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TinyZine 04

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TinyZine

TinyZine Issue 4
Written by Alan Bahr and Gregory Israel
Editor: Alan Bahr
Interior Art: Anthony Cournoyer
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, 2018

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


©2018 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 fourth installment of TinyZine! We’re here to
provide you with more content for all your favorite Gallant Knight
Games! Today we’ll have a new TinyD6 microsetting, preview a
new class for our OSR game FOR COIN & BLOOD, and so
much more!
We’ll open with a new micro-setting from Gregory Israel, who
assisted on Tiny Dungeon 2e. Gregory is bringing The King’s
Daggers to you, a new grimdark setting for Tiny Dungeon 2e!
As a note, Gregory will be creating the first officially licensed
Tiny Dungeon 2e product: Beyond Sun & Shadow, coming to
Kickstarter soon!
Next, we have a preview of the Executioner class from our
upcoming For Coin & Blood expansion, Murder is Cheap.
And we’ll be closing off with some new Trauma and Stress rules
for TinyD6 to add some grit and grim to your setting!
Alan Bahr, 07/02/2018

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The King’s Daggers
Micro-setting

By Gregory Israel

Synopsis
The King’s Daggers = Tiny Dungeon + Teleportation + Secret
Agents + Game of Thrones. It is designed for a GM and one
Adventurer, but works with larger groups as well.
You are a member of the King’s Daggers, an elite group of
operatives who have been taught the secrets of teleportation magic.
You conduct top secret missions vital to Crown and Country.

Introduction
For generations, the people of Cassorra had been plagued by
marauding tribes of orcs. The orcs relished any opportunity to
raid towns and villages, which frequently left the settlements
pillaged and burned. This ongoing nightmare was finally put
to an end under the reign of Cassorra’s current monarch, King
Odinel Ingran.
King Ingran knew that knights and archers alone could not put
an end to the orc attacks. The King tasked his most knowledgeable
mages, sages, and alchemists to find something to help bring a
victorious end to the long running conflict. Although it took many
years, considerable quantities of gold, and the lives of many brave
warriors, they did not disappoint their liege.
Using a newly discovered mineral known as darkstone, along
with powerful magic and breakthroughs in alchemy, they were able
to create an amulet which allowed the wearer to teleport to any
location they had ever been before. The King immediately put the
amulet to use. He gathered his best spies, assassins, and warriors to

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be trained in the use of teleportation magic.
Micro-setting

As this training ensued, additional


amulets were created as quickly as
possible. The King dubbed this small
elite group the “King’s Daggers”.
The King’s Daggers quickly
turned the tide against the
orcs. Instead of confronting
the enemy head-on, the
Daggers began to target and
eliminate orc leaders and priests,
breaking the morale of the
marauding forces. When
the Orc King, Drakmok the
Cunning, was ambushed and killed
in his own camp, the orc tribes
retreated deep into the mountains and have
not returned since. Teleportation magic helped save Cassorra
from the orcs, but now it may be tearing the elective monarchy
apart from the inside.
Some leaders of the Nine Noble Houses of Cassorra want the
secrets of teleportation magic to be shared with all of the Noble
Houses. They believe it is their fair reward for the sacrifices that
they all made in the fight against the orcs and as repayment
for the many resources they contributed to the development of
teleportation magic. King Ingran, however, fears what might
happen if a large number of people know this powerful secret. He
believes that only a select group of trusted people should know
how to use the amulets.
This dispute has lead to rising tensions and mistrust between
those who agree with the King and those who want access to
teleportation magic. The King’s Daggers play a vital role in
defending King Ingran and making sure that Cassorra does not
fall into civil war.

