TinyZine 26

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TinyZine

TinyZine Issue 26
Written by Colin Chapman. Christopher Helton, Jonathan Hicks, Will Munn,
& Steffie de Vaan
Editor: Alan Bahr
Interior Art: Anthony Cournoyer, Nicolás R. Giacondino, & The Forge
Cartography: Dyson Logo
Graphic Design & Layout: Robert Denton III
TinyD6 Line Manager : Alan Bahr
Based on the game Tiny Dungeon by Brandon McFadden
Second Edition

Published by Gallant Knight Games, 2019

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


©2020 by Gallant Knight Games. All rights reserved. Reproduction without
the written permission of the publisher is expressly forbidden, except for
the purposes of reviews, and for the blank character sheets, which may be
reproduced for personal use only.

Gallant Knight Games, Ogden UT 84404

2
Letter from
the Editor
Hail Loyal Gallants!
Welcome to the twenty-sixth issue of TinyZine, and the sixth
of 2020. Just like last month, I want to open with a statement of
gratitude, for your continued support of the TinyZine has allows
Gallant Knight Games to continue working with and paying
these writers, ensuring they have steady income they can count on
as the world becomes topsy-turvey.
Steffie continues her ongoing contributions to the TinyD6
universe with a new set of rules: Fighting Styles!
Christopher Helton brings you the Future Heroes framework
for Tiny Supers!
Jonathan Hicks brings you a new column with advice for Bounty
Hunting in Tiny Frontiers: Revised.
Will Munn continues his Lake Taaris adventures (which began
in Issue 24) with the next episode in the path.
And finally, Colin Chapman brings us Tiny Trinkets, a small
article about tiny items that will have a follow-up next month!
- Alan Bahr
PS: As always, we’d also be remiss if we didn’t inform you of
our Gallant Knight Games Patreon, where you can get access
to previews, TinyZines, special Patron only dice, and free GKG
RPGs! Please, feel free to check it out.
www.patreon.com/gallantknightgames.com

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

3
Fighting Styles
Fighting Styles

Steffie de Vaan
This month we’re creating five new Fighting Styles that allow
you to customize your character. These are advanced traits and
require both GM permission and meeting their prerequisites.
Your character knows each listed Technique for your style, and
may use them with the listed Action. Some of these Techniques
are magical, and don’t work in a magic dead zone.

Blade Dancer
Blade Dancers spin and twirl, seemingly attacking everywhere at
once without a counter-attack ever landing on them. Many carry
twin blades, be it short swords, hand axes, or kuri knives, which
they use both to attack or deflect.
Prerequisites: Proficient with swords, and one of the following:
Acrobat, Berserker, or Cleave.
Special: Choose one specific type of melee weapon when
becoming a Blade Dancer, like “short swords” or “kurki.” These
Techniques apply only to that weapon.
• Dual Wielding (Attack Action). You make two attacks
on your turn, one normal and one at Disadvantage. Both
attacks must be against the same target, unless they die on
the first attack and you have Cleave in which case you may
resolve the second against another target.
• Ephemeral Dancer (Evade Action). You dance and move
in between enemy blades, and are seemingly untouchable.
Your Evade Action against melee attacks gains +1d6.
• Fast Strike (Attack Action). You move impossibly fast to
strike at a target outside your normal melee range. You remain
in this new location until you use a Move Action, or use Fast
Strike again on your next turn. This is a magical Technique.

4
Master Archer
Fighting Styles

Master Archers are one with their ranged


weapon, which despite the name needn’t
be a bow. Some ‘Master Archers’ are
actually ‘Master Sling Shotters’ or
‘Master Darters.’ All of them wield
their weapons to deadly effect.
Prerequisites: Must be
Fey, or Proficient
with a ranged
weapon. Must also
have either Marksman or
Quick Shot.
Special: Choose one
specific type of ranged
weapon when becoming
a Master Archer,
like “longbows” or
“sling shots.” These
Techniques apply only to that weapon.
• Deadly Projectile (Focus Action). When using the Focus
Action, your attacks deal 2 instead of 1 damage. If you also
have the Marksman trait, you can stack this and its effect
with a single Focus Action.
• Hail (Focus Action). Once per day, using the Focus Action,
you may make one attack with Disadvantage on all enemies
within range as your projectile splits and multiplies in the air.
You roll each attack separately. This is a magical Technique.
• Infinite Ammunition (Free Action). Once per game, if
you run out of ammunition you may give their container-
-such as a quiver or bullet pouch--a good shake. Your
ammunition refills and you regain 1d6 Depletion points.
This uses the Depletion rules on TD2E page 37. This is a
magical Technique.

