Quest For Dragon Spire: By James M. Spahn

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Adventure

Quest for DRAGON SPIRE By James M. Spahn

Quest for Dragon Spire

Written by James M. Spahn Interior Art: Anthony Cournoyer Cover art: Eric Lofgren Book Design & Layout: Robert Denton Published by Gallant Knight Games, 2019 Some artwork © 2016 Eric Lofgren, used with permission. All rights reserved. Tiny Dungeon 2e and TinyD6 are trademarks of Gallant Knight Games. ©2019 by Gallant Knight Games. All rights reserved. Reproduction without the written permission of the publisher is expressly forbidden, except for the purposes of reviews, and for the blank character sheets, which may be reproduced for personal use only. Gallant Knight Games, Ogden UT 84404

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Quest for Dragon Spire An Introductory Adventure for Tiny Dungeon

Introduction

Welcome to one of the many adventures that await you with the Tiny Dungeon: Second Edition roleplaying game. Quest for Dragon Spire is a family friendly introductory adventure designed for players young and old taking their first steps into the dangerous and exciting fantasy adventures of Tiny Dungeon: Second Edition. If you’ve never played Tiny Dungeon before, don’t worry! The game has very few rules and the ones that exist are pretty simple. If you’re a Player (someone taking on the role of a fantasy hero), the main “rule” you need to remember is that whenever you need to make a roll (sometimes called a Test or Save, depending on the circumstances), simply roll two six-sided dice (you know, normal dice you find in most board games). If either of those dice come up a 5 or a 6, you succeeded! Sometimes you’ll roll “with Advantage,” which means you roll three dice and sometimes you’ll roll “with Disadvantage,” which means (you guessed it!) you only roll one die! If you’re the Game Master, your job’s a bit bigger than everyone else playing, but don’t be nervous! The same basic rules apply when it comes to rolling dice. Think of your job as part storyteller, part rules arbiter, part host. You

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describe all the other stuff in the world to the other players -- the people, the places, the events around them -- and they tell you how their characters react and what their characters do. You then decide whether or not they need to roll dice (whether making a Test (see page 6 of Tiny Dungeon: Second Edition) or a Save (see page 8 of Tiny Dungeon: Second Edition). In addition, you get to play the part of everyone in the world who’s not controlled by a player! From the noble Baron Leonas of Caldamis to the magnificent dragon Aralinthronox, you get to make each of these characters your own! Game Mastering takes a bit more work than just playing a single character, but it can be very, very rewarding!

The biggest responsibility of everyone at the table is to have fun! The rules for Tiny Dungeon are fast and loose, allowing all the players to get on with the adventure! So, strap on your sword, light a torch, and get ready for adventure as you begin the Quest for Dragon Spire!

Oh, and one more thing, if you’re not the Game Master, you shouldn’t read any more of this adventure or you’ll spoil all the surprises that await you! Instead, turn to page 23 and look over the pre-generated characters and talk with the other players about who you want to play! There are a lot of great choices, and we’re sure one of those brave adventures will jump off the page and beg you to come with them as you cross dangerous wilderlands, climb dangerous mountains, and help protect the good people of Caldamis from the looming danger of Dragon Spire!

Running the Adventure

If you’re the Game Master, you’ll be running Quest for Dragon Spire. Don’t be nervous! It’s a lot of fun. As long as you’ve read over both the How to Play chapter of Tiny Dungeon and this adventure, you’ll do just fine. If you’re ever stumped for what to do, just make a quick call (typically by asking for a Test or Save with Advantage or Disadvantage, depending on the situation) and keep the adventure going!

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Quest for Dragon Spire takes players across the wild landscapes of the fantasy kingdom of Caldamis. Tasked by Baron Leonas with traveling to the distant village of Brookhollow to find the source of a terrible miasma that has befallen its goodly people, these would-be heroes must cross untamed wilds, cross wits with strange conjurers, and confront an ancient beast of unimaginable power if Brookhollow is to be saved!

