Crawl 07
Crawl 07
7
                            Digital Edition
                              Credits!
                              Written by
                 Kirin Robinson, www.oldschoolhack.net
                            Thom Hall, "skars"
                      Sean Ellis, www.bacchus-d.com
                  Jeffrey Tadlock, www.irontavern.com
                  Jürgen Mayer, madmoses@gmail.com
                     Paul Wolfe, www.mysticbull.com
                      Designed and Published by
                             Reverend Dak
                               Edited by
                              Brad Littman
                              Cover Art by
                  bygrinstow, appendixm.blogspot.com
                           Additional Art by
                 Greg Allen, www.epicrealitygraphics.com
                  Jason Adams, jasonjadams@gmail.com
                 Jason Sholtis, alligatorking.blogspot.com
                IHM, maximilian.sondermann@gmail.com
                   bygrinstow, appendixm.blogspot.com
This product is based on the Dungeon Crawl Classics Role Playing Game,
published by Goodman Games. This product is published under license.
Dungeon Crawl Classics and DCC RPG are trademarks of Goodman
Games. All rights reserved. For additional information, visit
www.goodman-games.com or contact info@goodman-games.com
   ART! or
   SCIENCE                                                        ?
That is the question when it comes to campaign refereeing. The Judge’s
job is, without a doubt, tricky. The goal of this issue was to bring some
tips, tricks and traps to make that work easier. Some of these articles
started as forum questions about how to do this or that. This issue is
focused on that, helping Judges. We start off with some tips by Kirin
Robinson on how to run mazes and labyrinths without them getting
drawn-out and boring. Then we have some magical fountains to stock
your dungeons, written by Thom Hall, who hacked the fountains from
the open sourced game Nethack, to be used with DCC RPG! Sean Ellis
returns with his series of taking standard monsters and making them
something new, this time it’s the Ogre. Jeffrey Tadlock brings us traps,
and makes them even more dangerous by giving them a Crit Table!
Then we have a really awesome example on how to make magic items
exciting, but dangerous, with the Shadowsword of Ith-Narmant by
Jürgen Mayer. Finally, we have some tips by Paul Wolfe on how to use
character occupations to justify skill checks with a d20 instead of the
measly d10.
Tricky stuff, I tell you.
Reverend Dak
(Dungeon) Master in Chief
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                                       5
Art by Greg Allen
                                  8
By Thom Hall
I am a huge fan of a lineage of computer adventure games often called,
Roguelike. Rogue was originally written by a friend and past coworker of mine
named Michael Toy. His friend Glen Wichman helped Michael on Rogue during
his time spent as a student in Santa Cruz and later at UC Berkeley he
collaborated with Ken Arnold. This was around 1980.
The messages and varied effects from fountains within Rogue and later games
like Nethack are thematic and entertaining! Many hackers have died at the
hands of poisonous water moccasins and rusted their swords. Why not bring
this level of fun to your DCC RPG game?
Here are some rules founded in the (open) source code for Nethack. As some of
the messages are influenced directly from the source code, I want to be sure
and credit the long line of Nethack “dev team” members and Michael Toy for
their creativity. Thanks for many late nights of turn based distraction while
working as a UNIX SysAdmin in the epicenter of a burgeoning industry.
So without further ado let the cool draught refresh you and enjoy the tables.
Fountains
Fountains come in many different shapes and sizes. In your world of the weird
and fantastic the decision is left completely up to you how you would like to
describe the pool the party has come upon. Then use the following tables to
help determine a random effect.
                                                  Table a (as in soldier ants, d20)
First determine if the fountain has magical
properties or not, and that is done simply by     Roll       Magical?
rolling on Table a; Players are encouraged to     1-17       Non-Magical
spend their luck to improve their chances:        18-20      Magical
Quaffing
If the fountain is magical, roll on Table b and apply the result. Regardless of the
result applied, the fountain will not dry up.
                                        9
Quaffing from a Non-Magical fountain, roll on Table c and apply the result.
Regardless of the result applied, the fountain will dry up on a d3 roll of a ‘1’.
When reading the results from the following table, multiple messages are
provided in some cases to better tailor the action to the current PC state. Those
states will be noted (in parenthesis).
Magic Fountains
Table b (as in acid blob, d10):
Non-Magic Fountains
Table c (as in cockatrice, d30):
                                      10
Roll   Effect                     Message
22     d5+1 water moccasins       "An endless stream of
       are created.               snakes pour forth!"