5
Shadow Assassin
Fighting Styles

Shadow Assassins can move from shadow to shadow, and strike


from darkness with deadly precision. Most work as elite hired killers,
though they’re also common among adventuring parties who prefer
dungeons as their natural darkness suits the Shadow Assassin.
Prerequisites: Dwarf, or Dark Fighter; and Sneaky.
• Shadow Body (Action). You may attempt to hide and
sneak (see TD2E, p.16) in darkness or any shadow large
enough to fit you (you may stand, or crouch). This works
in plain sight, and even if people were looking straight at
you when you used Shadow Body. This
is a magical ability. This is a magical
Technique.
• Shadow Step (Move Action). You
may crawl or step into any shadow
large enough to
fit you, at which
point the GM
informs the player of
all shadows of equal or
larger size within 20 feet.
You may then choose one, and
immediately emerge there. If
there are no suitable shadows,
you must return to your starting
point. This is a magical
Technique.
• Shadow Strike (Attack
Action). You gain
Advantage and deal 2
damage to targets that didn’t
see your attack coming.

6
Stalwart Defender
Fighting Styles

Stalwart Defenders usually serve as bodyguards for rich


merchants, famous wizards, or royalty. The army of Shaitan uses
Stalwart Defenders to great effect, creating a living wall in times
of war which has never been breached by enemy forces.
Prerequisites: Defender, or Shield Bearer.
Special: Stalwart Defenders rely on their shield for all
Techniques, and cannot use them if their shield is lost.
• Four Corners Awareness (Always On). You cannot be
ambushed by mundane means. If someone uses a magical
power to ambush you, you test with Advantage to spot them.
• Four Corners Defense (Evade Action). Nothing gets past
your shield--well, almost nothing. For the next three rounds,
all regular attacks against you test with Disadvantage. Focus
Attacks, however, resolve normally. You may use Four
Corners Defense once per combat.
• Rock Stance (Action). Plant
yourself in one spot. The next
turn, and all turns after,
you gain the following:
+3 hit points, all Evade
or Goblin Agility actions
have +1d6 (this stacks with
Shield Bearer), your saves have
Advantage, and you cannot be
moved from your position by
any means short of killing you.
These effects immediately end
when you take a Move Action.
You may use Rock Stance once
a day.

7
Future Heroes
By Christopher Helton
And there shall come a day like no other, when a bunch of strange
looking people with super powers show up suddenly and start
Future Heroes

poking their noses into things. No, this isn’t the origin story for
your group of Tiny Supers characters. This bunch of strange
looking people with super powers say that they’re from the future.
In a four color world of comic book super-heroics, this is the
sort of thing that characters likely won’t blink their eyes at. They
have likely encountered talking gorillas by this point, so a bunch
of people claiming to be heroes from the future is going to be
just another Tuesday for them.
Super-hero comics have a strange relationship with the
future. Any period of more than five years into the future and
suddenly you have rampant high technology with flying cars and
people walking about in space relatively unprotected. Everyone
throughout the universe speaks the Common Tongue…um, the
intergalactic standard language…so communication between
space races is simple to achieve. There are also a multitude of
weird races with fishbowls and tanks and methane breathing
devices and slime catchers. The future is often a combination of
that rosy optimism from 1950s SF combined with the corporate

8
squalor of 1980s cyberpunk. Either everything is happy, and
vaguely socialist, in the future, or there is some sort of intergalactic
dystopia. But, either way, heroes have sprung up again to make
the universe a better place…or maintain the status quo.
Super-hero costuming of the future often makes the tight
spandex of present-day super-heroes look quaint by comparison.
Force fields, personal protective devices and advanced polymer
weaves mean that futuristic super-hero outfits can be even less
Future Heroes

practical than by present day standards. If cultural taboos about the


body have relaxed in the thousands of years between now and the
future, that can lead to some shocking interactions. Also: people
from the future tend to have weird hair styles which, considering
some the trends in the world of today, that is saying something.
Even if the costuming of the Future Heroes isn’t shocking
to the people of the present day, there is still going to be some
form of future shock happening to people of the present as they
interact with people from the future. There could even be a bit of
a shock for the Future Heroes, when they discover that the world
of the present isn’t quite what the history books from their future
said it would be like. History tends to look at the big picture, so a
lot of the everyday details of a “historical era” can be lost, or even
misrepresented. The Future Heroes could be in for as much of a
rude awakening about the present, as the present-day heroes are
about the world to come.
In true comic book tradition, when the Future Heroes first
show up, there will likely be a misunderstanding about who and
what they are, and that will lead to the inevitable fight between
the Future Heroes and the present-day ones. Eventually someone
from the future will realize they’re speaking languages from the
wrong era, and things will get straightened out.
There are a few reasons why Future Heroes might show up to
interact with your present-day heroes:
• Something Bad Is Coming! The Future Heroes are using
their knowledge of history to come see some big event that
they know about. Are they just the impassive observers that

