Saturday, 18 June 2022

Journey to the Crypts of Orderly Death

For Free RPG Day (Saturday, 25 June 2022), I will be running a 3rd level adventure, Journey to the Crypts of Orderly Death, at The Sword & Board in Toronto. Mask and vaccine mandates are in place. You must be able to show proof of vaccination.

System: Dungeon Crawl Classics

Time: 12 Noon to 4 PM. 2 PM to 6 PM

The Sword & Board has notified me that they will not be open until 2 that day (I had provided 2 hours grace from their listed opening time!). Still, they have continued to support FRPG Day and DCC Day through the pandemic, and for that I am truly grateful.

Sorry for the inconvenience.

This is a playtest for eventual publication. Pregenerated characters will be provided, but feel free to bring your own!

Tuesday, 7 June 2022

Converting NPCs to Dungeon Crawl Classics


Tuirgin left a comment that I managed to delete trying to publish it. To wit:

I've seen people mention that you've run multiple DCC Xyntillan campaigns. I've been prepping Xyntillan for my group and finally decided to use DCC for it after considering several other options. While I've run DCC before, it's been a while—I took a year away from it to solidify my referee foundation with B/X—and I've never converted adventures for DCC. I'm familiar with two or three of your articles about conversions, but one question I haven't figured out is whether to adjust NPC (especially classed NPCs) and creature levels/hd. The group wisdom seems to be that 1 DCC level is roughly equivalent to 2 D&D levels. I'm curious what you think of this. I've not really run enough games beyond low levels to have a good sense of the implications. Any insight you have to share would be much appreciated.

I am going to try to answer this here. Germaine to this discussion, see my overall notes on conversion here (somewhat revised in DAMN #1), and some examples here and here. You will find a breakdown of the monster statblock here, and some notes on NPCs overall here and here.

For NPCs, the “Men and Magicians” section of the core rulebook (pages 432-434) is the most relevant, as is the “Monsters Don’t Play By the Rules” section on page 383. 

In general, you have three choices when it comes to converting NPCs: (1) Use the examples in the book, (2) Make a fast and loose conversion, or (3) Make a fully leveled conversion following the same rules the PCs use. The core rules don’t encourage that last options, but many published adventures use it, so you might also want to use it for important characters. We will look more closely at each of these options below.

(1)    Use the Examples in the Book: For many NPCs, you don’t need to be concerned about how to convert them. You just give them NPC stats using the examples in the “Men and Magiicians” section of the book. For instance, Gilbert Malévol the Fox in Castle Xyntillan might simply be treated as a bandit captain from page 433 of the core rules. There. Done. You may choose to make some adjustments to the core stats, to better reflect the weapons and armor in the original module. Or you may not. It’s up to you. 

(2)    Make a Fast and Loose Conversion: Gilbert Malévol the Fox has the following statblock in Castle Xyntillan: 

Gilbert Malévol the Fox: Thief 3; AC 7 [12]; Atk sword 1d6 or 2*bow 1d6; Spec backstab, thievery; ML 9; AL C; gold pocketwatch 400 gp.

Hp 7

Working from this as a basis, we probably want to keep Hit Dice the same, at least up to 5th level, after which we need to consider how powerful we want our NPC to be in comparison to the rest of the world. I find that assuming a bonus to hit of +1 per 2 HD rounded up usually works well, although this should be adjusted up or down depending upon the nature of the NPC being converted. From this, we might get a DCC statblock like this:

Gilbert Malévol the Fox: Init+2; Atk short sword +1 melee (1d6) or short bow +3 ranged (1d6); AC 12; HD 3d6; hp 7; MV 30’; Act 1d20; SP +6 to sneak and hide, x2 damage when attacking from surprise; SV Fort +1; Ref +3; Will +0; AL C. Gold pocket watch (40gp). 

(3)    Make a Fully Leveled Conversion: If you want to go this route, my recommendation is to go to Purple Sorcerer and use their online tools to generate the character, and then modify as desired to create an appropriate statblock. As a pro tip, consider making four characters, using the “Upper Level Text” style, and then select the one that is closest to what you want for the NPC. Tweak as necessary. In this case, I went for 10 versions, so that I could be certain of getting a +2 bonus to Agility, and it still took me multiple tries. (I did not want to have to recalculate thief skills.) In this case, I have selected: 

Gilbert Malévol the Fox: Init+2; Atk short sword +2 melee (1d6) or short bow +4 ranged (1d6); AC 12; HD 3d6; hp 13; MV 30’; Act 1d20; SP thief abilities; SV Fort +1; Ref +4; Will +1; AL C.  Str 9, Agi 16 (+2), Sta 11, Per 11, Int 9, Luck 10.