       Water Moccasin: Init:+6;
       Attack Bite +3 (d4         Blind-"You hear something
       damage + poison); AC       hissing!"
       12; HD 1d6; Move 30 or
       Swim 40; Act 1d20; SP
       poison DC14 FORT save
       or die in d6 rounds;
       SV Fort +2, Ref +0, Will
       +0; AL N.
23     A water demon is           "You unleash a water
       summoned. It has a         demon!"
       chance of being
       hostile (on a d10 roll     Blind-"You feel the presence
       of 3-8) (100% if you       of evil."
       have the 'Amulet of
       Yendor'); if peaceful,     Demon is peaceful-"Grateful
       he'll grant one wish       for his release, he grants
       and then vanish.           you a wish!"
                                  Summoning Failed-"The
                                  fountain bubbles furiously
                                  for a moment, then calms."
24     A water nymph is           "You attract a water
       summoned - She will        nymph!"
       seduce the closest
       member of the party        Blind-"You hear a seductive
       and steal one item at      voice."
       random and then
       teleport away. No save     Water nymphs are extinct-"A
       allowed.                   large bubble rises to the
                                  surface and pops."
                                  Blind and water nymphs are
                                  extinct- "You hear a loud
                                  pop."
25     Roll a d5 for Each         "This water's no good!"
       item in your
       inventory, on a roll
       of a '1' it's cursed
       outright; your hunger
       is increased and your
       constitution drops one
       point until you rest.
26     You gain the ability       "You see an image of
       to see invisible and       someone stalking you. But it
       your Personality is        disappears."
       temporarily increased
       by 1 (until the next       Blind and invisible-"You feel
       day).                      transparent." (blind,
                                  invisible)
                                  Blind, not invisible-"You feel
                                  very self-conscious. Then it
                                  passes."
                                11
 Roll    Effect                         Message
 27      You briefly see                "You sense the presence of
         monsters on this               monsters."
         dungeon level and
         your Personality is            No monsters, beginner, not
         increased by 1 (until          hallucinating-"You have a
         the next day). If no           strange feeling for a
         monsters on the level          moment, then it passes."
         (other than you), no
         visible effect.                No monsters, beginner,
                                        hallucinating-"You have a
                                        normal feeling for a
                                        moment, then it passes."
                                        No monsters, not
                                        hallucinating-"You feel
                                        threatened."
                                        No monsters, hallucinating-
                                        "You get the heebie jeebies.
 28      You find a random      "You spot a gem in the
         valuable gem or piece sparkling waters!"
         of worthless glass and
         your Personality is
         increased by 1 (until  Blind-"You feel a gem here!"
         the next day). If you
         have already acquired
         gems or gold from
         this fountain, a nymph
         is summoned instead
         (as above).
 29      Monsters on the level          "This water gives you bad
         flee you for a while.          breath!"
 30      A number of deep               Pool created-"Water gushes
         puddles and pools may          forth from the overflowing
         be created in your             fountain!"
         vicinity. (Never two
         orthogonally adjacent,         No pools created-"Your
         never on your square,          thirst is quenched."
         the more likely the
         closer to you.) Be
         aware that any
         precious items laying
         near you may end up
         at the bottom of a
         pool! Items that get
         wet fade and dilute.
Dungeon Messages
The following messages all indicate there is a fountain somewhere on the level:
 "You hear     bubbling water."
 "You hear     water falling on       coins."
 "You hear     the splashing of       a naiad."
 "You hear     a soda fountain!"       (If character is hallucinating)
 "You hear     the ravings of a        madman cursing monsters with
 wands. "
                                      12
As Judges, we have
the opportunity to
surprise players
and remind them
of gaming in a
simpler time.
Before RPGs,
monster
descriptions were
contradictory,
strange, and more
likely to depend on
an author's need to
tell a story than a
judge's need to offer
balanced
encounters.
Monsters should
never feel generic.
They are magic,
otherworldly things.
This column will re-
consider typical
monsters in order to
make them fresh and
mysterious... the way they
were to us before we
Consider
memorized our first Monster           Art by Jason Adams
Manual.
 Appearance:
 Roll    Body Part            Alteration
 1       Head                 Multiple body parts (roll a d8 to determine
                              number. If an eight is rolled, continue rolling
                              until you get a number other than eight. Add
                              up all numbers rolled).