9
they claim to be, or do they have another reason for being in
the past? They’ve vagued up why they are in the present, but
they’ve made it pretty clear that they have a reason.
• Honor Our Past! It turns out that the present-day heroes will
be honored in the future as the universe’s greatest heroes and
the Future Heroes have come back to honor them, and give
tribute to them in some form. Honestly, no one is as surprised
by this turn of events as the players’ characters because, well,
Future Heroes

they’ve experienced how well their players roll dice.


• They Aren’t What They Say They Are! Sure, they say that
they’re heroes from the future, come to help out their primitive
ancestors…but what if they aren’t? It could very well be that
they are villains from the future, and are here to muck about
with the timeline, prevent something from happening or
perhaps even “take out” a present-day hero. They’re using
their knowledge of future history for their own benefit!
• Cause And Effect! The reasons for the Future Heroes coming
back in time are noble, but something has been messed up.
They weren’t supposed to be here in the present, and now
their involvement has messed up the timeline. However, they
didn’t learn a valuable life lesson because they’re trying to fix
their previous mistakes and straighten out the timeline.
Whenever you involve time travel in your Tiny Supers games
you are opening a big can of worms. The one thing that you
do not want to do as a GM is invalidate the players’ characters.
The agency of the characters actions in the game can be quickly
undermined by an attitude of “eh, in a thousand years it will all
work out fine.” The Future Heroes should not usurp the players’
characters positions of being at the center of the game. At all
costs you should avoid making the Future Heroes the “true
protagonists” of the story. That’s just bad form.
This can be a good way to freshen up the campaign. Players can
decide that, once the Future Heroes go back to their time, their
characters want to go with them and explore a brave new world.
Perhaps one of the Future Heroes wants a vacation in the rough,

10
and offers to remain behind
and “uphold their legacy”
while the hero sees what the
future is like. You can even
split this into two campaigns:
one in the present and one in
the future. If a crisis is brewing
Future Heroes

the Future Heroes and those


from the present will likely
have to team up again anyway.
One day, however, everything
goes back to being relatively
normal. The Future Heroes
return to the future, leaving
your present-day heroes to
either pick up the pieces of
their meddling in the past,
or to figure out the eventual
repercussions of the actions of
the Future Heroes. Were they
as altruistic as they claimed,
or were they just trying to
manipulate the present in
order to create something they
want in the future? Maybe the
heroes will have to one day go
to the future themselves and
see what is true.
The soundtrack to this article was
Always Tomorrow by Best Coast

11
IT’S A DIRTY JOB
Bounty Hunting in
Tiny Frontiers
By Jonathan Hicks
There’s something almost romantic about the bounty hunting
trade. A lone soul wandering the stars, their life is their own and
their future is in their own hands – should they not get their
Bounty Hunting

heads blown off by some marauding cyborg with a screw loose.


The action, the drama, the sheer adventure of blasting across the
cosmos picking up the scum the law can’t get to.
Sounds perfect for a Tiny Frontiers adventure!

ORGANISATIONS
Bounty hunting requires
regulation or you’ll have every
other gun-wielding crazy and
his dog hosing down people
for cash, so the need to regulate
hunters and their methods is
paramount. They shouldn’t
be an arm of the law and they
shouldn’t be above it either, so
control is the key.
These organisations can be
guilds, associations, chambers,
institutions, whatever you
want to call them. They’re
designed to register, monitor,
regulate and control hunters
so that there aren’t dozens

12
of people dragging
innocents around by
the hair or gunning
down ‘suspects’. Many
regular people don’t
trust hunters as it
stands so having them
kill the odd civilian
doesn’t look good on
their portfolio (or their
Bounty Hunting

bank balance).
For now, let’s go
with the popular
description and call
it a Guild. The Guild
is responsible for the
following things:
- Registration. This is
a database of hunter’s particulars, last known locations and non-
private contacts.
- Licensing. Every hunter requires a license and this must
be renewed yearly. The initial cost is 10,000 creds, with yearly
payments of 5,000 creds.
- Regulation. Hunters must adhere to strict rules regarding their
profession. Weapons and methods of securing prisoners must
respect galactic law (or the laws of the local star system they are
in), and guidelines are in place to minimise disruption and/or
destruction of property. Each of their warrants are monitored and
updated regularly.
- Accounting. To be fully registered (and, in turn, to be recognised
by law enforcement as a legal operative and not as a gun-wielding
vigilante), each bounty hunter must pay 10% of each of their
bounties to the Guild.