Most adventures (including this one) are nothing more than a collection of linked scenes or encounters -- just like a movie or a play. The biggest difference in a roleplaying game is that the actions of the player characters can change the flow of things from scene to scene or the context of a scene. As Game Master, all you need to really do is use the scenes presented in this adventure as a guideline. While each scene includes detailed information, don’t be afraid to change things up based on what the player characters do or what seems like it’d make more sense within the context of the story as it unfolds. A prepared adventure like Quest for Dragon Spire isn’t a detailed roadmap, but more of a structured outline where you can fill in the gaps as you need. It sounds like a lot to manage as a Game Master, but don’t worry. Just read over the adventure, jot down some info that you think is important or you might need to reference quickly, and most of all have fun!

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Scenes and Encounters

Within an individual scene there may be multiple, smaller encounters tied together by the central location of that scene. Each of the scenes in Quest for Dragon Spire is described below using the same structure. Each scene is number and presumably run in sequence. Each scene begins with a brief summary of that scene for Game Master reference.

There is a brief description of each scene to help the Game Master describe what the player characters experience as the scene opens. This is italicized and can be read verbatem, but you’re encouraged to ad lib or speak in a more fluid manner so it doesn’t seem like you’re reading from a script. After the description is a listing of critical events that are happening in the scene to give the Game Master a sense of how to run the scene as a whole as the narrative unfolds.

Finally, any key non-player characters, items, monsters, or environmental details are described. In some cases, this section may point the Game Master to specific listings in Tiny Dungeon, Second Edition.

Some scenes will have a boxed section providing alternate ways to run the scene, advice, or other tidbits of helpful information to assist the Game Master.

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Scene 1

Scene One:

Audience at Castle Calda This scene serves as an introduction that finds the player characters summoned to the court of Baron Leonas, ruler of the Free Realm of Caldamis, as he needs their aid in order to help the people in the distant village of Brookhollow. After accepting his offer, the player characters will recieve a few items to aid them on their quest and have the opportunity to interact with a few members of Baron Leonas’s court. The courtiers may provide insight into the challenges that lay ahead for the player characters as they set out on their adventure. You have arrived at Castle Calda, a great stone keep whose spires rise so high as to almost touch the clouds themselves. Surrounded by the city of Calda and ruled over by Baron Leonas -- lord of the Free Realm of Caldamis. But on the far and wild edges of Caldamis, terror has risen. The Baron has put out a call for skilled adventurers and wouldbe heroes to come to his court at Castle Calda and pledge their aid the people of Brookhollow.

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Scene 1

Thusly, you find yourself standing beside a motley collection of strange wanderers who have answered the Baron Leonas’s call. In his court, surrounded by nobles, the Baron presents himself to you and makes his offer. “Goodly beings of Caldamis,” his bright blue eyes and gentle smile reflect warmth, sincerity, and a genuine concern for his people. “I thank you for coming so quickly. I will speak plainly, for time is of the essence. Far away from this capitol city of Calda, beyond the Wildling Wood and on the edges of my realm, the village of Brookhollow which lies beneath the shadow of Dragon Spire Mountain is besieged by a strange miasma. It’s people grow ill and its crops wither. As summer now turns to fall, I fear that if the source of this lingering evil is not discovered, they will not survive the coming winter. Will you not aid me? Aid my people? I besiege you, cross the Windling Wood and help the villagers of Brookhollow cure themselves of this evil. Should you accept this quest, you will have my blessing and should you succeed, I will offer you rewards of renown and, if necessary, gold.

“What say you? Will you save the innocent people of Brookhollow?”

