TEXT: An Adventure for Tiny Terrors
  Requires the use of the d20 Modern Roleplaying Game, 
  published by Wizards of the Coast, Inc.
  
  2
  The Basement of Doom is an adventure for the Tiny Terrors d20 
  Mini-Game that is designed for 4-6 characters of 1-3rd level. The 
  adventure is set in the Robinson Household, a stereotypical suburban 
  family but can be easily reconfigured for any house that has a kid’s 
  room, a hallway, stairs, and a basement. No floor plan is given for the 
  house; instead it is encouraged that players use sections of their own 
  home as the playing area and utilize toys to keep track of their 
  characters. The difficulty of this adventure can be increased by raising 
  the hit dice and abilities of the monsters involved, or by removing 
  allies from the adventure such as Sparks the puppy and Buck Gordon. 
  The adventure is configured so it can easily be used as an 
  introductory adventure, serving as the spirit toys first adventure in the 
  real world. Also the adventure is set in the Robinson household, a 
  stereotypical suburban family and their 3 bedroom house, though it 
  can be changed to other houses by simply changing some names. 
  Background
  Matt and Sarah Robinson had led nothing but normal 
  suburban lives for most of their childhood, spending their days at 
  school, out playing, or home with their loving parents. Nothing 
  particularly unpleasant or unusual happened to the Robinsons, and 
  while the parents were thankful that their children were getting a 
  childhood that would hopefully minimize their therapy bills later in 
  life, Matt and Sarah were not so pleased. Growing up on tales of 
  adventure and daring do, they tried to find what excitement they 
  could in the nearby woods, construction sites, and other places that 
  suburban children go that they are not supposed to. When they could 
  not find adventures they made them up, developing complicated 
  fantasy worlds in which their toys were the heroes and heroines of 
  their stories. While a bit on the dull side, everything seemed to be 
  By Lee Hammock
  Artwork: Corey Reid
  Presents:
  going okay for Matt and Sarah Robinson.
  Then Matt went over to a friend’s house for a sleepover, a 
  named Robert friend who had already been harried by the 
  Boogeyman. The Boogeyman’s minions struck that night and 
  reported back to their master what a delectable morsel of innocence 
  Matt was. So the Boogeyman set his minions on the small boy and his 
  sister, deploying his minions to bring them terror and fright.  Robert 
  is already protected by a cadre of skilled spirit toys, and so to avoid 
  another protracted battle over Matt and Sarah the Boogeyman has 
  decided to invade their house with what he hopes to be overwhelming 
  force: a shadow dog, one of the moderately powered minions of the 
  Boogeyman. 
  Since the Boogeyman has begun paying attention to Matt 
  and Sarah the ancient spirit magics have turned several of their toys 
  into spirit toys, but these toys are new and inexperienced. They must 
  quickly find and destroy the shadow dog and the other minions sent 
  by the Boogeyman. Luckily for them there are allies to be found in the 
  most unexpected places. 
  The beginning of the adventure represents the first night of 
  consciousness on the part of the PCs as they take their first steps as 
  spirit toys, though they will not have much time to get used to their 
  new roles. Almost immediately after they awaken Matt’s room is 
  assaulted from the closet by minions of the Boogeyman who are 
  providing a distraction for the shadow dog to infiltrate the house. The 
  PCs may notice the shadow dog, but dealing with it on top of the 
  more immediate threat to Matt is likely to be too much for them. 
  Matt’s cries of distress eventually summon his parents, meaning the 
  PCs are forced into inaction and thus cannot pursue the shadow dog 
  until it is already in the Basement. 
  
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  3
  The next morning Matt, Sarah, and their parents are going 
  out to breakfast and doing some shopping. The PCs overhear their 
  plans to do so in the morning. Before they leave Matt is asked by his 
  parents to get some things from the basement, and returns to his 
  room terrified, informing the PCs that there is a monster in the 
  basement. While the family is gone for the day the PCs will have an 
  excellent chance to investigate the basement while they are gone 
  since they will not have to worry about being spotted by adults. After 
  the family leaves the PCs can begin exploring the house.
  Even after the family leaves the house is not completely 
  empty. The PCs find the family dog, Sparks, barking at the basement 
  door because of the presence of the shadow dog. While Sparks will 
  not go down into the basement without extreme measures, if the PCs 
  think to lead the shadow dog upstairs he will attack it. Also in Sarah’s 
  room the PCs can find a possible ally in the form of an old Buck 
  Gordon action figure that belonged Dad and he has since passed on 
  to Sarah, who uses it as a the husband of her doll. A spirit toy that 
  once defended Dad from the Boogeyman, Buck Gordon is now little 
  more than a shell of a spirit toy, spending his days in reverie of his 
  past glories and cursing the day he was made to settle down and be a 
  breadwinner.  If the PCs can convince him to regain his self respect 
  and pride he may aid them in their coming battles.
  When the PCs head into the basement they find it a dark 
  and scary place filled with shadows and strange noises. Dad has a 
  darkroom in the basement he uses to develop pictures, meaning 
  much of the basement is kept in permanent darkness by hanging 
  tarps. Inside this area the shadow dog waits to destroy the toys, and 
  after that scare Matt and Sarah night after night until they have been 
  bled dry of spirit. When dealing with the dark room the PCs have 
  another concern in that any significant damage to the equipment will 
  likely be blamed on the dog or the children, neither of whom the PCs 
  should be happy to see punished. 
  The Robinson Household
  A stereotypical house located in Anywhere, USA, the 
  Robinson house is one of laughter and love, though the kids find it 
  pretty boring. Bereft of abuse or any of the darker aspects of family 
  life, the Robinson family is not perfect but they do the best they can. 
  The strong level of innocence possessed by the Robinson children is 
  the primary force that attracts the interest of the Boogeyman as their 
  unblemished natures call to him like a sumptuous feast. If allowed to 
  carry out his plans unopposed the Robinson children will become 
  empty shells bereft of wonder and joy, while the parents drive 
  themselves to madness and eventually divorce trying to find a way to 
  bring their children back to the world. In short the future of the entire 
  family rests on the shoulders of the spirit toys that are created to 
  defend Matt and Sarah Robinson. 
  Matt Robinson
  A child of nine, he is still enamored of action figures and 
  make-believe battles fought the family room floor and the backyard. 
  While he plays baseball, he is more interested in playing with his toys 
  than playing sports. Matt is a brave child that is incurable inquisitive, 
  especially about machines and how they work. While he is not 
  outgoing he is not particularly shy, instead observing the world 
  continually and speaking when needed. He hopes to one day be an 
  astronaut, or a soldier, he’s not sure which. Matt is extremely 
  protective of his little sister and always tries to keep her safe. He loves 
  his parents very much, but occasionally gets frustrated with them 
  when they don’t realize he’s not a foolish child, at least in his own 
  eyes. 
  Sarah Robinson
  A child of seven, Sarah Robinson makes up for her 
  brother’s quiet nature in spades. Always ready with an opinion that 
  rings with the wisdom of a child, she is constantly trying to fix the 
  world as best she can. A peacemaker and problem solver, she rarely 
  fights with other kids and instead tries to make sure everyone gets 
  along. Stubborn and headstrong, she refuses to let anyone tell her 
  she can’t do something because she is a girl. She favors pants over 
  dresses and is rarely clean for more than five minutes. She plays with 
  dolls and action figures, usually having them form some sort of 
  adventuring family on the go. 
  Mom and Dad
  Caring parents who spend their time either working or with 
  their family, they are always concerned with the wellbeing of their 
  children. Both work and take turns with most household chores, but 
  they try to spend as much time as possible with their children. Since 
  Matt came home from his sleepover they have been concerned about 
  his fits of night terrors and his general change in demeanor, becoming 
  more scared and worried with each passing day. This behavior has 
  only been occurring for a few days so they hope it is just a phase and 
  that a trip to get pizza and ice cream after shopping will help him 
  snap out of it. Mom and Dad are more unstoppable forces than NPCs 
  in this adventure since the PCs can do nothing to really impede them. 
  