13
- Warrants. Unless the hunter is hired by a local government on a
private bond, warrants are distributed by the Guild based on the details
of the hunter’s registration. Seize and return or locate and terminate
warrants are decided by the employer, which in most cases are law
enforcement agencies and governments who cannot acquire the target.
Many bounty hunters take jobs ‘on the side’, of course. Some
wealthy business owners like having the extra security a bounty
hunter can provide, might need a rival ‘taking care of ’ or even have
a private seize and return warrant they want enacting, such as a
wayward child or a business partner who has skipped out with the
Bounty Hunting

company profits. The Guild frowns upon these kinds of jobs, but if
they are well-paid and the hunter doesn’t mind losing 20% instead
of the usual10%, then they usually turn a blind eye.
Should a hunter go off the rails and really begin to cause trouble
for the Guild then they will simply revoke their license, inform/
hand them over to the law or even put out a bounty on their heads;
few conflicts are as intense as between bounty hunters.

WHAT CAN A HUNTER DO?


Bounty hunters have some legal privileges, such as entering a
target’s home without cause or even a search warrant. This legally
exposes them to all kind of liabilities, so they better make sure
they’ve got the right address!
The hunter must do all they can to acquire their targets with
minimal violence or damage to property – hunters will be held
liable for any unwarranted damage, destruction and injuries/
deaths not covered by the warrant.
General civilians and even law enforcement agencies are under
no legal obligation to aid or help a bounty hunter. and cannot be
forced to do so.

14
TOOLS OF THE TRADE
Bounty hunters have a tricky and dangerous job to do, so it’s best
they have everything they need to get the job done right.
First of all, hunters need to get about and this requires a decent
starship. As most hunters work alone and will likely spend their
careers in a starship – it’s more of a home than a means of transport
- the vessel they require needs to be quick, nimble and able to get
in to/out of most ports, bases and outposts. This requires a vessel
that can be commanded by a single person but can be crewed by
several, depending on whether the hunter is working with others
Bounty Hunting

or not; hunter teams, going after larger and more dangerous


targets, are not unheard of.
The most used vessel is the light and nimble Striker-Class, with the
systems slaved so that a single pilot can man the ship.These have enough
room for a bunk and modest living quarters, but have a hold large
enough for several cages/freezers where they can store their bounties.
Many bounty hunters wear armour as they never know what
they’re going to be coming up against. Even what appears to be
‘soft’ target can be a problem as anyone can be a danger when
they’ve got a blaster to hand. To mitigate this, hunters usually
have different sets of armour for different jobs; a light suit for
those missions that require a bit of subtlety, a heavier suit for the
problem targets. Some hunters become known for their armour,
and many keep their helmets on as a way to protect their identity.
Or to look cool and mysterious.
There are also a few extra gadgets the hunter can use:
Stun-net launcher – this fires a net that engulfs a target and delivers
a mild electrical shock. This delivers 1 point of damage but also
causes all future rolls made by the target to be made at disadvantage.
Tranq-dart gun – this fires a dart that penetrates non-armoured
targets and delivers a sedative, doing 1 point of damage per round
until the target falls unconscious for 3D6 minutes.

15
Tracking device – a small button-sized device with a range of
four kilometres. If placed on a target or an item it signals their
exact location for two hours.

TARGETS
Hunters must have a valid and date-stamped warrant before
heading after any target. Failure to produce a warrant upon
returning with a target, or when carrying out the mission, will
result in criminal prosecution by the local star system’s legal system.
Typically, a target’s worth is calculated by the danger they pose.
Unless the contract/warrant is a special deal, such as a high-profile
Bounty Hunting

criminal or a very wealthy individual with a large public profile,


the general cost is calculated in the following way;
Add the hit point total of the target to the number of traits the
target has, and multiply by 500. This is the bounty the target is
worth. Bonuses of up
to 20% may be granted
depending on how
difficult it is to obtain
a target; if they’re in a
fortress surrounded by
guards, then that’s a
bonus well earned!
...and don’t forget to
reduce it by 10% for
the Guild fees!
Bounty hunting is a
lucrative business and
the stakes are high –
It’s definitely a high-
risk/high rewards
way of life, but a lot
of beings feel that it’s
more than worth it.

