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Rules › The Crawl Phase
In this chapter (20)
  • The Crawl Phase
  • Checking for traps
  • Locked doors
  • Secret doors
  • Dealing with traps
  • Maps
  • Watches
  • Loud noises
  • Meatgrinder
  • Moving carefully
  • Light
  • Falling
  • Item Durability
  • Stress
  • Afflictions
  • Social Encounters & Disposition
  • Influencing Disposition
  • Starting Disposition
  • Role-playing Disposition
  • Example Crawl Phase

The Crawl Phase

  • The Crawl Phase
  • Checking for traps
  • Locked doors
  • Secret doors
  • Dealing with traps
  • Maps
  • Watches
  • Loud noises
  • Meatgrinder
  • Moving carefully
  • Light
  • Falling
  • Item Durability
  • Stress
  • Afflictions
  • Social Encounters & Disposition
  • Influencing Disposition
  • Starting Disposition
  • Role-playing Disposition
  • Example Crawl Phase

Loud noises

His Majesty the Worm · p.91

Open source p.91 ↗

Every time the guild makes a loud noise or otherwise draws attention to themselves, the GM should pull on the Meatgrinder table. If the draw results in a random encounter (results XVI–XX), the GM describes an encounter with the wandering creature drawn to the noise. Otherwise, nothing happens.

← Watches Meatgrinder →