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  Sparks, the Dog
  The family dog, Sparks is a golden retriever that is just over 
  six months old. Still hyper and always looking for something 
  interesting to do, he is well loved by the family despite occasionally 
  destroying a shoe or CD. He is extremely loyal and loves the two 
  children, but is something of a coward. He is terrified of the shadow 
  dog and will not attack it without considerable urging or bribes, such 
  as the doggie treats stored in the kitchen. 
  Sparks (Puppy): CR 3; Large Animal; HD 4d8+20; hp 38; Mas 20; 
  Init -1; Spd 240 in.; Defense 16, touch 8, flat-footed 16 (+8 
  natural, -1 size, -1 Dex); BAB +3; Grap +12; Atk +8 melee (1d8
  +5, bite); Full Atk +8 (1d8+5, bite); FS 10 in. by 10 in.; Reach 10 
  in.; SQ Scent; AL Robinson family; SV Fort +9, Ref +3, Will +2; 
  AP 0; Rep +0; Str 20, Dex 8, Con 20, Int 2, Wis 12, Cha 6.
  Skills: Jump +9, Listen +5, Spot +5, Survival +1 (+5 
  when tracking by scent), Swim +10. 
  Feats: None
  The House
  The rooms of the house described below need not be 
  placed in any specific relation to each other, and instead can be 
  placed according to wherever the game is being played. Alternately 
  any common three bedroom house floor plan can be used in a pinch. 
  The rooms can be organized in whatever way is needed. 
  Matt’s Room
  Filled with action figures, construction blocks, books, and 
  discarded clothes, Matt’s room looks like a disaster area in the 
  making. Rarely clean for more than ten minutes, its floor is littered 
  with objects that make it difficult for any human to cross without 
  stepping on something. For toys it is another matter and it may be 
  traveled with ease. The main pieces of furniture in the room are a 
  single bed, two book shelves, a toy chest, and a chest of drawers 
  containing clothes. The walls of Matt’s room are painted white, but 
  have a large number of scuff marks, discolored areas, and dents from 
  his more rambunctious activities. A handful of superhero posters 
  hang on the walls with a few pictures of the space shuttle. The room 
  also has a closest that is mainly filled with old clothes, school 
  supplies, and toys long forgotten. Underneath the bed a number of 
  pieces of sports equipment, such as a baseball bat and glove, are 
  stored. The minions of the Boogeyman prefer using the closet 
  because all the stuff under the bed makes it hard for them to move 
  around. 
  There are other toys in Matt’s room that have been 
  animated as spirit toys, but are not warriors like the PCs. These other 
  toys can act as allies to the PCs and help them out in a pinch, but are 
  not as powerful or combat trained as the PCs. They can be found in 
  appendix A. 
  Sarah’s Room
  Originally decorated pink and white by Mom and Dad, 
  Sarah has since repainted it dark blue and begun painting a massive 
  image of a castle surrounded by a forest. Sarah has worked hard to 
  make this room hers, and in the process the frilliness instituted by her 
  parents has largely been replaced with deep colors, bookshelves, and 
  paintings on her walls. She does not have as many toys as Matt, 
  instead covering her floor with paper, pencils, markers, and painting 
  supplies. A large dollhouse she and her father made together 
  dominates on corner of the room, in which her favorite doll and Buck 
  Gordon live, along with Nashgul the Magic Horse. The area beneath 
  her bed is completely empty except for some shoes. 
  Sarah’s room has a closet as well, which is mostly filled with 
  old clothes and some seasonal decorations of the family, like color 
  lights and wall hangings. The Boogeyman has not yet sent his minions 
  into Sarah’s room, but if the PCs prove problematic to his plans he 
  will likely do so through both the closet and from under the bed. 
  Mom and Dad’s Room
  Located near Sarah and Matt’s room, Mom and Dad’s 
  room is clean and tidy with nary a thing to be found on the floor. Its 
  bed is massive, its drawers and bookshelves in good condition, and 
  has the luxury of a television set. The place has a feeling of quiet 
  calm, as opposed to the manic energy of Matt’s room or the creative 
  flow of Sarah’s room. This feeling drives most toys and Boogeyman 
  minions away from Mom and Dad’s room, though it may be a good 
  place for the toys to hide if things get rough. 
  The Hall
  Any room that connects several of the other rooms 
  together may be designated as the hall. It is little more than an empty 
  space connecting other rooms, but it is always a bit darker than the 
  rooms it connects to, especially at night. It can provide quite the 
  terrifying obstacle when a child tries to run to their parents. 
  Living Room
  One of the central rooms in the Robinson house, the living 
  room is where the family spends much of their time when together. 
  