Thief Abilities: Luck Die (d5), Backstab +7; Sneak Silently: +9; Hide In Shadows +7; Pick Pocket +4; Climb Sheer Surfaces +7; Pick Lock +7; Find Trap +5; Disable Trap +4; Forge Document +3; Disguise Self +7; Read Languages +1; Handle Poison +7; Cast Spell From Scroll (d12)

Gold pocket watch (40gp).

The inevitable question will be: Which one of these builds is right? And the answer is: Any of them or none of them. Whatever the judge chooses to use is right.

If the NPC in question is a spellcaster, you have a few more choices to make. None of these have “right” answers; do what feels best to you:

A.      Should the spellcaster even cast spells? This is especially important when converting NPCs from systems where everyone (or almost everyone) is a spellcaster. If you can make the character work without casting spells, you might want to consider going this route. This is also a good tactic if the NPC is of some goofy species that your setting doesn’t support. If a warrior is a gnoll just to be edgy, consider making him a human wearing a hyena skin instead. 

B.      Can you just go the “special ability” route? If you look at some of the write-ups in the core rules, like Acolyte and Magician, you will see that their spells are not fully fleshed out. For minor characters, this is a great option because you are not wasting a lot of time figuring out how to convert spells. Just choose the effects you most want, come up with some cool presentation (i.e., what the spell looks like when cast) and call it a day. 

C.      Do you need full-on spells? This does facilitate a spell duel, after all, but it is a bit more complicated. The best solution is to decide what spells the NPC should have, and then give the NPC an appropriate spell check modifier. Feel free to add unique visual or knock-on effects to these spells. They do not have to match the Mercurial Magic and/or Manifestation results in the book. When you are done with that print the NPCs spells out using the Sorcerer’s Grimoire at Purple Sorcerer. It will save you time at the table. This is a good practice for NPCs found in purchased adventures as well.

Finally, consider the words of Joseph Goodman when putting the finishing touches on your conversion:

Spellcasters in particular, whether human or monstrous in nature, should have powers that are unavailable to the players. This does not mean fully defined spells of the same sort learned by the characters. This means a unique power of some kind that would provide a plot hook, leading the player characters to seek out the wizard character and attempt to enlist his services, either as a an ally, hireling, or hostage. On the next page [p. 384] is a table of inspiration, but note that these powers should not be spells. The NPC should be able to use these powers with predictability and accuracy in a way that player characters cannot. It is left up to you to flesh out these ideas, which can apply to any wizard, sorcerer, shaman, witch, warlock, acolyte, priest, cult leader, or other such figure.

TL;DR: Don’t let worrying about how to do it “right” detract from the game. DCC fully empowers you to make it up!

Sunday, 5 June 2022

Shudder Mountains Dragon

Michael Curts posted this image to Facebook (artist unknown). and the call immediately arose for game stats. Well, here are some game stats you can use! This is built off of the dragon generator from the core rules, by way of the Purple Sorcerer dragon generator, modified to make the creature better fit the image.

Opossum Dragon (average-sized dragon): Init +11; Atk antlers +12 melee (1d8) or bite +12 melee (1d12); AC 21; HD 11d12; hp 63; MV 40' or climb 30'; Act 2d20 (attacks) plus 1d20 (spells); SP see below; SV Fort +11, Ref +11, Will +11; AL N.

Breath Weapon: Type (sleep gas); Save (Fort 21); Damage (sleep for 1d6 hours or no effect with save); Shape (Cloud, radius 1d3 x 10’, aimed up to 90’ away).

Martial Power 1: Play dead. When reduced to 20 hp, the opossum dragon rolls over and pretends to be dead, giving off an awful stench. Living creatures (apart from opossum dragons) must succeed in a DC 21 Fort save to remain (or approach) within 30', and creatures which succeed suffer a -1d penalty on the dice chain while within this radius. This state lasts for 1d3 x 10 turns, or until the dragon is reduced to 10 or fewer hp (at which point it will flee or fight).

