Professional Documents
Culture Documents
TinyZine 26
TinyZine 26
TinyZine 26
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
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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
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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.
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Master Archer
Fighting Styles
5
Shadow Assassin
Fighting Styles
6
Stalwart Defender
Fighting Styles
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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
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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
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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
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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
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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
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
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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.
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- 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.
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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
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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
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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.
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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
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.
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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
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
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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.”
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The creatures have turned back north, leaving the southern hamlet in
ruins behind them. They will coordinate and attack the group on sight.
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
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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
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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
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.
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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
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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.
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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
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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