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  5
  Outfitted with several shelves, a sofa, a few chairs, and a television set 
  it can easily accommodate the Robinson family. A handful of toys 
  from each child’s room can be found here most of the time, some of 
  which may include the spirit toys from Matt’s room. 
  Kitchen
  The kitchen is a wall-papered room covered in linoleum 
  flooring that was washed the morning after the Boogeyman minions 
  invade the Robinson home. Toys taking a double move on the kitchen 
  floor must make a Balance check (DC 11) of fall prone after half their 
  movement. The kitchen contains a refrigerator, microwave, and other 
  common appliances in addition to food, plates, and utensils. These 
  are stored in the pantry, a large closet on one end of the kitchen, or 
  in cupboards, drawers and shelves around the kitchen. Reaching the 
  top of the counters requires a Climb check (DC 20). Also the dog 
  treat for Sparks can be found on one of the counters, and grant a +8 
  bonus to Handle Animal or Ride checks made regarding Sparks. 
  The Stairs
  Leading from the ground floor of the house to the 
  Basement, these stairs pose little threat or difficulty for humans but 
  for toys they are another matter. Each step is eight inches tall, 
  meaning spirit toys will probably have to make Climb or Jump checks 
  to get up them safely. Climbing the stairs requires a Climb check (DC 
  5). 
  The Basement
  Located beneath the ground floor of the house, the 
  Basement is a dark and shadowy place filled with boxes, old furniture, 
  and other cast aside objects. The only light to be had in the basement 
  is from a handful of partially blocked and dirty windows looking into 
  the yard and a number of bare light bulbs attached to the rafters that 
  are activated via a pull string. The strings hang four feet off the 
  ground, making them difficult for the toys to reach. This means the 
  spirit toys will have a difficult time seeing unless they bring their own 
  light sources, especially if they are in the basement after dark. Before 
  the arrival of the shadow dog the basement was merely creepy and 
  Matt and Sarah did not like spending time in it alone, but after the 
  arrival of the shadow dog the basement becomes noticeably darker 
  and creepier. If the shadow dog is allowed to remain it will steadily 
  become more and more terrifying, eventually even affecting Mom and 
  Dad to the point where they won’t want to go down there. 
  The basement is mostly filled with boxes and furniture, 
  much of which will require the toys to make Climb checks to get 
  around. There are a number of cabinets and shelves holding old 
  books, tools, and other objects as well. There is little clutter or mess 
  on the floor since Mom and Dad keep the place relatively clean and 
  the kids do not play down here very much. There are many places to 
  hide though behind the many boxes and other items, making it an 
  ideal place to set an ambush. The floor is concrete. 
  Part of the basement is sectioned off into a darkroom by 
  Dad so he can develop pictures. 
  The Dark Room
  Taking up roughly a fifth of the basement, the dark room is 
  partitioned off from the rest of the basement with tarp that has been 
  attached via nails and staples to the rafters in the ceiling. The tarp is 
  heavy duty tarp, having a hardness of 2 and 5 hit points per square 
  inch. The tarp may be scooted under with little difficulty by any toy of 
  Large size or smaller since it is not secured to the floor. Larger toys 
  must spend a move action to get through the tarp without getting 
  tangled up. There is also an entrance to the darkroom cut in the tarp 
  in the form of a slit that can be entered without difficulty. 
  The inside of the dark room is completely black with no 
  light from outside reaching past the tarp. There are two light bulbs 
  attached to the ceiling in the dark room that are activated by a pull 
  string, but both light bulbs are covered in red filters that stop it from 
  damaging undeveloped film. When illuminated by the red light 
  characters can see up to 100 inches within the room but all targets 
  gain 9/10ths concealment due to the poor lighting. The dark room 
  has counters built at waist level for an adult against all the walls that 
  contain sinks, shelves, and photography supplies including toxic 
  chemicals. These chemicals are kept in plastic bottles that have a 
  hardness of 5. If struck and the hardness is penetrated the chemicals 
  will spill out, and each container has a 25% of containing a chemical 
  that will do 1d6 points of acid splash damage to anything within 5 
  feet, though characters can make a Reflex save (DC 12) for half 
  damage. Underneath the counters are trash cans, storage boxes, and 
  other supplies. There is also a work table at the center of the room 
  that contains some film in the process of being developed. The floor 
  is mostly clean except for under the tables or counters, where it is 
  filled with boxes and containers. 
  
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  6
  Introduction
  If the PCs are brand new characters, this adventure can be 
  used as their introduction to the world of Tiny Terrors and take place 
  directly after they awaken as spirit toys. If this is the case read the 
  following text aloud to the PCs.
  You’re not sure where you were before now, but now you 
  are here. You all awaken to find yourself on the floor of an immense 
  chamber, sheets, toys, and clothes cast about in random piles around 
  you. The entire room is dark, the only light coming from a small crack 
  beneath a massive door on one side of the room and a nightlight 
  plugged into an electrical socket a short distance away. You’re not 
  sure how you can identify such a thing as a nightlight or an electrical 
  socket, but your mind seems to easily grasp what is around it though 
  you are sure you have never seen such things before. A bed of 
  gigantic size sits a short distance away and several bookcases stand 
  against the walls. A closet door hangs halfway open on one side of 
  the room, within it only darkness is visible. Models, toys of war, and a 
  handful of stuffed animals peek out among the books while pictures of 
  animals and flying machines cover the walls. 
  A short carpet lies beneath your body, but the body itself is 
  a new experience. Physical form seems like a new sensation, or at 
  least one that has not been felt in some time. As you sit up from 
  where you lay you see several other toys in the area doing the same 
  thing. It seems you are not alone.
  As you survey the scene from a standing position a noise 
  comes from the bed, and with a second inspection you can see a 
  human child sleeping in it under a number of covers. While your size 
  is negligible compared to the child you know at this instant the 
  purpose for your existence: you must protect this child who is known 
  as Matt.
  Give the PCs some time to get acquainted with each other 
  before continuing. Some of the other spirit toy NPCs from Appendix 
  A are also present. Once the PCs have basic introductions out of the 
  way spring encounter 1 on them so they can get started with a bang. 
  If the PCs are more experienced and this is not their first 
  mission, skip to encounter 1. 
  Encounter 1: Diversion and Invasion
  As the first step towards stealing the innocence of the 
  Robinson children the Boogeyman sends a handful of scramblers into 
  Matt’s room from under the bed, hoping to distract the PCs long 
  enough for the shadow dog to sneak in from the closet. The 
  scramblers are basically on a suicide mission, but if they can scare 
  Matt all the better. This encounter should happen suddenly, catching 
  the PCs off-guard as much as possible. Read the following text aloud.
  The evening appears quiet as Matt sleeps in his bed, 
  though his occasional bouts of mumbling and tossing indicate he may 
  not be having such a quiet night. The other toys in his room all look 
  concerned over what may be nightmares, but over the occasional 
  squeaking of his mattress you begin to hear another sound: 
  something skittering over carpet. Just as you start to zero in on the 
  noise a swarm of six legged, spider-like creatures spring out from 
  under the bed, spreading out across the floor towards you and your 
  fellows. At the sudden noise Matt awakens and looks down at the 
  creatures now crawling all over his room.
  There are number of scramblers equal to the PCs +4 and 
  they will target the PCs and other spirit toys as they try to distract 
  them. They will not break off their attack under any circumstances 
  and will try to charge any target in range, only changing targets when 
  their current target is disabled. They are here to be seen and will not 
  try and hide or run away.
  After two rounds of combat with the scramblers the shadow 
  dog will enter the room through the closet and make and break from 
  the room through the door to the hall. This will require one round to 
  move from the closet to the door, and one round to open the door 
  and move through it. The shadow dog will do this while using its 
  shadowblend power and PCs will have to beat its Hide or Move 
  Silently checks with Spot or Listen checks respectively to even notice 
  its passing. If attacked it will try and flee the room, knowing that it is 
  outnumbered here. The shadow dog is carrying its focus shadow in its 
  mouth. The focus shadow is a special piece of solid shadow that the 
  shadow dog can use to reform his body when destroyed, and the 
  most efficient way of destroying it exposing it to direct light. It is 
  detailed fully in Appendix C. 
  After four rounds of combat unless Matt is distracted from 
  the combat by one of the toys he will call for his parents, who arrive 
  three rounds later. If Matt is distracted he will remain quiet through 
  the fight. If Mom and Dad enter the room all the scramblers 
  disappear immediately as they are forced back to the realm of the 
  Boogeyman, and the toys are under the normal rules for acting in 
  sight of an adult, though toys that are out of sight, such as those that 
  were fighting under the bed, may continue moving as normal. 
  If the PCs manage to detect the shadow dog, defeat it, and 
  destroy its focus shadow they cut off the threat of the shadow dog at 
  the root and basically win the adventure in the first encounter. Bully 
  
