TinyZine 21

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TinyZine

TinyZine Issue 21
Written by Alan Bahr, Christopher Helton, & Steffie de Vaan
Editor: Alan Bahr
Interior Art: Anthony Cournoyer, Dyson Logos, Krasimir Sarov, Nicolás R.
Giacondino, & The Forge
Graphic Design & Layout: Robert Denton III
TinyD6 Line Manager : Alan Bahr
Based on the game Tiny Dungeon by Brandon McFadden
Second Edition

Published by Gallant Knight Games, 2019

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


©2019 by Gallant Knight Games. All rights reserved. Reproduction without
the written permission of the publisher is expressly forbidden, except for
the purposes of reviews, and for the blank character sheets, which may be
reproduced for personal use only.

Gallant Knight Games, Ogden UT 84404

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Letter from
the Editor
Hail Loyal Gallants!
Welcome to the twenty-first issue of TinyZine, and the first of
2020.
Steffie beings a new slew of articles that will range from
adventures to more estoteric themes! This month brings the Tiny
Dungeon 2e adventure: The Witch’s Mountain.
Christopher Helton brings you the Undead Heroes framework
for Tiny Supers!
Your editor presents the first expansion to the Undiscovered
Reaches campaign framework, The Howling Fen, as well as a new
format for small TinyD6 adventures!
- Alan Bahr, 12/26/2019
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.

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

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The Witch’s
The Witch’s Mountain

Mountain
Steffie de Vaan
The adventurers arrive in a town where children go missing.
The caregivers hire them to find the children, which leads them to
a witch’s cave. Unfortunately for them, the witch is not alone. The
Witch’s Mountain is a one-shot adventure for 3-5 characters. This
adventure requires Tiny Dungeons Second Edition (TD2E) to run.

Prelude: Shadowvale
The adventurers arrive in Shadowvale, a small town nestled between
towering mountains. Once a battleground in the war between the
Gods and the Titans, it’s now a peaceful little town. Make sure to
tell the characters about that little bit of history though--it will be
important later.

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Give the characters time to trade, buy or sell equipment, divide
The Witch’s Mountain

any loot from their previous adventure, and plain relax. The town
has two inns where they can stay, the Dalliance and the Harrow--
your eventual purpose is to get them to one of these.
Shadowvale also holds a small bath house built atop a natural
hot spring, a gambling house, and a wrestling club. The town is too
small to support a thieves’ guild, though it does have independent
thieves, nor is there a wizarding guild. The surrounding mountains
do hold long abandoned shrines.

The Dalliance
Dwarven Mia Ortley and her two daughters, adolescent Lia and
teenager Nia, run this medium-priced inn. The inn offers breakfast
and dinner with lodgings, and a bath at extra cost. Rooms are clean
and well-kept. Entertainment is minimal, as Mia thinks it draws
a disruptive crowd. The Dalliance holds a grand fireplace, around
which several patrons sit reading.

The Harrow
Human Harland runs this cheaply priced inn. His teenage
nephew Kaleb does a bad job of cleaning the rooms. The inn
offers lodgings with meals at extra cost, and does not have a bath
service. The inn has excellent live music, as well as pick-pockets,
nightly. Several tables host arm-wrestling contests, which might
earn the adventurers a penny.

Scene 1: The Missing Child


Once the adventurers are settled into the inn of their choice, either
Nia (if they’re staying at the Dalliance) or Kaleb (if they’re at the
Harrow) goes missing. The adventurers might notice the inn is one
youngster short, but if not the innkeep frets and worries within
earshot. Hopefully the adventurers pursue on their own initiative,
but if all else fails the innkeep asks for their help. After all, they
look like the kind of people who handle strange disappearances.

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The innkeep also reveals this is the third missing kid. They offer a
The Witch’s Mountain

small reward if the adventurers bring the child back. They also tell
the adventurers that a Salimar merchant is offering a larger reward
for the same task.
At this point, the adventurers might ask the usual questions. Was
the child in any trouble, might anyone have it out for them, is there
a custody dispute of sorts? The answers to these questions is: they’re
a teenager of course they were, not badly enough to kidnap them, no
there is not. Searching the missing kid’s room doesn’t yield any clues
either. It does provide the adventurers with personal items--roll a
D6 on the table below to determine which stand out.