Martial Power 2: Retinue. The dragon is always accompanied by a retinue of 1d4+2 loyal followers (young opossum dragons, stats below).

Unique Power 1: Speak with animals (1/hour). The dragon can designate one animal and communicate effectively in that animal’s native tongue for the remainder of the hour. The animal still cannot communicate beyond the limits of its intelligence and physical abilities.

Spells: The opossum dragon can cast spells with a +2 bonus to the spell check:

Level 1 Spells: Animal summoning, magic shield

Level 2 Spells: Invisibility

Young Opossum Dragon (cat-sized dragon): Init +1; Atk claws +2 melee (1d8); bite +2 melee (1d12); AC 11; HD 1d12; hp 10; MV 30 or climb 20'; Act 2d20; SP see below; SV Fort +1, Ref +1, Will +1; AL N.

Breath Weapon: Type (sleep gas); Save (Fort 13); Damage (Fall asleep for 1d6 hours, no effect with save); Shape (Cloud, radius 1d4 x 10’, aimed up to 60’ away)

Unique Power: Charm (1/hour). The dragon can charm one living creature. Target considers the dragon its closest friend for 1d4 days or until attacked or betrayed by the dragon. Will DC 13 resists.

Tuesday, 31 May 2022

Questing For It!

Cross-posted from Reddit.

Imagine, for a second, that Quest For It doesn't require a new house rule, but that each quest is individually tailored. What does Quest For It entail?

(1) Clearly stated (or understood) goal. The player must indicate what they are interested in for the judge to respond appropriately: 

"I would like to increase my Strength."

(2) The means to uncover a quest. There has to exist in the game some method for the judge to, in turn, allow the player in question to know what is required. For instance, sages, oracles, monsters (ghosts, cyclops's, etc.) with knowledge hidden from mortals, etc. More than half of the CE Series contain something of this nature for that very purpose: 

"The donkey head hanging in the castle courtyard has been known to give advice to the worthy."

(3) An estimation of how big a quest is. Going from 11 to 12 Strength is negligible. Going from 12 to 13 is somewhat significant, as it grants a bonus. Going from 12 to 18 is significant. Exceeding 18 is even more significant. Going from 3 to 18 is incredibly significant. The more significant the quest, the more steps it might take, and the greater cost it might extract. 

"Bathing in the blood of the Nemedian Lion will make you stronger than any natural means can provide."

There might even be a quest to prove worthiness in order to receive the needed advice!

(3a) Steps are concrete, with some metric to determine progress: 

"The Nemedian Lion can only be harmed by the Runesword lost when the Kingspire fell."

(3b) Limitations can be built into the quest: 

"The Nemedian Lion can grant its strength to only one mortal; trying to share it amongst comrades dilutes its power greatly."

(3c) Quests can have consequences of their own. 

"Whosoever hold this power is cursed of the gods, though, and cannot benefit from idol magic."

(3d) Those consequences can lead to other quests: 

"Only by sacrificing the Jewels of the Carnifex to the Crimson Void can this curse be lifted."

Quest For It should feed into adventures, offering a solid hook or a series of solid hooks to motivate and add an extra dimension to game play. It should lead to interesting choices, balancing the cost and benefits of the Quested outcome so that the PCs are never quite sure if they have gotten a good deal or not. 

You can make quests as simple or as elaborate if you want - going from 8 to 9 Strength might require nothing more than 8 weeks of fitness training - but the players should be able to mark their progress toward the goal by successfully completing steps along the way, with discernable outcomes.

Tuesday, 10 May 2022

Sphere of Many Maws

This monstrosity resembles a sphere 5' in diameter, covered with chitinous plates. It has a single large maw and 10 smaller fanged mouths growing at the end of 5' long tentacles. Each mouth can cast a single spell, with a +5 bonus to the spellcheck, as indicated below. Spells are lost on a total spellcheck of 10 or lower, but the Sphere of Many Maws otherwise suffers no ill effects from a failed spellcheck, even on a natural 1.

The Sphere can either bite or cast a spell each round, using each of its maws. The central maw is always able to cast dispel magic, but the tentacled maws have different spells, depending upon the individual encountered (see below). It is possible for two maws to have the same spell, and a tentacled maw can be severed with a Mighty Deed of 4+ (it regrows in 1d7 days). The Sphere never needs to use material components or spellburn, and all of its spells can be cast as an action.