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  7
  for them. 
  When the fight ends, either by the PCs defeating all the 
  scramblers or by Mom and Dad entering the room, Matt is scared but 
  with comfort from either his toys or his parents he will get back to 
  sleep. The PCs can try and make Diplomacy or Perform checks (DC 
  15) to lull him back to sleep. Once asleep again he sleeps until 
  morning and nothing else happens this evening. If the PCs want to go 
  after the shadow dog tonight they may, it just speeds up the time 
  table of the adventure and puts them in the disadvantageous position 
  of fighting it in the dark. The adventure is written with the assumption 
  that they wait until daylight.
  NPCs
  Scramblers: CR 1/2; Small Magical Beast; HD 1d10+1; hp 7; Mas 
  13; Init +2; Spd 30 in.; Defense 15, touch 13, flat-footed 13 (+1 
  size, +2 Dex, +2 natural); BAB +1; Grap -3; Atk +2 melee (1d4, 
  bite); Full Atk +2 melee (1d4, bite); FS 5 in. by 5 in.; Reach 5 in.; 
  SQ Darkvision, scramble; AL Evil, Chaos, Boogeyman; SV Fort +3, 
  Ref +4, Will +0; Spirit 1; Rep +0; Str 11, Dex 15, Con 13, Int 5, 
  Wis 10, Cha 6.
  Skills: Climb +4, Jump +4, Spot +2.
  Feats: None
  The abilities of the shadow dog are listed in appendix C. 
  Encounter 2: The Next Morning
  Matt gets up around seven the following day, which is a 
  Saturday. After playing with his toys for a few hours, (restoring 1d4 
  Spirit to all the PCs plus any bonuses from feats) Matt and the family 
  plan to head out for some shopping and pizza. Shortly before they 
  leave Matt’s mother comes into his room to ask Matt to get some old 
  baby clothes from the basement that Mom wants to drop off with a 
  friend while they are out running errands. Matt does so immediately, 
  leaving his toys behind, and returns to his room a few minutes later 
  looking shocked. Read the following text to the PCs.
  Matt left a few minutes ago to get something from his 
  basement at the request of his mother, so you and the other toys 
  have spent the time talking about the excitement last night. While 
  debating exactly what those creatures were Matt returns looking 
  slightly pale and obviously shaken. He sits on the bed without looking 
  at any of you, and says “There is a monster in the basement,” with a 
  creepy, even toned voice that is little more than a whisper. “A big 
  dog. In the dark. In the basement.”
  If the PCs make a Sense Motive or Treat Injury check (DC 
  10) they can tell Matt has suffered spirit damage, though the damage 
  is not severe. With a Diplomacy check (DC 10) the PCs can calm 
  Matt and get more information out of him. He tells them that he went 
  into the basement to get some old baby clothes for his mother and a 
  large black dog came out of the dark room after he had the clothes 
  and chased him up stairs, only stopping when he was back on the 
  ground floor. The dog was not very large, but it has big scary teeth 
  and claws and it seemed to be able to blend into shadows. Matt does 
  not seem thrilled about the prospect of going back into the basement, 
  but before the PCs can get much more out of him he has to leave 
  with his family. 
  The other toys recommend to the PCs that they use the 
  opportunity of the family being gone to explore the house, go to the 
  basement, and kill this dog monster before it does more damage to 
  Matt. They are willing to help, but they are not combat trained like 
  the PCs. Once the PCs leave Matt’s room they can explore the house 
  at their leisure. Encounters 2a and 2b introduce possible allies to the 
  PCs and can be run in almost any room of the house. If the PCs do 
  not need any assistance, skip to encounter 3. 
      
  Encounter 2a: Puppy Love 
  The Robinson’s puppy Sparks is a possible ally for the PCs, 
  particularly if they have a Lost Toy skilled in Handle Animal. This 
  encounter can be run in any room of the house, but the hall and 
  living room are the areas that Sparks spends the most time in. When 
  the PCs encounter Sparks read the following text aloud.
  The silence of the house is suddenly replaced with the 
  increasingly loud patter of feat and the sound of panting. Tearing 
  around a corner up ahead, a small dog comes running into view, 
  obviously excited just to be alive. It stops a few dozen inches in front 
  of you and begins barking. Its barks do not seem hostile, but it clearly 
  is unsettled by your presence.
  When encountered by the PCs Sparks is a little of afraid of 
  them, but is more curious than afraid. A Handle Animal check (DC 
  15) is required to calm him down so he stops barking. If not calmed 
  down Sparks will bark and run away from the PCs, causing lots of 
  noise in the process which may attract the attention of Mom and Dad 
  if they are home, though he will not follow the PCs into the 
  basement. If the PCs do successfully calm Sparks he will take a liking 
  to them and follow them around, trying to be helpful where possible 
  but is usually more destructive than helpful as he knocks things over 
  or trips over himself. He may try to get the PCs to give him a doggy 
  
  Tiny Terrors
  8
  treat if they will follow him into the kitchen. Sparks will not help the 
  PCs fight the shadow dog unless they succeed at an Animal Handling 
  check (DC 25) to get him into the basement. If this is successful he 
  will attack the shadow dog if it attacks one of the PCs, but will not 
  charge it except in defense of himself or his new found friends. Sparks 
  can be ridden by toys with the Ride skill, but inflicts a -2 penalty on 
  Ride rolls due to his rambunctious and energetic nature.
  NPCs
  Sparks stats are listed in the section describing the Robinson family. 
  Encounter 2b: Meeting Buck Gordon
  Buck Gordon and Nashgul the Magic Horse are both toys 
  that belong to Sarah Robinson that are also spirit toys. Buck Gordon 
  is an old action figure of Dad’s that became a spirit toy in his 
  childhood to defend him from the Boogeyman, while Nashgul was a 
  gift from a friend of Sarah’s who had been troubled by the 
  Boogeyman in the past. Buck Gordon is a pulp spare hero who has 
  fallen on hard times, while Nashgul is a coal black steed covered in 
  spiked armor and reeking of evil that has been adopted by a little girl 
  who insists that Nashgul is a baby unicorn. Neither is thrilled with 
  their lot in life, but both may be allies of the PCs. This encounter can 
  be run anywhere, but the two are usually found in Sarah’s room or 
  the living room. 
  Read the following text aloud to the PCs.
  From up ahead you hear what sounds like a pained moan 
  coming from the other side of a pile of crayons and painting supplies. 
  As you round the pile you see a large black horse toy covered in 
  spiked black armor and with glowing red eyes standing over the body 
  of what looks to be an old action figure. The action figure looks to 
  have been painted and repainted several times. Guessing what his 
  original color scheme was at this point seems to be impossible; now 
  he is covered in a surprisingly well done red and white uniform with 
  black belts and highlights. He turns his square-jawed face towards 
  you and groans again, saying “Great, now I get to add public 
  humiliation to my problems.”
  Both Buck Gordon and Nashgul are spirit toys who feel 
  they have lost their way in the battle against the Boogeyman. Instead 
  of being on the frontlines of the struggle to protect children they have 
  been stuck here, without any minions to fight since the Boogeyman 
  did not become interested in the Robinson’s until recently. They have 
  gone from being warriors to being the art projects of a little girl, and 
  neither is happy with the situation. They have turned dark and bitter 
  over their lots in life and are not interested in helping the PCs, 
  instead fearing they would simply mess things up and preferring to 
  wallow in their misery. 
  The PCs can try to convince both that they can still 
  contribute to the war against the Boogeyman, and remind them that 
  being the toy of a little girl is still an important job. Basically if the 
  PCs can help these two remember what it is to really be a toy and 
  realize caring for children is their top concern instead of their ego the 
  PCs can help these to get their hearts back in the battle. If possible 
  this should be role-played out instead of relying on die rolls, and 
  