The many attendants and nobles in the throne room lean in, listening for your response. Their nervousness and concern evident. = If the player characters readily Healing Potions agree to the Baron’s request, he thanks them profusely and These bubbling blue potions magically heal the wounded. provides them with a map Drinking them is an action which can be used to guide if done during combat and across the Wildling Wood as instantly restores 3 Hit Points, even if a character is reduced to well as a pack horse with enough 0 Hit Points. It cannot increase provisions for their journey to a character’s Hit Points above Brookhollow. If players inform their normal maximum. the Game Master that they’d like their characters to negotiate with the Baron for more supplies or payment up front, simply ask them to make a Test. Characters with the Charismatic Trait may make this Test with Advantage. If successful, Baron Leonas will pay each of the characters 20 gold pieces up front and provide the group as a whole with three Healing Potions to aid them on their journey.

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Scene 1

If the characters ask Baron Leonas for more information or inquire among the many attendants currently at court, the Game Master should ask for a Test. Characters with the Insightful or Perceptive Trait receive Advantage on this Test. Each player that is successful on this Test learns one Rumor from the table below, Castle Calda Rumors. The Game Master should roll 1d6 to determine which rumor each character learns. It is possible for two different characters to learn the same rumor and just because they hear a rumor doesn’t make it true. If the player characters seem interested in causing trouble at court, the Game Master should remind them that they are in the Baron’s throne room and that in addition to the Baron himself, six guards are also present, and several of the dozen courtiers present are armed. Those foolish enough to still insist on causing problems (such as theft or acts of violence) will be admonished once by the Baron before the guards attempt to subdue and then jail the offender.

Table: Castle Calda Rumors Roll (1d6) Rumor 1

The Wilding Wood is filled with dangerous beasts and bandits!

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They say an ancient wyrm sleeps beneath the eaves of Dragon Spire.

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A great Gryphon nests atop the peak of Dragon Spire.

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The lost sword of a noble knight is somewhere in the caverns of Dragon Spire.

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A strange hermit lives near the village of Brookhollow, communing with nature.

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A cadre of bandits attacks wayward travelers in the Wildling Woods.

Once the player characters are ready to set off, the Game Master should move on to the next scene. Baron Leonas: HP 5, Traits: Charismatic, Insightful, Perceptive. Weapons: Longsword (Light Melee Weapon)

Courtiers (12): HP 2, Traits: Charismatic, Insightful, or Perceptive (choose one). Weapons: Short Sword or Dagger (Light Melee Weapon, Guards (6): HP 3, Traits: Defender, Shieldbearer. choose one). Weapons: Arming Sword (Light Melee Items of Note: Map of the Wilding Wood. Weapon). Other Gear: Shield.

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=

Scene Two:

Crossing the Wynding Wood Scene 2

The Wilding Wood is aptly named. It is a thick, overgrown woodland with thin trails to guide travelers. Even with the map, it will take several days to cross and described below are several scenes the Game Master can use as player characters are confronted with the many dangers within. Game Masters should not feel obligated to use all of the scenes below, and should never use more than one scene per day of travel so that the player characters have time to rest and recover from some of the wounds they might suffer. See page 15 of Tiny Dungeon, Second Edition for more information on Hit Points and their recovery.

Encounter One: Wandering Wolves

A pack of hungry wolves begin confront the adventurers and must be placated or fought off ! After a long day of traveling the thin trails of the Winding Wood, shadows claw across the path as the sun fades into the west. You realize that sounds of the forest have fallen to silence and a low growl is suddenly carried on the wind. You see a pair of twinkling, predatory eyes in the twilight. Then another pair. And another pair. Within seconds you realize that a pack of grey-furred wolves has come out of the brush and is stalking towards you and your companions.

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Wolves (6): HP 2, Traits: Fleet of Foot, Tracker,

Scene 2

Six wolves, near starving, Weapons: Bite (Light Melee Weapon) have been driven to desperate measures and are hoping to make a quick meal of the adventurers. While the characters’ first instinct may be to resort to violence, creative options and level heads more easily prevail. Making use of traits like Beastspeaker could allow the characters to calm the wolves, or they could attempt to use their own rations to slake the wolves’ hunger. The Game Master should encourage creative problem solving and as long as the players present a reasonable solution to the problem, simply ask for a Test and narrate the situation based on that Test’s results.