D6 Clue
1 Stuffed animal, worn
2 Letter from a crush
3 Hairbrush
4 Hidden candy trove
5 Pretty necklace
6 Handmade drawing
If the adventurers ask about the other two missing children: one
is merchant’s daughter Hundra. The other is Kaleb if the characters
are currently talking to Mia, or Nia if they’re talking to Harland.

Scene 2: The Merchant


The adventurers may visit the Salimar. Her name is Willa and
her offspring, a girl named Hundar, has also gone missing two
days ago. Willa offers a generous reward for her safe return. She
doesn’t object to the adventurers also saving Nia and Kaleb, but
she will only pay for Hundra.
Willa allows the adventurers to search Hundra’s room, which
yields any number of personal items per the table above.
In addition to money, Hundra has a potential lead. A local
collector named Mr Sayers recently came into possession of a

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Tracking Scroll. Hundra thinks the scroll, along with a personal
The Witch’s Mountain

item belonging to Hundra, could find her.

Scene 3: The Collector


The Fey Mr. Sayers lives in a walled mansion estate. Encourage
the players to be creative in getting the characters inside. If
they’re short on ideas though, here are a few options:
• The gardens are guarded by dogs (TD2E p.73, medium
creature). Roll at Disadvantage to sneak past them, unless
a character has a way to nullify the group’s scent. Trying
to “tame” the dogs is likewise at Disadvantage, unless the
characters brought red meat.
• Three guards (Town Guard, TD2E p.46) stand by the gate.
The characters can fight them, persuade them to let the
group pass, or try to sneak past. One of the guards carries a
whistle which controls the dogs, and he walks with them if
the adventurers used persuasion.
The house is filled with trinkets and treasures. None of them
very valuable, but the adventurers may still find some things to
pocket. Persuading Mr. Sayers to give up the scroll requires a roll
at Disadvantage. Alternately, the characters may sneak around
and search the mansion to steal it. In this case, the scroll sits in a
display case in the library.

Scene 4: The Mountains


The tracking spell leads into a mountain cave system. Pace the
journey to suit your play time--you can include an encounter or
even two, or just let them arrive at Scene 5.

Mudslide!
A mudslide blocks the mountain path. The characters can try
to wade across at Disadvantage (or take 1 damage from rocks
carried in the mud), or backtrack to find a new route.

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Gnolls!
The Witch’s Mountain

The adventurers cross paths


with a three-person Gnoll
patrol (TD2E p.51) in the
caves. They can fight the Gnolls,
who retreat before they suffer losses.
The Gnolls return with reinforcements
in an hour, so the characters are now
on a clock. The characters can also
try to sneak past with a roll at
Disadvantage. Lastly, they can try
diplomacy. The Gnolls are aware
of an intruder living in their caves,
and can be persuaded to let the characters deal with her. They
even warn the adventurers the witch has a spider guardian.

Scene 5: The Witch


The adventurers hear dark chants as they advance into the caves.
The tunnel leading to the witch’s cave is guarded by a Giant Spider
(TD2E p.51). There’s no way to sneak past it short of magic.

Bad Things Are Coming


If the adventurers fight their way past the spider, they arrive to see
the start of the ritual. The witch (Necromancer, TD2E p.54, add the
Diehard Trait) has the three children laid out in a triangle around
a small chasm in the ground. Putrid smoke rises from chasm. If the
adventurers strike now, they need only fight the witch.

Bad Things Are Here


The adventurers can start a fire to smoke the spider out, in which
case it eventually flees. They now arrive mid-ritual. A clawed hand
reaches up out of the chasm, slowly ripping the earth apart. The
three children are alive, but poised to tumble down the growing
chasm unless the adventurers act quickly.

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The witch has summoned a dead Titan. It’s not yet fully resurrected,
The Witch’s Mountain

and uses stats for an Eldritch Horror (TD2E p.49). The Titan is
bound to the witch, and dissolves into smoke if she dies.
The witch does not surrender, as she does not fear death.
If defeated, the characters can claim an Amulet from her
body, which grants the wearer the Diehard Trait. She is more
concerned with her Titan than the characters, allowing them to
flee if things go badly for them.