  Tiny Terrors
  9
  should not be particularly easy. If the PCs manage to convince the 
  two to rejoin the fight they can accompany the PCs into the 
  basement, or maybe show up at a dramatically appropriate moment to 
  provide needed reinforcements. These two NPCs are higher than first 
  level, so the GM should make sure they do not overshadow the PCs. 
  While they are more experienced they do not trust their instincts 
  currently and will rely on the PCs for direction, following their orders. 
  If the PCs are able to rouse Buck Gordon from his lethargy 
  and tell him what they are up to, including a description of the 
  monster they are hunting being a shadowy dog, he will be able to tell 
  them the basics of the abilities of a shadow dog because he has dealt 
  with them before. This includes the need to destroy the focus shadow 
  in order to destroy the beast permanently. 
  NPCs
  Buck Gordon and Nashgul are described in Appendix B. 
  Encounter 3: Going Down
  The PCs finally reach the stairs heading down into the 
  basement, but the shadow dog has used his summon mange rat 
  ability to summon several mange rats and some of them are at the top 
  of the stairs keeping an eye out for the PCs. 
  When the PCs enter the stairs read the following text aloud. 
  Before you stretch the stairs leading to the basement. 
  Hundreds of inches high, they are an impressive sight. The darkness 
  of the basement below is not complete, but halfway down the stairs 
  everything is enveloped in shadow. It does not seem a very inviting 
  place. On the right hand side of the stairs a wooden handrail feeds 
  into the darkness, which suddenly seems less dark. Several pairs of 
  glowing red eyes appear on the hand rail and begin crawling up it, 
  revealing themselves to be large, black furred rats once they reach the 
  light. They hiss at you and charge up the handrail towards you.
  On the first round of combat the mange rats leap from the 
  hand rail and towards the PCs, gaining a +4 bonus to damage on 
  their charge attacks but taking 1d6 damage from the fall. There are 
  three mange rats and they will fight until two are disabled. The third 
  will then flee down the stairs in the hopes of alerting the shadow dog 
  that the PCs are coming. If possible the mange rats will try to bull 
  rush the PCs off the stairs, forcing them down into the darkness. 
  There are twenty steps in total and if a PC is pushed all the way to the 
  bottom the shadow dog will pounce on them. 
  Encounter 4: Box Trouble
  Assuming the PCs head down the stairs after defeating the 
  mange rats they find the basement dark and foreboding. 
  Read the following text aloud. 
  From the bottom of the stairs the basement looks no more 
  inviting than it did from the top. The concrete beneath your feet is 
  chilly to the touch and the air has an oppressive, stuffy quality. The 
  only light comes from a couple of dirty and dingy windows half 
  blocked by boxes and bookshelves, meaning most of the basement is 
  covered in shadow. In one corner the darkness is more solid as some 
  manner of tarp or curtain hangs, partitioning off that area. Sounds of 
  movement echo in the distance, but their source is impossible to 
  determine. It does not seem like a good place to fight a battle. 
  Suddenly the hanging trap moves deliberately, obviously 
  motivated by something other than the wind. There is something 
  inside it, but what it is impossible to tell. Between you and it are a 
  number of boxes that have been stacked almost ceiling high.
  The shadow dog is a cunning creature and it has prepared 
  several defenses for the PCs, the primary one being the stacked 
  boxes. These stacked boxes are between the PCs and the darkroom, 
  though the PCs may try to go around them. This either requires a 
  Climb check (DC 20) to climb over several large boxes or a Strength 
  check (DC 20) to push them out of the way, which only one character 
  needs to make. 
  The shadow dog has another mange rat hidden among the 
  boxes that will try to push them over on the PCs. There are ten piles 
  of boxes, each 10 in. by 10 in., and when one is pushed over all PCs 
  within 15 in. of that box must make reflex saves or take 1d10 damage 
  and be trapped beneath the boxing, requiring an Escape Artist or 
  Strength check (DC 10) to escape. Each knocked over pile of boxes 
  has a 30% chance to knock over any nearby boxes. The mange rat 
  will try and remain hidden while pushing over boxes on the PCs while 
  remaining unseen. If most of the PCs get trapped in by falling boxes 
  the mange rat rushes to attack and will try and get the shadow dog to 
  come out and attack to by squeaking madly. If the PCs slay the 
  shadow dog outside the dark room the shadow dog will reform at its 
  focus shadow in 1d10 minutes. 
  
  Tiny Terrors
  10
  Encounter 5: Final Battle
  Even though the PCs may have destroyed the physical form 
  of the shadow dog, it will continue reform and terrorize the Robinson 
  household until its focus shadow is destroyed. The focus shadow is 
  hidden in the darkroom, and so the PCs must eventually go there to 
  end the shadow dog permanently. If the PCs do not realize this Buck 
  Gordon can tell them, assuming they have managed to get him 
  motivated. If not they will have to kill the shadow dog repeatedly until 
  they figure out what is going on. 
  When the PCs enter the darkroom read the following text 
  aloud.
  On the other side of the hanging tarp is almost complete 
  darkness. Only the barest shapes can be made out in the darkness. 
  The room has several large tables against the walls and one in the 
  center. All the walls are covered in black tarp with only small bits of 
  light sneaking underneath. Numerous jugs and boxes sit under the 
  tables, and somewhere in the background you can hear something 
  moving.
  The shadow dog will try to lure the PCs into the darkroom 
  and split them up if possible, picking off stragglers as best it can. If 
  the PCs refuse to fall for this after a few minutes it will charge the 
  PCs, attempting to take down the most threatening character first, 
  which will be Sparks if he is here. The shadow dog will not concern 
  itself overmuch with surviving, sure that the PCs will not find the 
  focus shadow. The focus shadow is hidden behind some boxes on the 
  floor, taking a Search check (DC 20) to find. The easiest way to find 
  it may be to wait for the shadow dog to reform as the area around the 
  focus shadow becomes darker than normal when the shadow dog is 
  about to appear. 
  Once the focus shadow is destroyed the shadow dog cannot 
  reappear, so assuming he is slain again the PCs have won. After the 
  focus shadow is destroyed the shadow dog will try to flee back to 
  Matt’s closet, and the PCs will probably have to ride Nashgul or 
  Sparks to keep up with him. 
  The Aftermath
  Assuming the PCs eliminate the focus shadow and slay the 
  shadow dog the immediate plans of the Boogeyman are ruined, 
  though he will have other plans up his sleeve. The PCs will have to 
  face other threats in the days ahead and they will probably have to 
  protect Sarah as well as Matt, but the first battle is theirs. Also they 
  have found possible future allies in Buck Gordon, Nashgul, and 
  Sparks. In addition other toys of Sarah’s may awaken, creating allies 
  or rivals for the PCs. While Matt is reluctant to go into the basement 
  for a few days he eventually gets over this and is none the worse for 
  wear in the long term. 
  If the PCs do not destroy the focus shadow the shadow dog 
  will continue chasing Matt and Sarah any time they enter the 
  basement. It will hide in the darkroom any time Mom or Dad come 
  down, avoiding their sight and thus not being forced to return to the 
  Nightmare Realm. The PCs had best make a return trip to the 
  basement to deal with the shadow dog if they want Matt and Sarah to 
  retain their innocence. Over time the shadow dog’s power will grow 
  as it create more mange rats and the Boogeyman sends 
  reinforcements, so the PCs may eventually need to call on the toys of 
  Matt’s friends for aid. 
  