16
The Turning of Lake
Taaris – Episode Two
By Will Munn with Inspiration by Emma Munn
The Turning of Lake Taaris

The goodly folk living on the shores of Lake Taaris enjoy the
perfect life. Or so they thought. Magentists have been seeking to
grow their power, and in doing so, they’ve begun an awakening.

SETUP
The party finds themselves in the unlikely position of
investigators and bearers of bad news after their tranquil
existence is interrupted by strange, even deadly happenings. In
the worst day in living memory, the once peaceful wild beasts
of Faeriewalk Forest and Lake Taaris converged, mutated and
angry, on the idyllic towns of Lion’s Shore and Waterbrocade.
They ravaged the people and buildings before being driven off.
Given the state of things in Waterbrocade, Talel Bookwood, a
local leader, suggested that the party head off around the lake
warning and checking in on people along the way.
As they progress, it becomes clear the strange and dangerous
day’s events were not localized. Everyone has seen a toll taken by
animal attacks.
Where the characters once played and picnicked with
their family and friends, the forest surrounding Lake Taaris
is changing. From this point forward in the adventure, if the
players choose to journey into Faeriewalk Forest for any reason,
they will notice the following changes. In the forest, many of the
plants are dying, and the rest are becoming deadlier. Thorns and
giant flytraps are sprouting everywhere, and vines look as though
they are attempting to strangle the giant faerie toadstools. The
vines and flytraps will try to capture any unwary character who
moves too close.

17
18
The Turning of Lake Taaris
Digestive Vines
With dark, almost black, shiny, heart-shaped leaves, these vines
almost seem to grow while observed. They emit as sulfurous scent
and will move to grab any living thing that gets close.
Attack: Grasp and hold; these nasty vines leave the skin they
touch raw as they attempt to digest you. 1 damage per turn they
The Turning of Lake Taaris

have you in their grasp.


Size: Medium
HP: 2

Giant Flytrap
These bright green and red beauties snatch at anything that
draws close. They emit a sickly-sweet odor and look oily and
slick to the touch. Their lightning-quick reflexes will beat all but
the fastest characters. Roll a test at disadvantage to dodge any
attack by a disturbed flytrap.
Attack: No damage for initially being trapped, but when the
digestive juices start flowing, a trapped person will take 2 damage
per turn.
Size: Large
HP: 5
Finally, the same as Episode 1, Causing any mutated creature (or
plant) to bleed, they may make a Test if they have the Perceptive
or Eidetic Memory trait. Should they succeed, they’ll note that the
blood of the creature had an orangish tint. If they get a sample, the
group can take it for examination. With Artisan Academy in ruins,
the Observatory at Lemon Harbor is the only place that might have
this capability. More details on this location in a future episode.

RULES
Rules from The Turning of Lake Taaris Episode 1 still apply, including
the new Magience trait. See TinyZine Issue 24 for details.

19
EPISODE TWO PLOT
In this episode, the adventurers set out for Forest Bay and Blue
Heron’s Vineyard, along the way, they’ll pass Lily Farm and meet
more mutated creatures. Edging through any portion of the
actual forest, they will discover mutating carnivorous plant life,
and anything that isn’t mutating is dying. Finally, the party will
The Turning of Lake Taaris

participate in defense of the vineyard from encroaching mutations.

E1 INTRO
“Toadstools above! What about Lily Farm? Has anyone checked on
them out there?” Talel Bookwood calls after you as you’re walking
out of the smoldering ruins of Waterbrocade the morning after
your arrival. The acrid scent of buildings damaged or destroyed by
fire still stings your nose and gives you a headache, but the thought
of Lily Farm is enough to make you forget all of your discomforts
for a moment. Your blood chills at the idea of anything happening
to the gregarious Terre Lily, owner of the farm. You quicken your
pace, putting the sun behind your left shoulder as you head to the
farm. It’s just a couple of miles southwest of Waterbrocade.
You smell Lily Farm before you see it, but that’s normal. It
sits just past a hill the road winds around before crossing the
farm, and the smells of hog slop and manure assault passersby
along the route. There are no telltale signs of smoke, so you begin
to hope against hope that the farm has gone untouched. Still,
there’s something wrong, and it takes you a moment to recognize
what it is. As you draw closer and closer, there is no crescendo of
hog squeals to greet you, and the air takes on a dull quiet.
Your fear for the friendly goblin Farmer Lily is enough to
throw caution to the wind, and you break into a run sprinting
into full view of the piggery. It’s empty. Mostly.
The pens usually full of fattened hogs stand open, and one massive
porcine creature sprawls on its side with guts ripped out at the
edge of the nearby forest. Otherwise, there are no hogs in view. A
successful test will reveal that the pigs stampeded out of the open