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The Nine Noble
Micro-setting

Houses of Cassorra
The Nine Noble Houses govern Cassorra through an elective
monarchy. When the throne is vacant, due to death of the
monarch or abdication, the Noble Houses elect a new King
or Queen. Using a selection system which varies from House
to House, each Noble House nominates a candidate. Each
House then casts one vote which cannot be used to vote for the
candidate it nominated. If no candidate receives a majority, the
lowest vote getters are eliminated and another vote is cast. The
winning candidate becomes the King or Queen of Cassorra.
Coalitions between Noble Houses change over time, and the
Houses have long memories. A monarch who mistreats a Noble
House knows that the next ruler may come from that very House.
This serves as a check on a monarch’s abuse of power.
House Name Head of House Heritage
House Barrat Grand Duke Skirr Barrat Karhu
House Dowsett Grand Duke Körbl Dowsett Salimar
House Froude Grand Duke Matvey Froude Human
House Ingran King Odinel Ingran Human
House Leveson Grand Duchess Cordelia Leveson Human
House Ramage Grand Duchess Thura Ramage Dwarf
House Scammel Grand Duke Tobbar Scammel Goblin
House Tepest Grand Duchess Nezetta Tepest Human
House Warrender Grand Duchess Raven Warrender Fey
There are currently two well known alliances within the Nine
Noble Houses. The first is between the Houses of Ingran, Dowsett,
Froude, Leveson, and Scammel. The second includes the Houses
of Barrat, Ramage, Tepest, and Warrender.

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There are also at least three secret alliances between Noble
Micro-setting

Houses, including agreements between Houses Tepest and


Warrender, Houses Dowsett and Ramage, and Houses Scammel
and Warrender.

The King’s Daggers


Those wishing to join the ranks of the King’s Daggers must prove
their skills and loyalty in a series of missions. If these missions
are successfully completed, they are offered a spot in the King’s
Daggers. They must pledge their life to King and country – once
a Dagger, always a Dagger. When this oath is sworn, the new
Dagger is taught how to use teleportation magic. Daggers are
never allowed to speak of their affiliation, nor are they publicly
acknowledged or rewarded for their actions.
The King directs his Daggers and consults with a team of advisors
and strategists who help plan the missions for the Daggers. There
is also a team of mages, alchemists, and scholars who work to
improve teleportation magic and develop other magic items which
may prove useful for the Daggers.
The researchers are currently focusing on several aspects of
teleportation magic for improvement. One is to make the magic
item smaller. It is currently an amulet, but this might become a
ring, or something that could be implanted under the skin. The
second aspect is to make the magic more potent. This might involve
making it easier to use, decreasing the side-effects, teleporting
more gear, teleporting another person, etc.
Another area of interest is anti-teleportation magic. One goal is to
create “anti-exit” magic items which prevent people from teleporting
away from the affected area. Another is an “anti-entry” magic item
which prevents people from teleporting into the affected area.
All of the research done for the King’s Daggers is a closely
guarded secret, to which many people want access.

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New Trait
Micro-setting

Teleportation Magic: If I’ve been there, I can return in the blink of an


eye. You have been taught to use teleportation magic. Teleportation
magic adheres to the following guidelines:
• You must have a teleportation magic item (typically an
amulet).
• You can teleport to any place you have been before. You must
have actually set foot in the location.
• You can teleport once per day.
• Teleporting requires at least two Actions:
• First, you must spend on Action to concentrate on your
destination.
• Second, you must make a successful Test. If you fail
the Test, you may try again with your next Action(s),
but completing any other Action
(Move, Attack, etc.) before
successfully teleporting breaks your
concentration and requires you to
start the process again.
• Upon arriving at your destination,
you must make a Save Test to
avoid being disoriented for 1d6
Actions.
• Within reason,
objects in direct
contact with your skin
teleport with you. The
GM has the final say.

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Beyond the Borders
Micro-setting

The lands surrounding Cassorra are filled with potential allies and
enemies.
• While they have made no signs of returning to their raiding
ways, the orc tribes of the eastern mountains are always on
the minds of Cassorrians.
• The northern desert is home to various nomadic tribes
which act as a trade link between Cassorra and the peoples
who live far north of the scorching barren land.
• To the west lie the city-states of Zardissa,five large independent
cities which also also engage in trade with Cassorra.

Adventure
Hooks
• Someone has
infiltrated the strategists of the
King’s Daggers and is using
the Daggers to further their
personal agenda. They start
by giving the Adventurer(s)
a mission to eliminate a political
rival in another Noble House.
• A new deposit of darkstone has been
found in the eastern mountains.
The King wants to control this
precious resource. His rivals see this
as an opportunity to change the balance
of power in Cassorra.