 2       Arms                 Animal like (1 : Bird. 2: Hyena. 3: Wasp. 4:
                              Elephant. 5: Ox. 6: Horse. 7: Snake.
                              8: Elephant).
 3       Torso                Human like (1 : Beautiful human. 2: Attractive,
                              but square shaped. 3: Stretched to incorrect
                              proportions. 4: Ugly. 5: Appearance is that of a
                              human child).
 4       Legs                 Covered in hair
 5       Tail                 Covered in moss or dirty enough to grow small
         (roll on “Animal     plants.
         like”alteration)
 6       Ogre possesses       Growing in wrong place (Re-roll on first table
         enormous ears        using a d4, ignoring a result if you roll the same
         and/or nose. Do      location. Place some or all of the first body
         not roll on next     part at the location of the second. i.e. a head
         table.               could grow out of the creature's leg, or the eyes
                              could grow off of a foot.)
 7       Re-roll twice        Strange color (1 : Red. 2: Blue. 3: Green)
 8       Nothing special      Covered in spikes, dentaderm, or bone
                              outgrowth.
                                        15
Roll        Power                             Weakness
1           D4 AC bonus.                      Amazingly vain.
2           Illusionary shape change or       Exposure to sunlight turns ogre
            invisibility 3X per day.          to stone.
3           Flight 3X a day.                  Obsessively hungry for man
                                              flesh.
4           Spells as per NPC magician.       Easily converted to a peaceful
                                              religion.
5           Sickening smell or disease.       Blindly tyrannical.
            Opponent takes -1 to all rolls
            while in melee range.
6           Genius intellect.                 Embarrassingly gullible.
7           +1 die dmg.                       Attention deficit.
8           Nothing Special                   Nothing Special
Any Ogres receiving a “nothing special” result may appear as the Ogre in DCC
RPG, but with perhaps a less stupid look in their eyes and a better ability to
dress. A human child stolen and raised from birth (known as a “Changeling,”
often exchanged for a baby Ogre) may also roll on the above tables on his 7th
birthday.
Fallen High Ogre: Init +2; Atk slam +5 melee (1d6+6) or as weapon +5 melee, +6
dam; AC 16; HD 4d8+4; MV 20'; Act 1d20; SP as per chart, plus roll 3d6 for Int; SV
Fort +4, Ref +2, Will +1; AL C.
                                      16
CriticAL
 Table T:
 Traps
Traps. The bane of players
everywhere. Walking down the
dungeon hall, those stairs that lead
down to the lower levels of the
dungeon where the treasures lie, or
simply the poison needle protecting
the lock on the treasure chest. Traps
catch their characters when they least
expect it. Traps are what keeps
players on their toes as they explore
their environment.
This article contains six traps ready
for placement into your game. Use             Art by Jason Sholtis
                                         17
these traps as a springboard to come up with your own devious traps. There is
something quite satisfying as a judge when an intricate trap you designed
inflicts damage upon the PCs you run an adventure for.
The traps below all use attack rolls to determine their success. These are all
meant to be used in conjunction with the accompanying Critical Trap Table,
allowing you to unleash even more random lethality upon your PCs!
Pit Trap, Spiked: find/disable trap DC 12; Atk +3, dmg 1d4 per spike.
A 10' pit is concealed with a faux stone cover . PCs that do not find the trap must
make a DC 12 Reflex save or fall into the trap for 1d6 damage. The pit has
numerous spikes at the bottom. 1d4 spikes could impale the falling character.
Poison Needle Lock: pick lock, DC 16; find/disable trap DC 13; Atk +6,
dmg 1d4 plus poison: DC 14 Fort save or -1d4 Stamina.
An intricate lock that is also protected by a poisoned needle. A failed pick lock
or disable trap check will trigger the needle.
Scythe Hall: find/disable trap DC 18; Atk +8, dmg 1d12.
Four slender scythe blades are recessed in the ceiling of this hall in 5' intervals
(find DC 20). A portion of the floor under the fourth scythe is weighted in a
manner to cause all four scythes to swing downwards at the same time. Failure
to find the trap or disable it triggers the trap, each scythe targeting the character
in that square.
Falling Block: find/disable DC 15; Atk +15, dmg 4d6.
A large stone block is rigged above the doorway of a closed door. Opening the
door without finding the hidden lever triggers the trap. The large block falls
from the ceiling potentially crushing the character opening the door.