  Tiny Terrors
  11
  Appendix A: Toys in Matt’s Room
  A handful of other toys in Matt’s room awaken as spirit toys 
  along with the PCs, making up a backdrop of friendly NPCs for them 
  to interact with. These NPCs are not combat trained for the most part 
  and instead can provide support like information, equipment, and 
  healing. They should never take the spotlight from the PCs and 
  instead assist them when needed, otherwise fading into the 
  background. 
  Brown Bear
  A small stuffed bear from Matt’s early childhood, Brown 
  Bear knows much of the ways of animals and has been selected by 
  Sparks to be a chew toy several times since he arrived. Brown Bear 
  has taken this in stride and now has a special fondness for Sparks. He 
  is a slow and deliberate creature, not the brightest mentally but well 
  meaning and dedicated. He knows little of fighting, but may be able 
  to help in dealing with Sparks. In combat he will try to do his best, 
  which isn’t much. 
  Brown Bear (Lost Toy (Ordinary) 1): CR 1; Medium Animal (Stuffed 
  Animal) ; HD 1d6+2; hp 6; Mas 15; Init -1; Spd 30 in.; Defense 
  13, touch 10, flat-footed 13 (-1 Dex, +3 natural, +1 class); BAB 
  +0; Grap +1; Atk +1 melee (1d6+1, claw); Full Atk +1 melee 
  (1d6+1, claw); FS 5 in. by 5 in.; Reach 5 in.; SQ ; AL Matt 
  Robinson; SV Fort +3, Ref -1, Will 4; Spirit 8; Rep +0; Str 12, Dex 
  8, Con 15, Int 8, Wis 16, Cha 13.
  Skills: Handle Animal +5, Ride +3, Survival +7, Treat 
  Injury +7. 
  Talents: None
  Feats: Animal Affinity, Guide, Track
  Accessory Feats: Natural Armor, Natural Weapons, Scent, 
  Simple Weapon Proficiency.
  Doc
  An action figure from the Action Force toy line, Doc is a 
  soldier toy without a gun. Instead he has a medical bag and does his 
  best to live up to the limitations the Geneva Convention places on 
  medics. He is more than willing to charge into a raging battle to heal 
  the wounded, but will not attack another creature even in self 
  defense. Always busy and calm in any situation, he does everything 
  with military discipline. 
  Doc (Lost Toy (Ordinary) 1): CR 1; Medium Humanoid (Action 
  Figure); HD 1d6+2; hp 6 ; Mas 15; Init +1; Spd 30 in.; Defense 
  16, touch 12, flat-footed 15 (+1 class, +1 Dex, +4 armor); BAB 
  +0; Grap +1; Atk +1 melee (1d3 nonlethal, punch); Full Atk +1 
  melee (1d3 nonlethal, punch); FS 5 in. by 5 in.; Reach 5 in.; SQ; AL 
  Matt Robinson; SV Fort +3, Ref +2, Will +3; Spirit 4; Rep +0; Str 
  12, Dex 12, Con 15, Int 12, Wis 15, Cha 6.
  Skills: Craft (Pharmaceuticals) +8, Drive +5, Repair +5, 
  Sense Motive +6, Spot +6, Treat Injury +8, 
  Talents: None.
  Feats: Archaic Weapons Proficiency, Medical Expert, 
  Simple Weapons Proficiency, Surgery.
  Accessory Feats: Armor (Faux Leather), Backpack, Tools, 
  Walkie Talkie.
  Rob Angle
  Rob Angle came with a set of construction blocks that are a 
  knockoff of one of the more popular types of building blocks, but 
  luckily his blocks are interchangeable with the leading block types. 
  This second class nature has created something of a competitive 
  streak in Rob as he is always looking to prove himself. While Rob is 
  skilled in engineering and building things, he did not come with any 
  type of weaponry and thus is lacking in combat effectiveness. He 
  avoids combat where possible, instead trying to overcome difficulties 
  by building gadgets from his blocks. 
  Rob Angle (Learned Toy (Ordinary) 1): CR 1; Small Construct 
  (Constructive); HD 1d6; hp ; Mas ; Init +2; Spd 20 in.; Defense 13, 
  touch 13, flat-footed 11 (+1 size, +2 Dex, +0 class); BAB +0; 
  Grap -6; Atk -2 melee (1d3-2 nonlethal, punch); Full Atk -2 melee 
  (1d3-2 nonlethal, punch); FS 5 in. by 5 in.; Reach 5 in.; SQ Block 
  body, construct traits; AL Matt Robinson; SV Fort +0, Ref +2, Will 
  +4; Spirit 6; Rep +0; Str 6, Dex 14, Con 10, Int 17, Wis 14, Cha 
  11.
  Skills: Computer Use +9, Craft (Electrical) +7, Craft 
  (Mechanical) +7, Craft (Structural) +7, Drive +6, Investigate +7, 
  Knowledge (Arcana) +7, Knowledge (Physical Sciences) +7, 
  Knowledge (Technology) +7, Repair +9, Research +7, Search +7.
  Talents: None.
  Feats: Gearhead, Simple Weapon Proficiency, Surface 
  Vehicle Operation (Block Device), Vehicle Expert.
  Accessory Feats: Darkvision, Tools.
  Block Pool: 4 structure blocks, 2 wheel blocks, sensor 
  block, engine block, deflector block, armor block
  Block Limit: 2 structure blocks, 2 wheel blocks, 1 sensor 
  block, 1 engine block
  Action Pete
  Part of the same Action Force toy line as Doc, Action Pete 
  is a master of disguise who came with a wide variety of equipment to 
  