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• One of the King’s most trusted advisors is missing. The
Micro-setting

information he knows about the Daggers and teleportation


magic would make it much easier for someone to craft their
own teleportation amulet.
• A secret alliance of Noble Houses has started to create
teleportation amulets for themselves. How did they learn to do
this? Will the King use his Daggers to stop this proliferation
before it becomes a reality? Is it already too late?
• Not only has one of the Noble Houses reproduced
teleportation magic, they have advanced it.
• The city-states of Zardissa are considering more formal
alliances with each other. They are concerned about
Cassorra’s teleportation magic and are contemplating ways
to reproduce and counteract it.
• The King’s strategists want Daggers to visit each of the
city-states of Zardissa so they may teleport there in the
future. This could involve getting arrested and tossed in
the city’s dungeons, finding a reason to visit the castles and
strongholds of the leaders of the city-states, etc. The more
secure the locations, the better.
• The King’s strategists want Daggers to visit the seats of
power for each of the Nine Noble Houses.

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The Executioner
Executioners are a mix between sell-swords and assassins. Often
employed as wandering law enforcers, they are merciless killers,
drawing their blades for the law that coin can buy, as much as for
The Executioner

their own pleasure and the needs of justice.

The Executioner Advancement Table


Level Exp Hit Saving Base Hit Lethality
Points Points Throw Bonus
1 0 Con+1 14 0 1
2 1,250 Con+2 13 1 1
3 2,500 Con+3 12 2 2
4 5,000 Con+4 11 2 2
5 10,000 Con+5 10 3 3
6 20,000 Con+6 9 4 3
7 40,000 Con+7 8 4 4
8 80,000 Con+8 7 5 4
9 160,000 Con+9 6 6 5
10 320,000 Con+10 5 6 5

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Executioner Class Abilities
Weapon/Armor Restrictions
Executioners are proficient with all weapons but may only wear
light armor and may not use shields.

Executioner’s Blade
Each Executioner is granted a unique Executioner’s Blade. They
The Executioner

should name this blade, which generally adheres to the the


following rules of construction.
The blade is a two-handed great sword that does 1d6+3 damage due
a channel in the spine of the blade that contains liquid hydrargyrum.
The amount of decoration and flair on each blade is unique, granting
each Executioner’s Blade a history. An executioner is expected to
retain possession that blade.
An individual wielding an Executioner’s Blade who is not an
authorized member of the Executioner’s Guild is branded a
criminal and is hunted down until dead.

Lethality
An Executioner increases their Critical Hit range by their Lethality
rating based on their level. For example: A level 1 Executioner
would score a critical hit on a 19 or 20, where as a level 10
Executioner would score a critical hit a 15-20 on the attack roll.
This ability only applies when they are wielding their
Executioner’s Blade.
Every time an Executioner kills an enemy with a Critical Hit,
they gain a +1 Increase to Infamy.

Establish Guild (9th):


An Executioner of ninth or higher level has the potential to become
the Guild Master of the Executioner’s Guild. To become so, they
must defeat and kill the previous Guild Master. While as a Guild
Master, they are responsible for all aspects of the Executioner’s Guild,
determining rates, whose laws to enforce, and other such aspects.

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Open Game License
Open Game Content may only be Used under and in terms of the Open Game License Version
1.0a (OGL). Only the Executioner Class and it’s text are designed as Open Game Content under
the OGL. The following are not Open Game Content: “For Coin & Gold, Sword & Wizardry,”
“S&W,” and “Mythmere Games,”, TinyD6, any TinyD6 writing or rules, other trademarks noted below
under DESIGNATION OF PRODUCT IDENITY and COPYRIGHTNOTICE and with the
exception of all artwork.
These trademarks, and the Trade Dress of this work (font, layout, style of artwork, etc.) are reserved as
Product Identity by their various companies.
DESIGNATION OF PRODUCT IDENTITY
The Executioner