20
gates and fled the farm. Farmer Lily’s house stands as it always has
off to the East side of the road. It looks more or less untouched,
though all of the shutters appear closed—all except one in the front
of the house that snaps open for a moment and then clacks shut.
Moments later, the front door opens a crack, and a plump goblin
hand beckons you to the house with quick frantic gestures.
Once inside the single room farmhouse, a haggard-looking Terre
The Turning of Lake Taaris

Lily greets you warmly, “I hope you’re stayin’ safe from them varmints
out there! The kettle’s about to boil, and I’ll pour us all a cup of mint
tea.” A squeal erupts from under maroon and purple patchwork
blankets on a bed in the corner of the room, and a pig roots its way out
from under them, drops to the floor, and trots over to circle Farmer
Lily’s feet. “Yes, Annabelle. There’ll still be plenty for you too.”

E2 ANNABELLE IS AN INSIDE PIG


Questioned, Farmer Lily will tell the tale of hearing strange sounds
from Faeriewalk Forest and going out to inspect. When they saw
the strange and terrifying creatures, they returned quickly to their
farm, and when the sounds drew nearer, they released their hogs to
run free and hopefully safe. They stayed barricaded in the farmhouse,
and when the monsters came sniffing around, they didn’t notice the
occupants of the small building.
If the group asks why the farmer didn’t bring more of the hogs
inside, they’ll respond that those are outside hogs.
They’ll also describe the marauding beasts as a spotted leopard
with strange wavy tentacles protruding from it’s back, a vicious
and grizzled wolf, and an enormous rabbit with pointy teeth and
sharp, spiky ears. It looked like they headed south. Looking around
the south end of the hog pens, the group will notice the tracks of
the odd creatures and can follow them with a successful test. They
may also choose to follow the road to Forest Bay.

E2 THE WOE OF FOREST BAY


Either on the road or tracking the animals, the group will eventually
come upon the monsters when they are near the town of Forest Bay.

21
The creatures have turned back north, leaving the southern hamlet in
ruins behind them. They will coordinate and attack the group on sight.

Tentacled Spotted Leopard


Leopard-spotted tentacles dance atop this creature’s back. Each
limb terminates in an open toothy maw that looks ravenous. The
leopard itself crouches before pouncing on a target.
The Turning of Lake Taaris

Attack: Bite for 1 damage. Claw for 1 damage. The leopard


may attack as many as 4 times per turn with its tentacles doing
1 damage each.
Size: Medium
HP: 3

Grizzled Wolf
The gray shouldered wolf licks its chomps
and growls menacingly, showing its razor-
sharp teeth and five-pointed tongue.
Attack: Bite for 1 damage. On a
successful bite, make a test to see if a piece of the tongue will
detach and slither off into the victim, causing them to become
feverish within an hour and unconscious within two. Without
medical attention from a Magientist, the victim will never awake.
Size: Medium
HP: 4

Enormous Rabbit
It’s fluffy. It’s white. It’s deadly. It’s silent. It stands over 10 feet
tall. The customary front teeth are razor-sharp, and so are its ears.
Attack: Bite for 1 damage. Jumps and lands on a creature for
2 damage from long range. If anyone climbs on its back, it has a
double ear attack for 1 damage each.
Size: Huge
HP: 7

22
Forest Bay is devastated, and there appear to be no survivors,
although a few of Terre Lily’s hogs are running wild in the
streets. A test will reveal many people fled the settlement heading
southwest toward Blue Heron’s Vineyard. The road passes very
near to the forest at a certain point. The adventurers will now
have a chance to experience the changes to Faeriewalk Forest
relayed in the SETUP section if they haven’t already.
The Turning of Lake Taaris