Encounter Two: Beleaguering Bandits

A small group of bandits has been waylaying travelers, demanding coin in return for passage! They’ve decided the player characters are easy pickings! The thick foliage surrounding the path suddenly thins into a clearing. Standing in the clearing, you see several men and women, all human, dressed in patched leather armor and carrying a collection of simple weapons. They look haggard and predatory, cudgels and knives twitching in their meaty fists. The apparent leader, a large human with a thick black beard rumbles a threat at you and your friends, “If ye wanna cross the wood, ye gots ta pay the toll.” There are number of bandits equal to the number of adventurers, plus an additional two. The bandits are putting on a show of intimidation, but would rather simply relieve the player characters of their goods and retreat back into the woods. Like the wolves, combat is an option -- though not the only one. The player characters can attempt to intimidate the bandits, though this requires a Test done with Disadvantage since the bandits outnumber them. Players that come up with clever and reasonable ideas (such as a Spell-Touched character using their magic to create a powerful display, or deceiving the bandits with false promises of riches to be found elsewhere or among other non

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Scene 2

existent travelers), may make Bandits (See Above): HP 2, Traits: Sneaky, Test without Disadvantage in Weapons: Club or Dagger (Light Melee Weapon) order to convince the bandits to let them pass. Alternately, the bandits will let the player characters pass without violence if they are paid a total of 10 gold pieces per bandit.

Encounter Three: Storm Surge

Not all dangers in the woods are living! As the adventurers travel during a heavy rainstorm, they come to a raging river where the bridge has been washed out! How will they cross these dangerous waters? Even though it is mid-afternoon, you and your companions have seen scant few rays of sunlight because just before dawn the sky filled with brooding gray clouds that have since dumped a seemingly endless rainstorm across the Wildling Wood. Drenched and uncomfortable, you have come to a wide river that runs across your path through the woods, but as its banks flooded the old wooden bridge that once covered the thirty feet that separates its banks has been washed away. Now it flows, fast and dangerous, and a new way to cross must be found. There is no singular way to handle crossing the flooded river. Attempting to swim across the river is the most obvious (and dangerous) method, but remind the characters that they have a pack horse with them, given by Baron Leonas. Swimming the raging river requires a Test with Disadvantage unless that character has an appropriate Trait (like Strong).

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Scene 2

Simply listen to your players and when they come up with a clever idea that seems plausible then allow them to make a Test (or series of Tests, depending on how many steps their plan has). If its a plan unlikely to succeed, have them make any Tests made with Disadvantage. If the Tests are truly unique and clever, allow them to be made with Advantage. Use this opportunity to build tension and allow players to overcome obstacles without having to draw a sword or cast a spell. Adventuring sometimes involves overcoming mundane problems and it is an important element of playing Tiny Dungeon. If a character falls in the water, have them make a Test with Disadvantage for every minute. Each failure causes that character to lose one Hit Point. If a character reaches zero Hit Points they will drown and die without the opportunity to make a Stabilization Test.

Scene Three:

Miasma at Brookhollow Having dealt with the dangers of the Wilding Wood and stepped beyond its eaves, the adventurers journey finally leads them to the village of Brookhollow, where they discover a village shrouded in a thick, gray fog that is rolling down from nearby Dragon Spire and into the village valley.

Encounter One: The Shrouded Village

You and your friends leave the dangers of the Wildling Wood behind as the forest opens up to reveal a large valley nestled under the shadow of a looming, stony mountain that seems to be clawing at the setting sun. A thick mist surrounds the mountain peak, pouring down onto the village of simple thatched huts that fill the valley. This fog mixes with the hearth fires that trickles up from several of these homes. You soon realize you are gazing on the miasma choked village of Brookhollow and the looming stone of Dragon Spire.