For each tentacle maw, roll 1d20 to determine what spell it casts: (1) animate dead, (2) charm person, (3) color spray, (4) detect invisible, (5) enlarge, (6) flaming hands, (7) forget, (8) gust of wind, (9) lightning bolt, (10) magic missile, (11) paralysis, (12) phantasm, (13) ray of enfeeblement, (14) resist cold or heat, (15) scorching ray, (16) sleep, (17) slow, (18) turn to stone, (19) ward portal, or (20) word of command.

With multiple Action Dice, and multiple spells, these creatures have a distinct advantage in a spellduel. Spheres will usually retain their central maw for this purpose, even if they gain initiative.

Although they have no eyes, Spheres of Many Maws are able to sense their surroundings as though they had 120' infravision. They can hover and fly naturally through no means for this is apparent. Some sages believe that these creatures are merely the feeding orifices of a much larger (and more frightening) extradimensional being.

Sphere of Many Maws: Init +0; Atk central bite +4 melee (1d8) or tentacled bite +6 melee (1d4) or spell; AC 16; HD 4d12; MV fly 40’; Act 11d20; SP infravision 120', spells; SV Fort +6, Ref +6, Will +10; AL C.

Tuesday, 5 April 2022

The Eternally Hungry Caterpillar

Because one of my players demanded it. Garett, I think you have a lot of explaining to do to your fellow party members! 

The Eternally Hungry Caterpillar: Init +2; Atk bite +6 melee (3d6); AC 17; HD 8d12 (starting); hp 96 (starting); MV 40’; Act 1d20; SP consume; SV Fort +12, Ref +2, Will +20; AL C.

Consume: When the Eternally Hungry Caterpillar brings a foe to 0 hp, the Caterpillar can spend 1d3 + victim's HD rounds to utterly consume the body. Each time it does this it grows, gaining 1 HD and 8 hp per full round that it spends eating. If attacked while consuming, the Eternally Hungry Caterpillar will attempt to slay attacking foes before resuming consumption.


Friday, 1 April 2022


It is with a sad heart that I have to announce that I am leaving the Dungeon Crawl Classics RPG creative community. There are a few products outstanding that I have to finish up writing for, and then my involvement with DCC will be finished.

On the other hand, I am excited to announce that I have been tapped as part of a creative team to create a new 6e (you heard it here first!) which I think is going to be a fantastic game. We have been talking about include a ton of new and old old-school style art, which is fantastic, including TSR-era pieces the publisher has the rights to use!

The 6e system we are envisioning builds on everything that has come before. Some highlights include:

  • A return to 3d6, straight down the line.
  • An emphasis on unique monsters and unpredictable magic.
  • Fighters will gain Warrior Feats, which will replace entire feat trees and increase automatically as they level.
  • In fact, the entire idea of feats is being reworked into rewards that characters can earn through adventuring, in addition to the usual gold and magic items. We are calling this "Adventure For It!" and it will be the beating heart of 6e.
  • Clerics can cast their spells all day long, but at a risk of angering their gods.
  • Arcane spellcasters can also cast as long as they make their spell attack rolls. Bad things can happen if they roll a "1" though!
  • The patron system, introduced in the previous edition, will be greatly expanded.
  • A new statistic, Karma, can be used to secure one-time bonuses to PC rolls.

All in all, we are really excited about this. It will be unlike anything else on the market, and is a return to old-school play principles for the band. We hope that you will try 6e as playtest modules become available online. I'll be writing for 6e exclusively from now on.

Some of you may be looking at the date of this post and wondering if it is a joke. I can assure you that it is. But it is a post that I wrote last November after Empire of the Cyclops Con in anticipation of April Fools Day.

Tuesday, 8 March 2022

I Call Bull....The Gorgon!


For some reason, when he was writing the White Box set for D&D, Gary Gygax decided to make Gorgons not Medusa and her immortal sisters, but metal-plated bulls with petrifying breath. This has been how gorgons were depicted in every edition of the game thereafter.

This may have been inspired by The Historie of Foure-Footed Beastes, written by Edward Topsell, and published in 1607. Or it might have been influenced by Topsell's book indirectly, as I have seen occasional references to D&D-type gorgons in other works. Although I could not for the life of me tell you what those works were, I am fairly certain that they cribbed from Topsell, who would have long been in the public domain by the time they were written. Topsell's gorgon had poisonous, rather than petrifying, breath from eating poisonous herbs.

