:​ +1  Lucky, Bash 

5  Banshee 

MAX:​ 1  W-DMG: ​1D8  H-DMG: ​1D8 

LF: ​9  DM:​ +1  Cry, Foretell 

6  Leprechaun 

MAX:​ 1  W-DMG: ​1D6  H-DMG: ​1D8 

LF: ​30  DM:​ +2  Vanishing, Boss 

50 
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 

51 
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. 
 

52 
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 

53 
the sky. Just you wait.” He gurgles 
out the last words before exploding 
in a green mass.  
   

54 
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 

55 
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) 

1  Leprechaun is  Add +1D6 gold to the Cauldron 


Reluctant  

2  Leprechaun  Double the gold in the 


Agrees  Cauldron 

3  Leprechaun is  Triple the gold in the 


in a Good Mood  Cauldron 
 
 

Fail ​(D3) 

1  Leprechaun  No effect 
Refuses 

2  Leprechaun  Lose all the gold in the 


Feel Vengeful  Cauldron 

3  Leprechaun is  Lose all the gold AND the 


Furious  cauldron shatters, allowing 
the Leprechaun to escape! As 
he runs off, he swears to kill 
you when you aren’t looking! 

56 
Section 6.0 

- EPILOGUE - 
Return to the Tavern 
 
 

 
   

57 
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. 
58 
 
“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.   

59 
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!  
 

60 
 
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 
61 
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 
62 
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 
63 
(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. 
 
64 
 

#  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.  

65 
To create characters, worlds, and 
stories all your own, pick up the Basic 
Edition Rulebook! 
 

 
 

66 

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