TinyZine 18
TinyZine 18
TinyZine Issue 18
Written by Alan Bahr, Jonathan Hicks, & Steffie de Vaan
Editor: Alan Bahr
Interior Art: Anthony Cournoyer, Nicolás R. Giacondino
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 eighteenth issue of TinyZine!
Steffie returns with our monthly Roll-and-Play, this time
tackling Sunken Worlds and their setups.
A new contributor Jonathan Hicks, provides a Tiny Frontiers:
Revised adventure!
- Alan Bahr, 12/5/2019
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Roll-and-Play:
Tiny Kingdoms
Roll-And-Play
Steffie de Vaan
Roll-and-Play is a monthly article by Steffie de Vaan which lets
GMs create readymade content for their game. The concept is
simple: grab a d6, and roll once on each tables below, or mix and
match as fits your game.
Let’s talk about kingdoms. They’re not exactly tiny, but you still
need them for your game (and if the characters like to travel, you
need a lot of them) so we’re covering them this month. While
we call them kingdoms, this also includes monarchies ruled by
women or non-binary people, and oligarchies and democracies.
D6 Kingdom
1 Arash’tel, jewel of the nine worlds
2 Gretash, where the dragons died
3 Hanurdal, ruler of the eight seas
4 Torak, under the shadow
5 Weltend, at the edge of the world
6 Zatorda, land of unbearable light
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D6 Ruling Body
Roll-And-Play
1 The fey queens Eleanor and Roshna rule their kingdom wisely
and justly. Their subjects love them, though complaining
about taxes remains fair game.
2 Sovereign Roanna just ascended their throne. The young
human thought it was a matter of issuing royal decrees,
but there’s bickering nobels, taxes and angry merchants to
contend with!
3 The Queen-Mother rules this Treefolk monarchy after her
son and his husband died under mysterious circumstances.
She fears a plot to kill her grandchildren too, to wrest the
crown away from her family.
4 This nation is ruled by a representative democracy. Every adult
person may cast a vote for someone to represent them, and
representatives with enough votes gain a seat in parliament.
The representatives then elect a prime leader among them
- this position is currently held by a Karhu named Bezoar.
5 An oligarchy of noble families rules this kingdom, and
has for generations. This led to stagnation and oppression,
as most nobles only look out for their own interests. The
nation experiences a schism between Kalar, a human
scheming to make himself king, and Hatha, a dwarven
noble who wants to make life better for the lower classes.
6 Human General Ramus leads this kingdom after a coup.
The coup was just - the ruling monarchy was cruel and
dictatorial - but Ramus is falling into the same trappings
of power. It’s been seven years, and he made no move
toward installing a democracy.
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Roll-And-Play
D6 Capital
1 A great harbor city of gleaming white stone and marvellous
riches - neither of which can keep the perpetual smell of
fish at bay. People are generally wealthy, even if inns and
taverns experience literally cutthroat rivalry.
2 The official capital is an ancient keep on a rocky, windy
mountain. While still in use by old rich families, the
governing body has since moved to a more accessible city
with better trade routes.
3 Sitting on fertile lands that flood every few seasons,
this capital exists in layers atop itself. Entire streets and
houses, now covered under mud, lie under the adventurers’
feet. Locals converted some of them to food stores, but
monsters roam in others.
4 The capital sits in the caldera of a long-dormant volcano.
The people dug tunnels out of the solidified magma to
serve as stores and emergency bunkers if the capital comes
under attack.
5 The capital city is haunted by the ghosts of its past inhabitants.
They come out at night, and the living - vastly outnumbered
- line their windows and doors with salt to keep them out.
6 Sitting in the shadow of a vast mountain where dragons
roam, the capital struck a bargain with the terrifying
creatures. The people pay a tax of cows and sheep, and the
dragons protect them against invaders.
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D6 Historical Event
1 This kingdom conquered the neighboring nation of Hatush
Roll-And-Play
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D6 Trouble
1 Drought struck the farmlands and famine seems imminent.
Roll-And-Play
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The Hole Truth
Jonathan Hicks
INTRODUCTION
The Hole Truth
APPROACH
The asteroid is huge, 22.3 km in length and 12.8 km in width,
and is of a rough egg shape. There is definitely an energy signature
from within, not powerful but steady, about the strength of a
medium-sized starship’s power core. The asteroid also has a gentle
spin along it’s axis, generating around a 85% of standard gravity.
