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Marching Order Quickstart Guide

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Marching Order Quickstart Guide

Uploaded by

andres
Copyright
© © All Rights Reserved
Available Formats
Download as PDF, TXT or read online on Scribd
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A Solo or Co-op Dungeon Delve

Quick Start Guide


G rab your pint and listen up, Rogue!
I don’t have time to explain the
full rules here, so you’re going to get a
crash course. We have a delve to clear
Cooldown Dice
Some abilities have a cooldown listed. Put a dice with the
number shown next to the Rogue. After the Rogue takes an
action, reduce the number on the dice by one. Once it would

out, and you’re going to do it.


reach zero, the Rogue can take that action again. These do not
reset after an encounter.

Rogues Effects

Poisoned
An effect looks like this:
On page 5 you have four Rogues. Decide
on which one is going to be first, which one When an ability gives a creature
will be second, etc. and put them in a line. an effect, it’ll read like so:
When it’s a Rogues turn, they can do one
action. Effect: Poisoned (3)
They have two options: switch places
with an adjacent Rogue in the marching That means the creature suffers the poisoned effect for 3 turns.
order or use one of the actions listed on This is handled a lot like cooldown- put a die next to them with
their sheet. Simple, yeah? the number showing. Effects are handled at the beginning of

Rolls
the creature’s turn. Resolve the effect and then reduce its die
by 1. When the die ticks zero, the effect stops. It is a good idea
to take notes of what these effects are. These do not reset after
an encounter.
When it says make a roll, roll a standard 6 sided dice and add See page 17 for a list of effects.
the stat it mentions. Compare the result to the Target Num-

Bullshit
ber (TN) or the stat mentioned (i.e. “vs Defense” means use
the targets Defense stat as the target number.) If it meets or
exceeds this value, it succeeds. If it says it’s an attack roll, it
might do damage. For instance:
Make a Physical Attack roll VS target’s defense At the end of every creature’s turn, be they Rogue or enemy,
This means you roll a dice and add your physical trait. Sub- they roll a bullshit dice. Look at their sheet. If it rolls a 1, do
tract the targets defense and that’s how much health they what it says. If it rolls a 6, do that instead. Into every Rogue’s
lose. With me so far? life, some bullshit must fall.

2 3
Marching Order Quickstart Guide
Enemies Wait, this doesn’t make sense.
Enemies don’t get a choice in what they do like Rogue’s do. Hey, I only had a few pages to explain the rules. What do you
Resolve any effects at the beginning of their turn and then roll want from me? Get ahold of Crumbling Keep on social media

MarchingOrderGame.com
the 6 sided dice to see what action they take. Don’t forget to or email us at [email protected]. Better yet, just get

Marching Order

Rogues for Hire


roll the bullshit dice afterwards. You can find the monsters on the full version:
page 18.

Available
Available
You put your Rogues in order, right? The first one is the one
farthest to the right. For the enemies, it’s reversed. The enemy
farthest to the left is at the head of their marching order. Each
creature takes up one space. If a creature dies, the space goes
away - there are no blank spaces in the order. That’ll be im-
portant when you start using actions. When counting spaces

Alchemist
for actions, each creature, be it friend or foe, counts as one
space. Acid Basic Attack
This attack targets two crea-
For example: The archer’s basic attack targets an enemy 5-6
tures in the middle of the ene-
spaces away. To figure out that distance, count each creature

Turn Order
my’s marching order. If there
in front of them, including the other Rogues. When you reach

Physical: -1
are not two creatures in the
the 5th creature, that’s the first one that may be targeted. middle (i.e. if they have less

Defense: 2
than four creatures), you may
target any two adjacent crea-
tures. Make a Physical Attack

Health: 8
At the beginning of an encounter, roll a dice for each side:
Roll vs each creature’s De-
Rogues and Enemies. Whichever side rolls high goes first.
fense.

Awareness: +1
When determining whose turn it is, find the creature closest
to the front of the marching order who hasn’t gone yet. That’s A little pick me up. Cooldown: 5

Navigating the Game


Pick a creature adjacent to you.