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Scene 3

Brookhollow is a small village of about twenty families that live by farming crops grown on the nearby hills. Included below are several key non-player characters (often called NPCs) and a few key locations within that community. The Game Master should feel free to add additional NPCs to flesh out the village and customize these new characters to fit their own campaign. This scene is driven primarily by the player characters as they use the village as a resting point to recover, resupply, and gather information on the dangers of Dragon Spire.

The miasma that has filtered down from Dragon Spire floats through the village, slowly sickening its people. Anyone caught in this fog for more than a day that does not make a successful Save against poisons suffers Disadvantage on all physical Tests (such as combat or athletic actions) as lethargy and sickness takes hold of them. Making a test to examine the miasma and its properties reveals that it will eventually become fatal if it is not cleared from the valley. Characters with the Healer Trait receive Advantage on such a Test, but cannot use their training to prevent this fact. Only driving away the source at the top of Dragon Spire can save the people of Brookhollow.

Mayor Eldan Greenrich: Mayor Eldan lives in a three room home near the center the of the village. He is a goodly man and glad for the aid of the player characters. His young son, Seamus, has fallen ill and is bed ridden from the miasma and his wife Tara is caring for the boy. Greenrich tells the characters that the miasma began pouring down from the mountain a few weeks ago after a mighty roar was heard one morning that shook the surrounding lands.

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Sgt. Reda Stonebridge is the dwarven Captain of the Guard. She is more resistant to the miasma, but is frustrated by the degenerating conditions in town and the Mayor’s unwillingness to send an exploratory party into the mountains. If the player characters ask her for aid and succeed in a Test, is given her prize Dwarven Climbing Kit, which grants Advantage on any Tests made to traverse the mountain for the player characters. She will not join the characters on their journey because of her promise to the Mayor. Reda, does however, know the way to the mountain pass to ascend Dragon Spire and will provide such information to the player characters.

Scene 3

Gordan is a Goblin that runs the local tavern, The Peak’s Pint. It is a small tavern with simple (if spicy) faire of pork and potatoes. Characters can get a meal here and Gordan will allow them to sleep in the common room if he learns they are on an errand from Baron Leonas. Many townsfolk gather at the Peak’s Pint at night to share a sense of solidarity in these troubled times.

Trindy is a human man who runs a small general store that he shares with the elven blacksmith Blackroot. Trindy sells simple gear such as that which is found in an Explorer’s Kit and though Blackroot doesn’t sell weapons beyond daggers or spears, he can repair broken weapons or dented armor. Trindy is skittish and nervous of strangers, while Blackroot is taciturn and distrustful -- though not hostile. They will sell their wares or repair equipment at whatever price the Game Master deems to be appropriate.

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Encounter Two: Journey to the Spire

Having seen the plight of the people of Brookhollow, the adventurers have set in search of the secret mountain pass that will guide them up to the peak of Dragon Spire! The miasma is thick, obscuring your vision and shortening your breath. As you leave Brookhollow behind and draw closer to Dragon Spire, its shadow enshrouds you and you begin the search for the hidden pass that will take you above the sickening fog and let you breathe free air again as you begin your ascent to face the perils await.

Scene 3

If the characters were able to learn about the secret pass from Sgt Reda, their search for the pass can be accomplished with a few hours of investigation near the base of Dragon Spire and a successful Test made with Advantage. If they have no knowledge of the pass’s location, this Test is made with Disadvantage. If the Test is failed, the characters spend one full day searching fruitlessly for their path up the mountain and all party members suffer 1 Hit Point of Damage that cannot be healed until they can escape the miasma.

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Scene Four:

Ascending Dragon Spire After speaking with the people of Brookhollow and witnessing their plight, the player characters begin their ascent up the dangerous Dragon Spire! Like the journey through the Wilding Wood, the Game Master should feel free to use one or both of these encounters as they feel is appropriate before the characters find their way to the entrance to the Lair of Aralinthronox the Dragon. As you and your companions break free from the poisonous miasma, you cannot help but feel a sense of awe at the height and majesty of the great stone edifice that is Dragon Spire. Winding your way up a narrow path set against one side of the mountain while the other side offers only open air and a swift plummet to your death. The deadly fog that plagues Brookhollow pours down in a trickle near its peak that pools in the valley below and enshrouds the valley. Scene 4

Encounter One: Avalanche!