The hole in the front of the asteroid is spherical and almost
perfectly round, apart from the rough rock it has been hewn
from. A field of debris extends from behind the asteroid a swell
as creating a small cloud of it in front, trapped by the gravity
the spinning asteroid creates. To get through the hole, the PC’s
starship will have to navigate the debris field. Two rolls will have
to be made and as the debris is very slow moving the roll can be
made at automatic Advantage.
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ENTERING THE HOLE
Passing rough the hole sends a ripple through the starship, as if
they have passed through an energy field of some sort. In fact,
as soon as the starship passes through the sensors register an
atmosphere; the PCs will have to wear breathing masks and cold
weather gear as the temperature is very low, but other than that
they should function perfectly fine.
The hole leads into a long tunnel which gradually morphs from
The Hole Truth
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fact that the race that
lived here was very,
very large, measuring
at least 7 meters in
height. Players will
have to do some
climbing to get up
and down stairs, as
well as see what’s on
The Hole Truth
THE TRAVELLERS
There is no sign of anyone living here; in fact, it seems that
nobody has lived here for a very long time. Perhaps hundreds
of years. A fine layer of frozen dust lies across the surface of
everything, so much so that walking across surfaces results in a
‘crunch’ and footprints, like on a thin dusting of snow.
In every building everything is neat and tidy, with everything
packed away and neatly stored. There are no pictures, no apparent
personal belongings, nothing. It is as if the ship was built but
never manned.
The only evidence of the look of the travellers are statues in
what appears to be a town hall of some kind, or at least a central
gathering point. Eight statues of what appear to be important
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beings, bipedal, with long faces, what appear to be two trunks
drooping from the centre of a long face, and three fingers on
each hand. Each statue seems to be reaching for something, a
symbolic stretching of the hand.
ENCOUNTERS
Falling debris when heavily touched or mishandled; the inside of
the asteroid is delicate and fragile! Make some deft Save tests or
The Hole Truth
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steers the asteroid towards them, as is the case with the trajectory
the asteroid is now on as it heads to the main planet of this solar
system. With some time they can adjust the asteroid’s trajectory,
the controls are incredibly simple. Point and click, of a sorts.
Also in the power core are the creatures that have made the
asteroid their home.
These are around two
meters in height but they
The Hole Truth
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CONCLUSION
The travellers appear to have been a highly advanced race with
no starships for interstellar travel, so they constructed this home
within an asteroid to travel the stars as a generation starship.
There seems to be no immediate reason why they did this and it
appears to be a simple case of the desire to explore; they were not
running from war or natural disaster.
The Hole Truth
The evidence suggests that the artificial sun, the ball of light
hanging in the centre, was emitting a power signature that seemed
to be interfering with the genetics of the young being born, and
an increase in mutations was being recorded over generations.
That is all the immediate information that can be gleaned; the
data is so old and corrupt that it cannot be deciphered and will
need years of extrapolation. There is no data as to where the
travellers even came from.
But there is a lot to learn from the travellers; art, design,
construction methods, theology and philosophy… scientists will
be studying the data for decades.
They’ll just need to stay away from the power core.
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Tiny Torchbearers
An alternate experience system for TinyD6 inspired by Burning
Wheel and Torchbearer.
Failure can feel terrible in roleplaying games. Presented is an experience
system that is designed to leverage failed rolls into character growth.This
system will not work with the alternate experience systems presented in
Tiny Dungeon 2e, other TinyD6 products or other TinyZines.
When a player character fails a test, they gain 1 Growth Point.The very
first time they fail a test, they must select a Trait related to that failed test
that would have helped them succeed potentially
(the Game Master can help guide this.) This
Growth Point is then assigned to that trait.
Thereafter, every time they fail a test where
the previously selected Trait would have helped
them, they gain another Growth Point which
is assigned to that trait. Once that trait has a
number of growth points equal to the number
of traits the character currently has (Archetype
Traits and General Traits), they gain that Trait as a new Trait.
A character can have multiple Traits being assigned growth
Tiny Torchbearers
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