Bullshit
the one whose up. When the first side is done, switch to the
other. Repeat until one side is dead or everyone is crying. That creature gains the effect:

Speedy
Speedy (2).

1. Alchemy is not an exact art. Target yourself. Make


Ever read a choose your own path type book? You’re doing a Physical Attack Roll vs Your Defense, losing health
great. Start at #10 and do what it says. Then read the text or if it hits.
look at the map to see which passages you can go to next. Do
this till you kill a Giant Spider. If you dealt with something in 2. Wait! I had an idea! Your next ally to fail a dice roll may reroll it.

4 5
an area, you don’t have to deal with it again.

Marching Order Quickstart Guide


Archer Sell
Sword
Arrow Basic Attack Slash Basic Attack
Choose a target 5-6 spaces away. Pick an enemy up to 2 spaces
Make a Physical Attack Roll vs away. Make a Physical Attack
the target’s Defense. Roll vs the target’s Defense.

Physical: +1 Physical: +1 DIrty Trick Cooldown: 5


Rain of Arrows Cooldown: 6
Defense: 3 Defense: 4
A handful of sand, a knee to
Make a Physical Attack roll vs the groin, look over there: one
every enemy’s Defense. They
Health: 8 Health: 10
enemy up to two spaces away
suffer half damage from the

Tricked
receives the effect : Tricked (3).

Awareness: +2
attack.
Awareness: +1

Bullshit
1. This hangover is killing me. For your next two dice rolls, roll
twice and take the worst result.
Bullshit
1. If we make it out alive, I swear, I’ll kill you for this. Make a basic attack
6. Here, let me help. Reduce an ally’s cooldown dice by 1. against a random adjacent Rogue.
6. It’s only a scratch. An adjacent Rogue of your choice regains 1d6/2
health.

Doctor
Staff. Basic Attack
Target one creature 1-2 spac-
es away. Make a Physical
Attack roll vs their Defense.
Let me patch that up. Physical: -2

Defense: 2
Cooldown: 3
Select a creature adjacent to

Health: 12
you and roll a dice. Divide the
result by 2, rounding up. The
Awareness: +2
creature regains that amount

Bullshit
of health.

1. No more blood! No more! Roll a die. If the roll is a 1 or 2, the


Doctor leaves the battle, losing 2 health during the retreat. Re-
move the Doctor from the marching order. They return at the end
of the marching order after this battle.

6 7
2. There. You should feel better. Remove an effect from any ally.
Marching Order Quickstart Guide
G reat. I hope you’re ready for your first delve.
Start by reading passage #10 on page 14.

1 The floor of this room is littered with filth. Where the wood
shows through, it is stained a dark crimson. The beasts that
advance toward you are a hint as to what caused the blemish.

Fight these before proceeding:


Giant Rat - Giant Rat - Venom Spider - Venom Spider

Remember, the enemy listed first is the farthest left in the


enemies marching order. The rest are behind them in order.
Once the battle is over, you may pick any door on the map and
read that passage next.

2 The table in this room is laden with food, though it looks


like it has been sitting here for a while. It can’t be worse than
the food at the Rotbottom Inn though, right?

Each Rogue may choose to eat the food. If they do, roll a die
and abide by the results below.

1-3: This wasn’t a good idea... Roll a die and divide by half,
rounding up. The Rogue loses that much health.

4-6: Years of drinking have given me an iron gut... Roll a die


and divide by half, rounding up. The Rogue gains that much
health.

8 9
Marching Order Quickstart Guide
3 The hallway stretches out before you, dirt collected in
heaps on the floor. A hole leads to a burrowed passageway to
5 A nice, safe, empty hallway. Nothing to see here, yessiree.
You haven’t felt this safe since you were suckling on your
the north. mother’s teat.

One Rogue may make an Awareness roll vs TN 4. If they Suc-


ceed, go to #11. If they fail, go to #12.