Caught in a rockslide, the adventurers must act quickly to prevent falling off the side of Dragon Spire! A booming cry echoes from the highest peak of Dragon Spire and suddenly the ground beneath your feet begins to tremble! The rumbling grows and what beings with a few scant pebbles becomes a full on rockslide in seconds as it seems as though half of Dragon Spire itself is falling down around your head! Each adventurer is caught in a sudden avalanche as stones and boulders fall about them! Everyone must immediately make a Save to avoid taking two points of Damage as heavy rocks rain down on them! In addition, everyone (whether they made their Save or not) must make a Test to maintain their footing on the narrow path up the mountain! Those that fail this Test slip and are now

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hanging precariously from the edge of the mountainside! Allies who made their save can rush to their aid. Characters attempting to pull themselves up without aid do so with Disadvantage, while those who have a companion to help them do so without penalty. Anyone receiving assistance from a character with the Strong Trait may make their Test with Advantage. Characters who fail their Test to climb back up three times tumble over the cliffside and must make a Save. Those that fail suffer six points of Damage, while those that succeed only suffer three. Regardless of the damage suffered if anyone fell over the side, the entire group of adventurers must spent an entire day rescuing any fallen companions and reascending the mountain.

Encounter Two: The Guarding Gryphon

A Gryphon has made its nest in the eaves of Dragon Spire and the players have accidentally stumbled upon it! Swooping down on them, they’ll need to drive off the beast if they want to continue their journey.

Scene 4

A piercing, hawk-like cry rips across the sky and as you turn your eyes to the clouds you see a gryphon. The feathered head and claws of an eagle have mingled with the body of a lion and this terrible beast is swooping down from a nest perched on a cliff in a deadly dive towards you and your friends! Having accidentally come too close to the Gryphon’s nest, the adventurers must now deal with the creature defending its home. Already enraged, negotiation or calming the beast isn’t really an option. Unfortunately, combat against the Gryphon will not be easy and the

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only way the characters can attack the beast is to make use of ranged weapons as it swoops down upon them and and then rises again for another dive. Particularly large or strong characters could attempt to tackle it mid-dive, but that’s a dangerous. Those without ranged weapons will need to improvise, borrow something from their companion, or find some other way to attack the creature. Remember that being so high up, any thrown weapons (such as daggers or spears) are going to go right over the side of the mountain Gryphon: HP 6; Traits:Flight; Weapons: if the attacks using Claws and Beak them miss!

Scene 4

Fortunately, the Gryphon is not foolish and will not fight to the death. After suffering 4 points of damage, it will retreat to its nest and simply perch there, watching the player characters as they pass and nursing its wounds. If the characters slay the territorial creature and decide to climb up to investigate its nest, they discover a clutch of three golden colored gryphon eggs that are unhatched. The Gryphon was nothing more than a mother protecting her young. The characters can recover the eggs, which will hatch in three days if kept warm. But, if dropped or otherwise treated roughly, they will never hatch and the clutchlings will never be born.

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Scene Five:

The Lair of Aralinthronox At the peak of Dragon Spire, the players discover the source of the miasma: A sleeping dragon that is billowing poisonous smoke down the mountainside! Will they fight the beast? Convince it to leave? Attempt to out wit the creature? Only they can decide… A massive fissure is torn into the side of Dragon Spire as you reach near to its summit. Easily large enough for four to walk abreast and five times the height of a human, the miasma spills from it, pooling around your knees and trickling over the side of the mountain. Beneath the long shadows not touched by the sunlight that pours into the cavern you hear a low, rhythmic rumbling and see a metallic twinkling in those shadows. Taking a reluctant step forward, you see it is a great red-scaled dragon sleeping atop a small mountain of treasure! With each deep breath, it pours forth a gout of the noxious fumes that are poisoning the surrounding area. Deep in slumber, it does not appear to notice you or your friends yet…