  Tiny Terrors
  12
  infiltrate posh society dinners and enemy headquarters, but both of 
  these environments are in short supply in the Robinson household. 
  Trained to disguise himself and infiltrate security systems, Action Pete 
  finds his skills woefully unused in his current situation, and tends to 
  complain about this often. He has little combat training, but is always 
  more than willing to throw himself in danger’s path, just as long as he 
  feels useful. 
  Action Pete (Playing Toy (Ordinary) 1): CR 1; Medium Humanoid 
  (Doll); HD 1d6-1; hp 3; Mas 8; Init +1; Spd 30 in.; Defense 15, 
  touch 11, flat-footed 14 (+1 Dex, +4 armor); BAB +0; Grap +0; 
  Atk +0 melee (1d3 nonlethal, punch); Full Atk +0 melee (1d3 
  nonlethal, punch); FS 5 in. by 5 in.; Reach 5 in.; SQ; AL Matt 
  Robinson; SV Fort +0, Ref +2, Will -1; Spirit 7; Rep +2; Str 10, 
  Dex 13, Con 8, Int 16, Wis 8, Cha 17.
  Skills: Bluff +9, Diplomacy +9, Disable Device +5, 
  Disguise +9, Hide +7, Intimidate +7, Move Silently +6, Search 
  +7, Sense Motive +3.
  Talents: None
  Feats: Deceptive, Simple Weapon Proficiency, Stealthy, 
  Trustworthy.
  Accessory Feat: Armor (Faux Leather), Backpack, Borrower, 
  Color Change. 
  Pirate Jim
  A recent addition to Matt’s room, Pirate Jim is an action 
  figure with a peg leg, an eye patch, and problems over-pronouncing 
  the letter R. Unlike the other toys listed here he is always looking for 
  a fight, though his combat skills are nothing to brag about. Instead he 
  gets by on bluster and luck, and he has an annoying habit of claiming 
  other people’s successful actions as his own. 
  Pirate Jim (Missing Toy (Ordinary) 1): CR 1; Medium Humanoid 
  (Action Figure); HD 1d8+2; hp 7; Mas 15; Init +2; Spd 30 in.; 
  Defense 19, touch 15, flat-footed 17 (+2 Dex, +4 armor, +3 
  class); BAB +0; Grap +2; Atk +2 melee (1d8+2, cutlass), +2 
  ranged (2d8, heavy pistol); Full Atk +2 melee (1d8+2, cutlass), +2 
  ranged (2d8, heavy pistol); FS 5 in. by 5 in.; Reach 5 in.; SQ; AL 
  Matt Robinson; SV Fort +2, Ref +3, Will -1; Spirit 4; Rep +0; Str 
  14, Dex 15, Con 15, Int 8, Wis 8, Cha 12.
  Skills: 
  Talents: None
  Feats: Archaic Weapons Proficiency, Confident, Personal 
  Firearms Proficiency. 
  Accessory Feats: Armor (Faux Leather), Melee Weapon 
  (Cutlass), Ranged Weapon (Heavy Pistol), Voice Box. 
  Appendix B: Sarah’s Toys
  The following two spirit toys belong to Matt’s sister Sarah 
  and can become allies over the course of the campaign. Unfortunately 
  when the PCs initially meet them both have veered far from where 
  they thought their existence would take them, and are wallowing in 
  self-pity as opposed to getting active and changing their lives. Unless 
  the PCs can motivate them they will likely continue to wallow until 
  they are destroyed. 
  Buck Gordon
  Now over thirty years old, Buck Gordon is an action figure 
  based on what is currently an unpopular science fiction hero, but was 
  once one of the biggest names in television, serials, and movies. In 
  his earlier days Buck Gordon was owned by Dad and protected him 
  from a foray from the minions of the Boogeyman long ago. Buck has 
  spent most of the years between then and now in storage, and is 
  more than a little bitter over the experience. His recent freedom has 
  landed him in the care of Sarah Robinson, who continually paints him 
  to change his appearance and has him riding a magic horse instead of 
  a rocket pack. 
  Buck Gordon is deeply bitter and resentful towards his 
  current position in life, thinking that he did his duty and then was cast 
  aside into storage for decades, only t be handed to a girl who 
  wouldn’t know a laser rifle if it fell on her, at least in Buck’s eyes. 
  Buck has not made any attempt to adapt to his situation, or to see 
  that the child who now owns him is a creative, vibrant creature worthy 
  of his protection. Hopefully the PCs can bring him out of his funk. 
  Buck Gordon (Defender Toy 3): CR 3; Medium Humanoid (Action 
  Figure); HD 3d8+9; hp 23; Mas 16; Init +2; Spd 30 in.; Defense 
  19, touch 14, flat-footed 17 (+2 Dex, +5 armor, +2 class); BAB 
  +3; Grap +5; Atk +5 melee (1d3+2 nonlethal, punch), +5 
  ranged (2d8, heavy pistol); Full Atk +5 melee (1d3+2 nonlethal, 
  punch), +5 ranged (2d8, heavy pistol); FS 5 in. by 5 in.; Reach 5 in.; 
  SQ DR 1/-; AL Sarah Robinson; SV Fort +6, Ref +3, Will +1; 
  Spirit 9; Rep +; Str 14, Dex 14, Con 16, Int 11, Wis 10, Cha 10.
  Skills: Drive +8, Pilot +8, Ride +3, Spot +3, Treat 
  Injury +4. 
  Talents: Empower Melee Weapon, Improved Empower 
  Melee Weapon
  Feats: Personal Firearms Proficiency, Point Blank Shot, Top 
  of the Toy Box.
  Accessory Feats: Armor (Heavy Faux Leather), Die Cast 
  Construction, Flight, Increased Ability, Ranged Weapon (Heavy 
  Pistol). 
  