6 You crawl
through the low
passage way, the
scent of death

4 The hallway smells like urine and


regret. For some reason, it reminds you
of your last relationship. A hole in the
wall leads to a burrowed passageway to
the east.

filling your n o s t r i l s .
The air tastes humid and
you feel the occasion-
al drip of cold water on
your skin. You come to

10 11
Marching Order Quickstart Guide
a hallowed out chamber of bones and webs that cling to your seen elsewhere in this place. It seems like a safe place to rest.
skin like a paper thin embrace. The sounds of scuttles reach If you wish to rest, roll a die and divide by 2, rounded up. Each
your ears, seemingly coming from all directions at once. Rogue regains that much health. You may do this one time
during this delve.
Make an Awareness roll vs TN 3. If you fail, the enemy auto-
matically goes first in the fight. If you succeed, roll as usual to Do you wish to look through the books? If so, go to #13.
see which side acts first.

Fight these: 8 It seems this bedroom has not been used in a long time.
Venom Spider - Venom Spider - Trap Spider - Giant Spider The bed sprouts mushrooms from its decaying mattress. A
host of critters rushes forward to greet you.
If you’re still alive, congratulations - you killed what you were
sent here to kill. Now if you can get out alive...

7 You’ve come to a sizable library full of mildewing books.


Strangely, this room seems untouched by the vermin you’ve

First fight these:


Giant Rat - Diseased Rat - Imp - Trap Spider
If you wish to search the bedroom, make an Awareness roll vs
TN 5. If you succeed, go to #14. Otherwise, you find nothing

12 13
useful and may leave this room.

Marching Order Quickstart Guide


9 Did you kill the Giant Spider? If not, get back in there,
Rogue. Last time I checked, we’re not paying you to fail. If we
11 Like most pleasant things in your life, it’s too good to
be true. You can see the holes in the wall with poison tipped
were, you’d be rich by now. darts just waiting to shoot out. You avoid it easily now that
you’ve seen it. Return to #5.
If you did kill the Giant Spider, well done. You’ll earn enough
coin to drink your troubles away for a night. Go ahead and
turn to the last page to see what to do next. 12 *Click.* A bunch a darts shoot out of the wall. They
don’t hurt too much, but you feel a bit funny. The Rogue in the

10 front of the marching order gains the effect Doped Up (5).

Doped Up
The merchant wrings his fingers together anxiously. Return to #5.
Beads of sweat collect on the man’s brow and you can smell
his nervousness from here. He’s taken the liberty of buying
you a round, so you’re somewhat obligated to see what he has
to say. You have a feeling there might be some coin at the end
of it.

“Look, fellows, I was told by Headmaster Geiterheim that you


13 Most of the books fall to pieces in your hands. You do
manage to find one of interest, however: “The curious incanta-
do the work that others don’t want to. I recently inherited my tions of Aloyisus Crumduggin.” Reading isn’t really your forte,
dead father-in-law’s estate, bless his soul. He was crushed un- but maybe this is a good one?
der the wheels of his own carriage. I put the driver to death, of
course, as was my right. It’s truly a tragedy. A single Rogue may read from the book. If you wish to read
it, declare which Rogue will attempt to do so and go to #15.
But the estate... there is something terrible in there! He spent Otherwise, return to #7.
his final years living in my humble home and his own became
infested with vermin. The rat catcher I sent inside never came
out, so I need someone a bit tougher and Geiterheim said
you’d do. What do you say, fellows? Would you like to earn
14 Ah, look at this: a false bottom in the dresser. It con-
tains a bag of 40 coins and a half drunk bottle of rotgut. Not a
some coin?” bad day’s hall.

You know he didn’t kill the driver - you saw Hendrix leaving Decide which Rogue has the rotgut. For an action, they may
town in the middle of the night, laughing as he fingered a sack take a swig or administer it to an adjacent creature. A creature
of coin. At least you know it means the merchant is good for who drinks the rotgut regains 2 health. It may be used 3 times
the money. You weren’t doing anything better anyway. It’s time before the bottle is empty.
to round up your gear and go on a delve.”
Go to #1. Return to #8.

