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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

1
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 One:
Scene 1

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 would-
be 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 =
agree to the Baron’s request, Healing Potions
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,
well as a pack horse with enough even if a character is reduced to
provisions for their journey to 0 Hit Points. It cannot increase
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
Table: Castle Calda Rumors
seem interested in causing Roll (1d6) Rumor
trouble at court, the Game 1 The Wilding Wood is filled
Master should remind with dangerous beasts and
them that they are in the bandits!
Baron’s throne room and 2 They say an ancient wyrm
that in addition to the sleeps beneath the eaves of
Baron himself, six guards Dragon Spire.
are also present, and several 3 A great Gryphon nests atop
of the dozen courtiers the peak of Dragon Spire.
present are armed. Those 4 The lost sword of a noble
foolish enough to still insist knight is somewhere in the
on causing problems (such caverns of Dragon Spire.
as theft or acts of violence) 5 A strange hermit lives near
will be admonished once the village of Brookhollow,
communing with nature.
by the Baron before the
guards attempt to subdue 6 A cadre of bandits attacks
wayward travelers in the
and then jail the offender.
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, Courtiers (12): HP 2, Traits: Charismatic,
Insightful, Perceptive. Weapons: Longsword Insightful, or Perceptive (choose one). Weapons:
(Light Melee Weapon) 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
The Wilding Wood is aptly named. It is a thick, overgrown
Scene 2

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,
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
Scene 2

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

10
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.
Scene 2

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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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
Scene 2

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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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.
Scene 3

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.
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
Scene 3

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.

14
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.
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
Scene 3

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.

Encounter One: Avalanche!


Scene 4

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

16
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.
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
Scene 4

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

17
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!
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
Scene 4

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…
The dragon Aralinthronox
is indeed the source of
the gaseous poison. He is
Scene 5

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

19
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.
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
Scene 5

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

20
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!
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
Scene 5

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…

22
Appendix:
Pre-Generated Characters
Kora Heritage: Human
Kora is a Human in her Hit Points: 8
late teens who has taken Traits: Blacksmith, Defender, Tough, Vigilant
up the life of adventure Weapon Group: Light Melee Weapons
after refusing to take (Mastery: Long Sword)
up the family trade of Family Trade: Blacksmith
blacksmithing. Through
Belief: Everyone has the right to find their
quite skilled at the
own freedom!
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


While Nixi is as mischievous Hit Points: 4
as any goblin, she isn’t as Traits: Goblin Agility (Heritage Trait),
fearful of the big folk as Acrobat, Opportunist, Sneaky
others of her kind. She’s Weapon Group: Light Melee
recently begun to follow a Weapons (Mastery: Daggers)
group of adventurers that Family Trade: Map-Maker
seemed fun and interesting,
Belief: There’s always a new adventure
and while her hyperactive
just around the corner!
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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