Scene 5

The dragon Aralinthronox is indeed the source of the gaseous poison. He is arrogant and temperamental, a Red Dragon straight from fairy tale stories (see page 55 of Tiny Dungeon). He will remain asleep unless the characters make a lot of noise during their

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approach, but his glowing yellow eyes with snap open if they so much as touch a coin of his treasure. Though self-important and proud, Aralinthronox is not evil. It is possible to fight him, though it will likely result in the death of some (or all) of the adventurers. Other options include awakening the dragon and attempting to convince him to find a new home or convincing him or tricking him into leaving the area with a well-chosen lie. Though Aralinthronox is no fool, characters attempting to convince the dragon to lead (regardless of whether through deception or pleading) will need to role-play their efforts and make a series of three Tests. If their method of interaction is role-played well or they have a Trait that is appropriate, the first Test is made with Advantage, the second Test has no modifiers, and the third Test is done with Disadvantage. If their attempt is not particularly clever they do not receive Advantage on the first Test and if they attempt to bully the dragon or seem covetous of its treasure, they suffer Disadvantage on all three Tests. The Game Master should play up the dragon growing irritated or short tempered with the characters to build a sense of tension, as if one wrong word and everything could go terribly wrong. If the players openly seek to steal Aralinthronox’s treasure or resort to armed conflict, play out the combat as normal. Adventuring is deadly business and sometimes foolish choices have foolish consequences -though it is possible (in theory) to defeat the dragon in battle.

Scene 5

Once Aralinthronox agrees to leave, he has one final request before departing: That the player characters offer him some kind of tribute. Anything that is valuable or beautiful will do, this is simply a role-playing opportunity to help add one last dose of tension to a situation that is all but resolved. After receiving his tribute, Aralinthronox tells the characters he will depart before nightfall, leaving the puny mortals to their tiny village -- though he is bothered by them disturbing his nap. Under no circumstances will Aralinthronox surrender so much as a coin of his hoard, and characters foolish enough to attempt to perloin some for themselves will need to make a Test with Disadvantage to

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do so. Failure will enrage the dragon and he will attempt to kill the entire party. Success, however, nets the thief a collection of riches worth 50 gold pieces -- though Aralinthronox will notice the theft later and may come to extract revenge in a future adventure! Aralinthronox the Red Dragon: HP 20, Traits: Charismatic, Eidetic Memory, Educated, Insightful; Weapons: Fire Breath, Bite, Tail Swipe (see Tiny Dungeon, page 55).

Scene Six:

Return to Castle Calda With Aralinthronox dealt with and the people of Brookhollow safe, the characters return to Castle Calda as heroes! Aralinthronox the Red is gone from Dragon Spire and the people of Brookhollow are safe. After a long, though happily uneventful, journey home you and your companions have returned to Castle Calda. Guards escort you into the now familiar halls of Baron Leonas where his lordship awaits you. He greets you with a broad smile and calls for a hardy meal be brought out so he can sup and hear your tale!

Scene 5

Leonas is surprised to learn the legends around how Dragon Spire earned its name are true, though surprised that the adventurers were able to successfully stop Aralinthronox. He pays them what was promised and asks them to stay for a week in Castle Calda as his honored guests. If the characters accept this offer, they are treated as such and are able to recover from any injuries they suffered during the adventure. They are also paid their promised coin for successfully fulfilling their promise to the Baron.