Other potential sources for the monster are the Greek Khalkotauroi or the Ethiopian Catoblepas, although that had its own entry in the AD&D Monster Manual. It seems likely (to me) that, regardless of Gygax's source, the gorgon's breath became petrifying because the creature's deadly breath was conflated with the Gorgon Medusa's ability to turn the living to stone.

Here are some statistics for using the bull-type gorgon in a DCC game:

Gorgon: Init +3; Atk gore +5 melee (2d6) or trample +6 melee (1d8) or deadly breath; AC 20; HD 6d8; MV 40’; Act 1d20; SP deadly breath every 1d5 rounds; SV Fort +8, Ref +5, Will +0; AL C.

Deadly Breath: A gorgon has a breath weapon that forms a cloud with a 20' diameter, affecting all creatures within. To determine the effects of any given gorgon's breath weapon, roll 1d12:

(1-5) Petrifying. Victims must succeed in a DC 10 Will save or take 1d8 points of permanent Agility damage. This represents the body of the victim turning slowly to stone, and can be healed only by strong magic or bathing in the blood of the gorgon responsible. If Agility reaches 0 through this damage, the creature is completely petrified.

(6-9) Poisonous. Victims take 1d6 damage and must succeed in a DC 12 Fort save or take 1d4 points of temporary Stamina damage.

(10) Caustic. Victims take 1d6 damage, and must make a DC 10 Fort save or take 1d6 damage each round until the save succeeds.

(11) Memory-Eating. Victims must succeed in a DC 10 Will save or lose 1d6 XP. This can reduce characters' levels, as their memories of past success are eaten away. Anyone reduced to 0 XP takes Intelligence damage instead on a failed save.

(12) Pestilent. Victims must succeed in a DC 15 Fort save or become ill, taking an immediate 1 point of temporary Strength, Stamina, and Agility damage. Each day thereafter, the victim must make a DC 15 Fort save or suffer an additional 1d3 temporary damage to Strength, Stamina, and Agility. This damage does not begin to heal until the character has succeeded in three saves, which ends the pestilence, or the disease is removed by other means. Worse, the victim is contagious, and anyone in their company must make a DC 15 Fort save after each hour or fall victim to the same pestilence.

Have fun!

Tuesday, 1 March 2022

Beware the Doppelgänger

In certain dark corners of the world, unwary travelers may meet normal-seeming folk who are anything but. These creatures are humanoid shape-shifters, able to read the surface thoughts of any creature within 500', and fit their shape to meet the expectations or needs of those they encounter. Doppelgängers seek to join groups, where they can pick off and consume group members one by one, assuming the identities of those they consume to further sow confusion.

Doppelgängers are naturally about human-sized, and can form themselves into the likeness of any humanoid from 4 feet to 8 feet tall. When imitating another creature, their bodies form to appear like the equipment and weapons of the imitated being. Should they lay down a piece of equipment, fire a missile created from itself, or be disarmed, the lost item collapses into a pile of fetid gray goo within 1d3 rounds. The doppelgänger can reabsorb this goo without harm to itself, as much as seven days from when it was shed. Similarly, a slain doppelgänger retains its chosen form for 1d3 rounds before shifting back to its base humanoid form.

A doppelgänger may change its form, and/or create a weapon as part of a move. One of the creature's favorite tricks is to attack a being, imitating them so their companions cannot track which target is friend or foe. Doppelgänger imitation is 90% accurate, which, combined with their ability to read minds, makes them hard to detect. If a doppelgänger engages in melee with a foe it is imitating, attacks against the doppelgänger have a 40% chance of targeting the imitated character. 

Although these creatures are most often solitary, groups of up to 3d4 have been known to cooperate with each other when hunting. When an adventurer goes off on their own, or an adventuring party splits, it is never certain that what returns is the same as what left.

Doppelgänger: Init -1; Atk created weapon +4 melee (1d12); AC 15; HD 4d8; MV 40’; Act 1d20; SP infravision 60', ESP, imitate, shed goo, form weapons, immune to sleep and charm spells and effects; SV Fort +8, Ref +12, Will +7; AL C.

Saturday, 26 February 2022

I Strip the Body and Put on the Soiled Robes

With The Inn in the Forest starting to appear in the mailboxes of Kickstarter backers, here is a little extra. You can use it with the aforementioned adventure, or just about any adventure where the PCs discover a cadaver. What happens when they strip the body and decide to put on what it was wearing?