Aftermath: Return
The adventurers can claim their rewards from Willa, Mia, and
Harland if they return the children alive. The town does not hold
them responsible if the children died, but communal grief makes
the adventurers feel most unwelcome.
To expand this adventure into a larger campaign, perhaps the
witch was only one of a cult raising dead Titans!.

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Undead Heroes
Chris Helton
This is a campaign frame for Tiny Supers. Heroes are not born,
they are made in crucibles of blood, pain and death. The stories of
comic book super-heroes are filled with terrible accidents that end
in heroes being given great power and greater responsibility, rather
than the death that should result from those accidents. Except,
Undead Heroes

in Undead Heroes that isn’t true. Or, rather, both are true. The
radioactive storms, the insect bites, the mad scientific experiments
all end in death. And then the lives of the heroes begin with a
birth in power.
Undead Heroes is not a campaign of zombies and super-heroes.
The idea behind it is that the power of super-heroes comes in
their death, and from their death comes a new life. People die in
weird accidents and come out of them with powers and abilities
far beyond any mortal being.
There is a trigger event that causes people to start coming back
to life, and you will need to decide what that can be for your
game. This trigger event is what will propel the story of your
campaign. Some ideas:
• A Great War Is Coming. In super-hero comics it isn’t
unusual for there to be a boom in the population of super-
powered beings before and during a time of global conflict.
Just look at the number of super beings around the time of
WWII as an example.
• Something Is Coming From Beyond. There is an invasion
coming. Perhaps it is coming from the stars, or perhaps it
is coming from another dimension, but it is coming. The
world will need all of the defenders that it can get when that
something comes to Earth.

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• The Danger Is Here Already. There is a menace that is
already here, something that is acting from behind the scenes,
and it is about ready to spring out of the shadows.
There are other options for the trigger event, but that should get
a campaign going. What is the spark that is creating the heroes
across the Earth? It could be a cabal of sorcerers who have seen
the augers and have cast a great magical working that will create
the heroes. It could be the sentient life energy of the Earth itself,
wanting to protect itself. It could be a group of ancient deities,
giving their power to those mortals who need it. It could be a
powerful occult artifact or super-science device that was triggered
Undead Heroes

by some portent or another.


Those who come back as heroes may not discover the reasons
why they were brought back, or the powers that returned them,
but as the looming threat starts to manifest itself discovery may
take a back seat to action. As the GM you will need to plot a
rough outline of how the threat becomes revealed to them. You
should embrace the world that is filling with weird fantasy undead
super-heroes and have the heroes fighting weird menaces. There
is a great threat looming, so beating up bank robbers, while fun, is
not why the heroes are being brought back to life.
Some examples for the sample triggers above.
• If your trigger is A Great War Is Coming you can have the early
signs be that a foreign power is solidifying their power base and
starting small incursions into their neighboring countries, to see
what the reactions of the rest of the world might be. However

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their weapons are
technologically
advanced, or the
relics of a previous
age.
• If your trigger is
Something Is Coming
From Beyond you
can start with the
first wave of an
invading force. It
Undead Heroes

could be a tactical
group of space
craft testing Earth’s
defenses, or dark creatures on a reconnaissance mission who
are stepping out of dark portals. If heroes have not yet started
being reborn, the carnage of this first move could cause the
rebirth of the first wave of heroes. Some may even be born on
the battlefields.
• If your trigger is The Danger Is Already Here then your villain
has been watching the birth of the heroes, and realizes that
they are a weapon created to be used against them. They will
launch intrigues and small attacks that will get the measure
of the heroes, perhaps even trying to turn some of the heroes
to their side.
As these heroes are being brought back in order to fight in an
upcoming conflict, they will need to be able to survive conflict and
destruction. All undead heroes have Healing Tier 2 and Immunity
Tier 3. Undead heroes have a Stress Capacity of 7, and start with
three Power Traits. Everyone should have an offensive power of
some sort; they are going to have to go to war after all. The other
character creation steps from Tiny Supers are the same. When
picking an archetype for your undead hero, ignore the stress
capacity for it and use the base for these rules instead.