  Tiny Terrors
  13
  Nashgul the Magic Horse
  Nashgul was a gift to Matt as a birthday present, but has 
  sense been appropriated by Sarah for her own use. Nashgul is based 
  on the horse of a villain from a popular fantasy movie, and thus has a 
  particularly surly disposition, but Sarah is having none of that. She 
  insists he is a unicorn that is waiting for his horn to grow in and plays 
  with him like he is one of the good guys, which annoys Nashgul to no 
  end. Nashgul is not really a bad guy, but he likes people to think he 
  is, and thus is often unnecessarily rude or condescending. Initially he 
  is more interested in demonstrating his bad attitude than being 
  helpful, but deep down like all spirit toys he wants to protect children. 
  If the PCs are able to encourage this side of his personality and try to 
  show him being good does not make him a sissy he may prove to be 
  a useful ally. 
  Nashgul is not as experienced as Buck Gordon, having 
  animated about the same time as the PCs as a response to this 
  incursion from the minions of the Boogeyman. His awakening is 
  something of an accident as toys of Matt’s were supposed to be 
  infused with spirit, though he belongs more to Sarah now. It seems 
  spirit magic does not consider possession nine-tenths of the law. 
  Nashgul has spent much of his time outside playing horses with 
  Sarah, and thus knows more about the outside world than most toys. 
  Nashgul (Yard Toy 1): CR 1; Large Animal (Stuffed Animal); HD 
  1d10+3; hp 9; Mas 17; Init +1; Spd 40 in.; Defense 14, touch 11, 
  flat-footed 13 (-1 size, +1 Dex, +3 natural, +1 class); BAB +0; 
  Grap +6; Atk +2 melee (1d6+2, bite); Full Atk +2 melee (1d6
  +2, bite); FS 10 in. by 10 in.; Reach 10 in.; SQ DR 1/-; AL Sarah 
  Robinson; SV Fort +4, Ref +1, Will +2; Spirit 7; Rep +0; Str 14, 
  Dex 13, Con 17, Int 8, Wis 14, Cha 6.
  Skills: Intimidate +2, Jump +4.
  Talents: Damage Reduction 1/-
  Feats: Weapon Focus (Bite)
  Accessory Feats: Natural Armor, Natural Weapons, Size, 
  Speedx2
  Appendix C: The Shadow Dog
  The Shadow Dog
  While definitely not one of the most powerful minions of the 
  Boogeyman, shadow dogs are some of the most effective at 
  infiltration and spreading fear. They can reform when destroyed, 
  summon mange rat minions, and are very adept at sneaking past even 
  watchful spirit toys. They are no match in a straight fight for even 
  moderately experienced spirit toys, but they do everything in their 
  power to avoid straight fights. They set up elaborate ambushes, use 
  their mange rat minions to create delays, and try to set up their lairs 
  far from the home turf of any nearby spirit toys. 
  Shadow dogs are mean, spiteful creatures that enjoy scaring 
  children but rarely harm them directly. Instead they chase them, send 
  mange rats into their room at night, and destroy favored toys when 
  possible. They always avoid adults and family pets, with cats having a 
  special hatred for shadow dogs. While most cats will attack shadow 
  dogs on sight dogs are usually scared of shadow dogs and avoid 
  them. 
  Species Traits
  Focus Shadow (Su): Each shadow dog has a small blob of 
  solid shadow, roughly five inches across, that is the focus of its 
  power. If the shadow dog is disabled it immediately disappears and 
  ten minutes later it reforms at his focus shadow, though it takes one 
  point of Constitution damage in the process. This process cannot be 
  stopped or interrupted short of destroying the focus shadow, which is 
  difficult because it is solid shadow and most shadow dogs hide their 
  focus shadow in dark places. The focus shadow has a defense of 5, a 
  hardness of 2, and 10 hit points. If it is exposed to direct light, such 
  as from a flashlight, it suffers 1d8 points of damage each round. If 
  exposed to sunlight it is instantly destroyed. 
  Growth (Su): For every five spirit the shadow dog consumes 
  it hit dice increase by +1 and the rest of its abilities improve 
  accordingly. At eight hit dice it becomes Huge in size. 
  Light Sensitivity: Shadow dogs suffer a -1 penalty to all attack rolls, 
  skill checks, and saving throws when exposed to direct light, such as 
  that from a lantern, flashlight, or light bulb. 
  Shadowblend (Su): When standing completely in a shadow 
  the shadow dog can meld into the shadows as a move action. While 
  melded into shadows the shadow dog gains a +8 bonus to Hide and 
  Move Silently checks, a 50% miss chance for attacks directed against 
  to due to concealment, and it may pass through solid objects at will. 
  If the shadow dog is exposed to direct light this ability automatically 
  
  Tiny Terrors
  14
  ends.  
  Summon Mange Rat (Su): Shadow dogs may summon a 
  mange rat from the Nightmare Realm to assist it as a minion. This 
  process consumes one of the shadow dog’s Spirit and takes a full 
  round action to perform, which provokes an attack of opportunity. 
  The mange rat remains until it is destroyed and follows the verbal 
  commands of the shadow dog as best it can. 
  Shadow Dog: CR 3; Large Magical Beast; HD 3d10+9; hp 26; Mas 
  16; Init +1; Spd 80 in.; Defense 16, touch 10, flat-footed 16 (-1 
  size, +1 Dex, +6 natural); BAB +3; Grap +11; Atk +6 melee 
  (1d8+4, bite); Full Atk +6 melee (1d8+4, bite) and +1 melee 
  (1d6+2, 2 claws); FS 5 in. by 5 in.; Reach 5 in.; SQ Focus shadow, 
  growth, light sensitivity, shadowblend, summon mange rat; AL 
  Boogeyman; SV Fort +6, Ref +4, Will +3; Spirit 8*; Rep +0; Str 
  18, Dex 12, Con 16, Int 10, Wis 14, Cha 14.
  Skills: Hide +6, Intimidate +8, Move Silently +10.
  Talents: None
  Feats: Stealthy
   
  *The shadow dog in the adventure has expended 4 spirit creating 
  mange rats, but in scaring Matt the morning after it arrived he 
  regained these lost points. 
  
  Tiny Terrors
  15
  Lee Hammock would like to thank Cynthia Hooper, Serella "Raspberry" 
  Savenko, Brandes Stoddard, Tara Mauer, and Wendy Holler for all their help 
  with the ideas and concepts behind this game. Also he would like to thank his 
  parents for checking under the bed, letting him leave his toys out at night, 
  and allowing him to keep a security blanket long past the appropriate age for 
  doing so.
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   15. COPYRIGHT NOTICE
  Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.   
  System Reference Document Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, 
  Monte Cook, Skip Williams, based on original material by E. Gary Gygax and Dave Arneson;   
  Modern System Reference Document Copyright 2002, Wizards of the Coast, Inc.;  Authors Bill 
  Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by  Jonathan Tweet, Monte 
  Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, 
  and JD Wiker.   
  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, based on original material by E. Gary Gygax and Dave  Arneson.  
  Tiny Terrorss, Copyright 2005, EN Publishing, Author Lee Hammock
  Tiny Terrors: The Basement of Doom, Copyright 2005, EN Publishing, Author Lee Hammock
  ALL GAME TEXT IN THIS BOOK IS OPEN GAME CONTENT. ENJOY.
  
  d20 Modern and Wizards of the Coast are trademarks of Wizards of the Coast, Inc. in the United States and other countries 
  and are used with permission.
  A young boy named Matt must be protected. And there’s nobody to do it but you.
  You’re not sure who – or what – you are. All you know is little Matt’s in danger.
  There’s something rattling the closet door. Something that wants out. Something that wants what 
  Matt’s got. You’re standing in the way. You’ve got to defend this innocent child from whatever is 
  lurking in the dark. In the shadows. In the Basement.
  And your sword is made out of plastic.
  EN Publishing and the EN Publishing logo are trademarks of EN Publishing.  All rights reserved.
  'd20 System' and the 'd20 System' logo are trademarks of Wizards of the Coast, Inc. and are used according to the terms of the d20 System 
  License version 6.0.  A copy of this License can be found at www.wizards.com/d20.
  An Adventure for Tiny Terrors Characters
  
SOURCE: textdata/thevault/Dungeons & Dragons [multi]/3rd Edition (3.x)/3rd Party/d20 Modern/3rd Party/EN Publishing/Tiny Terrors - Basement of Doom.pdf