If you have ever seen clothing left outdoors for any length of time, you will realize that these items are probably not going to be immediately wearable.

Time to roll 1d20 and add your Luck modifier! The results exceed 20 because thieves and halflings may spend Luck to adjust the result.

(0 or less)  You poor unlucky sod. Attempt a DC 20 Will save or the spirit of the cadaver possesses your body. You gain a new save after 1 hour, 1 day, and 1 week. If all of these fail, the possession is permanent.

Whether you or the spirit is in control, your body has a 2d3 penalty to both Agility and Personality. The Agility penalty only lasts while the clothing is worn, until it is properly laundered. The Personality penalty lasts as long as the unlaundered clothing is worn. Even then, 1d3 points of Personality penalty persists until you (or the spirit) can bathe and succeed in a Luck check. Only one attempt is allowed per 24 hour period.

Even if you succeed in your initial save, the spirit tries again so long as you continue wearing the garments (laundered or not): You must make a new DC 20 Will save after an hour, a day, and a week, with the same risk as the initial save. Should you succeed in each of these saves, the spirit departs the garments.  Probably.

(1)  The clothing is extremely foul and stiff, and the decaying odor of the body clings to the garments. You have a 2d3 penalty to both Agility and Personality. Worse, donning these garments requires a DC 15 Will save to avoid being cursed from beyond the grave! In this case, you lose 1 point from each ability score (including Luck) until the curse is removed. Burying the body (with or without the garments) may be sufficient, at the judge's discretion. Maybe more is required.

The Agility penalty only lasts while the clothing is worn, until it is properly laundered. The Personality penalty lasts as long as the unlaundered clothing is worn. Even then, 1d3 points of Personality penalty persists until you can bathe and succeed in a Luck check. Only one attempt is allowed per 24 hour period.

(2-5)  The clothing is excessively foul and stiff, with a lingering stench of death. You have a 2d3 penalty to both Agility and Personality. Worse, donning these garments requires a DC 10 Fortitude save to avoid becoming infected with a rotting disease causing 1d3 Stamina damage each day. Every hour, another save is required until the disease is contracted or the garments removed and you bathe. A cleric's Lay on Hands can remove the disease, but if you continue to wear the garments you might contract it again.

The Agility penalty only lasts while the clothing is worn, until it is properly laundered. The Personality penalty lasts as long as the unlaundered clothing is worn. Even then, 1d3 points of Personality penalty persists until you can bathe.

Laundering the garments may also remove the contagion; roll a Luck check each time you put them on following proper washing. If it succeeds, the disease can no longer be caught by wearing the garments. If it fails, roll a Fort save....

(6-10)  The clothing is both foul and stiff. You have a 2d3 penalty to both Agility and Personality. Worse, it is infested with parasites that now infest you! These parasites cause a 1d3 penalty to Stamina. The Agility penalty only lasts while the clothing is worn, until it is properly laundered. The Personality penalty lasts as long as the unlaundered clothing is worn. Even then, 1d3 points of Personality penalty persists until you can bathe. The parasites are harder to get rid of. Every time you bathe, you are allowed a Luck check to be rid of them. Once the parasites are gone, Stamina penalties go away at the rate of 1 point per day. A cleric may also remove these parasites with a successful Lay on Hands check.

(11-15)  Unfortunately, the clothing is both foul and stiff. You have a 2d3 penalty to both Agility and Personality. The Agility penalty only lasts while the clothing is worn, until it is properly laundered. The Personality penalty lasts as long as the unlaundered clothing is worn. Even then, 1d3 points of Personality penalty persists until you can bathe.

(16-20)  The clothes are somewhat foul and stiff. You have a 1d3 penalty to both Agility and Personality. The Agility penalty only lasts while the clothing is worn, until it is properly laundered. The Personality penalty lasts as long as the unlaundered clothing is worn. Even then, one point of Personality penalty persists until you can bathe.

(21-25)  The clothes are stiff but not as foul as they could be. You have a 1d3 penalty to Agility so long as they are worn, until they have been properly laundered.

(26+)  Lucky you! Against all odds, there are no ill effects.

Saturday, 19 February 2022

Gary Con


There are still some seats available in The Arwich Grinder, and one in The Dread God Al-Khazadar. I intend to be there in person!