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There is, however, an
unnatural quality to undead
heroes. “Normal” humans
will mostly find them creepy
or off-putting. If there was
no previous relationship
between the undead heroes
and humans, people will
have a difficult time being
around the undead heroes.
There will always be some
who are drawn to the weird.
Undead Heroes

What is next for your


heroes? This sort of campaign
frame can be short, with a
clear-cut beginning and end.
The heroes are reborn, fight
their great fight and go on to their great rewards for their valor
and the sacrifice of their peace. Or, this could be the start of an
ongoing campaign. Do your heroes vanquish the menace that they
were created to destroy? There is always another dire menace on the
horizon that only they have the power to face. There is probably
something powerful enough to destroy an undead hero, but otherwise
they could have a never-ending battle to face as the protectors of
the Earth. Perhaps the next danger comes from another Earth, like
another set of undead heroes who have gone mad with their powers.
The soundtrack to this article was Everything by Tones on Tail.

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The Undiscovered
Reaches
The Howling Fen
About a week’s ride from Sheabrook, the Howling Fen is a dank
and fetid place. The site of a former magical empire ruled by a
strange bird-people, the Howling Fen was part of the mysterious
event that sealed off the Undiscovered Reaches until recently.
The horrific wails that emit every night from the fen are often
described as the screams of the damned and dying. The fen is
inhabited by fierce tribes of beastkin who constantly war among
themselves amid ruined and scattered civilizations that were
bent and destroyed and litter the dank marshy ground with their
remains. Broken towers, sunken farms and more are filled with
The Undiscovered Reaches

treasure beyond the dreams of any.


However, the screams of the fen eventually drive any who visit
mad. Scholars have long debating the meaning of the screams and
where they originate from, with many theories revolving around
sunken cities, ancient battlegrounds, and mass graves. The center
of Howling Fen is a large city built in the treetops and suspended
upon ropes, bridges and vines above a massive swampy whirlpool,
and ruled by a fiercely intelligent Vulturekin druid-king named
Lord Craw who rules their domain with an iron fist.

Environmental Traits:
Smelly & Murky – Tests to track in the Howling Fen are always
made at Disadvantage.
Haunted – Every night, howling voices swirl around you. You
only heal half as fast for sleeping (one point every two hours or to
full after twelve hours.)

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Creatures of the Howling Fen:
The Beastkin
Pigkin
HP: 6
Traits:
• Berserker
• Diehard
• Tusks: Make a mastered Melee
attack test. This attack deals 2
damage.
The Undiscovered Reaches

Ratkin
HP: 5
Traits:
• Opportunist
• Stealthy
• Evasive: Ratkin always
count as having taken the
Evade action.

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Vulturekin
HP: 5
Traits:
• Scroll-reader
• Spell-Touched
• Carrion Lord: The Vulturekin
command absolute obedience from
other beastkin. If there is a Beastkin
within arm’s reach (or in the same
Zone), they may push any damage they
suffer to that Beastkin (along with any
other effects from the attack.)
The Undiscovered Reaches

Goatkin
HP: 6
Traits:
• Acrobatic
• Headbutt: Make a 2d6
Melee attack test.
If successful, deal
1 damage and your
opponent opponent is
knocked prone.

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The Beady Black
Eyes of Priors Hill
A Tiny Dungeon 2e micro-adventure!
Adventure Theme: Horror
Goal: Rescue the missing children
Hook: Several children of Sheabrook have gone missing in the
last few nights.
Rumors
• Children all over town have been claiming that strange beast
people have been peaking in their windows
• Nearby in the Howling Fen, beastkin have been seen lurking,
though they’re often dismissed as a rumor
Enemies:
• On the Journey: Every day, there’s a 1 in 3 chance (5 or 6 on
a d6) of encountering some random Beastmen (use the table
below)
• At Prior’s Hill, there is a Vulturekin.
The Beady Black Eyes of Priors Hill

Priors Hill
Eight strange black stone obelisks surround a blackened pit in the
ground. Travelling through the pit will enter you into a strange
underground temple, dedicated to some dark god of ages past.
Here the children are kept, to be offered up to the dark gods of
the beastkin. None are harmed, and defeating the beastkin will
enable individuals to rescue them.

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BEASTKIN HOWLING FEN ENCOUNTERS
D6 Enemies
1 1 Pigkin
2 2 Ratkin
3 1d3 Goatkin
The Beady Black Eyes of Priors Hill

4 1d3 Ratkin + 1d3 roll on this table


5 1d3 Ratkin + 1d3 roll on this table twice
6 1d3 Ratkin + two more rolls on this table

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