14 15
Marching Order Quickstart Guide
Effects
List
15 Nothing like a good romp through a book of forbidden
arcane lore to set your mind right, non-euclidean illustrations
not withstanding.

Roll a die and consult the table below to see what happens to
the Rogue.

1. I don’t feel so good, Mr. Stark... The rogue is obliterated


from this plane of existence. Do not pass go, do not collect
200 coins. Their psyche will continually be torn asunder and
reformed by the elder gods for an eternity of torment.

Armored
Batshit
Batshit
2-3. The silver crown will bring the end of all things! ... The
Rogue in question goes mad. When

The creature has +2 to their defense.


rolling the bullshit dice, a result of 2
This Rogue makes a physical attack roll against
a random adjacent ally’s defense. If successful,
will now give them the effect:
the ally suffers half damage.
Batshit (2).

Doped Up
Hungover
4-5. I understand the will of the gods... When this Rogue rolls
a dice and they do not like the result, they may automatically
Roll a die. On a roll of 1-2, the Rogue
skips the rest of their turn this round. When rolling to perform any actions
change it to a 6. They may do it three times before this ability

this turn, roll twice and take the


is gone forever.

worse result.

Magical Tingles
6. Ahh. That’s how magic works... This Rogue gains the fol-

Poisoned
lowing ability:

This creature adds a +2 to their first


dice roll made this turn.
Death comes for us both. Cooldown: 4

The creature loses 1 health each round


Pick any enemy and roll a dice. You lose that

Speedy
much health but the enemy loses twice that

Tricked
amount.

This creature gains an additional


Return to #7.

action this turn. The creature suffers a -2 penalty to


their defense.

16 17
Marching Order Quickstart Guide
Actions Actions
1-3. Toothy Boys. Target an adjacent 1-3.MEHAH! Target a random Rogue.
Diseased Rogue. Make a Physical Attack roll vs The Imp makes a Physical Attack roll vs

Rat their Defense. If no Rogue is adjacent, Defense. If successful, the target suffers

Imp
the Diseased Rat moves forward one damage normally and gains the effect

4-6. Grackle. A random ally gains the ef-


Physical: +0
space in the marching order. Poisoned (2).

4-6. Putrid Bite. Target an adjacent Attack: +1


Defense: 2

Poisoned
Defense: 3
fect Magical Tingles(1).

Health: 2
Rogue. Make a Physical Attack roll

Health: 3
vs their Defense. If successful, the
Rogue gains the effect Poisoned (3).

Bullshit Bullshit
If no Rogue is adjacent, the Diseased

Magic Tingles
Rat moves forward one space in the
marching order.

Poisoned
1. Wait, it was that easy? The Diseased Rat dies. 1. Unsummon. The Imp leaves the battle.
6. It moved so fast! The Deseased Rat targets a
random Rogue. Make a Physical attack roll vs 6. Gate in a Friend. An additional Imp appears at the end of the marching
their Defense. order.

Actions Actions
1-3. Toothy Boys. Target an adjacent
Giant Rat Giant
1-3. Rest. The Giant Spider does nothing.
Rogue. Make a Physical Attack roll vs 4-6. Spit Bile. Target a random Rogue

Attack -1 Spider
their Defense. If no Rogue is adjacent, in the middle of the marching order. If
there is no Rogue in the middle, target a

Defense: 2
the Diseased Rat moves forward one

Poisoned
4-6. Putrid Bite. Target an adjacent
Physical: +0
space in the marching order. random Rogue. Make a Physical Attack

Bullshit
Health: 3
roll vs their Defense.

Defense: 2
Rogue. Make a Physical Attack roll vs

Health: 10
their Defense. If successful, the Rogue
gains the effect Poisoned (3). If no
1. It can barely move! The Giant Spider

Poisoned
Rogue is adjacent, the Diseased Rat
skips its next two actions.