After their week in his care, the Baron asks the adventurers if they would be willing to act as his official agents of the kingdom in the future. If they agree, he names them Royal Agents of Calda, and tells them soon he will have another quest for them…

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Epilogue Congratulations! You’ve played your first Tiny Dungeon adventure! If all went well, everyone had a great time - the Game Master lead the players on an epic journey and they came out the other side noble heroes! The Game Master is encouraged to continue the story from here. Maybe Baron Leonas wants to find the Bandit King in the Wilding Wood. Maybe the adventurers must return to return to Brookhollow and help its people as they begin to mine the caverns of Dragon Spire. Maybe a new and darker evil comes to an unexplored region of Calda and the Baron tasks the characters with preventing its rise to power. The possibilities are only limited by your imagination!

Game Masters and players that want to continue with new adventures featuring these characters might want to look at pages 20-21 of Tiny Dungeon and consider awarding Experience Points so players can improve the abilities of their Adventurers and face new and more thrilling challenges.

In the end, this is but the first steps on the path to adventure. Tiny Dungeon is your game, your story, and these are but the first few pages…

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Appendix:

Pre-Generated Characters Kora

Heritage: Human Hit Points: 8 Traits: Blacksmith, Defender, Tough, Vigilant Weapon Group: Light Melee Weapons (Mastery: Long Sword) Family Trade: Blacksmith Belief: Everyone has the right to find their own freedom!

Kora is a Human in her late teens who has taken up the life of adventure after refusing to take up the family trade of blacksmithing. Through quite skilled at the trade, Kora wanted to wield swords -- not just forge them. Now, carrying the only blade she made with her own hands, she has set off to find her place in the wilds of the world.

Alsarra

Heritage: Fey Alsarra is different Hit Points: 6 from other Fey. Instead of being dismissive Traits: Bow Mastery (Heritage Trait), of Humans and their Educated, Eidetic Memory, Perceptive ways, he is quite curious Weapon Group: Heavy Melee and has decided to Weapons (Mastery: Quarterstaff ) study these odd people Family Trade: Scribe up close and personal. Belief: Knowledge leads to Curious and a bit understanding and understanding arrogant, he approaches leads to knowledge them with an academic interest and spends some time each night making notes of what he finds in a small journal he carries.

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Balthar

Balthar didn’t want a life of adventure, he just wanted to mine jewels and ore from his dwarven homeland and trade it with the people of Calda. But with all the trouble plaguing the land, someone’s got to save these humans from their own problems. Now, irritated with his own protective instincts, the bearded old dwarf has set down his merchant scales and taken up a notched axe he thought he set aside long ago. Heritage: Dwarf Hit Points: 8 Traits: Dark Vision (Heritage Trait), Cleave, Insightful, Resolutee Weapon Group: Light Melee Weapons (Mastery: Battle Axe) Family Trade: Mining Belief: Someone’s got to help these people and it might as well be us.

Nixi

Heritage: Goblin Hit Points: 4 Traits: Goblin Agility (Heritage Trait), Acrobat, Opportunist, Sneaky Weapon Group: Light Melee Weapons (Mastery: Daggers) Family Trade: Map-Maker Belief: There’s always a new adventure just around the corner!

While Nixi is as mischievous as any goblin, she isn’t as fearful of the big folk as others of her kind. She’s recently begun to follow a group of adventurers that seemed fun and interesting, and while her hyperactive energy irritated them at first she has since proven herself to be clever and resourceful. Nixi likes outsmarting her foes or using stealth to gain the advantage and is always glad to tell an energetic story to anyone who will listen.

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Ursa

Lumbering down from Heritage: Karhu the northern tundra, Ursa is one of the Hit Points: 7 bear-like Karhu. He Traits: Powerful Claws (Heritage Trait), fears that the growing Beastspeaker, Healer, Survivalist troubles in the human Weapon Group: Heavy Melee Weapon lands may lead to (Mastery: Great Club) endangering his own Family Trade: Herbalist wild homelands far to Belief: We must the north and has come protect one to help defend them another from their troubles to protect so he will not have to ourselves. defend his people. He is grumpy, but his age and experience with the wilds of the world offer a unique insight into nature and all its dangers.

25

Tiny Dunegon Adventures

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