Poison Arrow Trap, Repeating: find/disable DC 16; Atk +6, additional
+4 if standing in doorway, dmg 1d6 plus poison: DC 13 Fort Save or -1d3
Stamina.
Failure to find or disable this trap results in one arrow being fired every round
for 6 rounds.
                                        18
Critical Trap Table                                         Attack       Crit Die/
Traps with attack rolls were in need of a table to          Modifier     Table
roll on for critical hits. From this rose the Critical      +0, +1       1 d4/T
Hit Trap Table referenced below, Crit Table T:              +2, +3       1 d6/T
Traps. The die to roll on the table depends on the
attack modifier. A PC’s Luck modifier alters a trap’s       +4, +5       1 d8/T
critical hit. A positive Luck modifier reduces the          +6, +7       1 d1 0/T
roll, a negative Luck modifier increases the roll.          +8, +9       1 d1 2/T
Entries listed as All Types covers bludgeoning,             +1 0, +1 1   1 d1 4/T
piercing, slashing, and poison traps with an attack         +1 2, +1 3   1 d1 6/T
roll. Damaging entries cover bludgeoning, piercing,         +1 4, +1 5   1 d20/T
and slashing. Poison entries cover poison. Effect
lists the extra damage or result of the critical hit.       +1 6, +1 7   1 d24/T
                                                            +1 8      1 d30/T
Crit Table T: Traps                                         or higher
Roll            Result
1 or less       All Types - Trap sprung nearly perfectly!
                Effect - Add 1 d3 damage.
2               All Types - The trap leaves the PC with blurry vision.
                Effect - +1 d3 damage, -1 to Reflex Saves for 6 hours.
3               Damaging - Blow causes immediate swelling.
                Poison - Causes an allergic reaction, slows reflexes.
                Effect - +1 d3 damage, -1 to Reflex Saves for 6 hours.
                           - The trap scores a solid hit, penetrating deep
                into the PC's body.
                Effect - +1 d6 damage.
                            - The blow strikes a particularly vulnerable
                area. Poison - The poison burns as it enters the PC's body!
                Effect - +1 d7 damage.
                            - The blow from the trap knocks the wind out of
                the PC, cracking ribs.
                Poison - Poison directly affects lungs, reducing capacity.
                Effect - +1 d6 damage, 1 d2 temporary Stamina damage
                until healed.
                                    19
Roll   Result
7      All Types - The trap causes severe convulsions, leaving the
       victim exhausted.
       Effect - +1 d7 damage, 1 d3 temporary Stamina damage
       until healed.
8      All Types - The trap causes bleeding that is difficult to
       stop.
       Effect - +1 d3 damage per round for 4 rounds unless
       healed.
9      Damaging - Blow strikes unprotected area.
       Poison - Poison unusually virulent.
       Effect - +1 d8 damage.
10     All Types - The trap strikes a central nerve.
       Effect - +2d4 damage, DC 1 4 Fort Save or fall unconscious.
11     Damaging - Blow strike s spinal area.
       Poison - The poison overwhelms central nervous system.
       Effect - +2d5 damage, DC1 6 Fort Save or fall unconscious.
12     All Types - The trap springs with tremendous
       effectiveness.
       Effect - +1 d1 2 damage.
13     Damaging - Blow causes severe numbing of muscle tissue.
       Poison - The poison has a brief, but very powerful chilling
       effect on the PC's muscles.
       Effect - +1 d1 4 damage.
14     Damaging - Trap breaks multiple ribs.
       Poison - Poison causes marrow in bones to painfully
       expand.
       Effect - +2d6 damage.
15     All Types - The trap causes trauma to the PC’s spleen.
       Effect - +2d7 damage.
16     Damaging - The trap crushes the PC's knee.
       Poison - The poison causes the victim’s joints to swell.
       Effect - PC's movement rate is reduced by 5' until healed
       by a cleric, 3rd level or higher.
                            20
Roll   Result
                   - Blow causes nerve damage.
       Poison - The poison causes paralysis in the PC's arm.
       Effect - PC loses use of one arm until healed by cleric, 3rd
       level or higher.
                  - The trap causes a sudden and extreme amount
       of blood loss.
       Effect - +1 d1 6 damage. DC 1 6 Fort Save or fall
       unconscious.
                    - Blow strikes with enough force to cause a
       heart arrhythmia.
       Poison - The poison speeds its way to the PCs heart
       causing minor heart attack.