E2 FIRE IN THE VINEYARD


Traveling around the south end of Lake Taaris, the group will
immediately notice billowing smoke rising from the direction
of Blue Heron’s Vineyard. As they approach, they will see that
the city folks, vintners, and farmers banded together to form a
line of defense between their prized vineyards and Faeriewalk
Forest. They have constructed makeshift lookout towers and lit
bonfires next to each to keep the creatures of the forest at bay.
Patrols forge to the edge of the woods at regular intervals and
burn away digestive vines that emerge and stretch toward their
coveted grapevines. It is nearly sunset when
the adventurers arrive.
The Producer, a dwarf with
silvering hair and spectacles on
the end of her nose, meets the
party at the gates of the small
city and welcomes them. Anyone
from this area will know the
appropriate form of address is,
“Madam Producer”, and others
may make a test to know it.
She will gently correct anyone
who gets this wrong with a kind
smile and just a hint of steel in
her voice. She’ll wish the group
well and offer them beds in separate
homes in Blue Heron’s Vineyard since the

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inns are full. The only catch is that they each must take a 2-hour
shift as a lookout and another on vine burning duty each day
that they stay. If anyone from the party is from here, they may
choose to stay with family or friends, but the obligation remains.
Everyone will be assigned randomly to the following sleeping
arrangements. The extras will be placed in additional rooms in
Winchester Manor if there are more than four players.
The Turning of Lake Taaris

• Winchester Manor is practically a mansion owned by a rich


old human woman named Mrs. Bass. She and her servants
turned the manor into a boarding house and operations
center to defend the vineyards. Mrs. Bass owns a great many
of the grape farms. There are many visitors here, and the
place is almost full.
• Honeysuckle Hut is a cute little cottage and home to a
small family of three dwarves: Marigold, Tulip, Clover. They
are extraordinarily kind and insist that their guest sleeps
in the most excellent bed in the loveliest room (Tulip’s).
They’ll provide sumptuous meals and clever banter as
entertainment.
• The Green House is a ramshackle outbuilding with peeling
green paint inhabited by old man Winchester. He doesn’t
make any accommodation for his guest and grunts far more
than he speaks. There is a cot for the character in the corner
of the shed, provided by The Producer.
• The Barnaby House is a charming place and gets its name
from the fey family who lives there. Barnaby and Felia are
parents to Barnaby Jr. and Treva. They seem very put together,
but when they think their guest can’t hear, they all argue a
lot over trivial things. One of the children may try to steal
something from the visitor.
Shifts are assigned at Winchester Manor by Jeev, who gets
upset when called a butler. He prefers the term household
coordinator. At least one of the stints players take will be during
the wee dark hours. They need to succeed at a test to stay awake

24
if they are on watch. During this time, attentive characters can
make a test to notice that several small fires have started in the
vineyard behind them. If the kindling blaze goes unnoticed, it
will grow and spread to adjoining vineyards before alarms ring
out from the city. A small fire-breathing chameleon who made
it this far unseen is the source of the burning.

Fire-breathing Chameleon
The Turning of Lake Taaris

Small and cute, if you’re a lizard lover. This creature looks just like
an ordinary chameleon but appears adapted to nocturnal activity.
When it starts a new fire, players in the vicinity may make a test
at disadvantage to see the creature unless they have an applicable
trait. They will have to make this test each combat round.
Attack: Bite for 1 damage. Breathe fire for 1 damage ongoing
until put out.
Size: Very Small
HP: 1
After the chameleon incident, the
guardians and some folks from
town quickly put out the fires as
The Producer had ordered huge
wine casks of water on hand,
just in case. Depending on
their response to the fires and
chameleon, the characters
may be lauded as Heroes
of the Vineyard or asked
politely to leave at first light. Note
that capturing the chameleon in a fire-
proof container could be very useful, and
donating it to the Producer could win approval back if the group
has lost favor.

25
TINY
TRINKETS Part 1
By Colin Chapman
It can be challenging to provide magical items as treasures and rewards
without contributing to ever-increasing power and the accompanying
issue of characters always trading out existing items as they gain more
potent ones. This essentially robs enchanted items of their magical
feel, turning them into rather mundane commodities. Additionally, in
campaigns where magic is common, there is often a decided lack of
minor examples of magic beyond potions and scrolls.
Following on from Tiny Tinctures’ selection of potions, Tiny
Trinkets Part 1 provides a bevy of minor magical items for your
TINY TRINKETS

Tiny Dungeons games. These are devices of utility and fun that
may not provide mechanical benefits but add magical flavor.
The fine details of many of these items are left to the GM, but
material, color, cut, and embellishment all add to an item’s appeal.
Look for more intriguing trinkets in Tiny Trinkets Part 2.
If you want to determine which trinkets are found or given
randomly, roll 2d6. Read across for the first die, and down for the
second, so a 2, 4 result indicates a Pragmatic Pack.