Gallant Knight Games™ is copyright 2015-2017, Alan Bahr. The Gallant Knight Games™ logo is
copyright 2017, Alan Bahr. Art is copyright 2017, Gallant Knight Games.
COPYRIGHT NOTICE
The introduction and fiction or descriptive text, and the setting of [CITY] in this product is Copyright
of Gallant Knight Games © 2017 and is not open content.
DESGNATION OF OPEN CONTENT
All Executioner rules, Executioner charts, and Executioner house rules are open content.
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the
Coast, Inc (“Wizards”). All Rights Reserved.
1. Definitions: (a)”Contributors” means the copyright and/or trademark owners who have contributed
Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works
and translations (including into another computer languages), potation, modification, correction,
addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing
work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease,
sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the
game mechanic and includes the methods, procedures, processes and routines to the extent such content
does not embody the Product Identity and is an enhancement over the prior art and any additional
content clearly identified as Open Game Content by the Contributor, and means any work covered by
this License, including translations and derivative works under copyright law, but specifically excludes
Product Identity. (e) “Product Identity” means product and product line names, logos and identifying
marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements,
dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts,
themes and graphic, photographic and other visual or audio representations; names and descriptions of
characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places,
locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols,
or graphic designs; and any other trademark or registered trademark clearly identified as Product identity
by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f )
“Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to
identify itself or its products or the associated products contributed to the Open Game License by the
Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate
and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the
licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that
the Open Game Content may only be Used under and in terms of this License. You must affix such a
notice to any Open Game Content that you Use. No terms may be added to or subtracted from this
License except as described by the License itself. No other terms or conditions may be applied to any
Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms
of this License.

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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant
You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to
Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game
Content, You represent that Your Contributions are Your original creation
and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License
to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying,
modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s
name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
The Executioner

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as
to compatibility, except as expressly licensed in another, independent Agreement with the owner of
each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with
any Trademark or Registered Trademark in conjunction with a work containing Open Game Content
except as expressly licensed in another, independent Agreement with the owner of such Trademark or
Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a
challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open
Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the
work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License.
You may use any authorized version of this License to copy, modify and distribute any Open Game
Content originally distributed under any version of this License.
10. Copy of this License: You MUST include a copy of this License with every copy of the Open Game
Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the
name of any Contributor unless You have written permission from the Contributor to do so.
12. Inability to Comply: If it is impossible for You to comply with any of the terms of this License
with respect to some or all of the Open Game Content due to statute, judicial order, or governmental
regulation then You may not Use any Open Game Material so affected.
13. Termination: This License will terminate automatically if You fail to comply with all terms herein
and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive
the termination of this License.
14. Reformation: If any provision of this License is held to be unenforceable, such provision shall be
reformed only to the extent necessary to make it enforceable.
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc. System Reference Document
Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip
Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff,
Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.
Swords & Wizardry Core Rules, Copyright 2008, Matthew J. Finch
Swords & Wizardry WhiteBox Rules by Marv Breig, copyright 2008-2011 Matthew J. Finch.
Some rules text copyright 2015 Barrel Rider Games and James M Spahn
For Coin & Blood, Copyright 2018, Alan Bahr and Gallant Knight Games

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STRESS &TRAUMA
TinyD6 normally only uses These rules are designed
Hit Points to represent
health. This subsystem allows
to replace the standard
you to expand those rules. TinyD6 Hit Point rules. We
Stress Capacity represents
recommend only players
emotional, mental, or non- use them (managing them
physical fatigue, damage, for NPCs is certainly a lot
and harm. Trauma Capacity more work! However, be
Stress and Trauma

represents the physical aware they will increase the


damage one can take. To toughness of your heroes.
use these rules use the
following steps:
Starting Trauma Capacity is equal to the Starting Hit Points
for each Heritage. Any attack that deals damage reduces Trauma.
Treat Trauma Capacity just like Hit Points.
Starting Stress Capacity is different. Each
player starts with d3+4 stress (anywhere from
5 to 7 stress). Attacks that are not directly
intended to harm the target (stun attacks,
social insults, mental onslaughts) reduces
Stress Capacity. When Stress Capacity
reaches 0, the character can still act but suffers
Disadvantage on all rolls.
Stress recovers at the rate of 1 per hour
or via Healing as normal. When someone
performs a Healing test (either from the
Healing Trait or other) they may choose to restore
Trauma or Stress as they see fit.

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