       Effect - +1 d24 damage. DC 1 6 Fort Save or fall
       unconscious.
                  - The trap causes ocular bleeding.
       Effect - PC is blind for 2d3 turns.
                   - Blow damages optical nerve.
       Poison - The poison fogs the vision.
       Effect - PC is permanently blind.
                    - The trap delivers a stunning blow to the head
       causing irreversible vestibular system damage.
       Poison - Damages vestibular system causing irreversible
       damage.
       Effect - 1 d6 Agility damage.
                  g - The blow causes irreversible brain damage.
       Poison - The poison affects the PC's core brain function.
       Effect - 1 d6 Intelligence damage.
                   - The trap's blow causes severe damage to the
       PC's spinal column.
       Poison - The poison targets the PC’s central nervous
       system.
       Effect - Complete and permanent paralysis.
                           21
Roll   Result
                   - Blow severs or smashes limb to point of
       requiring amputation.
       Poison - The poison causes rapid atrophy of limb to point
       of requiring amputation.
       Effect - Roll 1 d4 (1 - Left Arm, 2 - Right Arm, 3 - Left Leg, 4 -
       Right Leg). Result indicates the loss of that limb.
                   - The trap flays the flesh and exposes a wide
       swath of muscle.
       Poison - The poison causes the victim’s flesh to slough off.
       Effect - +3d1 2 damage.
                   - Blow severs an artery resulting in severe
       bleeding.
       Poison - The poison has an acidic reaction with the PC's
       blood stream causing extreme pain and anguish.
       Effect - +3d1 4 damage.
                  - The trap damages multiple organs with a single
       strike.
       Effect - Immediate PC death.
29     Damaging - The blow causes an unexpected increase in
       the PC’s heart rate.
       Poison - The poison sends the PC's heart rate into
       impossible to maintain numbers.
       Effect - Heart explodes in the PC’s chest, killing him.
       All Types - The gods frown upon the PC as the trap springs
       with uncanny execution and kills the PC outright in an
       extreme fashion.
                             22
Shadowsword
     of
Ith-Narmant
  by Jürgen Mayer
                                                                        Art by IHM
The Shadowsword was forged from the shadow of the demon Ith-Narmant, who
resides on a world circling a black sun where only ghosts, demonspawn and
creatures of the night can prosper. His prime domain is shadow, but he is also a
master of chill, solanaceae and fear of the dark. His altars are always built in
pitch-dark places. Unlike most other creatures of Chaos, he is always calm and
hard to anger, but quick to judge, delighted by any suffering of Law, a
connoisseur of dark magic and craftsmanship, and everlastingly plotting the
spreading of Chaos into other worlds. His ultimate goal is to blacken the sun of
another world to add it to his dominion.
Ith-Narmant has bound a circle of shadow warlocks and artificers to his will,
who craft artifacts from the demon’s own shadow and scatter them on different
worlds to increase Ith-Narmant’s influence and grow his cult. The
Shadowsword is one of those artifacts. Its blade is literally a solid shadow, but
does not cast a shadow itself.
                                      23
Shadowsword ofIth-Narmant Special Effects Table
Treat the Shadowsword as a longsword, but roll 2d6 for damage. Ifyou
roll doubles, check the following table for special effects:
1+1   Lifesucker. Deals 2 damage to target. Wielder loses 1 hp permanently. This
      effect is cumulative. When the blade has sucked 3 hp from one single wielder, it
      becomes sentient and gains a level. Its personality is similar to that of its wielder,
      albeit with the demonic taint of Ith-Narmant. The Shadowsword levels up every
      3 hp. The demonic taint gets stronger with each level (see the Sword Level Table
      below).
2+2   Demonsign. Deals 4 damage to target. Wielder receives a demonsign and suffers
      a Corruption depending on sword level (see the Sword Level Table and note the
      total number of demonsigns on the character sheet). Corruption in form of a
      demonsign cannot be prevented by Luck expenditure. If a demonsign bearer
      wants to fight with any other melee weapon at any time, a successful Will Save
      against DC10+number of demonsigns is needed (roll only once per encounter). If
      a demonsign bearer wants to get rid of the Shadowsword or give it to someone
      else, a successful Will Save against DC15+number of demonsigns is required (this
      roll is only allowed every 13 days).