Bullshit
moves forward one space in the march-
6. That’s so much web! Ewwwww. Target
ing order.
2 random Rogues that are not currently
stuck in web. The Giant Spider makes a Physical Attack roll vs each
Rogue’s Defense. If successful, the rogues suffer no damage, but they
1. Wait, it was that easy? The Giant
are tangled up in the spider’s web. They can take no actions until they
Rat dies. (or an adjacent ally) uses an action to remove the web. If you run into the
6. It moved so fast! The Giant Rat targets a random Rogue. Make a unlikely scenario that all of your Rogues are stuck in the web, you can
Physical attack roll vs their Defense.

18 19
consider them all dead. It’s best not to get into the details.

Marching Order Quickstart Guide


What’s next?
next?
Actions
1-3. Sticky Situation. Target a random
Rogue. Make a Physical Attack roll vs Trap

Want to level up?


Spider
Defense. If successful, the rogue suf-
fers no damage, but is tangled up in the Listen, Rogue. The full game of Marching Order is way too large

Physical: +1
spider’s web. They can take no actions to fit in this small document. The full game has many more
until they (or an adjacent ally) uses an Rogues to choose from with more abilities and more bullshit.

Defense: 2

up?
action to remove the web. There are multiple monsters, bigger delves, and the whole town
5-6. Protective Webbing. The Trap Spi-

Health: 3
of Rotbottom to explore. Items, carousing, looting, leveling, and
der weaves webs around it, gaining the

Bullshit
effect Armored (2). life coaches- Marching Order has all those things.

Armored

MarchingOrderGame.com
1. Gummed up the works. The trap spider los-
es its next turn.
6. Dangling in the Rear. Target the Rogue at Come check out:
the back of the marching order. Make a Physical Attack roll vs

Actions
Defense.

Arachnophobia. Target a random Rogue


in the front 3 positions of the marching Venom
Spider
order. Make a +2 roll vs their Defense.
If successful, the Rogue switches po-

Physical: +1
sitions with the Rogue behind them. If
there is no Rogue behind them, there is

Defense: 2
no effect.

Health: 3
Putrid Bite. Target an adjacent Rogue.
Make a Physical Attack roll vs their De-
fense. If successful, the Rogue gains
the effect Poisoned (3). If no Rogue is

Poisoned
adjacent, the spider moves forward one

Bullshit
space in the marching order.

1. Survival Instinct. The Poison Spider moves backwards one position


in the marching order. If it is already at the back of the marching order,
it flees combat.
6. They’re more afraid of me than I am of them.

20 21
The Poison Spider advances 1 space in the marching order if possible

Marching Order Quickstart Guide


and immediately makes an “Arachnophobia” attack.
“You think you’re done ‘cuz
ye got your pretty pink bottom
whooped, do ye? HA! Shov-
eling slop for Ol Lady Stoke-
worth will’na pay off YER
tab! Gods help ye, I never took
ye for some’n with da brains of
a gerblin. Haha. Jokins aside,
there’s some stew in the pot on
the fire. Warm yerself up, get
some grub in ye, and GET YER
ASS BACK DOWN’NER!
And do’na come back til ye got
some coin to pay up front from
now on!”

“And ta think of it, why don’tcha


take these miserable rogues with
ye!”

Author: James Crane Interior Art:


Graphic Designer: Carlos Castilho
Brad Kishbaugh Dean Spencer
Cover Art: Mustafa Bekir Back Cover: Dean Spencer

Crumbling Keep and their associated logos are trademarks of


Crumbling Keep LLC.
No other portion of this work may be reproduced in any form
without permission.
This material is protected under the copyright laws of the United
States of America. Any reproduction or unauthorized use of the
material or artwork contained herein is prohibited without the
express permission of Crumbling Keep LLC.
Published in the USA. ©2020 Crumbling
Keep LLC, 2032 SE Ankeny St. Portland,

22
Oregon 97214, USA.

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