D6 1 2 3 4 5 6
1-2 Comp. Dramatic Enchant. Faithful Hot Pot Iridescent
Cloak Cloak Pipe Scribe Inkwell
3-4 Musical Pragmatic Resplend. Ring of Shadowed Shuffle
Medallion Pack Recipes Reach Cowl Deck
5-6 Sibling Slicin’ Squealing Tinder Tiny Wondrous
Scrolls Soldiers Wax Gloves Torchbear. Wig

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Companion Cloak
This high-collared crimson cloak not only floats to and affixes itself
to its owner from up to two yards/metres away when commanded,
it acts as an extra crude but weak hand when desired, opening doors,
handing its wearer bottles, etc. It is too weak and fragile to fight, and
cannot perform fine manipulation, but is otherwise very handy.

Dramatic Cloak
When desired, this voluminous cloak swirls and billows
dramatically around the wearer even when no wind is present,
lending them a flamboyant, dashing air.

Enchanter’s Pipe
This carved smoking pipe allows the user to mentally shape and color
the smoke that issues from it, creating a small, impressive display.
Other varieties do not produce smoke, but colorful bubbles instead.
TINY TRINKETS

Faithful Scribe
A large, gorgeous feather quill with a precious metal nib, the
faithful scribe will write anything it is directed to write by its
owner as they speak, correcting any grammatical errors as it does
so. It does not create its own ink however.

Hot Pot
This blackened iron pot has a polished copper base. When used it
will cook any food placed within it to perfection, no fire required,
though the process is no faster than normal.

Iridescent Inkwell
This beautiful inkwell not only refills itself once per day, it can
instantly change the color of the ink as often as the owner desires.

Musical Medallion
Inscribed with overlapping depictions of musical instruments this

27
medallion provides a personal soundtrack for the wearer when
desired, adjusting to mood and situation.

Pragmatic Pack
This rugged backpack is made of exotic leather. Not only does
it arrange its contents perfectly to reduce the risk of items being
accidentally broken, it instantly places whatever item its owner is
attempting to retrieve at the top of the pack.

Resplendent Recipes
This pocket-sized volume only has a few blank pages within it.
When presented with a selection of edible foodstuffs, its pages fill
with a recipe for a toothsome meal that can be made using those
ingredients. It can only present one recipe at a time.

Ring of Reach
TINY TRINKETS

While wearing this intricate ring, the user can magically pull small,
light objects into his grasp. It does not affect anything further away
than a yard or metre or heavier than a dagger.

Shadowed Cowl
This fine, deep hood darkens the shadows within it, obscuring the
wearer’s features in part or whole, making them seem more mysterious
and making it more difficult to identify them in less well-lit conditions.

Shuffle Deck
When commanded, this expertly painted deck of cards shuffles
itself thoroughly in a brief, extravagant display. Shuffle decks come
in playing card and tarot varieties.

Sibling Scrolls
This pair of identical, blank scrolls is superb for communicating over
great distances. Whatever is written on one will magically appear
on its twin, regardless of distance within the same dimension. At
their owners’ command, they also erase their contents.

28
Slicin’ Soldiers
Armed with swords and shields, this pair of hand-tall warrior
statuettes is amazingly detailed. When activated they battle each
other under the control or two characters, directed by various
finger movements, Slashing, parrying, and thrusting in an
attempt to defeat their paired statuette.

Squealing Wax
This block of golden wax may be used 2d6 times. When
appropriately used to seal a scroll or letter, it will mentally alert the
owner when broken by anyone other than the intended recipient.
It works over any distance within the same dimension.

Tinder Gloves
These supple gloves are enchanted to briefly form a small, candle-
like flame at the tip of the wearer’s finger when desired, allowing
TINY TRINKETS

them to start a fire much like a flint and steel would.

Tiny Torchbearer
Engraved with sigils of flame, this brass ring adjusts itself to fit
and hold any torch or lantern. The owner can then set it to carry
the light source through the air next to them, no further than a
yard/metre away and no higher than head height.

Wondrous Wig
A boon for the bald or those seeking to disguise themselves,
this wig has white, straight, mid-length hair until donned, at
which point it assumes whatever color and style, natural or
elaborate, its wearer wants. It may never grow more than
two yards/metres in length though, nor is it anything
more than hair.

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