4+4   Shadowrage. Deals 8 damage to the target. Wielder goes demonically berserk
      (+2 STR, +2 AC, needs to succeed in a DC 10+sword level Will Save to stop
      fighting, which can be attempted at the end of each round - wielder will attack
      anyone in vicinity while berserk, including allies if no foes are present).
5+5   Hellpower. Deals 10 damage to the target. The target additionally suffers the
      effect of a d3 roll on Critical Hit Table DN in the DCC RPG Rulebook (improve this
      die by the sword’s level; the wielder’s Luck modifier affects the result). Wielder
      gets +1 STR for the remainder of the encounter. This is cumulative and stacks
      with any other STR modifiers.
6+6   Deathbringer. Deals 12 damage to the target. Any damage dice of the
      Shadowsword that show a 6 will explode for the remainder of the encounter (roll
      the die again and add the damage, continue if another 6 is rolled). This already
      affects the double sixes just rolled.
                                          24
All damage dealt by the Shadowsword of Ith-Narmant is considered magical.
Any Luck spent on the damage roll adjusts the damage value, but the special
effects are only triggered by natural doubles. Damage is adjusted by ability
modifiers or deed dice as usual. Furthermore, spending Luck cannot prevent a
special effect from occurring. All effects occur in addition to any potential
critical hits or fumbles. The Shadowsword is of chaotic alignment and once
sentient, will intend to harm law-aligned beings.
Sword Level Table
The Shadowsword of Ith-Narmant can gain levels by sucking the life force from
its wielder (see result 1+1 Lifesucker on the special effects damage table). Check
the following table for the consequences of the sword’s level:
 Sword Personality                   Communication Demonsign Mind-Control
 Level                                             Corruption* Will Save**
 0        None                       None                 Minor             n/a
                                                          Corruption
 1        Similar to wielder, but Simple Urges            Minor             DC5 + no. of
          slightly mischievous                            Corruption        demonsigns
 2        More mischievous           Empathy              Major             DC10 + no. of
          and bloodthirsty                                Corruption        demonsigns
 3        Malevolent and eager       Empathy              Major             DC15 + no. of
          to inflict pain and        & Speech             Corruption        demonsigns
          suffering
 4+       Vicious and hell-bent      Speech               Greater           DC20 + no. of
          on corrupting all that     & Telepathy          Corruption        demonsigns
          is good and innocent
*See special effects damage table result 2+2 Demonsign. All rolls on the Corruption tables are
made with a d1 0 and adjusted by the wielder’s Luck modifier.
**Any time a fumble is rolled on an attack with the Shadowsword, it can mind-control its
wielder’s next action if a Will Save is not successful.
Wielders, Alignment and Demonsigns:
Like all artifacts crafted from Ith-Narmant’s shadow, the Shadowsword can be
wielded by characters of all alignments - for a cost. A lawful character gaining a
number of demonsigns equal to their Personality changes their alignment to
neutral. Acquiring a number of demonsigns equalling Personality while neutral
shifts the alignment to Chaos. A chaotic character accumulating a number of
demonsigns equal to Personality becomes a Champion of Ith-Narmant. Every so
often, such a Champion will be given quests to further Ith-Narmant’s schemes
directly by the shadow warlocks, but can also call on their help in times of need.
Extraordinary service can result in a boon like a new artifact or gifting of
magical powers pertaining to Ith-Narmant’s domains. If a wielder of the
Shadowsword dies, the blade loses all previously gained levels as the absorbed
life essence reunites with the wielder’s soul.
                                            25
                                                                     eldritch powers of a cracked
My Gongfarmer                                                        universe. But, the mundane lives of
                                                                     these swarthy adventurers left an
                                                                     impression -- and not always
                                                                     exactly what you think.
Can't Do Sh*t!                                                       Rather than build an exhaustive list
                                                                     of skills from pot making to pot
                                                                     growing, my group uses a simpler
                                                                     strategy. When the game grinds to a
                                                                     halt because no one seems to have
                                                                     the skill or spell to unwind a
                                                                     problem, a player makes a case for
                                                                     why       Suzy    Shoeman       the
                                                                     cobbler/warrior can understand an
                                                                     ancient phrase carved into a skull-
                                                                     carved pillar deep in the Crypt of
                                                                     Everlasting Horror. And the Judge
                                                                     makes a ruling, usually based upon
                                                                     the creativity of the scenario
                                                                     presented.
                                                       Back when Suzy Shoeman was an
                                                 Art by bygrinstow